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The final group of advisors are used for assigning a fixed material
value to each type of piece, which is later awarded to a player for
each piece of that type he owns in a given position. This value is a
weighted sum of the values returned by the advisors listed in this
section, and does not depend on the position of the piece or of the
other pieces on the board. Note that white king and black
king are viewed as different types of pieces during the
computations below.
max-static-mob:The maximum static-mobility for this piece
over all board squares.
avg-static-mob:The average static-mobility for this piece
over all board squares.
max-eventual-mob:The maximum eventual-mobility for this
piece over all board squares.
avg-eventual-mob:The average eventual-mobility for this
piece over all board squares.
eradicate:Awards 1 point for each opponent goal to
eradicate pieces which match this type, and minus one point for each
player goal to eradicate our own piece matching this type.
victims:Awards 1 point for each type of piece this piece
has a power to capture (i.e. the number of pieces matching one of its
capture-types). A bonus is provided for the effects of each
capture, as discussed for the local-threat advisor above. It would
be interesting to have a dynamic version of this which gave
preference to pieces which could capture other pieces actually
present in a given position.
immunity:Awards 1 point for each type of enemy piece that
cannot capture this piece.
giveaway:Awards 1 point for each type of friendly piece
that can capture this piece.
stalemate:This views the goal to stalemate a player as if it
were a goal to eradicate all of the player's pieces, and performs
the same computation as eradicate above.
arrive:Awards a piece 1 point if the player has an arrival
goal predicated on that type of piece. It awards
points if the
piece can promote to an arrival-goal piece in
promotions.
Values are negated for opponent arrival goals.
promote:This is computed in a separate pass after all the
other material values. It awards a piece a fraction of the material
value (computed so far) of each piece it can promote into. This
advisor is not fully implemented yet, and was not used in the work
discussed in this paper.
Section 3 provides concrete examples of the application of these advisors to the rules different games discussed in this thesis.