Author: Anthony Cozzie
Date: 11:25:24 02/05/04
Go up one level in this thread
On February 05, 2004 at 13:31:56, Robert Hyatt wrote: >On February 05, 2004 at 13:03:59, Anthony Cozzie wrote: > >>On February 05, 2004 at 12:47:26, Robert Hyatt wrote: >> >>>On February 05, 2004 at 12:38:20, Anthony Cozzie wrote: >>> >>>>On February 05, 2004 at 12:22:44, Bob Durrett wrote: >>>> >>>>> >>>>>Bob Hyatt: >>>>> >>>>>I was going through the older CCC bulletins to make sure I didn't miss anything >>>>>important and noticed the thread begun by Russell, >>>>>http://www.talkchess.com/forums/1/message.html?345569. After checking Russell's >>>>>reference, I saw something you wrote cited below. This made me really curious >>>>>about how the alpha/beta algorithm might be impacted by improvements in the >>>>>position evaluation code. It seems to me, intuitively, that accurate assessment >>>>>of positional [and other non-material] factors in a position, along with the >>>>>correct assessment of material factors, would give >>>>>values which would change the interpretations of failing alpha or beta tests. >>>>>It seems that this would significantly alter the way searching would proceed. >>>>> >>>>>If this is unclear, I can try to be more detailed if you wish. [I never claimed >>>>>to be a Pulitzer Prize winning author.] >>>>> >>>>>Bob D. >>>> >>>>Hey, you are starting to realize why it is so hard to write a good chess program >>>>:) >>>> >>>>One of the reasons Crafty gets good search depth is that it keeps a lot of the >>>>piece eval simple. For example, Rooks in crafty have just 4 patterns: open >>>>file, 7th rank, behind (friendly|enemy) passed pawn. The advantage here is that >>>>the eval is very quantized [0 | 20 | 40]. In Zappa, I do a true (and fairly >>>>complex) mobility calculation. The advantage is that this catches a lot of >>>>cases that crafty does not, for example a rook lift >>> >>>You didn't look far enough. Crafty handles this but at another place in the >>>evaluation. Also I do more than "open files" There are half-open files. I >>>also catch the rook lift directly as I look in _front_ of the rook to see if I >>>hit any of my own pawns. If not, I like it. And if it bears on the opponent's >>>king, I like it even more. >>> >>>I'm not sure where your "only 4 patterns" came from. Unless you just looked at >>>the comments alone. IE this: >>> >>>/* >>> ************************************************************ >>> * * >>> * determine if the rook is on an open file. if it is, * >>> * determine if this rook attacks another friendly rook, * >>> * making it difficult to drive the rooks off the file. * >>> * * >>> ************************************************************ >>> */ >>> trop = 7; >>> if (!(file_mask[file] & tree->all_pawns)) { >>> score += ROOK_OPEN_FILE; >>> trop = FileDistance(square, tree->b_kingsq); >>> } else { >>> if (tree->pawn_score.open_files) { >>> unsigned char rankmvs = AttacksRank(square) >> (56 - (square & 0x38)); >>> >>> if (!(rankmvs & tree->pawn_score.open_files)) >>> score -= ROOK_OPEN_FILE >> 1; >>> } >>> if (!(file_mask[file] & WhitePawns)) { >>> score += ROOK_HALF_OPEN_FILE; >>> trop = FileDistance(square, tree->b_kingsq); >>> } else if (!(plus8dir[square] & WhitePawns)) { >>> trop = FileDistance(square, tree->b_kingsq); >>> } >>> } >>> >>>It does a _lot_ more than just open files in that block of code... >>> >>>I don't like rook mobility myself. I used to do it and it is not very expensive >>>(IE I do bishop mobility at present already). I think the concept of open files >>>and half-open files is just another way to express mobility, as is rook on the >>>7th. however I don't blindly go for rook on the 7th as some do, it has to have >>>a reason for being there or it can be pointless. >> >>There's no need to be so defensive. I haven't read the Crafty source in a while >>as I've pretty much found all your secrets already, so I forgot a few things. > >wasn't trying to be "defensive". Just "informative". You had made a statement >that wasn't correct about Crafty, and I was just pointing that out to not leave >a wrong impression. > > >>Note also that you are handling only the kingsafety for rook lift here. If I >>have WP@B2, WR@B3, BP@B7, BR@B8, Zappa will give white an advantage and crafty >>will not. > >yes, but if the bp is at b6, there isn't much of an advantage. I prefer to pick >up the "advantage" by seeing the file half-open-up at some point. > > >> >>Anyway, the point remains: You are taking rook mobility, breaking out what you >>feel are 4-5 key cases, and implementing those. Advantage: quantization and >>speed. Disadvantage: doesn't catch all cases. Its simply a tradeoff for the >>programmer to make. >> >>anthony > >I disagree. your approach doesn't catch all cases either. The one I gave >previously is one example. with pawns at f7 g6 and h7, a rook on the g-file is >not a serious threat unless you push your own f and h pawns to try to attack >that g-pawn. But once it goes away we both notice it is good. So we both are >going to miss some things, and it is just a matter of picking which you like >best. I didn't choose to not do mobility for rooks because of the cost. I >didn't like some of the moves it produces. IE unnecessary pawn advances, or not >liking rooks side-by-side because they interfere with mobility, etc... > > >I don't think you have to count squares to do adequate mobility. With today's >search depth, if you have a rook on an open file, most likely you can see deep >enough, once the file gets opened or half-opened on the enemy king, so that you >can get the rook over there within the normal search horizon. > >Other pieces can use mobility better. Bishops are a good example and I do >mobility for them since it is not an expensive term at all with table lookups >available. however, I happen to believe that often mobility is a _result_ of >something good happening, not the "cause". > Zappa's mobility is somewhat more complex than just counting squares. anthony >> >>> >>>>(R@B3 P@B2 BP@B7) or a rook >>>>on the 8/6th ranks (which can also be powerful). The disadvantage is that the >>>>eval is much less quantized. [0 | 1 | 2 ... | 40]. This means that move >>>>ordering is worse, and so I search less deeply with mobility on than with >>>>mobility off (not to mention the speed loss). I believe the depth I lose is >>>>worth Zappa playing a somewhat more natural game, but it is a tradeoff that >>>>everyone has to make for themselves, of course. >>>> >>>>anthony >>>> >>>> >>>>>http://groups.google.com/groups?q=%22The+meaning+of+Alpha+and+Beta%22&hl=en&lr=&ie=UTF-8&selm=a6d9ho%24899%241%40juniper.cis.uab.edu&rnum=1 >>>>> >>>>>Referenced by: >>>>> >>>>>http://www.talkchess.com/forums/1/message.html?345569 >>>>> >>>>>> An alpha cutoff is what happens when you search the second move, >>>>>>> and you prove that if you play that move, your opponent has a move >>>>>>> he can play that will produce a score less than your "lower bound" >>>>>>> you established for the first move. There is no need to search >>>>>>> further. >>>>>>> >>>>>>> For example, after that +1 on the first move, you try the second >>>>>>> move and after trying the first move the opponent has in reply to >>>>>>> that move, you discover you _lose_ a pawn. The score is -1.0... >>>>>>> There is no need to search other opponent moves to produce a >>>>>>> score even lower than -1.00, because you already know this move >>>>>>> is at _least_ -1.00 and possibly worse, while the first move is >>>>>>> +1.00. You stop searching this move and move on to your third >>>>>>> choice...
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