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Subject: Re: SEE and pin detection

Author: Gerd Isenberg

Date: 12:40:12 08/30/04

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On August 30, 2004 at 14:03:49, Dan Honeycutt wrote:

>In spite of Dr. Hyatt's admonishment that this was a loser in Crafty, I'm bent
>on trying it.  Since I do legal move generation I can do the pins for half price
>- I either have or can use the pin data for one side in conjunction with
>generating moves.  I just finished the routine.  My NPS dropped by just over 4%
>on bench test psitions.  I've just started testing an hope to have some
>indication if pin detection is a win, lose or draw in a few days.
>
>One aside - the pin detection is not always more accurate (or mine isn't).  In
>the following position for the move Nxg5 the no-pin SEE correctly returns +1
>where the pin-detection SEE comes back with -2.
>
>[D] 7k/4q3/8/6p1/4N3/5N2/8/4K3 w - -
>
>Fixing this would require keeping track if the pinning piece enters the
>exchange, which I'm afraid would bee too expensive.

Probably smarter not to consider pins with your SEE implementation.
If you try mirrored positions, i guess Nxg4 or Nxb5 returns a correct +1 SEE.

There are errors in qsearch anyway. Missing a good capture is probably worse
than sometimes trying a "bad" one.

OTOH if you already have computed pinned pieces,
it makes sense to use that information not only for move generation.

Gerd



>
>Dan H.



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