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Subject: Re: detecting and evaluating pins

Author: Uri Blass

Date: 09:22:26 02/23/04

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On February 23, 2004 at 12:15:17, Gerd Isenberg wrote:

>On February 23, 2004 at 09:36:46, Uri Blass wrote:
>
>>On February 23, 2004 at 09:06:31, Gerd Isenberg wrote:
>>
>>>On February 23, 2004 at 07:02:59, martin fierz wrote:
>>>
>>>>aloha,
>>>>
>>>>i have a question about pins. pins are a rather important feature in chess; some
>>>>of them are not so bad, some are deadly. i just happened to chat briefly with
>>>>anthony cozzie on ICC, and he said he didn't do any pin detection. i detect
>>>>pins, but i don't evaluate whether a pin is not so bad or deadly. my questions
>>>>are:
>>>>-> are you detecting pins in your program?
>>>>-> if yes, do you try to distinguish between different pins?
>>>>
>>>>cheers
>>>>  martin
>>>
>>>Hi Martin,
>>>
>>>yes i detect pins, (not only) because i do legal move generation.
>>>With disjoint direction attacks (from sliders as well from the king as
>>>metasliders) it is rather cheap to get them without branches.
>>>
>>>In Eval i consider (from memory):
>>>
>>>1.) what kind of piece/pawn is pinned.
>>>2.) whether the pinner (?) is en prise or attacked by equal valued pieces.
>>>3.) The distance from pinned piece to the king (>2) and whether the pinned piece
>>>is member of the "own" side of the board...
>>>4.) whether the pinned piece is defended or defendable (in one move) by pawns.
>>>5.) whether the piece is attackable by opposite pawns.
>>>6.) a kind of SEE value considering all other attackers/defendes.
>>>
>>>In Eval i even consider other "tactical" stuff, like forks, overloading pieces
>>>and pins to other valueable or hanging pieces.
>>>
>>>Cheers,
>>>Gerd
>>
>>I wonder what is the reason that with all of this very impressive stuff you
>>consider Yace and Sos as stronger than your program based on another post.
>
>
>I don't know what Yace and Sos do in their eval - they were a bit unlucky at
>IPCCC04. I found nothing impressive with considering pinned pieces and other
>tactical stuff in eval.

I believe that it is productive but not easy to implement correctly.
Crafty has not this stuff and I believe that correct implementation of this
stuff can help it.


>
>
>>
>>What is your opinion the relative advantages of program like Crafty relative to
>>your program and I am not talking about parallel search because yace is not
>>stronger than Crafty on one processor based on the results that I read.
>>
>
>No idea. I don't do any autoplayer games.
>
>
>>I wonder if you really test every change that you do in the evaluation to test
>>if it is productive.
>>
>>I test every single change that I accept in the evaluation first in positions
>>and later in blitz games(except cases that the change is relevant only to a very
>>small class of positions) and if I do not get positive result in blitz games I
>>reject the change.
>>
>
>But may be a few combined changes leave a positive result, if each single change
>does not.

It is possible but I may try it only when I think that I have no simpler ideas
to get improvement.

Uri



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