- Material Evaluation, assessing the total value of all pieces on the board. The most basic form of evaluation
- Piece-Square Tables, tables to give additional value to pieces based on their position on the board. For example, central pawns might be more valuable than those on the sides.
- Pawn Structure Analysis, evaluating the formation of pawns, including doubled pawns, isolated pawns, backward pawns, passed pawns, pawn chains...
- King Safety, pretty clear
- Mobility, measuring the number of legal moves available to a player, which often correlates with the initiative and potential for attack
- Control of Key Squares, evaluating control over important squares, such as central squares, outposts for knights, or squares near the opponent's king. (Could be associated with Piece-Square Tables)
- Piece Activity, assessing how active and effective pieces are, such as bishops on long diagonals, rooks on open files, or well-placed knights (More basically, how pieces are free to move on board) => Might be difficult since these pieces might have to suicide for doing better move, may the value of this evaluation has to be smaller
- Tactical Themes, identifying potential tactical motifs like forks, pins, skewers, discovered attacks, ... (Should be already working with the basic MinMax)
- Space Advantage, evaluating the amount of space controlled by a player’s pieces, which can influence mobility and potential for launching attacks. (Similar to Mobility and also Pawn Structure Analysis)
- Endgame Evaluation (And also early/mid), differentiating the value of pieces and strategic considerations in the endgame, such as the importance of king activity and pawn promotion possibilities (could be associate with Pawn Structure Analysis, Mobility and Piece Activity)
- Pairing pieces as Bishop / Rooks / Knight.. having both give an extra value, for the rooks, check connectivity
- Pawn Island Count, evaluating the number of disjointed groups of pawns, as fewer pawn islands typically indicate a stronger pawn structure.
- Fortress Detection, identifying positions where a side can set up a fortress, making it impossible for the opponent to break through.
- Draw Detection, recognizing situations where a draw is inevitable (such as insufficient mating material, or perpetual check patterns). (Really useful to lead the game to a draw to avoid loose (and also avoid the opponent to draw))
Ninhache/Gu-Chess-Js
Rewrite my java project to Js project.. just because i can't load any image with javafx
TypeScriptMIT