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Subject: Re: Square Control

Author: Robert Hyatt

Date: 19:49:26 01/14/99

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On January 14, 1999 at 13:51:26, John Coffey wrote:

>On January 13, 1999 at 18:07:52, KarinsDad wrote:
>
>>On January 13, 1999 at 17:48:18, John Coffey wrote:
>>
>>>
>>>The trouble with control of squares is that you  have to take into account
>>>the values of the pieces that attack a square.  i.e. a pawn could control
>>>a square.  I had figured out that I could use bits for each type of piece
>>>that attacked a square, where pawns use high bits and kings use low bits.
>>>Add the bits for each side and the side with the highest number (more or less)
>>>controls the square.
>>
>>Thanks John,
>>
>>I was toying with doing something in the back of my head about control of
>>squares, but it was low priority. I had gotten as far as determining that the
>>side with the least valuable resources controlling the square was in fact
>>actually controlling it, but didn't have the time to really think about it.
>>
>>This saves me a lot of thought.
>>
>>KarinsDad :)
>
>I believe that determining who controls what squares - especially if weights
>are given for controlling squares around the enemy king, could be a useful
>addition to the evalution function.
>
>Now this issue for me is how to determine which pieces attack a particular
>square.  There are two choices....
>
>1.  Derive this from bitboards.  Even with the advantages of bitboards this
>    seems to me to involve a great many steps.
>
>or
>
>2.  My plan all along has been to update the information each time a piece
>moves only on the squares affected.   My evaluation of control of squares
>would be incrementally evaluated as the tree is traversed.  This could be slow,
>but it has some advantages since a by-product of this method is that I would
>have a current move list and information about captures etc, mobility etc.  This
>is likely to help with move ordering.
>
>I am posting this because I would like to get the opinion of others on this
>method, especially Dr. Hyatt.
>
>john coffey


Probably several others that can respond just as well as I can, but in any case,
the king-side attack idea is a good one... something that Deep Blue does, for
example.  But the issue here is that it is not cheap, whether you compute it on-
the-fly as I would, or incrementally as I tried a couple of years ago.  The
issue always turns into "am I better with this than without" and my conclusion
(so far) is without.  Because you can do other things to compensate to an
extent.

IE I don't get attacked fiercely very often.  On occasion, yes, but in general,
no.  I watched about 8 blitz games against GM Dlugy this afternoon, and in 5 5
blitz games, Crafty did 10 plies in every search I watched, or better.  And 10
plies in blitz sees a whole lot of stuff and covers up for an inability to
notice a bishop and queen on an open diagonal, for example.  (BTW, the blitz
match went 8-0 for silicon. :)

But, my advice is _always_ to try things you haven't tried before.  Or try
things others said didn't work for them.  Programs are a summation of a great
number of different pieces of stuff.  And another 'piece' will affect different
programs in different ways.



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