Author: Joachim Rang
Date: 04:35:00 07/04/03
Go up one level in this thread
On July 04, 2003 at 05:17:47, Albert Bertilsson wrote:
>Hi setting professionals!
>
>A while ago there was a thread about very few amatures have the possibility to
>change the settings of the program, I certainly think that there can be a lot to
>gain for amatures with this possibility. I seriously doubt that there are many
>people taking interest in doing this for many of the weak engines out there
>(like Sharper).
>
>I might be wrong so I give anyone the chance to have a say about Sharpers
>evaluation settings, currently it's not possible to set them using a config
>file, but if anyone would like to try a setting I'll compile a couple of exe
>files to give him something to play with.
>
>Even if you don't want to develop your own Sharper setting, you might notice
>something wicked in the current setting just by looking at it, and if you do
>just let me know (or tweak your program to exploit it when playing Sharper =))
>
>/Regards Albert
>
>EvaluationConstants.h
>--------------------------
>#pragma once
>
>/*
> Pieces are these:
> 0 = Empty
> 1 = Black pawn
> 2 = White pawn
> 3 = Knight
> 4 = Bishop
> 5 = Rook
> 6 = Queen
> 7 = King
>*/
>const Int16 PieceValue[Types] = {0, 100, 100, 300, 325, 500, 900, 10000};
>
>
>const Int16 DoubleBishopBonus = 30;
>
>
>
>//King safety
>
>/*
>The king safety is calculated in king safety units, the real value is looked up
>in the KingSafety-table. If the king safety should be negative, the same table
>is used, but the value is substracted instead of added.
>
>King safety is not used during the end game.
>*/
>
>const Int32 PawnShieldFactor = 2; //ks += PawnsInShield * PawnShieldFactor;
>const Int32 NoPlayerPawnOnFilePenalty = 2; //if (NoPlayerPawnOnFile) ks -=
>NoPlayerPawnOnFilePenalty;
>const Int32 NoOpponentPawnOnFilePenalty = 2; //if (NoOpponentPawnOnFile) ks -=
>NoOpponentPawnOnFilePenalty;
>
>const Int32 EmptySquaresLimit = 3;
>const Int32 EmptySquaresFactor = 1;
>//ks += (EmptySquares - EmptySquaresLimit) * EmptySquaresFactor;
>//Meaning: For each empty square more than EmptySquaresLimit around the king
>award EmtpySquaresFactor as bonus.
>//I'm not really sure this is a good thing as a lonely king might be bad, on the
>other hand this avoids the king
>//getting crowded.
>
>const Int16 KingSafety[] = {3, 5, 9, 14, 20, 26, 32, 39, 46, 54, 62, 70, 79, 88,
>98, 108, 120, 132, 146, 160, 176, 192};
>
>
>
>/*
> PST values: This is a very important table to Sharper due to lack of evaluation
>of pawns etc.
>
> Note that squares are numbered like this:
> A1, B1, C1, D1, E1, F1, G1, H1,
> A2, ...
> A8, B8, C8, D8, E8, F8, G8, H8,
>
> Due to the use of 0x88 move generation there is a board
> next to the real board, just fill in zero there.
>*/
>const Int8 PSTPhases[PhaseCount][Types][Squares] =
>{
> //Opening phase
> {
> {//Empty opening
> 0,
> },
> {//BPawn opening
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 30, 35, 35, 35, 35, 35, 35, 30, 0, 0, 0, 0, 0, 0, 0, 0,
> 15, 25, 25, 25, 25, 25, 25, 15, 0, 0, 0, 0, 0, 0, 0, 0,
> 12, 12, 12, 15, 15, 12, 12, 12, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 10, 12, 12, 12, 12, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 10, 10, 0, 0, 10, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 10, 0,-20,-20, 0, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//WPawn opening
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 10, 0,-20,-20, 0, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 10, 10, 0, 0, 10, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 10, 12, 12, 12, 12, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 12, 12, 12, 15, 15, 12, 12, 12, 0, 0, 0, 0, 0, 0, 0, 0,
> 15, 25, 25, 25, 25, 25, 25, 15, 0, 0, 0, 0, 0, 0, 0, 0,
> 30, 35, 35, 35, 35, 35, 35, 30, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//Knight opening
> 0, 6, 8, 8, 8, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 6, 8, 12, 12, 12, 12, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 12, 16, 16, 16, 16, 12, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 12, 16, 16, 16, 16, 12, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 12, 16, 16, 16, 16, 12, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 12, 16, 16, 16, 16, 12, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 6, 8, 12, 12, 12, 12, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 6, 8, 8, 8, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//Bishop opening
