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Subject: Re: king safety

Author: Stuart Cracraft

Date: 15:15:48 03/01/99

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On March 01, 1999 at 16:35:27, Dan Homan wrote:

>On March 01, 1999 at 16:15:05, Stuart Cracraft wrote:
>
>>On March 01, 1999 at 15:25:45, Will Singleton wrote:
>>
>>>
>>>On March 01, 1999 at 13:28:50, Stuart Cracraft wrote:
>>>
>>>>Hi,
>>>>
>>>>I'm curious what kinds of things people have for evaluating king safety.
>>>>
>>>>Yes I've looked at Crafty but am more interested now in a variety of
>>>>people's viewpoints on KING SAFETY.
>>>>
>>>>Stuart
>>>
>>>Mine isn't anything to shout about, but it's a lot better than it used to be.  I
>>>used to fall for just about any kside attack a good player could come up with;
>>>now that occurs more rarely.
>>>
>>>I talked with Dan Homan about this some time ago, and he shared some ideas about
>>>his methods.  I've modified the approach since then to fit the way my program
>>>works.  Basically, I just compute two things: how much is the king being
>>>threatened, and how much do I care about it.  That is, if my king is
>>>well-protected, should I care if the opponent has a couple pieces nearby?
>>>Certainly not as much as when my king has a pawn missing and no defensive pieces
>>>around.
>>>
>>>So I just multiply the threat by the "do I care" factor, and that seems to work
>>>pretty well.  It was difficult to balance the numbers (attacker vs defender),
>>>resulting in my program throwing pieces at the enemy sometimes.  But I do it
>>>asymetrically now, and most times it works.
>>>
>>>Will
>>
>>And how do you compute "how much the king is being threatened" and
>
>How many pieces from the other side are nearby?  Which pieces and
>how close?  Do you have an open files next to the king?   Are there
>Rooks on any such open files?
>
>>"how much you care" ?
>
>Is the king protected by a complete/partial/no pawn shield?  Are
>other of your pieces nearby to help in case there is trouble?  And
>anything else you can think of....
>
>This stuff is all pretty crude, but it is easy to calculate.
>(The exact details will, of course, depend on the particulars
>of your program.)  The main thing is that it seems to work most
>of the time.
>
>My program uses a combination of static scores for obvious
>vulnerabilities that I would like to avoid in general and
>some of these
>"how much do I care"*"how much the king is being threatened"
>terms that can alert me to more dynamic dangers.
>
> - Dan

Okay, then let's get more into this "how much do I care" factor.

I presume you care more when the enemy queen is around or it is
not the endgame. Any other times you don't care?




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