Author: Uri Blass
Date: 03:04:13 04/08/04
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On April 08, 2004 at 05:59:35, Uri Blass wrote: >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 I can add that in order to be able to win position with 100% probability to win you may use a second score in case of 100% probability to win(otherwise you may fail to win positions Like KR vs K without tablebases). Uri
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