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       #Post#: 693--------------------------------------------------
       How to calculate the value of a piece?
   DIR By: ubersketch
       Date: March 30, 2018, 7:38 pm
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       This question has been on my mind for a while and it perplexes
       me. It would be interesting if we had a systematic way of
       assigning pieces values.
       #Post#: 698--------------------------------------------------
       Re: How to calculate the value of a piece?
   DIR By: Martin0
       Date: March 31, 2018, 1:03 am
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       First you take one piece (preferably a weak one) and use it as a
       base to value the other pieces. You can set its value to
       whatever you want, but numbers like 1 or 100 are nice numbers.
       Then you estimate how much other pieces are worth compared to
       that piece and set their values accordingly.
       When it comes to estimating those values, I believe the best
       approach is to use statistics from a large sample of games
       between players of equal strength. Naturally this is easiest
       done with an engine playing against itself to get that large
       sample size.
       Trying to find a formula for piece values that would work for
       any variant on any board size is put simply not possible, but
       some methods are clearly better than others. No matter what you
       do it is not something that can accurately assign the values, it
       will always be an estimate. And the value for a piece in
       practice will always be relative anyway.
       #Post#: 702--------------------------------------------------
       Re: How to calculate the value of a piece?
   DIR By: HGMuller
       Date: March 31, 2018, 7:04 am
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       Piece values are empirical quantities, which represent who has
       the advantage in a large collection of positions with a material
       imbalance (differing in the placement of the pieces). To measure
       them you can play a large number of games starting from an
       opening-like position (i.e. pieces behind a closed rank of
       Pawns), and observe how much the result differs from 50%.
       As a caveat I want to mention the whole concept of 'piece value'
       is an approximation. In practice, how  much a piece is worth
       depends on what other material you have, and what material the
       opponent has. Usually the corrections are small compared to the
       'base value' of the piece (i.e. the value averaged over many
       total-material combinations with the same imbalance). But in
       extreme situations, the effect can be large. Seven Knights
       consistently beat three Queens (when they all start behind a
       rank of 8 Pawns, and there are no other pieces (except Kings)).
       This is totally at odds with the value you would observe in
       games between more similar armies, where a Queen on one side can
       be almost perfectly balanced by 3 Knights on the other side. If
       you take the latter as evidence that a Queen is worth 3 times as
       much as a Knight, you would expect the Knight side in the 3Q-7N
       game (which I named 'Charge of the Light Brigade') to be two
       Knights short of equality. But in fact the Queens stand no
       chance at all. A more mundane example of cooperative material
       effects is the Bishop pair: a Bishop is worth about half a Pawn
       more when you already have a Bishop on the other square shade.
       Then there is an entirely different question: "can the empirical
       piece values be predicted from how the piece moves by a
       comparatively simple calculation (i.e. without playing games)".
       This turns out to be very difficult. Lots of methods to
       calculate this, which sound very plausible, turn out to give
       values that differ very much from the empirical value. E.g. lots
       of guestimates are around for the 'Capablanca pieces', the RN
       and BN compounds (Chancellor and Archbishop). Because every
       Chess player knows that a Rook is worth two Pawns more than a
       Bishop, these guestimates almost always have the Archbishop
       value ~2 Pawns below the Chancellor value. While the empirical
       value difference is only a quarter Pawn. (If one side has two
       Archbishops and a Pawn, instead of the opponent's two
       Chancellors, all other pieces being equal, the Archbishops
       usually win.) The explanation for this that I currently favor is
       that moves to orthogonally adjacent squares provide some extra
       value to the piece. (This also explains why the Rook is worth
       more than the Bishop, even on a cylindrical board where both
       have the same number of moves.)
       #Post#: 704--------------------------------------------------
       Re: How to calculate the value of a piece?
   DIR By: GothicChessInventor
       Date: March 31, 2018, 8:18 am
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       --- Quote from: ubersketch link ---
       >
       > This question has been on my mind for a while and it perplexes
       me. It would be interesting if we had a systematic way of
       assigning pieces values.
       >
       --- End Quote ---
       I published a paper on this years ago. Google for "80 square
       chess" or download the paper here:
  HTML https://pdfs.semanticscholar.org/330e/6cada5af2191248e09b5910527744592e10d.pdf
       #Post#: 707--------------------------------------------------
       Re: How to calculate the value of a piece?
   DIR By: ubersketch
       Date: March 31, 2018, 10:01 am
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       I think it would be a good idea to create a piece with a value
       of 1.
       It cannot move and cannot capture.
       #Post#: 720--------------------------------------------------
       Re: How to calculate the value of a piece?
   DIR By: HGMuller
       Date: March 31, 2018, 2:33 pm
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       1 what? What is your unit? And why do you think such a piece
       would have value 1 on that scale? I would be inclined to think
       that such a piece would have negative value. It is worse than
       having a 'hole' in that place (i.e. a square inaccessible to
       both players). Because you cannot go there, but your opponent
       can, by capturing it. And I would expect a hole to be sort of
       neutral. Although that might depend on where exactly on the
       board such a hole is. E.g. a hole on the second rank might
       provide a good shelter for the white King, and would just
       represent an obstacle for black.
       #Post#: 721--------------------------------------------------
       Re: How to calculate the value of a piece?
   DIR By: GothicChessInventor
       Date: March 31, 2018, 3:11 pm
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       --- Quote from: ubersketch link ---
       >
       > I think it would be a good idea to create a piece with a value
       of 1.
       > It cannot move and cannot capture.
       >
       --- End Quote ---
       I think it should have a value of i, where i squared = -1, and e
       raised to the power of 2 x pi x i = 1.
       #Post#: 722--------------------------------------------------
       Re: How to calculate the value of a piece?
   DIR By: Asher Hurowitz
       Date: March 31, 2018, 3:57 pm
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       If it had a value of one, and it cannot move, then a piece that
       can move therefore can technically move an infinite amount of
       more spaces than the base piece, and thus is infinitely more
       powerful, no matter the move, as 1 unit of movement is
       infinitely more than 0 units of movement.
       #Post#: 723--------------------------------------------------
       Re: How to calculate the value of a piece?
   DIR By: ubersketch
       Date: March 31, 2018, 4:55 pm
       ---------------------------------------------------------
       --- Quote from: Asher Hurowitz link ---
       >
       > If it had a value of one, and it cannot move, then a piece
       that can move therefore can technically move an infinite amount
       of more spaces than the base piece, and thus is infinitely more
       powerful, no matter the move, as 1 unit of movement is
       infinitely more than 0 units of movement.
       >
       --- End Quote ---
       Assigning it 0 seems to make more sense. I'll call this piece
       the zero piece or stone.
       Also, we have to mention that the zero piece still may be useful
       as it can block attackers.
       #Post#: 726--------------------------------------------------
       Re: How to calculate the value of a piece?
   DIR By: Martin0
       Date: April 1, 2018, 2:23 am
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       Here is a stupid example trying to decide how much light squared
       bishops are worth compared to dark squared bishops.
  HTML https://i.imgur.com/Bzuk3TJ.png
       In this specific case it would make sense to value the light
       squared bishops as 0. Black will also be able to checkmate
       white. We could try with a lot of different positions for the
       dark squared bishop and kings where the bishop is not directly
       lost and white is not directly stalemated and we would get the
       same result.
       I don't think anyone would be stupid enough to try to make
       conclusions with piece values on this example, such as 1 dark
       squared bishop is worth more than 32 light squared bishops, but
       I sort of like it to show off how piece values really are
       relative.
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