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Subject: Re: IMOH no

Author: Uri Blass

Date: 16:46:38 09/19/03

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On September 19, 2003 at 17:42:47, Sune Fischer wrote:

>On September 18, 2003 at 10:02:33, Edward Seid wrote:
>
>>I'm learning how to program by reading Deitel's Visual Basic.NET How to Program.
>> I'm eager to try out my new skills on a chess-related project.
>>
>>The Pawn Game - as presented by GM Lev Alburt in Comprehensive Chess Course, Vol
>>1
>>
>>[D]8/pppppppp/8/8/8/8/PPPPPPPP/8 w - - 0 0
>>
>>The game is won by:
>>1- capturing all of the opponent's pawns
>>2- reaching the last rank first
>>3- 'stalemating' the opponent, while still having at least one move for yourself
>
>I tried a simple unoptimzed search, just returning matescore for reaching 7th
>rank. It's not going as deep as I expected, of course you would not expect to
>get the same kind of hitrate as with pawn tables (no color or depth or bounds
>dependency in pawn tables):
>
>1	-3	5	1		1.a3
>1	0	10	9		1.a4
>2	0	10	33		1.a4 h5
>3	0	12	121		1.a4 g5 2.g4
>4	0	13	1056		1.a4 g5 2.g4 a5
>5	0	15	2529		1.a4 g5 2.e4 g4 3.h4
>6	0	22	14205		1.a4 f5 2.f4 a5 3.d4 h5
>7	0	26	33039		1.a4 f5 2.h4 a5 3.c4 c5 4.f4
>8	0	51	135649		1.a4 f5 2.f4 d5 3.d4 a5 4.h4 h5
>9	0	107	360649		1.a4 f5 2.f4 c5 3.h3 a5 4.h4 h5 5.c4
>10	0	339	1303780		1.a4 f5 2.d4 a5 3.c4 g5 4.e3 e6 5.c5 g4
>11	0	689	2716466		1.a4 f5 2.c4 g5 3.d4 f4 4.e4 g4 5.b4 h6 6.h4
>12	0	2241	8928849		1.a4 d5 2.d4 h5 3.h4 a5 4.f4 f5 5.b3 b6 6.c4 c5
>13	0	6084	23078374	1.a4 a5 2.c4 h5 3.f4 f5 4.h4 c5 5.d3 e6 6.e3 d5 7.d4
>14	0	16715	64599238	1.a4 f5 2.d4 a5 3.h4 c6 4.e3 b5 5.b3 h5 6.c4 bxa4
>15	0	37273	146539781	1.a4 f5 2.e3 g5 3.f4 h6 4.b4 c6 5.d4 b5 6.axb5 cxb5
>
>This is without nullmove or specially tuned eval or move ordering of any kind.
>Optimizing for it will of course give a few more plies, but double depth seems
>out of reach.
>
>-S.

I do not think that you are right.
The branching factor is going to get smaller when you search deeper and
evaluating passed pawns as winning if they are more advanced than the opponent
pawns may significantly help.

I also guess that you should generate pushing moves 2 steps forward first and
moves that lose a pawn only last.

Uri



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