Author: Robert Hyatt
Date: 18:13:30 09/03/04
Go up one level in this thread
On September 03, 2004 at 18:29:25, Derek Paquette wrote: >On September 03, 2004 at 17:48:41, Peter Skinner wrote: > >>On September 03, 2004 at 17:17:04, Robert Hyatt wrote: >> >>>On September 03, 2004 at 16:56:53, Peter Skinner wrote: >>> >>>>On September 03, 2004 at 16:53:43, Robert Hyatt wrote: >>>> >>>>>On September 03, 2004 at 16:12:57, Eran Karu wrote: >>>>> >>>>>>. >>>>> >>>>> >>>>>2 >>>>> >>>>>look at main.c comments. >>>> >>>>I find the pawn changes to be much better than v19.15. This is from about 60 >>>>games thus far ar 30/0 vs Ruffian 2.1.0. >>>> >>>>Peter >>> >>> >>>There was definitely a long-term problem. The blocked pawn code was doubling up >>>behind the isolated pawn code in ways I didn't intend, making the penalty much >>>too high in some cases. Was watching a game the other night where the score was >>>about +1.0 yet it looked only marginally better for white to me. Investigation >>>found the problem and some immediately better pawn structure play in the games >>>after the fix.. >> >>I have noticed the same as well. The pawn structures that it now creates seem to >>be much more solid, and long term based. Before it was almost like Crafty wanted >>to swap out the pawns quickly to get to the "meat" of the game. >> >>Peter > >It is possible crafty might fall into the same trap as shredder when it comes to >playing humans? >it just doesn't open the board up now? > >CT15 (anti human) would open the board up, even if it lost 0.40 of a pawn, >rediculous vs a program but it worked well vs humans as we saw in Argentina > >might crafty be taking the same ill-fated trip when it comes to humans with this >'change' ? No. This has nothing to do with opening the board up or not. It was just a bug that caused some types of isolated pawns to be scored _very_ highly bad, which would skew pawn structure evaluation. Crafty _still_ understands pawn levers and the necessity of having them available to break things open when needed.
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