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Evaluation function

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579:. The value is presumed to represent the relative probability of winning if the game tree were expanded from that node to the end of the game. The function looks only at the current position (i.e. what spaces the pieces are on and their relationship to each other) and does not take into account the history of the position or explore possible moves forward of the node (therefore static). This implies that for dynamic positions where tactical threats exist, the evaluation function will not be an accurate assessment of the position. These positions are termed non- 819:, Ethereal, and many other engines, where each table considers the position of every type of piece in relation to the player's king, rather than the position of the every type of piece alone. The values in the tables are bonuses/penalties for the location of each piece on each space, and encode a composite of many subtle factors difficult to quantify analytically. In handcrafted evaluation functions, there are sometimes two sets of tables: one for the opening/middlegame, and one for the endgame; positions of the middle game are interpolated between the two. 591:
complexity: computing detailed knowledge may take so much time that performance decreases, so approximations to exact knowledge are often better. Because the evaluation function depends on the nominal depth of search as well as the extensions and reductions employed in the search, there is no generic or stand-alone formulation for an evaluation function. An evaluation function which works well in one application will usually need to be substantially re-tuned or re-trained to work effectively in another application.
61: 623:, which are a hundredth of a pawn. Larger evaluations indicate a material imbalance or positional advantage or that a win of material is usually imminent. Very large evaluations may indicate that checkmate is imminent. An evaluation function also implicitly encodes the value of the right to move, which can vary from a small fraction of a pawn to win or loss. 845:. An efficiently updatable neural network architecture, using king-piece-square tables as its inputs, was first ported to chess in a Stockfish derivative called Stockfish NNUE, publicly released on May 30, 2020, and was adopted by many other engines before eventually being incorporated into the official Stockfish engine on August 6, 2020. 755:. More recently, evaluation functions in computer chess have started to use multiple neural networks, with each neural network trained for a specific part of the evaluation, such as pawn structure or endgames. This allows for hybrid approaches where an evaluation function consists of both neural networks and handcrafted terms. 507:
There do not exist analytical or theoretical models for evaluation functions for unsolved games, nor are such functions entirely ad-hoc. The composition of evaluation functions is determined empirically by inserting a candidate function into an automaton and evaluating its subsequent performance. A
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have been used in the evaluation functions of chess engines since the late 1980s, they did not become popular in computer chess until the late 2010s, as the hardware needed to train neural networks was not strong enough at the time, and fast training algorithms and network topology and architectures
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of various weighted terms determined to influence the value of a position. However, not all terms in a handcrafted evaluation function are linear, some, such as king safety and pawn structure, are nonlinear. Each term may be considered to be composed of first order factors (those that depend only on
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used for material are Queen=9, Rook=5; Knight or Bishop=3; Pawn=1; the king is assigned an arbitrarily large value, usually larger than the total value of all the other pieces. In addition, it typically has a set of positional terms usually totaling no more than the value of a pawn, though in some
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An important technique in evaluation since at least the early 1990s is the use of piece-square tables (also called piece-value tables) for evaluation. Each table is a set of 64 values corresponding to the squares of the chessboard. The most basic implementation of piece-square table consists of
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Mobility is the number of legal moves available to a player, or alternately the sum of the number of spaces attacked or defended by each piece, including spaces occupied by friendly or opposing pieces. Effective mobility, or the number of "safe" spaces a piece may move to, may also be taken into
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In practice, effective handcrafted evaluation functions are not created by expanding the list of evaluated parameters, but by careful tuning or training of the weights relative to each other, of a modest set of parameters such as those described above. Toward this end, positions from various
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There is an intricate relationship between search and knowledge in the evaluation function. Deeper search favors less near-term tactical factors and more subtle long-horizon positional motifs in the evaluation. There is also a trade-off between efficacy of encoded knowledge and computational
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Schrittwieser, Julian; Antonoglou, Ioannis; Hubert, Thomas; Simonyan, Karen; Sifre, Laurent; Schmitt, Simon; Guez, Arthur; Lockhart, Edward; Hassabis, Demis; Graepel, Thore; Lillicrap, Timothy (2020). "Mastering Atari, Go, chess and shogi by planning with a learned model".
