The first seems wrong: mate distance can easily be larger than MAXPLY (assuming that the latter is the ultimate limit t the search depth). Engines with TT can see mates beyond the horizon through grafting.
Nordlandia wrote:How does excessive king value influence overall gameplay?
For example King value: 5,000,000,000,000
King value should not affect game play. Fairy-Max uses king value = -1, and in search recognizes victims with negative value as royal, terminating the branch with +INF score if the value is -1.
Nordlandia wrote:How does excessive king value influence overall gameplay?
For example King value: 5,000,000,000,000
King value should not affect game play. Fairy-Max uses king value = -1, and in search recognizes victims with negative value as royal, terminating the branch with +INF score if the value is -1.
Some earlier computer chess programs aligned the king an arbitrary large value (1,000,000,000 points) As a result the King remained on the first rank throughout the entire game
That number indicate king safetey is paramount, so the King shouldn't be centralized and rule out the possibility to get mated.
In a nutshell - in a regular pawn ending, the king messed around in the corner instead of heading to the center of the board.
The value of a piece should not determine where it prefers to go. In my first chess program I assumed it would be sufficient to give the king a very high value to keep it out of check. Instead it just started to reply to checks with counter-checks, in an attempt to trade kings. You really have to program that there is no opportunity for retaliation after you lost your king.
Nordlandia wrote:How does excessive king value influence overall gameplay?
For example King value: 5,000,000,000,000
King value should not affect game play. Fairy-Max uses king value = -1, and in search recognizes victims with negative value as royal, terminating the branch with +INF score if the value is -1.
If you allow the King to capture a piece in SEE, then isn't a very high King value necessary?