see

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petero2
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Full name: Peter Osterlund

Re: see

Post by petero2 »

flok wrote:(more testcases welcome but don't feel obliged :-)
I have some test cases I used when implementing SEE in cuckoochess:

https://github.com/peterosterlund2/droi ... .java#L276

In complicated cases the SEE value may depend on your implementation though. This can happen when there are multiple X-ray threats to the target square.
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Steve Maughan
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Location: Florida, USA

Re: see

Post by Steve Maughan »

You may find this blog post helpful:

https://www.chessprogramming.net/static ... -in-chess/

Steve
http://www.chessprogramming.net - Maverick Chess Engine
Maarten Claessens
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Location: Near Nijmegen

Re: see

Post by Maarten Claessens »

What about the see-value of fxe5 in this position:
[d]8/2q2k2/4rb2/4pR2/5P2/3N4/Q7/4K3 w - - 0 1
Nothing is unstable (Lawrence Krauss)
flok

Re: see

Post by flok »

I would say +975.

(for pawn 100, knight 325, bishop 325, rook 500, queen 975, king 10000)
elcabesa
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Joined: Sun May 23, 2010 1:32 pm

Re: see

Post by elcabesa »

Why?
My see doesn't take in account checks and maybe pinned pieces.(I have to check the source).
I think the result depend on how you calculate it.
Maarten Claessens
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Re: see

Post by Maarten Claessens »

WaDuuttie calculates +100 (with pin detection: PxP, not followed by QxP because of NxQ) or 0 (without pin detection: PxP BxP NxB RxN RxR QxR).
Nothing is unstable (Lawrence Krauss)
AlvaroBegue
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Full name: Álvaro Begué (RuyDos)

Re: see

Post by AlvaroBegue »

flok wrote:I would say +975.

(for pawn 100, knight 325, bishop 325, rook 500, queen 975, king 10000)
That makes no sense. A [non-promoting] capture can't have an SEE value higher than the value of the captured piece, because the opponent could just stand pat after it.
flok

Re: see

Post by flok »

(I'll respond later to this; no access to my development machine (my laptop at home) right now)
flok

Re: see

Post by flok »

Hi Steve,

I followed your post -leaving out the early bailouts for now.
That works in some cases but not all. E.g. [d]8/2q2k2/4rb2/4pR2/5P2/3N4/Q7/4K3 w - - 0 1[/d] gives 1200.
It's probably due to that threshold. My question now is: what is the value of the threshold compared to the piece values?

Code: Select all

// xy are of the victim
int Scene::getSEE(const int x, const int y, const ChessPiece *const attacker) const
{
	const ChessPiece *const victim = b.getAt(x, y);

	const PlayerColor c = attacker -> getColor();

	// bit 0...15: if set, then a white piece can walk over and/or attack this field, 16...31 black
	const uint32_t bits = ss.back().tcs.cells[y][x];

	int see_val = victim -> getEvalVal();
	int trophy_val = attacker -> getEvalVal();

	PlayerColor sc = opponentColor(c);
	int so[] = { 0, 16 }; // where to start to search in the bit pattern. so[0] is for white
	constexpr int soe[] = { 16, 32 }; // where to stop searching. soe[0] is for white

	for&#40;; so&#91;sc&#93; < soe&#91;sc&#93;;) &#123;
		// find a 1 bit
		while&#40;&#40;bits & &#40;1 << so&#91;sc&#93;)) == 0&#41; &#123;
			// if end of pattern, stop searching
			if (++so&#91;sc&#93; == soe&#91;sc&#93;)
				break;
		&#125;

		if &#40;so&#91;sc&#93; >= soe&#91;sc&#93;)
			break;

		if &#40;sc == c&#41;
			see_val += trophy_val;
		else
			see_val -= trophy_val;

		// get eval val. bit number is an index in pieces&#91;color&#93;&#91;index&#93; pointing to the
		// piece.
		trophy_val = sc == WHITE ? pieces&#91;sc&#93;&#91;so&#91;sc&#93;&#93; -> getEvalVal&#40;) &#58; pieces&#91;sc&#93;&#91;so&#91;sc&#93; - 16&#93; -> getEvalVal&#40;);

		// on to the next bit!
		so&#91;sc&#93;++;

		sc = opponentColor&#40;sc&#41;;
	&#125;

	return see_val;
&#125;
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Steve Maughan
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Re: see

Post by Steve Maughan »

Folkert,

The threshold is normally zero i.e. You only want winning SEE captures. But it may be higher of you're entering qsearch and you're 400 centi pawns down. In this case you could set the threshold to 400 and only find SEE moves that are better than 400 centi pawns.

Note, SEE usually doesn't take into account pinned pieces.

Steve
http://www.chessprogramming.net - Maverick Chess Engine