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Subject: Re: detecting result by evaluation in Kp vs K positions

Author: Robert Hyatt

Date: 20:37:31 02/07/04

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On February 07, 2004 at 18:26:00, Uri Blass wrote:

>I started to work on having some evaluation about endgame and
>I wrote something to detect draws in KP vs K.
>
>It does not detect every possible draw but at least hopefully when it detect
>draw it is correct if I have no bugs.
>
>Tablebases is not a solution because they are too slow and I believe that
>generally functions are better because even in case of having tablebases if I do
>not probe them in the qsearch I may get KP vs K that I need to evaluate without
>tablebases and I want to return correct score without looking in tablebases.
>
>I read that yace is using bitbases even for 4 piece endgames when the bitbases
>give only win draw loss information and I guess that the bitbases were
>calculated from nalimov tablebases.
>
>I wonder what other people do in KP vs K endgame in case of not looking in
>tablebases(because the program does not support tablebases or because it is a
>qsearch node).

I have special code. that handles two rules:

1.  If the king is one square in front of the pawn, and has the opposition,
then the pawn queens.

2.  If the king is two squares in front of the pawn, then the pawn queens no
matter what.

A couple of special exception cases to make sure that the opponent can't capture
the pawn instantly, and you are done...  Just try Crafty with KP vs K and no
tables, to see what I mean...

>
>Do they have a special function to detect the result or do they assume that
>cases when they get KPK in the qsearch are rare enough when they use the 5 piece
>tablebases because in most cases they probe the tablebases earlier.
>
>Uri



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