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Subject: Re: Basic questions regarding pawn hash

Author: Will Singleton

Date: 11:56:45 06/13/04

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On June 13, 2004 at 14:54:24, Will Singleton wrote:

>On June 13, 2004 at 14:24:57, GeoffW wrote:
>
>>Hi
>>
>>I was thinking how I would add pawn hashing to my program. Having read a little
>>of the Crafty source I have a rough grasp of the idea, however there are a
>>couple of things I am hazy on.
>>
>>Q1)
>>I understand the pawn hash score stored must not contain any piece related
>>scoring as that must be factored in later. In my program even the simple choice
>>of which pawn position look up table is determined by the phase of the game, i.e
>>it will be piece dependent. How would I get over that obstacle ? Score the pawns
>>for end game, opening and  middle in the hash, and choose which one to use later
>>?
>>
>>Q2)
>>Crafty uses an 8 bit bitmap to store file for passers, this is ok for a bitboard
>>program as it is probably trivial to find the exact location later. However for
>>a non bitboard program it is non trivial to find the exact locations. Do I have
>>any alternative but to store the passer locations in the hash ? That would be 16
>>bytes just for the passed pawns for both sides?
>>
>>Hope my questions made sense I typed them quickly as the England match is about
>>to start, must dash ...................
>>
>>Thanks for any help
>>
>>     Regards Geoff
>
>I don't know if my implementation is best, probably not.  Testing shows it works
>ok.  I adjust the hashkey by the castle status, king positions, endgame flag, as
>well as piece count and material value.  So, any factor that might affect the
>pawn scoring, that isn't accounted for elsewhere, will be allocated its own
>position in the table.
>
>Since we've got a lot of memory to play around with, and the pawn table doesn't
>have to be big to yield its max benefit (which isn't much anyway), I store tons
>of stuff in the table.  Passed pawn arrays, number of passers, pawn holes, pawn
>blocks,

etc...



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