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Subject: Re: Static Eval: Scores for White !

Author: Robert Hyatt

Date: 20:19:20 02/26/04

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On February 26, 2004 at 15:19:56, Gerd Isenberg wrote:

>On February 26, 2004 at 13:28:48, Robert Hyatt wrote:
>
>>On February 26, 2004 at 04:23:01, Gerd Isenberg wrote:
>>
>>><snip>
>>>>>To avoid the white versus side to move score chaos, it makes sense to mirror all
>>>>>>current black to move positions vertically with white to move.
>>>>>
>>>>>Oups, with mirror vertically i mean white pawn on e2 becomes black pawn on e7
>>>>>and so on.
>>>>
>>>>i prefer also left right mirrorring. I bet diep is one of the few programs still
>>>>displaying the same score then :)
>>>
>>>A good point, with respect to castle rights of course.
>>>In my current program there are some asymmetries in (early) middlegame :-(
>>>
>>>In my new approach i will implement FRC-castles, but mirroring castles (rights)
>>>is still not possible since king/rooks target squares are still asymmetric.
>>>
>>>Gerd
>>
>>
>>I assume he is talking about post-castling positions or mirroring makes no
>>sense.  But in Crafty, I regularly run a "flip/flop" test on my evaluation.
>>
>>I set up a position and compute the static evaluation, then I flip (this mirrors
>>along the line between the 4th and 5th ranks, so that white becomes black and
>>vice-versa.  The eval should change its sign but nothing else.  I then use a
>>"flop" which mirrors along the line between the e and f files, so that a pawns
>>move to the h-file, etc.  The eval must not change at all.  I have a function
>>"ev test" that does this for me, so that it flips, flops and flips again, to
>>produce the four different positions you can get by mirroring along the two
>>lines given above.  The scores for flops can't change, but the scores for flips
>>much change nothing but signs.  I do eliminate the two asymmetry points in the
>>eval when I test this because crafty evaluates blocked pawns asymmetrically, and
>>I comment that out, and the king safety asymmetry is simply set to zero with the
>>"eval asym 0" command...
>>
>>It catches some bugs now and then, that might be overlooked.
>
>I have that features too, even rotating a->h or h->a, which is particular
>interesting with some endings.
>
>Anyway, i still have some slight left-right asymmetries in post-castling
>positions. Exactly as Vincent pointed out. Queen- and kingside issues even in
>late middlegame and probably isolated d- versus e-pawn in middlegame.
>
>[D]8/k1p1r3/p2b3p/5ppq/1np5/6P1/1R1N1P1P/R4QK1 b - - ; am c3
>[D]8/3r1p1k/p3b2p/qpp5/5pn1/1P6/P1P1N1R1/1KQ4R b - -
>
>difference: 0.04 similar search behaviour...
>
>Gerd


OK. I don't do any of those, although my blocked pawn asymmetry stuff has to be
turned off for the test to work cleanly...



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