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separate tables for each type of piece per player, which in chess results in 12 piece-square tables in total. More complex variants of piece-square tables are used in computer chess, one of the most prominent being the king-piece-square table, used in
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took into account both territory controlled, influence of stones, number of prisoners and life and death of groups on the board. However, modern go playing computer programs largely use deep neural networks in their evaluation functions, such as
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the results of Deepmind's AlphaZero paper. Apart from the size of the networks, the neural networks used in AlphaZero and Leela Chess Zero also differ from those used in traditional chess engines as they have two outputs, one for evaluation (the
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have not been developed yet. Initially, neural network based evaluation functions generally consisted of one neural network for the entire evaluation function, with input features selected from the board and whose output is an
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that has only piece-square tables as the inputs into the neural network. In fact, the most basic NNUE architecture is simply the 12 piece-square tables described above, a neural network with only one layer and no
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King safety is a set of bonuses and penalties assessed for the location of the king and the configuration of pawns and pieces adjacent to or in front of the king, and opposing pieces bearing on spaces around the
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positions the positional terms can get much larger, such as when checkmate is imminent. Handcrafted evaluation functions typically contain dozens to hundreds of individual terms.
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Slate, D and Atkin, L., 1983, "Chess 4.5, the Northwestern University Chess Program" in Chess Skill in Man and Machine 2nd Ed., pp. 93–100. Springer-Verlag, New York, NY.
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Historically in computer chess, the terms of an evaluation function are constructed (i.e. handcrafted) by the engine developer, as opposed to discovered through training
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to approximate the centipawn scale used in traditional chess engines, by default the output is the win-draw-loss percentages, a vector of three values each from the
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to the centipawn scale so that a value of 100 is roughly equivalent to a material advantage of a pawn. The parameters in neural networks are typically trained using
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to resolve threats before evaluation. Some values returned by evaluation functions are absolute rather than heuristic, if a win, loss or draw occurs at the node.
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the space and any piece on it), second order factors (the space in relation to other spaces), and nth-order factors (dependencies on history of the position).
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Pawn structure is a set of penalties and bonuses for various strengths and weaknesses in pawn structure, such as penalties for doubled and isolated pawns.
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Center control is derived from how many pawns and pieces occupy or bear on the four center spaces and sometimes the 12 spaces of the extended center.
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significant body of evidence now exists for several games like chess, shogi and go as to the general composition of evaluation functions for them.
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Ebeling, Carl, 1987, All the Right Moves: A VLSI Architecture for Chess (ACM Distinguished Dissertation), pp. 56–86. MIT Press, Cambridge, MA
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Chess engines frequently use endgame tablebases in their evaluation function, as it allows the engine to play perfectly in the endgame.
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King tropism is a bonus for closeness (or penalty for distance) of certain pieces, especially queens and knights, to the opposing king.
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Each of the terms is a weight multiplied by a difference factor: the value of white's material or positional terms minus black's.
106: 1047: 798:. Since deep neural networks are very large, engines using deep neural networks in their evaluation function usually require a 448: 1494: 70: 1181: 828: 117: 611:. The term 'pawn' refers to the value when the player has one more pawn than the opponent in a position, as explained in 17: 1423: 643:
A handcrafted evaluation function typically has of a material balance term that usually dominates the evaluation. The
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Schaeffer, J.; Burch, N.; Y. Björnsson; Kishimoto, A.; Müller, M.; Lake, R.; Lu, P.; Sutphen, S. (2007).
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Schaeffer, J.; Björnsson, Y.; Burch, N.; Kishimoto, A.; Müller, M.; Lake, R.; Lu, P.; Sutphen, S.
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Jun Nagashima; Masahumi Taketoshi; Yoichiro Kajihara; Tsuyoshi Hashimoto; Hiroyuki Iida (2002),
949:"A general reinforcement learning algorithm that masters chess, shogi, and go through self-play" 1105:
Proceedings of the 2005 International Joint Conferences on Artificial Intelligence Organization
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have been used, albeit infrequently, in computer chess after Matthew Lai's Giraffe in 2015 and
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in 2018 by Yu Nasu, the most common evaluation function used in computer chess today is the
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in 2017 demonstrated the feasibility of deep neural networks in evaluation functions. The
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The material term is obtained by assigning a value in pawn-units to each of the pieces.
