Author: Lance Perkins
Date: 16:56:06 09/03/04
Go up one level in this thread
On September 03, 2004 at 18:49:27, Alessandro Scotti wrote:
>I was trying to teach my engine this ending, and so far I haven't found a
>solution I really like. I more or less know how the ending should be played, and
>my attempts mainly focused on moving the lone king towards the "bishop corner"
>and the other king in a sort of opposition. While I was tuning the parameters, I
>noticed how slow is progress in some positions. In this one:
>
>[D]8/8/8/3k4/8/8/8/3BN2K w - - 0 1
>
>GNUChess takes 44 moves to mate, I gave up even earlier as pieces seemed to move
>without a logic.
>So I have two questions now, the most important: how should this ending be
>played, exactly? Would it be useful (i.e. lead to a faster mate) to have say a
>two-stage code where we first gain the center of the board and then push the
>other king to the corner?
>And the second one: using the EGTB for this ending, would it be possible to
>analyze the paths that lead to mate and automatically generate good coefficients
>to help an algorithm (or actually almost piece-square) based solution?
How about this:
c = bishop color
d = min (distance (lone K, Corner1(c), distance (lone K, Corner2(c))
score = (8 - d) * N +
(8 - distance (K, lone K)) * M;
where Corner1(c) and Corner2(c) are the corner squares with color c,
and N and M are some constants to make this score balanced with the rest of your
scoring.
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