I don't get it. Even if a square is controlled by an ennemy pawn, Why not count it ? Because if a ennemy piece land there, Im attacking it.
Most Important Evaluation Terms
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Re: Most Important Evaluation Terms
In general, you just don't count squares defended by enemy pawns, because the exchange already starts out as a negative. That seems to work well as a good compromise, but you are correct. If you had unlimited CPU why not count all moves that aren't losing? I also only consider piece mobility and I don't count pawn moves.
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Re: Most Important Evaluation Terms
Whether you get it or not is not relevant. Only results count, and many results come from quite counter-intuitive things.
Anyway, what's to stop from testing? Texel tune and test with and without. If without offends you but performs better, well, you can choose.
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Re: Most Important Evaluation Terms
Hi,
No offense taken. I am currently trying to improve my evaluation, which is extremely basic at the moment.
I am doing it manually; I saw that many developpers use some sort of automatic tuning. It seems its the thing to do,
but I don't have the slightest idea to begin; but google is my friend))
No offense taken. I am currently trying to improve my evaluation, which is extremely basic at the moment.
I am doing it manually; I saw that many developpers use some sort of automatic tuning. It seems its the thing to do,
but I don't have the slightest idea to begin; but google is my friend))
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Re: Most Important Evaluation Terms
Using Python.Carbec wrote: ↑Tue May 02, 2023 9:22 am Hi,
No offense taken. I am currently trying to improve my evaluation, which is extremely basic at the moment.
I am doing it manually; I saw that many developpers use some sort of automatic tuning. It seems its the thing to do,
but I don't have the slightest idea to begin; but google is my friend))
Make a vector of all your evaluation constants.
Evaluate 10 plus million varied quiet positions (either by running them past a strong engine, or scoring them 0,1 based on eventual game result).
Any well known regression analysis algorithm will generate you a best fit.
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Re: Most Important Evaluation Terms
I only use these.
1. Mobility
2. PSQT
3. King safety
4. Bishop pairs
5. Tempo
6. Some simple endgame stuff like KPK
I think it's much better to have a fast and simple ( bug free ) evaluation than a massive w/ 1,000,000 terms which take forever to tune.
Tho king safety is the most important, but impossible to model w/ HCE. I find search and evaluation are the same. You can search deeper w/ fast and simple evaluation. Vs searching shallower with big evaluation.
1. Mobility
2. PSQT
3. King safety
4. Bishop pairs
5. Tempo
6. Some simple endgame stuff like KPK
I think it's much better to have a fast and simple ( bug free ) evaluation than a massive w/ 1,000,000 terms which take forever to tune.
Tho king safety is the most important, but impossible to model w/ HCE. I find search and evaluation are the same. You can search deeper w/ fast and simple evaluation. Vs searching shallower with big evaluation.
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Re: Most Important Evaluation Terms
Incidentally, you would pick that up (attacking an enemy piece that could land on the square) when you calculate the mobility of enemy pieces (on which it would have a negative effect).
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Re: Most Important Evaluation Terms
I store mob[LIGHT] and mob[DARK] from the two most recent ply where I generated moves. It may be off by a piece capture or two, but it's in the right ballpark, and there's no computational cost.
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Re: Most Important Evaluation Terms
Is this a response to my comment? If so, put a quote so it's more clear.Robert Pope wrote: ↑Wed Jul 19, 2023 4:12 am I store mob[LIGHT] and mob[DARK] from the two most recent ply where I generated moves. It may be off by a piece capture or two, but it's in the right ballpark, and there's no computational cost.
Wouldn't every leaf node stemming from the same depth 1 node have the exact same mobility value for the enemy (The mobility for the side to move is already calculated because the quiscence search always makes sure that there no captures availivable before evaluating so we can get each piece's attack maps).