Author: Robert Hyatt
Date: 07:55:09 08/26/04
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On August 26, 2004 at 07:08:56, Peter Fendrich wrote: >On August 26, 2004 at 06:51:00, Jan K. wrote: > >>Hi,in non-bitboard evaluation what structures do you use to keep info of strong >>squares for knights and how do you generate such information? Everything that I >>can think of right now has disadvantages:too big pawn hash structure,hard to >>manage array,.....thx. > >I suppose that this is the same thing for bitboarderss and non-bitborders. >I don't keep that information updated and have to recompute it every time. >1) Extensive code for evaluating each pawn and keep the data in pawn hash. > Among other things isolated, backward and passed pawns. >2) In the evaluate function, use the pawn-hash or newly computed pawn info. > >Good places fo the knight is in front of isolated and backward pawns and in some >cases in front of passed pawns. > >/Peter And on squares that can not be attacked by enemy pawns. Or on squares where if the knight is captured, you get a protected passed pawn for it. Etc...
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