I've been attempting to tune mobility with the piece square tables together. I am trying to use a square root formula for mobility, so that controlling an extra square with a given piece is less valuable the more mobile that piece already is. But yes, the knight mobility table really is like a PST, unless some types of moves are counted less or more.Aldus wrote: ↑Wed Jan 18, 2023 4:25 pm If I was writing a chess engine, I would probably consider implementing first a correct (even if slow) detection of mobility and then running fixed depth games against the older version, just to see if the new eval is any better. If this is not the case, it doesn't even worth trying to optimise it.
As to the mobility itself, we may already evaluate it without even knowing. For instance, one might argue that the Piece-Square Tables (PST) values are an approximation of mobility considering an empty board. For why does a knight on E4 have a greater PST value than a knight on A1 other that on E4 the knight has 8 moves versus only 2 on A1? This leads us to the following 2 important points:
1. Maybe mobility should not be evaluated in a simplistic and linear way (the optimum PST values for the knight on E4 and A1 are probably not 8 and 2).
2. Mobility overlaps somehow with PST.
Especially due to the last point, if we have a carefully tuned (either by hand/intuition or with Texel etc.) PST value for the knight on E4 and we suddenly and blindly add it's mobility count, we may destabilise the evaluation.
I guess mobility is both expensive to calculate and tricky to get it right. On the other hand, we may just get it left by randomly trying various ideas (as suggested here) until finding one that rises the ELO with a few points.![]()
I have run fixed node games, which do show that mobility would gain around 30-40 elo, but that gain dissipates when time control is used instead. I was trying to get a larger gain so that it wouldn't all go away in time controls.