Author: Alessandro Scotti
Date: 16:04:25 09/05/04
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On September 04, 2004 at 21:21:23, Dieter Buerssner wrote: >score = c1 - c2*edge_dist(losing_K) - c3*corner_dist(losing_k) - >c4*dist(winning_k,losing_k) - c5*dist(winning_k, knight). Thanks Dieter, I have just tried this algorithm and my program has played some positions very well. Unfortunately there were cases that the engine couldn't play as good. Mind you, this might be some bug in the engine... I wouldn't be surprised at all! Anyway the best things in this formula is in my opinion the use of an "edge distance". What I have found so far in these situations is: the more goals you give the engine, the better it plays. And that seems a very useful goal to have. Now that I've something that seems to work (see other post) and I've reached a sort of "piece of mind", I'm going to test your formula more carefully and play a little with parameters, like that "edge" thing too much... :-)
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