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Subject: Re: Crafty Static Evals 2 questions

Author: Robert Hyatt

Date: 21:26:46 02/23/04

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On February 23, 2004 at 23:20:15, Andrew Wagner wrote:

>On February 23, 2004 at 23:05:58, Robert Hyatt wrote:
>
>>On February 23, 2004 at 18:52:36, Geoff Westwood wrote:
>>
>>>Hi
>>>
>>>I was perusing the latest table of results, Crafty's static eval of 2 of the
>>>passed pawn positions were interesting.
>>>
>>>Assuming I havent made a mistake in the cutting and pasting
>>>
>>>Position 1
>>>8/4k3/8/7P/1P6/3p4/4p3/4K3 b - -; id "PP-00004"
>>>
>>>[D]8/4k3/8/7P/1P6/3p4/4p3/4K3 b - -
>>>
>>>Crafty reckons this is +4.8 (good for white). This is rather clever as although
>>>the black king could catch either of the white passed pawns, it cannot stop
>>>both. Also blacks 2 advanced pawns cant do anything as the white king gobbles
>>>them up easily. Only Crafty and Tinker understand this position statically. Any
>>>tips on what the algorithm is to sort this one out ?
>>
>>
>>This is the idea I have reported here before, pointed out (demanded to be fixed
>>in fact) by a GM friend of mine.  The idea is that the two separated pawns are
>>better than the two connected passers.  The king stops the two connected passers
>>easily until the enemy king supports them, meanwhile the split passers walk on
>>in...
>>
>>
>
>>>
>>>
>>>Position 2
>>>8/P5p1/4P3/8/2k5/2P1pb2/8/4K3 b - -; id "PP-00005"
>>>
>>>[D]8/P5p1/4P3/8/2k5/2P1pb2/8/4K3 b - -
>>>
>>>Crafty reckons that this is -7.16 (won for black ??)
>>
>>This one it just gets wrong.  It is fixable as the pawns are so advanced that
>>one promotes, decoys the bishop, then the other promotes.  At present, the
>>search has to resolve this but it only takes a couple of plies.....
>>
>>>
>>>Firstly is this a typo should it be +7.16 ? Surely this position is won for
>>>white as the bishop cannot stop both pawns again.
>>>If not a typo Crafty seems to be statically evaluating this quite badly, maybe
>>>the clever eval in the previous position is flawed ? Or I have got my +/- signs
>>>confused.
>>
>>The previous one it gets right, this one it just misses, but the miss is a
>>result of the pieces.  Take the pieces off and it gets it right most of the
>>time, as it should.
>>
>>
>>
>>
>Am I understanding correctly that you use a completely different eval function
>in pure king/pawn endgames? E.g., surely in the first example, with a bunch of
>pieces on the board, the connected passed pawns would be better, because the
>pieces can catch the separate passed pawns whereas the connected once can defend
>and advance themselves.


Nope.  I use one eval function.  As material comes off, connected passers become
weaker and split passers become stronger, until there are no pieces left, where
the position above fits.




>
>>>
>>>         regards Geoff



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