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Reinhard:
| I am convinced - so please correct me if need be - that your engine
| has implemented just that value scheme, you are talking about. ...'
Well, initially, of course NOT. How could it? I am not clairvoyant. I
started by 'common-sense logic' like 'Q = R + N + 1.5, and B << N
probably means A << Q, and the synergy bonus probably scales proportional
to piece value, so let me take A = B + N + 1'. Which translated to A =
7.5 with my 8x8 values B = N = 3.25 (taken from Kaufman's work).
And with the setting A=7.5, C=9.0, I played the 'Chancellor army'
against the 'Archbishop army', expecting the latter to be crushed,
because of the 300 cP inferiority. (Which corresponds to piece odds, and
should give 85%-90% scores.) But to my surprise, although the two
Chancellors won, it was by less than the Pawn-odds score.
| Then your engine will throw away underestimated pieces too cheap and
| keep overestimated too dear. Thus it will start and avoid a lot of
| trades in unjustified manner.
This hardly occurs, because this is SELF-PLAY. The opponent has the same
misconception. If I tell the engine A < R, there the engines wil NOT throw
away their A for R, because the opponent will not let them, and 'save'
its Rook when it comes under A attack. Trades of unlike material occur
only rarely, unless the material is considered exactly equal (which I
therefore avoid). So putting A=R is dangerous, and would suppress the
measured A value because of bad A vs R trades. But not completely, as it
would not always happen, and a fair fraction of the games would still be
able to cash in on the higher power of A by using it to gain material or
inflict checkmate before the trade was made. So even when you do set A=R,
or A=R+P, the A will score significantly better than 50% in an A vs R (or
AA vs RR) match. And when I discover that, I increase the A value
accordingly, until self-consistency is reached.
So my initial tests of CC vs AA, with the engine set to A=750, C=900
suggested that C-A ~< 50 cP. Then I repeated the match with A=850, and
this eliminated the few bad trades that could not be avoided by the
opponent. So CC beat AA now by an even smaller margin, of less than half
the Pawn-odds score (in fact more like a quarter). So I set A=875. I did
not repeat the test with A=875 yet, but I don't expect this 25cP
different setting to cause a significant change in the result (compared to
the statistical error with the number of games I play), if changing a full
100 cP only benifited the AA army 6%. The extra 25cP will not reverse the
sign of any trade.
So in practice, you are highly insensitive to what values you program into
the engine, and iterating to consistency converges extremely fast. You
should not make it too extreme, though: if you set Q < P, the side with
the Queen will always squander it on a Pawn, as there is no way the
opponent could prevent that, the Queen being so powerful and the Pawns
being abundant, exposed and powerless. Similarly, setting A < N would
probably not work even in an A vs B+N ending (with Pawns), as the A is
sufficiently powerfol compared to individual B and N that the latter
cannot escape being captured by a suicidal A. But if you are off
'merely' 2-3 Pawns, the observed scores will already be very close to
what they should be based on the true piece values.