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Subject: Re: sliding attacks in three #define

Author: Tom Likens

Date: 12:55:42 04/13/04

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On April 13, 2004 at 15:23:33, Tord Romstad wrote:

>On April 13, 2004 at 14:20:08, Anthony Cozzie wrote:
>
>>My point was that it is a lot harder to get it working, because every term in
>>the eval must be tuned to every other term.  If you increase mobility, you may
>>have to tweak the passed pawn bonus, etc.  Hence there is a rough "square" in
>>total tuning decisions vs number of eval terms.  Which is why often times the
>>simple but well tuned program does as well as the more complex evaluator.
>
>I think this is, to a great extent, a matter of skills, ambitions, and
>preference.
>There is no "right way" which works for everybody.  If I just tried to write a
>fast and simple bitboard engine with a PVS search, recursive null move pruning
>and
>a simple capture-only qsearch, I would just end up with a boring and vastly
>inferior version of Crafty.  So many people have followed the same approach in
>the
>past, and most of them are much better than me.  My only hope of ever being able
>to compete is to try to do something completely different.
>
>Tord

Hey Tord,

So how's that working out for you..., um, never mind ;-)

--tom



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