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may be tenths, hundredths or other convenient fraction, but sometimes, the value is an
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ths of the value of a playing piece such as a stone in go or a pawn in chess, where
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Games in which game playing computer programs employ evaluation functions include
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A tree of such evaluations is usually part of a search algorithm, such as
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Function in a computer game-playing program that evaluates a game position
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databases are employed, such as from master games, engine games,
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GameDev.net - Chess Programming Part VI: Evaluation Functions
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in order to efficiently calculate the evaluation function.
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An Efficient Use of Piece-Square Tables in Computer Shogi
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Giraffe: Using Deep Reinforcement Learning to Play Chess
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Learning Piece-Square Values using Temporal Differences
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In addition, with the advent of programs such as 1436: 935: 933: 931: 1481: 1209:A Self-Learning, Pattern-Oriented Chess Program 668:An example handcrafted evaluation function for 928: 917:, Ser. 7, vol. 41, Philosophical Magazine 1368: 449: 1439:"official-stockfish / Stockfish, NNUE merge" 1000:"Temporal Difference Learning and TD-Gammon" 456: 442: 1294:, Information Processing Society of Japan 1231: 1132: 1015: 974: 903: 901: 1206: 911:Programming a Computer for Playing Chess 777:was started shortly after to attempt to 27:For the string evaluation function, see 1344: 1326: 997: 907: 855:Endgame tablebase § Computer chess 14: 1482: 1215: 898: 867:Historically, evaluation functions in 805: 1338: 1272: 1179: 1111: 848: 656:games, or even from self-play, as in 562: 118:Efficiently updatable neural networks 47:This article is part of the series on 1437:Joost VandeVondele (July 25, 2020). 1396: 1320: 829:efficiently updatable neural network 1399:"Release stockfish-nnue-2020-05-30" 1221: 991: 24: 1183:Learning to Play the Game of Chess 729: 25: 1511: 1463: 1222:Lai, Matthew (4 September 2015), 822:Originally developed in computer 786:) and one for move ordering (the 1369:Gary Linscott (April 30, 2021). 836:for short, a sparse and shallow 627:Handcrafted evaluation functions 123:Handcrafted evaluation functions 59: 1430: 1416: 1390: 1362: 1298: 1281: 1266: 672:might look like the following: 1397:Noda, Hisayori (30 May 2020). 1200: 1173: 1089: 1039: 998:Tesauro, Gerald (March 1995). 13: 1: 1424:"Introducing NNUE Evaluation" 1273:Beal, Don; Smith, Martin C., 891: 474:heuristic evaluation function 1495:Game artificial intelligence 1470:Keys to Evaluating Positions 1277:, vol. 22, ICCA Journal 1211:, vol. 12, ICCA Journal 7: 594: 138:Stochastic gradient descent 10: 1516: 1345:Yu Nasu (April 28, 2018). 1327:Yu Nasu (April 28, 2018). 