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The second group of advisors deals with capturing interactions (in general, threats and conditions enabling threats):
local-threat:for each target piece which a piece could
capture in the current position, this measures the value of
executing this threat (based on the other advisors), but reduces
this value based on which player is to move. Thus a threat in a
position where a player is to move is almost as valuable for that
player as the value derived from executing it (i.e. he can capture if
he likes), but if it is the opponent's move the threat is less
valuable, as it is less likely to happen. Thus attacking an enemy
piece while leaving one's own piece attacked (if the pieces are of
equal value) is a losing proposition, but if the threatened enemy
piece is worth much more this may be a good idea. The value of
these threats are also augmented based on the effect of the
capture.
potent-threat:this extracts from the local-threat analysis
just those threats which are obviously potent. A threat is
potent for the player on move if the target is either undefended
or more valuable (based on the other advisors) than the threatening
piece. A threat is potent for the non-moving player only if the
attacker is less valuable than the target and the moving-player does
not already have a potent threat against the attacker.
global-threat:The two threat advisors above exist in both
local and global versions. The local version credits a
player for each threat she has in a position, while the global
version credits the player with only the maximum of those local threat
values.
possess:In a position where a player has a piece
in-hand, the player is awarded the dynamic value (using the local
advisors) that the piece would receive, averaged over all
empty board squares. Note that if the maximum value were used instead of the
average, a program searching one-ply would never choose to place a
piece on the board once possessed.