I was thinking about adding a map of strong and weak point of a position and trying to use them for evalutation or for something like move ordering ( for example by giving high priority to move attacking a weak square).
Has anyone tried something like that in the past? Do you think this could be useful?
maps of strong/weak square
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bob
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Re: maps of strong/weak square
I did something similar in Cray Blitz. But it can be pretty expensive to sum up all the values of the squares you attack. On the Cray, a vector operation would do this quite nicely (gather type vector access). On scalar machines, it proved to be too slow as loops inside the eval are expensive when done so many times.elcabesa wrote:I was thinking about adding a map of strong and weak point of a position and trying to use them for evalutation or for something like move ordering ( for example by giving high priority to move attacking a weak square).
Has anyone tried something like that in the past? Do you think this could be useful?
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mhull
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Re: maps of strong/weak square
Is it safe to assume the vector operations on the cray were more capable than the SIMD operations on microchips, and vastly more convenient to use than GPU vector operations? Or, could these facilities be utilized for such functions?bob wrote:I did something similar in Cray Blitz. But it can be pretty expensive to sum up all the values of the squares you attack. On the Cray, a vector operation would do this quite nicely (gather type vector access). On scalar machines, it proved to be too slow as loops inside the eval are expensive when done so many times.elcabesa wrote:I was thinking about adding a map of strong and weak point of a position and trying to use them for evalutation or for something like move ordering ( for example by giving high priority to move attacking a weak square).
Has anyone tried something like that in the past? Do you think this could be useful?
Matthew Hull
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elcabesa
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Re: maps of strong/weak square
looking int the code trying to understand how and whether to add maps of strong weak square, I found a bug into my code 
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PK
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Re: maps of strong/weak square
You might try using just a map of squares controlled by pawns, and see if it helps.
Pawel Koziol
http://www.pkoziol.cal24.pl/rodent/rodent.htm
http://www.pkoziol.cal24.pl/rodent/rodent.htm
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Lyudmil Tsvetkov
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Re: maps of strong/weak square
In my strictly personal chess experience, all weak squares (undefended by pawns) on the 3rd rank are a significant handicap, and very long-span at that, because such squares do not disappear. Weak squares on the 4th rank might be worth just a very small fraction of the penalty for squares on the 3rd. And squares on the 3rd rank, part of the king shelter, might be even more dangerous to allow.elcabesa wrote:I was thinking about adding a map of strong and weak point of a position and trying to use them for evalutation or for something like move ordering ( for example by giving high priority to move attacking a weak square).
Has anyone tried something like that in the past? Do you think this could be useful?
Considering just control of minor pieces over weak squares might be a good idea.
Strictly chess-wise, the more weak squares on the 3rd rank you have, the worse you are.