Author: James Robertson
Date: 07:43:01 06/17/99
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On June 17, 1999 at 10:10:43, KarinsDad wrote: >On June 17, 1999 at 00:16:56, James Robertson wrote: > >>On June 17, 1999 at 00:10:11, James Robertson wrote: >> >>>I am trying to find the most efficient way to detect backward pawns, either with >>>bitboards or the more conventional piece array. Any help is greatly >>>appreciated!! >>> >>>James >> >>I suppose I could add to this. I decided that a backward pawn must be: >> >>On an open file, >>Unable to be defended by another pawn, >>unable to advance without capture by an enemy pawn (it may be able to advance, >>but that wouldn't take it off the open file or defend it with another pawn). >> >>I cannot figure how to make this all work without tons of arrays and all sorts >>of other nasty stuff. >> >>Help! >>James > >Recommendation #1: Calculate square control for each square. This will also help >you in other portions of your evaluation such as king safety. I might, although this will be expensive.... > >Recommendation #2: With square control, you do not need to calculate whether >there is a protecting pawn on the adjacent file. Either the one (or two) squares >in front of the pawn you are checking are controlled by white or by black. > >Recommendation #3: Set up a pawn structure hash table. Since pawns rarely move >in the game (and in the search <40% on average), it is probably better to >calculate pawn advantages and deficiencies once per given pawn structure as >opposed to calculating it every time in your evaluation. I already have pawn hashing, but it just seems creepy to have so many arrays to find out one simple little thing like backward pawns. James > >Hope this helps, > >KarinsDad :)-
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