talk about IPP's evaluation
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Re: talk about IPP's evaluation
It looks at the static position of the pieces on the board, and converts this to a numeric number that approximates the goodness or badness of the overall position.liuzy wrote:Can anyone explain the evaluation of IPP ?

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Re: talk about IPP's evaluation
What exactly do you want to know? It's just the usual stuff... Pawn structure, piece mobility, king safety, etc...liuzy wrote:Can anyone explain the evaluation of IPP ?
It's not the most readable code on the planet. For studying evaluation function I would recommend more sane (human readable) sources like Stockfish, Crafty.
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Re: talk about IPP's evaluation
The one thing it has that is new is material imbalance.liuzy wrote:Can anyone explain the evaluation of IPP ?
Read Kaufman's paper to understand that.
Consider (for instance) that an A or an H pawn is not as valuable as the others.
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Re: talk about IPP's evaluation
It has some terms that are strangely multiplied by 65536(<<16) and added together and then at the final stage divided by same 65536(>>16).
What does this achieve?
What does this achieve?
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Re: talk about IPP's evaluation
That could be some mechanism to reduce rounding error while dealing with fractions as integers. That's my guess.jarkkop wrote:It has some terms that are strangely multiplied by 65536(<<16) and added together and then at the final stage divided by same 65536(>>16).
What does this achieve?
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Re: talk about IPP's evaluation
Maybe it deals with opening and endgame value(like Fruit), but both at same time(pack two values into 32bit).Don wrote:That could be some mechanism to reduce rounding error while dealing with fractions as integers. That's my guess.jarkkop wrote:It has some terms that are strangely multiplied by 65536(<<16) and added together and then at the final stage divided by same 65536(>>16).
What does this achieve?
Best Regards,
Karlo Balla Jr.
Karlo Balla Jr.
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Re: talk about IPP's evaluation
Yes, that's probably it.Karlo Bala wrote:Maybe it deals with opening and endgame value(like Fruit), but both at same time(pack two values into 32bit).Don wrote:That could be some mechanism to reduce rounding error while dealing with fractions as integers. That's my guess.jarkkop wrote:It has some terms that are strangely multiplied by 65536(<<16) and added together and then at the final stage divided by same 65536(>>16).
What does this achieve?
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Re: talk about IPP's evaluation
I think I heard someone mention that it might keep the EG and MG scores combined, 16 bits per value, so that one is left shifted 16 bits. You could then add a constant to both EG and MG scores with one add, even if the values you add are different, since the constant could itself be the results of a shift/add which would still be a constant.Don wrote:That could be some mechanism to reduce rounding error while dealing with fractions as integers. That's my guess.jarkkop wrote:It has some terms that are strangely multiplied by 65536(<<16) and added together and then at the final stage divided by same 65536(>>16).
What does this achieve?
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Re: talk about IPP's evaluation
Yes you guessed right. It saves both mid game and end game score in a 32 bit integer with a 16 bit word for each score.bob wrote: I think I heard someone mention that it might keep the EG and MG scores combined, 16 bits per value, so that one is left shifted 16 bits.
At the end the combined score is splitted and the two values merged in the usual way to get the final score.