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Subject: Re: Improving the endgame of my engine

Author: martin fierz

Date: 04:58:31 04/08/04

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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 do the same. my problem is that i have only covered a couple of special cases
up to now, and not in much detail. another problem is that many things are still
the same for all endgames; e.g. it is nearly always good to have a centralized
king, and it is always good to have passers and candidates and so on. however,
for example the value of a passer depends on the endgame type. so you need some
kind of strategy for computing common things for all endgames, and only doing
some special stuff for the special cases. because if you want to write an entire
eval for every type of ending, your code will get HUGE :-)

i still haven't figured out a really good way to do this myself, my code is a
bit of a mess in this respect :-(

but in principle, i believe that you need special knowledge for different
endings. there *are* huge differences between different types of endgames, and
this leads to eval discontinuities - but i'm pretty certain that you shouldn't
worry about this. there is the "eval discontinuity = evil" fraction here with
bob as spokesperson. but as a chess player i can assure you that these
discontinuities are absolutely real, and IMO a good evaluation should know about
them...

cheers
  martin


>Any body know of a good test suite for this, it should be the kind of test that
>an engine like crafty with 4-5 man egtb gets 100% correct.
>
>/Regards Albert



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