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Subject: Re: Improving the endgame of my engine

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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