> 0, 8, -5, 8, 8, -5, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 13, 13, 13, 13, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 15, 17, 17, 15, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 17, 20, 20, 17, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 17, 20, 20, 17, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 15, 17, 17, 15, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 13, 13, 13, 13, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 8, -5, 8, 8, -5, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//Rook opening
> 5, 10, 15, 20, 20, 15, 10, 5, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 10, 15, 20, 20, 15, 10, 5, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//Queen opening
> 0, 9, 9, 20, 9, 9, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 9, 10, 12, 12, 12, 12, 10, 9, 0, 0, 0, 0, 0, 0, 0, 0,
> 9, 12, 9, 9, 9, 9, 12, 9, 0, 0, 0, 0, 0, 0, 0, 0,
> 9, 12, 9, 9, 9, 9, 12, 9, 0, 0, 0, 0, 0, 0, 0, 0,
> 9, 12, 9, 9, 9, 9, 12, 9, 0, 0, 0, 0, 0, 0, 0, 0,
> 9, 12, 9, 9, 9, 9, 12, 9, 0, 0, 0, 0, 0, 0, 0, 0,
> 9, 10, 12, 12, 12, 12, 10, 9, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 9, 9, 20, 9, 9, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//King opening
> 0, 7, 10,-10, -5,-10, 10, 5, 0, 0, 0, 0, 0, 0, 0, 0,
> -5, -5, -5, -5, -5, -5, -5, -5, 0, 0, 0, 0, 0, 0, 0, 0,
> -10,-10,-10,-10,-10,-10,-10,-10, 0, 0, 0, 0, 0, 0, 0, 0,
> -20,-20,-20,-20,-20,-20,-20,-20, 0, 0, 0, 0, 0, 0, 0, 0,
> -20,-20,-20,-20,-20,-20,-20,-20, 0, 0, 0, 0, 0, 0, 0, 0,
> -10,-10,-10,-10,-10,-10,-10,-10, 0, 0, 0, 0, 0, 0, 0, 0,
> -5, -5, -5, -5, -5, -5, -5, -5, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 7, 10,-10, -5,-10, 10, 5, 0, 0, 0, 0, 0, 0, 0, 0,
> },
>
> },
>
>
> //Middle game
> {
> {//Empty middle
> 0,
> },
> {//BPawn middle
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 30, 35, 35, 35, 35, 35, 35, 30, 0, 0, 0, 0, 0, 0, 0, 0,
> 15, 25, 25, 25, 25, 25, 25, 15, 0, 0, 0, 0, 0, 0, 0, 0,
> 12, 12, 12, 15, 15, 12, 12, 12, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 10, 12, 12, 12, 12, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 10, 10, 0, 0, 10, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 10, 0,-20,-20, 0, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//WPawn middle
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 10, 0,-20,-20, 0, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 10, 10, 0, 0, 10, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 10, 12, 12, 12, 12, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 12, 12, 12, 15, 15, 12, 12, 12, 0, 0, 0, 0, 0, 0, 0, 0,
> 15, 25, 25, 25, 25, 25, 25, 15, 0, 0, 0, 0, 0, 0, 0, 0,
> 30, 35, 35, 35, 35, 35, 35, 30, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//Knight middle
> 0, 6, 8, 8, 8, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 6, 8, 12, 12, 12, 12, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 12, 16, 16, 16, 16, 12, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 12, 16, 16, 16, 16, 12, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 12, 16, 16, 16, 16, 12, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 12, 16, 16, 16, 16, 12, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 6, 8, 12, 12, 12, 12, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 6, 8, 8, 8, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//Bishop middle
> 0, 8, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 13, 13, 13, 13, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 15, 17, 17, 15, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 17, 20, 20, 17, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 17, 20, 20, 17, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 15, 17, 17, 15, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 13, 13, 13, 13, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 8, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//Rook middle
> 0, 10, 15, 20, 20, 15, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 0, 10, 15, 15, 10, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 15, 10, 0, 10, 10, 0, 10, 15, 0, 0, 0, 0, 0, 0, 0, 0,
> 20, 15, 10, 0, 0, 10, 15, 20, 0, 0, 0, 0, 0, 0, 0, 0,
> 20, 15, 10, 0, 0, 10, 15, 20, 0, 0, 0, 0, 0, 0, 0, 0,
> 15, 10, 0, 10, 10, 0, 10, 15, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 0, 10, 15, 15, 10, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 10, 15, 20, 20, 15, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0,
>
> },
> {//Queen middle
> 0, 8, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 10, 13, 13, 13, 13, 10, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 13, 15, 17, 17, 15, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 13, 17, 20, 20, 17, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 13, 17, 20, 20, 17, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 13, 15, 17, 17, 15, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 10, 13, 13, 13, 13, 10, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 8, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//King middle
