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Subject: Re: Endgame Knowledge

Author: Mridul Muralidharan

Date: 21:31:37 04/13/04

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On April 08, 2004 at 05:23:33, Tord Romstad wrote:

>On April 08, 2004 at 01:02:42, Mridul Muralidharan wrote:
>
>>Hi,
>>
>>  Importance of endgame knowledge has been time and again discussed here.
>>But it is quiet frustrating for a chess patzer like me to implement this in the
>>engine - much more if I attempt to do this effectively.
>
>I agree entirely.  Adding endgame knowledge is very difficult, especially if you
>want to
>keep the code general rather than writing huge amounts of code for dozens of
>different
>special cases.  And if you give up and start writing code for all sorts of
>special cases, you
>face the ugly problem of evaluation discontinuities when pieces are exchanged.
>
>Not only the eval, but also the search is difficult in the endgame.  All the
>well-known
>selective search techniques seem to fail miserably in the endgame.  Chess Genius
>does
>something which seems to work rather well, but I haven't been able to figure out
>what
>it is.

Hi Tord,

  Same problem that I am facing ... but there are so many things that I can add
for endgame evaluation that it is not much of a problem for me and still have
not yet hit special case endings problems.
Lots of things that I had in messchess are still not in this engine !

I have not seen Chess Genius play and so have not much of an idea of how it
works - for me double null move works beautifully and so I dont have much
problem with nullmove. Usually I disable singular extensions in endgame : have
not found it much of a use in endgame.
Another important plus for endgame I found was pushing passed pawn in qsearch if
distance_to_queen <= 3 : Have not yet added this to new engine though I had this
along with a host of other threatening moves in mess's qsearch.

>
>>[White "Borer ver 2.01 by Mridul Muraliaharan"]
>
>Is Borer a new name for MessChess, or an entirely new engine?
>
>Tord

Entirely new engine - I busted mess's iterative search very very badly and
introduced some very bad eval inconsistencies some time before cct6 : combined
with the threading inconsistencies it had (which had major problems with my mp
code) I decided to rewrite.
It is much cleaner now ... the other engine evolved over 2 years dating back to
antiquity when I had next to no knowledge about chess programming :)


Mridul

PS : Still in vacation - so more replies only after Sunday :)



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