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Subject: Re: transition to endgame

Author: Dann Corbit

Date: 21:14:34 04/02/04

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On April 02, 2004 at 23:46:02, Eric Oldre wrote:

>Dann,
>Thanks for the input. I'm going to implement a change in the king positional
>values as you recommended. I saw in the code for Gerbil that Bruce does
>something quite similar to TSCP.
>
>Having looked at the code for TSCP and Gerbil, i didn't see much that changes in
>the endgame evaluation except for how it evaluates the king's position. I sort
>of expected to see other shifts in the evaluation function as the game changes
>to the endgame. (of course i probably just missed them)

Here is an easy way to compute your own king position stuff.
Count the squares the king attacks (e.g. 8 in the middle and 3 in the corners):
[D]8/8/8/3k4/8/8/8/K7 w - -
and give weights for king's power.

Now, with pawns, you want to advance them.  It's a good idea at any time, but
you want to temper it a bit early in the game.  When the board is jumping with
pieces, you need as few as possible long strings of diagonally self-supporting
pawns.  Then, when the board starts to clear, head for the enemy back rank.

If you can get a rook behind a pawn on an open file, then do that.

There is a good trick that is obvious but some progams do not do it.
When you want to promote and someone is guarding with a rook, use the pawn to
defend like this:
[D]7r/P7/8/3k4/8/8/8/KR6 w - -
[D]1R5r/P7/8/3k4/8/8/8/K7 b - -

With a very simple manuver, you got a big advantage.  It obviously works when
there is lots more stuff on the board as long as you can get your rook one
square to the right or left on the 8th (1st) rank when your pawn is on the 7th
(2nd) rank.

Avoid doubled pawns if you can.  They get gobbled later and are a pest.  Here
the pawns on the D file are doubled:
[D]3k4/4p3/3p1p2/3n4/2NP4/8/3PP3/3K4 w - -
This is a partial solution:
[D]3k4/4p3/3p1p2/3n4/2NP4/4P3/3P4/3K4 b - -
because now they are a bit more self supporting.

You can probably find some ideas you like at places like this:
http://coaching.chesspod.com/coaching/basics/glossary.html
http://www.chesscentral.com/articles_chess/chess-piece-value_6.htm
http://www.markalowery.net/Chess/pawns/passedpawns.html
http://www.mrfixitonline.com/readPosting.asp?PostingId=1349916

etc.

Basically, all you have to do is to add the stuff you learn about what is good
and what is bad into your code and that's it.



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