Author: Dieter Buerssner
Date: 18:04:42 07/11/04
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On July 11, 2004 at 20:18:02, Stuart Cracraft wrote: >I guess one might want a similar randomness for the program to pick amongst >equally similar moves +- a few evaluation points. I'd fear, that adding some +- to the return of eval could hurt the efficiency of transposition tables rather badly. But I am not sure. An approach, that should not hurt could be, to randomize some eval constants *once* each game. Say piece square tables. Or something like bonus_for_rook_on_7th_rank. If you use 20 or 22 for such a bonus should not change the strength of the engine. But changing several such values should at least make it rather improbable that the engine will be very deterministic from one game to the other ("I can win all the time with exactly this variation"). Still, one might need to be careful, to keep the eval constants consistent. Say you have passed_pawn_on_4th_rank=15 and passed_pawn_on_5th_rank=17 (perhaps not an realistic example, just to show my point). Now, you want to add a random factor of +-2 to each value. passed_pawn_on_4th_rank might end up as 17 and passed_pawn_on_5th_rank as 15. And the engine might refuse to advance its passed pawns. >No nuclear simulations here. An off topic answer in another post. Regards, Dieter
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