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Subject: Re: passed pawn evaluation.

Author: scott farrell

Date: 16:33:04 01/12/04

Go up one level in this thread


On January 12, 2004 at 13:05:38, Robert Hyatt wrote:

>On January 12, 2004 at 10:24:59, scott farrell wrote:
>
>>On January 12, 2004 at 05:52:07, Tord Romstad wrote:
>>
>>>On January 11, 2004 at 21:18:30, macaroni wrote:
>>>
>>>>I have recently been fiddling arround with some passed pawn code, however I just
>>>>can't seem to get it working very well. Can you give me an idea of what sort of
>>>>values you give different types (in different stages) of passed pawns?
>>>
>>>Here is a rough description of what I do:
>>>
>>>Start by giving the passed pawn a bonus depending on which rank it occupies.
>>>You then adjust this bonus depending on the placement of the other pieces
>>>on the board.  Some examples:
>>>
>>>Protected passed pawns and passed pawn duos are especially dangerous.
>>>Adjust the bonus up if there is a friendly pawn beside or diagonally
>>>behind the passed pawn.
>>>
>>>Adjust the bonus up if there is a friendly rook behind the pawn, and down if
>>>there is an enemy rook behind it.
>>
>>this is where you need to be careful if you have a pawnhash, you cant hash in
>>other pieces :) you have to put it into the rook/king eval instead.
>>
>>Scott
>
>SSSHHHHHHHHhhhhhhhhhh!!!!!!!!
>
>Everybody needs to debug _that_ problem at least once.  Some of us more
>than once.  :)

Tords answer was just to hash where the passers are.

What do you do in crafty?

I know I just just asked in another part of this thread, but this seemed more
appropriate.

I am thinking of hashing in the number of wach type of piece or something, that
doesnt change too much I dont think, obviously you can hash the position of the
pieces, as you would increase the number of unique hashes too much.

Scott

>
>
>>
>>>
>>>A passed pawn is usually more dangerous if it is supported by a king.
>>>Increase the bonus if the friendly king is close, especially if it is
>>>somewhere in front of the pawn.  Likewise, you should increase the bonus
>>>if the enemy king is far away.  In rook endgames, it is probably a good
>>>idea to further increase the bonus if the enemy king is cut off by
>>>a rook (I don't do this yet, but I plan to add it in the near future).
>>>
>>>Passed pawns are most dangerous if they are able to advance safely.
>>>If the passed pawn is blocked by an enemy piece, adjust the bonus down.
>>>If it is unblocked, increase the bonus if your static exchange evaluator
>>>decides that it is safe to push the pawn, and reduce the bonus if it is
>>>not safe to push it.
>>>
>>>Tord



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