Author: Uri Blass
Date: 16:46:38 09/19/03
Go up one level in this thread
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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