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I see that my ZRF significantly undervalues Coordinators. You can fool Zillions and make it think that a piece is more valuable by adding useless add's. The problem with the old ZRF is that the Coordinator is not obliged to capture the coordinated enemy pieces. If you do:
...
(capture ThisAndThat)
add add add add
...
ThisAndThat is only captured in the first add. This action is canceled after that add. The three other add's do a move without performing the capture-action. Maybe it also works if you even further fool Zillions by adding 'completely useless add's'
(piece
(name Coordinator)
...
(moves
(move-type Regular)
(CoordinatorMove n)
...
(move-type Monkey)
(add add add add add add)
)
)
And say in the turn-order that White and Black do only Regular moves. I don't know much about Zillions AI. But maybe this works.
Mr. Joost Aan de Brugh has gently implemented this new ZRF which enforces the Checkmate condition, and in fact, all winning threatenings are defined as Check. All cases are considered in a logical manner. The old ZRF generates some artificial moves with the object of calibrate the pieces values, in the new ZRF this is not performed, and pieces are valued incorrectly, by example, Withdrawer values is up to five times the Coordinator value, and three times the Chameleon value. In the same way, other assigned values by Zillions are not correct. Some corrections are still needed to obtain a ZRF that can play this game a little better, although Zillions is not a very strong player anyway, I can say the old ZRF played Maxima at a level around 1800, if there is possible a translation of FIDE-ELO here. The new ZRF 'ELO' is, subjectively, around 1600.
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