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Using Stockfish to identify ideal squares

83 points| akkartik | 1 year ago |lichess.org

18 comments

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[+] imrehg|1 year ago|reply
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 "ideal square" calculation can be even more natural and more flexible as well: besides the "getting existing pieces from A to B", the "drop on B" is a lot simpler. No wonder that piece exchanges (so there is something in the hand to drop) are basic feature of the gameplay.

(Source: being a fan of shogi but very very very early in my learning journey, so experts would likely describe this differently.)

[+] ycombinete|1 year ago|reply
That extra dimension makes Shogi such a brain burner. It also forces something of a permanent middlegame.
[+] BoardsOfCanada|1 year ago|reply
There is a chess variant like this - Crazy house.
[+] rhdunn|1 year ago|reply
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.

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.

[+] FeepingCreature|1 year ago|reply
Evaluate the best, following valid moves, while ignoring your own pieces? Modelling your ability to create opportunities.
[+] greymalik|1 year ago|reply
> 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.

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,)

[+] arh68|1 year ago|reply
Knights like to sit fairly forward, reinforced by our pawns, on squares their pawns can't attack.

Bishops like long diagonals, and to complement the pawns' attacking squares (Ps & Bs tend to cover only one color). Also good for "countering" a knight 3 squares away (Nf6 & Bf3, for example, though it seems to prefer Bg2).

Rooks like open files, doubling up, 7th rank plays, and (in this case) the rare opportunity to line it up w/ their king (Rg3).

Queens like not being trapped or sidelined (by either side's pieces), good diagonals, good files, or both (like some natural mix of rook & bishop wants).

[+] notarealllama|1 year ago|reply
Nice, long time lichess player including blitz arenas but had no idea they had articles.

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.

[+] 29jm|1 year ago|reply
The first example is from an actual game, Larsen-Korchnoi, where White does manage to put the Knight on d5. The article includes that part of the game, it's a pretty funky manoeuvre.
[+] sevg|1 year ago|reply
That knight manoeuvre is actually what is played by the GMs in that (very real) game. Which means it's as realistic as it can get.

Even at GM level (perhaps especially at GM level) it's not uncommon to see 3-4 moves spent rerouting a knight to a better square.

[+] adleyjulian|1 year ago|reply
It's a closed position. You have time to reroute the knight and it's one of the few clear plans besides doubling the rooks on the only half open file.

The knight on that outpost was a monster and it ended up winning the game for him.

[+] kthejoker2|1 year ago|reply
The board in the article is interactive you can actually play out Larsen's moves with the arrows underneath
[+] Scarblac|1 year ago|reply
It's only four moves, Nf3-d2-b1-c3-d5.

(I don't know if that was the actual route taken in the game)