1307:Stockfish Evaluation Guide 1151:10.1038/s41586-020-03051-4 852: 663: 613:Chess piece relative value 478:static evaluation function 188:Principal variation search 33: 26: 1250:"Neural network topology" 1207:Levinson, Robert (1989), 1180:Thurn, Sebastian (1995), 1004:Communications of the ACM 547:, such as those from the 908:Shannon, Claude (1950), 862: 800:graphics processing unit 34:Not to be confused with 1067:10.1126/science.1144079 976:10.1126/science.aar6404 569:Monte Carlo tree search 500:of three values in the 198:Monte Carlo tree search 749:reinforcement learning 658:reinforcement learning 308:Dragon by Komodo Chess 133:Reinforcement learning 1017:10.1145/203330.203343 771:distributed computing 153:Unsupervised learning 71:Board representations 1048:"Checkers is Solved" 843:activation functions 759:Deep neural networks 700:* king tropism + ... 696:* pawn structure + c 692:* center control + c 103:Deep neural networks 96:Evaluation functions 1143:2020Natur.588..604S 967:2018Sci...362.1140S 961:(6419): 1140–1144. 947:(7 December 2018). 806:Piece-square tables 753:supervised learning 645:conventional values 470:evaluation function 143:Supervised learning 128:Piece-square tables 36:Function evaluation 1098:"Solving Checkers" 849:Endgame tablebases 637:linear combination 563:Relation to search 551:. Some games like 523:(Japanese chess), 472:, also known as a 183:Alpha-beta pruning 18:Piece-square table 1127:(7839): 604–609. 1061:(5844): 1518–22. 688:* king safety + c 585:quiescence search 577:alpha–beta search 573:minimax algorithm 466: 465: 193:Quiescence search 172:search algorithms 53:Chess programming 16:(Redirected from 1507: 1449: 1448: 1434: 1428: 1427: 1426:. 6 August 2020. 1420: 1414: 1413: 1411: 1409: 1394: 1388: 1387: 1385: 1383: 1366: 1360: 1359: 1351: 1342: 1336: 1335: 1333: 1324: 1318: 1317: 1316: 1314: 1302: 1296: 1295: 1285: 1279: 1278: 1270: 1264: 1263: 1261: 1260: 1246: 1237: 1236: 1235: 1219: 1213: 1212: 1204: 1198: 1197: 1196: 1194: 1188: 1177: 1171: 1170: 1136: 1115: 1109: 1108: 1102: 1093: 1087: 1086: 1052: 1043: 1037: 1036: 1034: 1032: 1019: 995: 989: 988: 978: 937: 926: 925: 924: 922: 916: 905: 775:Leela Chess Zero 458: 451: 444: 363:Leela Chess Zero 63: 44: 43: 21: 1515: 1514: 1510: 1509: 1508: 1506: 1505: 1504: 1480: 1479: 1466: 1453: 1452: 1435: 1431: 1422: 1421: 1417: 1407: 1405: 1395: 1391: 1381: 1379: 1367: 1363: 1349: 1343: 1339: 1331: 1325: 1321: 1312: 1310: 1304: 1303: 1299: 1286: 1282: 1271: 1267: 1258: 1256: 1248: 1247: 1240: 1220: 1216: 1205: 1201: 1192: 1190: 1186: 1178: 1174: 1116: 1112: 1100: 1094: 1090: 1050: 1044: 1040: 1030: 1028: 996: 992: 945:Hassabis, Demis 938: 929: 920: 918: 914: 906: 899: 894: 865: 857: 851: 808: 736:neural networks 732: 730:Neural networks 699: 695: 691: 687: 683: 679: 666: 633:neural networks 629: 597: 565: 557:strongly solved 484:or a quantized 462: 433: 432: 278: 268: 267: 213: 211:Chess computers 203: 202: 173: 158: 157: 98: 88: 87: 73: 42: 39: 32: 23: 22: 15: 12: 11: 5: 1513: 1503: 1502: 1497: 1492: 1490:Computer chess 1478: 1477: 1472: 1465: 1464:External links 1462: 1461: 1460: 1457: 1451: 1450: 1429: 1415: 1389: 1361: 1337: 1334:(in Japanese). 