recently i let Pawn play against many (weak) engines, just to see how it plays (agressive!) and to determine its rating; at this moment i guess it's around 2300 .. sometimes Pawn draws or even wins a game against a much stronger engine !?
you seem to have knowledge about the general search & pruning and 'LMR research ratio' etc .. i'm not very familiar with all those concepts, but i can imagine and read some texts about it .. but i was wondering : i guess you're using a PST(s) ? As i understand, these hold some basic reference values for all squares regarding the pieces and their (optimal) movement, and these PSTs are fixed .. what if certain aspects of the position determine a 'custum PST' to use ? Such determining process might even be recursive ?
this is my idea in short, i can elaborate.
just thinking out of the box :-)
The PSQT are already somewhat "dynamic", in the sense that we have both middlegame and endgame tables, and we are constantly interpolating between them. You can check this in pawn here.
recently i let Pawn play against many (weak) engines, just to see how it plays (agressive!) and to determine its rating; at this moment i guess it's around 2300 .. sometimes Pawn draws or even wins a game against a much stronger engine !?
you seem to have knowledge about the general search & pruning and 'LMR research ratio' etc .. i'm not very familiar with all those concepts, but i can imagine and read some texts about it .. but i was wondering : i guess you're using a PST(s) ? As i understand, these hold some basic reference values for all squares regarding the pieces and their (optimal) movement, and these PSTs are fixed .. what if certain aspects of the position determine a 'custum PST' to use ? Such determining process might even be recursive ?
this is my idea in short, i can elaborate. just thinking out of the box :-)