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Subject: Re: Chess IQ Test

Author: Stuart Cracraft

Date: 14:00:33 08/26/04

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On August 26, 2004 at 08:07:36, Brian Richardson wrote:

>On August 25, 2004 at 23:51:50, Stuart Cracraft wrote:
>
>>On August 25, 2004 at 12:58:23, Brian Richardson wrote:
>>
>>>On August 25, 2004 at 12:42:34, Volker Böhm wrote:
>>>
>>>>
>>>>Hi,
>>>>
>>>>the following position of the iq - test (position 166) cannot be solved from
>>>>spike in reasonalbe time (> 2h):
>>>>
>>>>r4r1k/6pp/3p3b/1p1Npb2/3nB2q/2N3P1/PP3P1P/R2Q1RK1 b - - 0 1
>>>>
>>>>(The Move is Qxe4)
>>>>
>>>>The reason is a nullmove-problem. After the queen-sac there are many moves that
>>>>leads to a mate-thread. But one queen back spike tends to prune because of
>>>>nullmove result (one move is not enough to show the mate thread thus going back
>>>>to window).
>>>>
>>>>I tested the position with fritz 8, he solves it in 8 ply in nearly no time.
>>>>Are there non commercial engines that solves this position too in a short amount
>>>>of time?
>>>>Maybe the author of this engine would be so kind to explain the rule that solves
>>>>the nullmove-problem.
>>>>
>>>>Thanks Volker
>>>
>>>I have two versions of Tinker that I have been experimenting with for some time.
>>> One is "regular" Tinker with full evaluation, and the other uses only pawn
>>>evaluation and some simple PCSQ terms (e.g., no king safety, etc).  The search
>>>is the same in both versions.  Regular Tinker solves this in a few seconds at 8
>>>ply, and the "simple" Tinker does not after a long time.  I suspect the
>>>difference is the king safety and not so much null move or pruning, at least for
>>>Tinker (which would normally lose to Spike anyway).
>>>Brian
>>
>>Can you be more specific about regular Tinker's king safety? What specifically
>>does it have?
>>
>>Stuart
>
>Like most programs, Tinker has quite a few king related evaluation terms, some
>of which depend on the game phase and where the king is, and are scaled by
>opponent material, and some are asymmetric.  In addition to piece square tables
>there are penalties for controlling squares around the king.  This is one area
>that I am constantly tinkering with.  The following should give you an idea:
>
>#define KING_EARLY_PIECES
>#define KING_MOVED_EARLY_PENALTY
>#define KING_MOVED_PENALTY
>#define KING_FILE_OPEN_PENALTY
>#define KING_XRAY_BONUS
>#define KING_PIN_BONUS
>#define KING_PAWN_MOVED_PENALTY
>#define KING_AH_NOPAWN_PENALTY
>#define KING_AH_ATTACK_PENALTY
>#define KING_AH_OPEN_PENALTY
>#define KING_PAWN_COVER_BONUS
>#define KING_QUAD_PENALTY
>#define KING_ZONE_PENALTY
>#define KING_ATTACK_PENALTY
>#define	KING_FIANCHETTO_BONUS
>#define KING_KINGSIDE_PAWN_BONUS
>#define KING_QUEENSIDE_PAWN_BONUS
>#define KING_CASTLED_PAWN_BONUS
>#define KING_QUEEN_FLANK_PENALTY
>#define KING_CENTER_PENALTY
>#define CASTLE_SCORE
>
>Brian

Interesting -- thanks.



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