Annotation of 43BSDReno/games/chess/DOCUMENTATION/HEURISTICS, revision 1.1.1.1

1.1       root        1: This file contains a description of GNU's heuristics.
                      2:    Copyright (C) 1986, 1987 Free Software Foundation, Inc.
                      3: 
                      4: This file is part of CHESS.
                      5: 
                      6: CHESS is distributed in the hope that it will be useful,
                      7: but WITHOUT ANY WARRANTY.  No author or distributor
                      8: accepts responsibility to anyone for the consequences of using it
                      9: or for whether it serves any particular purpose or works at all,
                     10: unless he says so in writing.  Refer to the CHESS General Public
                     11: License for full details.
                     12: 
                     13: Everyone is granted permission to copy, modify and redistribute
                     14: CHESS, but only under the conditions described in the
                     15: CHESS General Public License.   A copy of this license is
                     16: supposed to have been given to you along with CHESS so you
                     17: can know your rights and responsibilities.  It should be in a
                     18: file named COPYING.  Among other things, the copyright notice
                     19: and this notice must be preserved on all copies.  */
                     20: 
                     21:  -- requested by main author
                     22: Heuristic descriptions for CHESS.
                     23: 
                     24: Revision: 12-16-87
                     25: 
                     26: Copyright (c) 1987 by John Stanback
                     27: 
                     28:   Here is a brief description of the heuristics used in the positional 
                     29:   evaluator of the GNU Chess program. Many heuristics are functions of the 
                     30:   stage of the game which is based on the total non-pawn material remaining 
                     31:   for both sides. 
                     32:     
                     33: 
                     34: PAWNS
                     35:     The material value of a pawn is 100 points. Isolated pawns get a 
                     36:     penalty depending on which file they occupy: 
                     37:        (12,14,16,20,20,16,14,12) for files (a..h).
                     38:     Doubled pawns (which are not also isolated) get a penalty of 12 
                     39:     points. Backward pawns (defined simply as not being defended by a 
                     40:     pawn with the square in front also not defended by a a pawn) are 
                     41:     penalized 6 points. A 4 point penalty is also invoked for each attack 
                     42:     by the opponent to a backward pawn and for a backward pawn on a 
                     43:     half-open file. Pawn Advancement in the centre is given a bonus of 
                     44:     about 4 points per rank in the opening increasing to about 8 points 
                     45:     per rank in the ending. Advancement on the edges is given a lower 
                     46:     bonus. Pawns on the e and d files and on the 2nd rank are given a 10 
                     47:     point penalty. An additional penalty of 15 points is invoked if these 
                     48:     pawns are also blocked. Pawns within 2 squares of the king are given 
                     49:     a 10 point bonus. Passed pawns are given a bonus for increasing rank 
                     50:     which is a function of stage of the game and of whether the opponent 
                     51:     blocks or attacks one or more squares in front of the pawn or if the 
                     52:     opponents king is in the square of the pawn. This bonus ranges from 
                     53:     about 15 points for a pawn on the second rank up to about 300 points 
                     54:     for a passed pawn on the 7th rank which can't be stopped from 
                     55:     queening. 
                     56:               
                     57: 
                     58: KNIGHTS
                     59:     The material value of a knight is 330 points. The main heuristic for 
                     60:     knights is a bonus for proximity to the centre. This varies from 0 
                     61:     points in the corners to 30 points in the centre. Knights are also 
                     62:     given a bonus for being within 2 squares of each enemy piece. This 
                     63:     bonus is a function of the stage of the game, equalling 4 points in 
                     64:     the end game. A penalty of 1 point per square is given for distance 
                     65:     from either king. A bonus of up to 8 points (depends on stage) is 
                     66:     given for knights which can't be driven away by enemy pawns. 
                     67: 
                     68: 
                     69: BISHOPS
                     70:     The material value of a bishop is 330 points. Bishops are given a 
                     71:     bonus as material falls off the board equalling 10 points in the end 
                     72:     game. Bishops get a bonus for mobility and Xray mobility thru pieces 
                     73:     but not pawns. This bonus ranges from -4 points for a totally blocked 
                     74:     bishop up to 18 points for a bishop attacking 12 or more squares. 
                     75:     Xray attacks on an enemy R,Q,K or any undefended piece are given an 8 
                     76:     point bonus. Bishops are given a bonus of 14 points if they lie on 
                     77:     the edge of the board up to 22 points if the lie in the centre. A 
                     78:     bishop is given a bonus of up to 5 points for each attack to a square 
                     79:     adjacent to the enemy king. 
                     80: 
                     81: 
                     82: ROOKS
                     83:     The material value of a rook is 520 points. Rook mobility is handled 
                     84:     similiarly to bishops with a bonus of 0 points if blocked up to 20 
                     85:     points if attacking 12 squares or more. A bonus of 8 points for Xray 
                     86:     attacks is handled as it is for bishops. Rooks are given a bonus of 
                     87:     10 points for occupying a file with no friendly pawns and a bonus of 
                     88:     4 points if no enemy pawns lie on that file. After the opening Rooks 
                     89:     are penalized slightly depending on "taxicab" distance to the enemy 
                     90:     king. 
                     91:   
                     92: 
                     93: QUEENS
                     94:     The material value of a queen is 980 points. The only heuristic for a 
                     95:     queen is that after the opening it is penalized slightly for 
                     96:     "taxicab" distance to the enemy king. 
                     97: 
                     98: 
                     99: KINGS
                    100:     Kings are given a penalty for proximity to the centre in the opening 
                    101:     and a bonus for proximity to the centre in the endgame. The penalty 
                    102:     is about 24 points for being in the centre in the opening with a 
                    103:     bonus of about 36 points for being in the centre in the endgame. 
                    104:     Kings are penalized for lying on an open or half-open file or if the 
                    105:     adjacent file closest to the corner is open or half-open. This 
                    106:     penalty is up to 23 points in the opening and goes to zero in the end 
                    107:     game. The King is penalized up to 8 points if there are no pawns 
                    108:     immediately adjacent. A penalty is invoked depending on the number of 
                    109:     "safe" checks available by the opponent. This penalty ranges from 6 
                    110:     points for one such check to 50 points for 4 or more. Depending on 
                    111:     game stage, Kings are given up to 10 points for castling and a 
                    112:     penalty of up to 40 points for moving before castling. 
                    113:   
                    114: 
                    115: SPECIAL
                    116:     If more than one piece is "hung" (attacked and not defended or 
                    117:     attacked by an enemy piece of lower value) an extra penalty of 10 
                    118:     points is invoked for that side and the search may be extended one 
                    119:     ply. Pinned or trapped pieces are treated similarly. A special mating 
                    120:     routine is used if one side has only a king and the other has mating 
                    121:     material. 
                    122: 

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