DiscoCheck also does this in the eval, using a symmetric term. But the penalties are relatively small and increase linearly with the number of pieces hanging (I've tried non linear versions but I didn't manage to make it work).Don wrote: Komodo has symmetrical evaluation but we do give attack bonuses IN the evaluation function and these get larger when multiple pieces are attacked. And it was definitely an improvement but I cannot remember how much (This was done between Komodo 4 and 5 I think.)
Intuitively at least, the idea makes perfect sense. When your opponent has hanging pieces, you don't need to increase your stand pat score, because the search/qsearch will naturally continue and capture what can be captured, rather than standing pat. So it seems better to trust the search here, rather than try to do it through some eval bonus.Don wrote: I remember experimenting with asymmetrical bonuses (based on the side to move) but nothing came of it. Doesn't mean it's bad though, it just means we did not succeed in figure it out.
But when you have several hanging pieces, you shouldn't stand pat without being penalized.
Anyway, I need to do more experiment with variations of the idea. The penalties for hanging pieces in the eval, as well as the stand_pat_penalty for the side to move with several hanging pieces, have a surprisingly high elo impact in DiscoCheck. So it's worth spending time to improve them.

