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Subject: Re: Hashing pawn structures - how?

Author: Robert Hyatt

Date: 14:53:40 10/31/98

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On October 31, 1998 at 16:52:12, Inmann Werner wrote:

>On October 31, 1998 at 10:31:35, Robert Hyatt wrote:
>
>
>>Robert Hyatt wrote:
>>
>>easy...  create a "pawn structure hash 'structure'"... in it you put the
>>normal hash signature (only using the locations of pawns, of course), plus
>>the output of your pawn evaluation (you have to be very careful and *not*
>>include *anything* that has to do with pieces at this point).  Plus you
>>add any things that your pawn eval sets and passes to successive evaluation
>>routines...  ie a map of weak pawns, number of isolated pawns on open files,
>>a map of which pawns are passed, etc.  Then the hash "hit" can produce
>>*everything* a call to your pawn structure evaluator normally would...  only
>>far faster...
>>
>>Just don't forget that the hash signature depends only on pawns, so the stuff
>>you compute there should depend only on pawns...  you can add a second pawn
>>evaluator (I did in crafty) if you have some analysis that depends on where
>>pieces are or how many there are...
>
>
>I hash the pawn structure including rooks-position and the king-positions.
>I do not know, if this is good, but it works fine (20% faster). I do this,
>because the position of the rooks and the king is often used in my pawn
>evaluation. Does anybody something like me, or do you think, it is not good?
>
>Werner


what percentage hits do you get?  with just pawns I get over 99% all the time.
I'd bet that with kings and rooks factored in you drop way down...  which is
costly...



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