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Using Stockfish to identify ideal squares

83 pointsby akkartik11 months ago

4 comments

imrehg11 months ago
Very interesting, especially when compared to shogi (Japanese chess), where captured pieces can be dropped in anywhere on the board. So for shogi players this &quot;ideal square&quot; calculation can be even more natural and more flexible as well: besides the &quot;getting existing pieces from A to B&quot;, the &quot;drop on B&quot; is a lot simpler. No wonder that piece exchanges (so there is something in the hand to drop) are basic feature of the gameplay.<p>(Source: being a fan of shogi but very very very early in my learning journey, so experts would likely describe this differently.)
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rhdunn11 months ago
The unrealistic squares issue could be resolved by using legal moves for the piece. You could then evaluate the best for 1 move, 2 moves, up to e.g. 4 moves. You could also eliminate moves that visit a square already reached by a previous square to avoid duplicates.<p>It may be interesting to apply weights to reduce the score of squares many moves away. This would need to handle advantageous positions like check or checkmate.
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greymalik11 months ago
&gt; This exercise involves looking at a piece and imagining which square it would be best placed on, without initially worrying about how to get it there.<p>Without using Stockfish, how does one do this in their head? What rubric can you use to evaluate whether one square is better than another? (I’m a very low level player, obviously,)
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notarealllama11 months ago
Nice, long time lichess player including blitz arenas but had no idea they had articles.<p>Some interesting analysis here and how to approach the problem domain (pawn structure as a concern) but that first example, there is just no way to get that knight there in any reasonable way. Talking about unrealistic moves.
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