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Subject: Re: endgame eval question

Author: Robert Hyatt

Date: 07:35:56 11/29/98

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On November 28, 1998 at 23:57:29, Jon Dart wrote:

>
>On November 25, 1998 at 23:53:33, Robert Hyatt wrote:
>
>
>>One quick thing to do if you can compile the source, add "-DDEBUGEV" to the
>>cc options.. then do the sc (but do *not* let it search or you will get a
>>zillion lines of output) and get more detailed info broken down by
>>each piece type...
>>
>>
>I did as suggested (and turned -DDEBUGP on, too). Basically, what is
>happening here is that the "bad trade" evaluation is being triggered.
>This adds -1.8 to the total score. So without this term Crafty 16.1
>evaluates the position at about +0.2, or close to even.
>
>Couple of comments:
>1. I think the "bad trade" penalty should be broken out separately
>in the output of the "score" command.
>2. Penalizing White for this doesn't make much sense here. Bishop
>+ a couple of extra pawns is often drawn.
>
>--Jon


look at the code carefully around that printf().  the bad trade penalty (this
is triggered by one side having two more light pieces and the opponent having
one more heavy piece (ie two pieces vs a rook is good, or a piece for two pawns
is good)) should only be .8, not 1.8...  actually I just looked at my code here
and that output should be right.  Look at evaluate.h to see what "BAD_TRADE"
is set to.  it should be 80-100 or so...


breaking it out separately means it has to be moved to a procedure, and that
has overhead...  which is why it is "in line" at present.

as far as how this works, my only intent is to avoid BN traded for R+P, which
is almost always bad.  and also trading a piece for two or three pawns is
almost always bad as well, particularly in the middlegame.  This has won more
games than it has lost, and it prevents me from having to finagle piece values
and scores to make crafty avoid such bad trades...



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