1319: 1297: 1280: 1265: 1238: 1214: 1199: 1172: 1110: 1088: 1038: 990: 927: 896: 895: 893: 890: 864: 861: 853:Main article: 850: 847: 838:neural network 807: 804: 731: 728: 727: 726: 723: 720: 717: 713: 709: 702: 701: 697: 693: 689: 685: 684:* mobility + c 681: 680:* material + c 677: 665: 662: 628: 625: 617:computer chess 601:computer chess 596: 593: 564: 561: 464: 463: 461: 460: 453: 446: 438: 435: 434: 431: 430: 425: 420: 415: 410: 405: 400: 395: 390: 385: 380: 375: 370: 365: 360: 355: 350: 345: 340: 335: 330: 325: 320: 315: 310: 305: 300: 295: 290: 285: 279: 274: 273: 270: 269: 266: 265: 260: 255: 250: 245: 240: 235: 230: 225: 220: 214: 209: 208: 205: 204: 201: 200: 195: 190: 185: 180: 174: 164: 163: 160: 159: 156: 155: 150: 145: 140: 135: 130: 125: 120: 115: 110: 99: 94: 93: 90: 89: 86: 85: 80: 74: 69: 68: 65: 64: 56: 55: 49: 48: 40: 9: 6: 4: 3: 2: 1512: 1501: 1498: 1496: 1493: 1491: 1488: 1487: 1485: 1476: 1473: 1471: 1468: 1467: 1458: 1455: 1454: 1446: 1445: 1440: 1433: 1425: 1419: 1404: 1400: 1393: 1378: 1377: 1372: 1365: 1357: 1356: 1348: 1341: 1330: 1323: 1309: 1308: 1301: 1293: 1292: 1284: 1276: 1269: 1255: 1251: 1245: 1243: 1234: 1229: 1225: 1218: 1210: 1203: 1185: 1184: 1176: 1168: 1164: 1160: 1156: 1152: 1148: 1144: 1140: 1135: 1130: 1126: 1122: 1114: 1106: 1099: 1092: 1084: 1080: 1076: 1072: 1068: 1064: 1060: 1056: 1049: 1042: 1027: 1023: 1018: 1013: 1009: 1005: 1001: 994: 986: 982: 977: 972: 968: 964: 960: 956: 955: 950: 946: 942: 941:Silver, David 936: 934: 932: 913: 912: 904: 902: 897: 889: 887: 883: 879: 875: 870: 860: 856: 846: 844: 839: 835: 831: 830: 825: 820: 818: 817:Komodo Dragon 814: 803: 801: 797: 796:unit interval 793: 789: 785: 780: 776: 772: 768: 764: 760: 756: 754: 750: 746: 742: 737: 724: 721: 718: 714: 710: 707: 706: 705: 675: 674: 673: 671: 661: 659: 655: 649: 646: 641: 638: 634: 624: 622: 618: 614: 610: 606: 602: 592: 588: 586: 582: 578: 574: 570: 560: 558: 554: 550: 546: 542: 538: 534: 530: 526: 522: 518: 514: 509: 505: 503: 502:unit interval 499: 495: 491: 487: 483: 479: 475: 471: 459: 454: 452: 447: 445: 440: 439: 437: 436: 429: 426: 424: 421: 419: 416: 414: 411: 409: 406: 404: 401: 399: 396: 394: 391: 389: 386: 384: 381: 379: 376: 374: 371: 369: 366: 364: 361: 359: 356: 354: 351: 349: 346: 344: 341: 339: 336: 334: 331: 329: 326: 324: 321: 319: 316: 314: 311: 309: 306: 304: 301: 299: 296: 294: 291: 289: 286: 284: 281: 280: 277: 276:Chess engines 272: 271: 264: 261: 259: 256: 254: 251: 249: 246: 244: 241: 239: 236: 234: 231: 229: 226: 224: 221: 219: 216: 215: 212: 207: 206: 199: 196: 194: 191: 189: 186: 184: 181: 179: 176: 175: 171: 167: 162: 161: 154: 151: 149: 146: 144: 141: 139: 136: 134: 131: 129: 126: 124: 121: 119: 116: 114: 111: 108: 104: 101: 100: 97: 92: 91: 84: 81: 79: 76: 75: 72: 67: 66: 62: 58: 57: 54: 51: 50: 46: 45: 37: 30: 19: 1442: 1432: 1418: 1406:. 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Index

Piece-square table
eval
Function evaluation
Chess programming

Board representations
0x88
Bitboards
Evaluation functions
Deep neural networks
Transformers
Attention
Efficiently updatable neural networks
Handcrafted evaluation functions
Piece-square tables
Reinforcement learning
Stochastic gradient descent
Supervised learning
Texel tuning
Unsupervised learning
Graph
tree
Minimax
Alpha-beta pruning
Principal variation search
Quiescence search
Monte Carlo tree search
Chess computers
Belle
ChessMachine

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