Can you PM me an e-mail address where I should send it? I have it in a format now where I just print indexes by concatenating square coordinates of wK, S, N and bK, where 02 = c1 etc.:Evert wrote:Yes, that probably would be helpful!
I was thinking that I could probably split the list in half (exploiting left/right symmetry), leaving some 500 positions and then go through them by hand in a not-quite random order (positions where the silver is checking the king first), but having a list of positions to toss out will certainly help there!
Code: Select all
K S N K
02011200
02012100
12012100
26051507
27051507
27052607
05060007
05060107
05060207
05060307
05060407
05061007
05061107
...
I don't remember, but I almost always measure pieces in pairs, to get better signal to noise. So probably two tweaked Bishops against a B-pair. That would mean that the 33cP was what they got on top of sharing a B-pair bonus.Did you try a pair of tweaked bishops or a normal bishop+tweaked bishop?
If the dominant effect is the colour-binding, then a pair of normal bishops should be worth approximately the same as a bishop+tweaked bishop, or a pair of tweaked bishops. I would actually expect the difference in piece value to be worth approximately the same as (or perhaps half of) the bishop pair bonus. Your measurement seems to be in that ballpark.
Easier would probably be to measure like Ferz vd unlike Ferz. For Bishops this reproduces the B-pair bonus quite accurately. For Ferz the bonus is probably really small, though, as the Ferz itself is hardly worth anything (about 150 cP in FIDE context, measured by playing F-pair vs Knight).I was thinking whether I could use the difference in value between a ferz and a silver as a rough indication for what a "ferz-pair bonus" might be worth. Can't be the full story of course, since ferz+ferz should not be worth the same as ferz+silver.
Note that when you don't have a material table with explicit trading gradients, the game phase often works as such. By increasing the end-game values of all pieces any imbalance will look larger in end-game evaluation, which will provide a drive towards advancing the game phase when ahead in material. If you would base the game phase on number of Pawns, advancing the game phase would mean trading Pawns, though. And this is probably exactly what you don't want.Yes, that's exactly the sort of thing I see happening that needs to be avoided. I'm wondering whether it makes sense to base the "game phase" on the number of remaining pawns, but I haven't played around with that at all yet.
When I had to express it in a formula I would say something like
gamePhase = whitePower + blackPower
evalWhitePOV = (2 - gamePhase/MAXPOWER)*(whiteMaterial - blackMaterial)
+ C * max(whitePower - blackPower, 0) * blackPawns
- C * max(blackPower - whitePower, 0) * whitePawns
is needed, where white/blackPower is some measure for tactical power. (E.g. like Fruit uses 6*nQ + 3*nR + nB + nN.) Ferz should probably not count at all in this power measurement. (If they do you would have to make sure that this doesn't bias you against promotion.) The last two terms bias you against trading Pawns when ahead in pieces. The first one encourages you to trade pieces when ahead, to advance game phase.
