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Subject: Re: can somebody explain what the switches in TOGA do ?

Author: Ryan B.

Date: 02:45:06 11/05/05

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On November 05, 2005 at 04:27:59, Thorsten Czub wrote:

>that would be nice for tuning the style.


History pruning is not pruning it reduces move with a low move value.  The
higher the threshold the more moves get reduced.

Futility Pruning, the idea is that if material score + margin can not get to
alpha don't bother to go further.  Because this is unsafe it is only don't at
depth remaining 1 and depth remaining 2 with a larger margin.  At Depth
remaining 3 it would use a larger margin and reduce instead of cut but I do not
think limited razoring works in Toga.  In general lower futility margins make a
program more tactical and higher values are safer and better for positional
play.

Delta pruning is kind of like futility pruning only in Q's and in my experience
safer.

Material is the percent of the piece values to add in eval
base values are:
Pawn = 100
Knight = 325
Bishop = 325
Rook = 500
Queen = 1000

Piece Activity is the percent of the mobility to add in eval
base vales are:
// opening
knight:  (attackable_squares-4) * 4
bishop: (attackable_squares-6) * 5
rook:    (attackable_squares-7) * 2
queen:   (attackable_squares-13) * 1

// endgame
knight:  (attackable_squares-4) * 4
bishop: (attackable_squares-6) * 5
rook:    (attackable_squares-7) * 4
queen:   (attackable_squares-13) * 2


King Safety is the percent of the king attack and king shielding to add the
eval.  I don't remember the algorithm for this off hand.

Pawn Structure is the percent of pawn weakness values to be added to eval. base
values are:
// opening
doubled_pawn:  -10
isolated_pawn: -10
isolated_pawn_open: -20 // this is on open file
backward_pawn: -8
backward_pawn_open: -16 // on open file
candidate_min: 5 // will become passed
candidate_max: 55 // this scales up by rank

// endgame
doubled_pawn:  -20
isolated_pawn: -20
backward_pawn: -10

candidate_min: 10 // will become passed
candidate_max: 110 // this scales up by rank


Passed Pawns is the percent of passed pawns value to add to eval.  base values
are:
// opening
passed_min: 10
passed_max: 70 // scaled by rank

// endgame
passed_min: 20
passed_max: 140


Toga Lazy Eval Margin if the material score + margin above beta or score -
margin below alpha used to skip a large part of the eval including king safety
and passed pawns.  Does not sound safe but it seems to work in Toga.  Just like
with Futility pruning lower value gets a more tactical result and higher more
positional.

Exchange bonus is a bonus for having more pieces.  I goal is to not trade 2
minors for a rook and a pawn or a minor for 3 pawns.  I have not seen that fruit
2.1 had issues with this anyway though.

Toga King Safety Margin, I think this is the material value needed to add more
value to king attack.




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