path dependent evaluation
Posted: 20 Apr 2005, 04:31
Hi
i am seriously thinking to add path dependent evaluation in my engine.
there are some ideas that are better evaluated by looking at the previous.
* penalizing lose of castling rights.
* incremental(lazy evaluation) is better done by looking at previous
ply's information as described by ED.
Costly evaluation like mobility can also be obtaned by counting the moves generated (Uri's idea).
* evaluation based on the moves that lead to this position
For example if you can't afford to extend a good looking move,
give it a higher score.
Any other ideas?
One serious problem of this methods is that they corrupt the
hashtable. it is already corrupted by repition draw detection.
despite this integrating search and eval seems a good idea for
pruning decisions. Worst scenario is not using the hashtable to cut off
(ie using it only for move ordering), which i don't think will outweigh
the benefits
what do you think?
daniel
i am seriously thinking to add path dependent evaluation in my engine.
there are some ideas that are better evaluated by looking at the previous.
* penalizing lose of castling rights.
* incremental(lazy evaluation) is better done by looking at previous
ply's information as described by ED.
Costly evaluation like mobility can also be obtaned by counting the moves generated (Uri's idea).
* evaluation based on the moves that lead to this position
For example if you can't afford to extend a good looking move,
give it a higher score.
Any other ideas?
One serious problem of this methods is that they corrupt the
hashtable. it is already corrupted by repition draw detection.
despite this integrating search and eval seems a good idea for
pruning decisions. Worst scenario is not using the hashtable to cut off
(ie using it only for move ordering), which i don't think will outweigh
the benefits
what do you think?
daniel