Author: Robert Hyatt
Date: 12:42:05 08/19/04
Go up one level in this thread
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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