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Subject: Re: Does crafty stop calculating SEE after capturing a king?

Author: Uri Blass

Date: 00:02:52 01/13/04

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On January 13, 2004 at 02:15:36, scott farrell wrote:

>On January 13, 2004 at 00:00:14, Uri Blass wrote:
>
>>On January 12, 2004 at 20:05:11, scott farrell wrote:
>>
>>>On January 12, 2004 at 17:34:52, Uri Blass wrote:
>>>
>>>>I do not see when it happens in crafty and note that it is not only a question
>>>>of speed when it is not clear what is faster and if I understand correctly
>>>>crafty may be wrong when a sequence of captures that is finished in trading
>>>>kings happens and it may happen in the endgames.
>>>>
>>>>[D]8/5r2/5k2/3R1p2/5K2/8/8/8 w - - 0 1
>>>>
>>>>Rxf5+ is a good capture but based on SEE that let trading kings it can be
>>>>pruned.
>>>>
>>>>Uri
>>>
>>>
>>>thanks uri/sune, added some stuff about a king,
>>>
>>>my acutal check was if king is capturing, and -stm still has pieces in the
>>>capture list, return -king for that part. I also added the dont xray the king,
>>>but I didnt see any effect - but clearly it is smart.
>>>
>>>My goal is to have 2 SEE, one fast, and one smart.
>>>
>>>output from chompster:
>>>
>>>the key is:
>>>maxthreat/SEE+/SEE ala crafty/NA
>>>
>>>as you can see it scores the Kxf5 as +1, and kxf5 as -50, interestingly with
>>>checks in the qsearch either way found kxf5+ with the same 33 nodes. I think
>>>crafty might need 2 plies instead of one, with an incorrect SEE and no checks in
>>>the qsearch.
>>>
>>>notice RE5 says 0 on both SEE and SEE+, I think SEE (ala crafty) just minimax's
>>>the king swap and accidently gets the right score.
>>>
>>>8/5r2/5k2/3R1p2/5K2/8/8/8/ w - - 0 0
>>>normal moves:
>>>RD8 (D5D8) , maxThreat=0/0/0/0
>>>RD7 (D5D7) , maxThreat=0/-5/-5/0
>>>RD6 (D5D6) , maxThreat=9/0/0/0
>>>RA5 (D5A5) , maxThreat=0/0/0/0
>>>RB5 (D5B5) , maxThreat=0/0/0/0
>>>RC5 (D5C5) , maxThreat=0/0/0/0
>>>RE5 (D5E5) , maxThreat=0/0/0/0
>>>RxF5 (D5F5) , maxThreat=9/1/-4/0
>>>RD4 (D5D4) , maxThreat=0/0/0/0
>>>RD3 (D5D3) , maxThreat=0/0/0/0
>>>RD2 (D5D2) , maxThreat=0/0/0/0
>>>RD1 (D5D1) , maxThreat=0/0/0/0
>>>KE5 (F4E5) , maxThreat=9/-50/0/0
>>>KxF5 (F4F5) , maxThreat=9/-50/-4/0
>>>KG5 (F4G5) , maxThreat=9/-50/-50/0
>>>KE4 (F4E4) , maxThreat=1/-50/-50/0
>>>KG4 (F4G4) , maxThreat=1/-50/-50/0
>>>KE3 (F4E3) , maxThreat=0/0/0/0
>>>KF3 (F4F3) , maxThreat=0/0/0/0
>>>KG3 (F4G3) , maxThreat=0/0/0/0
>>
>>I do not understand it.
>>
>>Why maxthreat of Re5 is 0 when maxthreat of the illegal Ke4 is 1?
>>both threat the pawn at f5 and if we talk about new threat then they do not have
>>a new threat.
>yeh, maxThreat is only the maximum piece that can be attacked after the move is
>made, Its not SEE at all, I guess Re5 should return 1, attacking the pawn. I
>think maxThreat is not used much these days, but still in the debug. I'll check
>Re5 anyway.
>
>>
>>I also do not understand why threat against the king is 9 when SEE of exposing
>>the king to check is -50.
>>
>Maxthreat doesnt differentiate between kings and queens, its only to detect
>moves that are threatening, as opposed to actually capturing anything, if some
>threats a king its nearly the same as threat to a queen, you better do something
>about it - or probably lose the game.
>
>I guess you saw the nice 1.0 SEE+ gain for Rxf5 - you have to like that like.

Yes

I am debugging my SEE.
I already found errors in previous versions and I hope that latest version have
no errors.

In the position that you posted
movei find also 1 for Rxf5 -5 for Rd7 and 0 for other moves.

I think that asking the program to print the moves with SEE different than 0 can
be productive for debugging.

I will probably calculate manually SEE for all legal moves of 100 different
positions to verify that movei does not get them wrong.

Uri



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