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Subject: Re: pawn structure, pawn hash, square-of-pawn, pawn-races

Author: Robert Hyatt

Date: 12:42:05 08/19/04

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On August 19, 2004 at 15:27:56, Stuart Cracraft wrote:

>Hi,
>
>I am looking around for those last few "big-ticket" items
>to implement in my program and am wondering about these.
>
>The program currently knows nothing about pawns other
>than preference for center pawns and pawns near the friendly
>castled king.
>
>So the question is how much improvement for games vs.
>normal middle-game position tests do you see coming from
>the three items square-of-pawn, pawn races, and general
>pawn structure including passers, isolani, doubled, color
>complex weakness, etc. as well as implementing a pawn
>hash. Be detailed. I'm interested in what kind of results
>before and after you added these that you saw.
>
>For example, I once heard one programmer comment that
>square of pawn was worth a full rating class in competitive play.
>
>And how do you implement square-of-pawn and and pawn races
>and what gotchas did you encounter?
>
>Thanks,
>
>Stuart

Once you get your program tactically sound, you will lose every game you can't
win tactically, if you don't understand pawn structure.  It is a _huge_ issue.

If you don't understand weak pawns, isolated pawns, doubled pawns, pawn
majorities, distant majorities, outside/distant passers, etc, IM/GM players will
have you for lunch...




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