Actually there is some castling right dependant stuff in the eval. A rook blocked by an uncastled king (even if the uncastled king is back on E7/E8) is penalized, especially if the file is not semi open (for a rook lift). So the penalty is really for the rook not being active and hard to activate, but it's specifically castling rights dependant.Lyudmil Tsvetkov wrote: Castling is not only one way to reach a position that you could otherwise reach with artificial castling in many moves, but the eval staying the same; that might be the case, if you do not give bonuses for an existing option of castling. An existing option of castling would mean the possibility to go to a safe square. An unexisting option in the middlegame (when a rook or the king has already moved, or temporarily inexistant, like your excellent h6 knight from the game prevents the black king from castling short) would quite often already completely change the position characteristics.
Yes, there is a PST (piece on square bonus/malus table) for opening and endgame (using linear interpolation between the two based on remaining material). The PST(Opening) penalizes based on rank and file: optimal files are B and G (equal) and optimal rank is obviously 1 (for white), penalty increases quickly with rank, so king in the center is penalized. But it's agnositc to castling side. To give you a better idea:Concerning square agnosticity of king safety in Discocheck, do not you have penalties for king in the center in the middlegame, squares on the first rank better than squares on the second, etc.? That might make some difference, although the attacking potential and the distance from the king remain the same.
Code: Select all
PST(Opening,King)=f(rank)+g(file), where g(B)=g(G), and f(rank)=constant*rank.Code: Select all
nb_attacks * sum(weights of attacks)Code: Select all
nb_attacks := nb_attacks + min(distance to B1/B8, distance to G1/G8)I don't know in general. Every position is different. But often a deep search prefers OO to OOO, and it seems easier and more effective to attack a long castled king than a short castled one. But yes, OOO is fine in some games, just not that many.Concerning the vulnerability of the king on the queen side, what makes it more vulnerable than a king on the king side, apart from some possible tempo losses?
Yes, Qd2 was a mistake. It was a blitz game in 5min+3sec. But the combination that Fruit managed to pull, only in a few seconds of search, is quite impressive, DiscoCheck completely missed it, and it took a while to see the score of DiscoCheck agree with the Fruit score.Good game. I think up until move 16 Discocheck is better, maybe winning.
That is why you should not blame long castling for the loss. 17. Qd2 is an obvious mistake. 17. Qe3 would do nice. Do you consider x-ray attacks in Discocheck? That might solve some of Disco's problems in the current game. Disco probably misses that the c6 black rook attacks c2 on an x-ray, and that actually wins the game. But I acknowledge that Fruit combination was exquisite, probably difficult to see.
Perhaps after Qe3 DiscoCheck was still fine, but still not as good as it was a few moves earlier IMO. At least OOO puts DiscoCheck on the defensive, in a difficult position where it is easy to blunder, and losing a tempo can be fatal.
Fruit's tactics are still impressive, especially for an engine from 2005!

