In other words having certain conditions in chess engines that are dependent on the side to move at the root position.
I see two ways of introducing asymmetries into computer chess:
- Search: e.g. more selectivity based on whos turn it is
- Evaluation: e.g. Contempt, Tempo or King-Safety
For determining to what extend to introduce asymmetry, I think the approximate likelyhood of a win in a given position is relevant. This is dependent on: the position (material and positional factors), the elo difference of the two opponents and the time on the clock.
Now I wonder, to what extend other forms of asymmetry can be used. For example I could imagine that if you know that the opponent is stronger it becomes less relevant to concentrate on attacking the opponent king but rather try to defend the own king and play for a draw.
The main problems of asymmetry I see are:
- Board-Symmetry cannot be exploited anymore (symmetric hash-keys, etc.)
- During Analysis the root side to move changes regularly and thus the hash values become useless.
Looking forward to your thoughts and an interesting discussion.