Author: Eric Oldre
Date: 15:17:31 01/24/05
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On January 24, 2005 at 17:59:22, Reinhard Scharnagl wrote: > >Not all engines have an evaluation function structured like that. > >Smirf is not a free engine, but as an example its evaluation is >composed from a nonlinear material balance factor, a separated >pawn structure and passed pawn evaluation and finally a positional >detail evaluation NOT based on piece/coordiante tables BUT on all >interdependancies between the pieces. By that e.g. mobility be- >comes irrelevant within its evaluation, because it could be repre- >sented much better by the pieces' influences. And there is ONE >unic evaluation function for all phases of the game, because a >good one should depend only on the position of the board pieces. > >Moreover piece/coordiante depending tables mostly have been opti- >mized to games and positions from classic chess, thus reflecting >an absence of any understanding of (uncommon) openings like at the >Chess960 superset. > >Reinhard. Reinhard, Thanks for the response. I think you may have misunderstood part of my question. I'm NOT looking for engines that have to have 4 parts to their evaluation (mater, king, mob, pawns) simply engines that are able to give a detailed breakdown of the static evaluation of a position whatever factors they use would of course differ from engine to engine, as well as the weights they apply to each, I suppose some engines may use these subtotals in a non-linear way to arrive at a final score, Smirf sounds like it works this way. It's pretty neat that you are able to do an eval without looking at game stages. I agree that if possible that is ideal, but I'm not to that point yet. What I do need is to improve Latista's king-safety evaluation. And I'm hoping to look at the output of some other programs to learn a bit more about how other programs might be valuing king safety. Eric
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