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

Author: Robert Hyatt

Date: 14:50:51 08/21/04

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On August 21, 2004 at 16:01:57, Harald Lüßen wrote:

>On August 20, 2004 at 16:29:45, Robert Hyatt wrote:
>
>>On August 20, 2004 at 11:22:24, Tord Romstad wrote:
>>
>>>On August 20, 2004 at 10:59:16, Robert Hyatt wrote:
>>>
>[...]
>>>>Bitboards don't need any subtraction, any correction for side to move, nor even
>>>>the exact king square.  It looks something like this:
>>>>
>>>>if (white_pawn_race[square of white pawn] & BlackKing) pawn can't run.
>[...]
>>
>>There is more to it.  My "experimental version" handles the question "if the
>>king is in the square, can it actually reach the queening square without having
>>to deflect around a square that is attacked/occupied?"  IE the case where the
>>white pawn is at a5, the black king is at d5, but black has a pawn at c6.  Black
>>is technically "in the square" but can't get to the destination square directly.
>>
>>That isn't hard to handle with bitmaps.  It is a pain to handle otherwise...
>
>Do I understand correctly that you are doing something like
>
>Bitboard bb = white_pawn_race[square of white pawn];
>bb &= ~black_pawn_obstacle_dependant_squares; // (a)?
>bb &= ~other_black_piece_dependant_squares; // (b)?
>bb &= ~some_white_piece_dependant_squares; // (Q, K) (c)?
>bb &= ~white_attacks_dependant_squares; // (d)?
>if (bb & BlackKing) pawn can't run.
>
>How do you calculate the obstacle_dependant_squares?
>
>Harald


If the king has to move along a diagonal, there is only one direct line that has
to be open.  That is as far as I took it as it was the only case that was ever
seen in real games when I fiddled with it.  If the direct path to the queening
square is not a diagonal, then there is always an alternate path through a
different square.  Even along a rank this works.  But not along a diagonal which
was the case I worked on.



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