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Subject: Re: Improving the endgame of my engine

Author: Uri Blass

Date: 02:59:35 04/08/04

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On April 08, 2004 at 05:27:43, Tord Romstad wrote:

>On April 08, 2004 at 04:51:01, Albert Bertilsson wrote:
>
>>Hi!
>>
>>I'm about to start coding on my engine again and have thought about improving
>>the endgame play. I don't like using egtb so I'm thinking about using special
>>evaluation cases when there are few pieces left on the board. Is this a good
>>idea or is special evaluation cases a dead end?
>
>I think it is a good idea, but it is much more difficult than it first seems.
>The problem is
>that it is not enough to write evaluation code which enables your engine to play
>some
>specific class of endgames near-perfectly.  You also have to adjust the scores
>in such
>a way that they are reasonably consistent with the evaluation of similar
>endgames with
>a piece or two more.  When you add special cases for many different classes of
>endgames,
>keeping all the scores consistent quickly becomes a nightmare.
>
>Tord

What about trying to translate the scores to expected result?

I have scores in pawns but I think that it is a bad idea and it is better to try
to have a score for every position by probabilities(win,draw,loss).

having score by pawns is probably good if you want to have fast something that
plays but I believe that trying to evaluate expected result for every position
may be better(it is good also for pruning and extensions because you want to
prune lines when you are certain about the result and extend lines when you are
uncertain about the result).

Did somebody try to evaluate expected result and not pawns for every position?

Uri



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