arjuntemurnikar wrote:Sorry, Correction:
arjuntemurnikar wrote:it just incentivises pushing connected pawns (hidden passers) in order to create passers.
I confused between connected and candidate pawns.
Anyway, my main point here was that,
chains in the true sense is 3 or more pawns connected diagonally, and SF has no specific mention of chains. And the real question of true chain bonus is whether pawn chains are really better than the sum of their parts. That I think is a myth.
SF gained quite in terms of chain pawns, if not so much in strength, then at least in style of play, I can vouch for that. Look at SF that played at stage 2 or 3 of season 5 in TCEC and SF from beginning of November 2013. 2 totally different versions in terms of style of play, latter SF being much more positional. When you understand pawns, you play better positionally.
There is no sense to argue, you told
SF has no chain pawns, and it has. Better learn the code a bit more. Regarding if longer chains are a real phenomenon, providing additional strength, well, a couple of confirmations:
- longer chains usually are also more advanced, so they add strength if you incentivise advanced ranks
- 2 short chains with 1 member each + 1 base pawn, 4 total pawns as a whole equal 1 longer chain of 2 members + 1 base pawn, 3 pawns total as a whole, in terms of bonus. So longer chains get more bonus even with current SF definition of scoring only defended pawns
- the real benefit will come when someone applies successfully the phalanx concept in SF or some other engine, a concept Ralph Stoesser started and which would give bonus to any friendly pawn simultaneously adjacent to 2 other friendly pawns on adjacent files. That is the challenge to do for the future so that engines understand better the benefit of longer chains and bigger groups of pawns over smaller ones. It will not be easy, but is perfectly feasible with some effort and will be a clear gain in terms of positional understanding.
The one thing you should have done, Arjun, instead of repeating time and again how stupid I am and resistent to advice is to have explained to me in plain language, as I kindly asked you, how SF pawn shelter king safety works, so that I could give you some feedback on that. You could have been helpful by doing that, but you preferred to entrench in your self-rightiousness.
The point I asked you that is not any other reason, but simply that SF has
a lot to gain in terms of strength by implementing a better king safety, in the first place a much better definition of what a pawn shelter is and how and when it is penalised and incentivised. It is very obvious SF quite frequently misplays positions related to king safety because of its deficient definitions and implementation/scoring of the king pawn shelter. There is really very much to gain from that, but for some reason, SF are very conservative on changing that parameter.
The other thing you must be totally sure: if SF has gained some nice strength from implementing chain pawns up until now, it has
twice as much to gain from chain pawns if it improves on them. And there is a large room for improvement: chain pawns simply are a fruitful concept. Some hints:
1. change somewhat the current file scoring, it is very good, but not optimal, from 1,3,3,4 to 1,2.5,3.2,4 or something similar. You can experiment with that, I guarantee there is much to gain from more precise file scoring.
2. score chain pawns on the queen side 10% lower and chain pawns on the king side 10% higher in general. This is a very important rule and as true as you would like it to be. I have seen sooo many games when SF overestimates chain pawns on the queen side, while underestimating chain pawns on the king side. Kingside chain pawns are simply more useful in the middlegame.
3. Implement an additional bonus specifically for KID-related chain pawns, i.e. score some 20-30% higher than current values only KID-related pawns e4,f5,g6,e5 and f6
So much to do, and so much strength and elegance of style to gain. Unfortunately, it is falling on deaf ears...