I do this rather simply:
if (opponent material value < 1/2 starting material && material difference >= Knight value (our side has more material))
scoring bonus = trade_down[opponent material units (not counting paws)]
trade_down is an array that gives more bonus as the opponent material drops (auto-tuned). Max bonus is about 1 pawn.
I also have special-case code for scoring drawish and drawn endgames, so this code is not executed for those cases.
--Jon
trading pieces and pawns based on material balance
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Re: trading pieces and pawns based on material balance
Having the value of pieces increase with game-phase has a similar effect to a trade bonus: advancing the game-phase by trading when you are ahead is good for you.Lyudmil Tsvetkov wrote: best thing is not to implement such a rule at all, as this is basically a purely human, psychological rule, mostly not available in stronger engines, as far as I can judge, and objectively bad/unreliable.