> 0, 7, 10, -5, -5, -5, 10, 5, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> -5, -5, -5, -5, -5, -5, -5, -5, 0, 0, 0, 0, 0, 0, 0, 0,
> -10,-10,-10,-10,-10,-10,-10,-10, 0, 0, 0, 0, 0, 0, 0, 0,
> -10,-10,-10,-10,-10,-10,-10,-10, 0, 0, 0, 0, 0, 0, 0, 0,
> -5, -5, -5, -5, -5, -5, -5, -5, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 7, 10, -5, -5, -5, 10, 5, 0, 0, 0, 0, 0, 0, 0, 0,
> },
>
> },
>
>
> //End phase
> {
> {//Empty end
> 0,
> },
> {//BPawn end
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 30, 45, 45, 45, 45, 45, 45, 30, 0, 0, 0, 0, 0, 0, 0, 0,
> 30, 30, 30, 30, 30, 30, 30, 15, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 15, 15, 15, 15, 15, 15, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 5, 5, 5, 5, 5, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> -5, -5, -5, -5, -5, -5, -5, -5, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//WPawn end
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> -5, -5, -5, -5, -5, -5, -5, -5, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 5, 5, 5, 5, 5, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0,
> 10, 15, 15, 15, 15, 15, 15, 10, 0, 0, 0, 0, 0, 0, 0, 0,
> 30, 30, 30, 30, 30, 30, 30, 15, 0, 0, 0, 0, 0, 0, 0, 0,
> 30, 45, 45, 45, 45, 45, 45, 30, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//Knight end
> 0, 6, 8, 8, 8, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 6, 8, 12, 12, 12, 12, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 12, 16, 16, 16, 16, 12, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 12, 16, 16, 16, 16, 12, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 12, 16, 16, 16, 16, 12, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 12, 16, 16, 16, 16, 12, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 6, 8, 12, 12, 12, 12, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 6, 8, 8, 8, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//Bishop end
> 0, 8, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 10, 13, 13, 13, 13, 10, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 15, 17, 17, 15, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 17, 20, 20, 17, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 17, 20, 20, 17, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 13, 15, 17, 17, 15, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 8, 10, 13, 13, 13, 13, 10, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 8, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//Rook end
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
>
> },
> {//Queen end
> 0, 8, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 10, 13, 13, 13, 13, 10, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 13, 15, 17, 17, 15, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 13, 17, 20, 20, 17, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 13, 17, 20, 20, 17, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 13, 15, 17, 17, 15, 13, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 5, 10, 13, 13, 13, 13, 10, 8, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 8, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> },
> {//King end
> -16, -8, -4, 0, 0, -4, -8,-16, 0, 0, 0, 0, 0, 0, 0, 0,
> -8, -4, 4, 8, 8, 4, -4, -8, 0, 0, 0, 0, 0, 0, 0, 0,
> -4, 4, 12, 16, 16, 12, 4, -4, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 8, 16, 24, 24, 16, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> 0, 8, 16, 24, 24, 16, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,
> -4, 4, 12, 16, 16, 12, 4, -4, 0, 0, 0, 0, 0, 0, 0, 0,
> -8, -4, 4, 8, 8, 4, -4, -8, 0, 0, 0, 0, 0, 0, 0, 0,
> -16, -8, -4, 0, 0, -4, -8,-16, 0, 0, 0, 0, 0, 0, 0, 0,
> },
>
> }
>};
>
>
>--------------------------
very interesting post. I'm not a programmer but I enjoyed it nevertheless.
Some thoughts:
Pawns in the opening:
I'm not sure if it is a good thing to evaluate pawn advances in the opening
positive. This might lead to premature pawn-advances in the opening. In the
middle- and endgame I agree with your values.
Rooks in the middlgame: I think this table is not good. Are you sure in the
middlgame it is a good think to have a rook on h4, h5,g4, g5 or a4, a5, b4, b5?
Another problem is, that you don't distinguish between white and black pieces. I
would assume a black rook on the second row is better than on the seventh and
vice versa for a white rook.
I would also think a white knight on d5 is better than on c3 and a black night
on d4 is better than on c6. But with only one table for the pieces you can't
distinguish between these cases.
regards Joachim
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