Author: Toni
Date: 07:41:21 12/31/03
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On December 30, 2003 at 22:04:02, Toni wrote: >I'm thinking about the values of pieces for a chess program. I have investigated >some engines and the values they give to pieces vary. Some examples are: > >ENGINE knight bishop rook queen >Faile 1.4.4 3.1 3.25 5 9 >Amy-0.8.4 3.5 3.5 5.5 11 >Crafty-19.4, 3 3 5 9 >Beowulf-2.2 3.2 3.25 5 9.3 (defult personality) > >I have to give values for my program and, as I'm not a strong chessplayer I >would like to know your opinion. Are these differences important? What values >should be assigned for the highest strength?. The same could be applied to score >bonuses, but the list is too large. :-) > >Thanks > >Toni After the various responses I see that it's still an "open question". So I'll save the messages and review them later, when I'll build a *true* eval function As a summary I retain that what is important are the scores given for various aspects of the game such as bishop pair, etc. It's clear that a doubled pawn in the h column is weaker than a passes pawn in the e column. The idea of dynamic values depending on the stage of the game or the number of pawns seems interesting. I think that some engines are implementing something like that, (I remember beowulf right now). I'm now curious to know if there are places where GM's or strong players give analyses of games played by engines. This could point out the directions to improve their eval functions, since (AFAIK) most chess programmers are not very strong players. Thank you all for the responses. Regards Toni
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