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Subject: Re: u2600 Club Rating List - Jan 25

Author: Inmann Werner

Date: 13:40:02 01/26/99

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On January 26, 1999 at 11:01:27, Andrew Williams wrote:

>On January 26, 1999 at 10:05:09, KarinsDad wrote:
>
>>On January 26, 1999 at 05:12:09, Andrew Williams wrote:
>>
>>>On January 25, 1999 at 18:30:20, KarinsDad wrote:
>>>
>>>>
>>>>I don't understand. Couldn't you just as easily find positions that had castling
>>>>in the TT way before you actually castle in your position? What is so special
>>>>about castling? Is it that the number of transpositions drop drastically after
>>>>castling (even though some would still be there)? Also, wouldn't castling often
>>>>be within opening book moves so you are not yet in your TT?
>>>
>>>Sorry, I wasn't being particularly clear here. What I mean is that after I
>>>castle, I change the pawn scoring to reflect the side the King is now sitting
>>>on. So the pawns on that side are told to stay put, while the ones on the
>>>other side are allowed to advance (this is a simplification, of course). So
>>>I clear the TTs because the scores from before castling are not compatible
>>>with those after castling.
>>>
>>>
>>>Andrew
>>
>>Wow! What a good idea! Probably wouldn't have figured this one out on my own in
>>a long time.
>>
>
>I wish I could claim credit for this, but I think crafty (and probably
>everyone else!) does this too.
>
>>With this in mind, do you also modify the pawn information within the search
>>tree once you castle there as well (i.e. 6 ply down, it castles, hence the
>>evaluation function should have a pawn modification below that node which is
>>different than the pawn structure information, I assume you are using a >separate pawn structure evaluation)?
>>
>
--------------
I have little problem following this English text.:)
But I also had problems with my pawn hashtables while changing from midgame
evaluation to endgame evaluation. At first, I cleared the hash table when i came
into the endgame. But the last moves before reaching the endgame often got bad,
cause the hashtable did not match the evaluation. So I decided to use 2 pawn
hash tables. One for the middle game and one for the endgame. So I can look
always in the right table during the search. It made the play more consistant.

Werner
-----------
>No. But this was my original intention. I didn't do this because....
>Oh dear, I've forgotten now. I think it was something to do with the way I
>hash my pawn scores. The hashing only takes into account the location of
>the Pawns, so I can't include any scoring that depends on the location of
>the pieces. (It's coming back to me now). The original idea here was to
>have different pawn scoring in the endgame (try to get them to promote) from
>in the opening and middlegame (try to get them to stand still long enough
>so that I don't get mated). So, I devised a different piece/square table for
>my pawns once I reach the endgame, but "reaching the endgame" is dependent
>on how many pieces are on the board. If I try to switch halfway-through the
>search, it will mess up my pawn hashing (which I don't want because my pawn
>TT gives me a big speed boost). So I switch piece/square tables at the root
>of a search. While I was doing this (endgame piece/square tables), I thought
>it would be a good idea to have different ones to reflect where each side has
>castled - and I just incorporated this idea with the other.
>
>There is a slightly modified approach that would include the King's position
>in the pawn hash key. Then any scoring relating to the King that doesn't
>depend on other pieces (eg pawn shelter around the king) can be included in
>the score that is put in the pawn hash table. This would allow me to switch
>during the course of a search. This was being talked about here a few months
>ago, and I think that Ernst Heinz said he did this. I'm pretty sure that it's
>in crafty too.
>
>I hope this is clear (it's a bit "stream of consciousness", I'm afraid). I'm
>really glad you asked the question, because you reminded me that I've only
>done half of what I was thinking about doing.
>
>From the hints you've dropped, your program sounds like an interesting project.
>Any idea how long before it plays its first game? Are you going to play it on
>the servers?
>
>Cheers,
>
>Andrew



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