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Roberto Lavieri wrote on Wed, Aug 4, 2004 08:26 PM UTC:
Those values are close to the subjective values I have stimated, although evaluation of positions in Ultima is more complex. Immobilized pieces values are significatively reduced, but it depends also on the vulnerability of the Immobilizer that is freezing the pieces, and in the fact that the Immobilizer is also immobilized or not, or it CAN be threatened to be immobilized. Pince-Pawn values strongly depends on the whole set of the own Pincers and other pieces, if there are more squares where Pincers can take enemies after hypothetic moves, higher is the Pincer value, and in some situations the value of a Pincer can be as high as the value of some major pieces, if the mobility of enemy pieces is reduced enough. Ultima tendence is to be a very defensive game, so this must be considered in the evaluation of positions. Long-Leaper value is high if the position is sparse, without many clusters of pieces, but it is low if there are massive clusters and/or the enemy pieces are positioned on squares of the edges, usually Long-Leaper value is high when Pincer values are high. Coordinator value depend strongly on the position of the King, if there are many enemy pieces on the orthogonals of the King, the Coordinator value increases a lot, regardless the imminence of a capture. Chameleon value increases if the Chameleon can attack positions where enemy pieces can go if that can hurt a lot after the hypothetic move, also if Chameleon can Immobilize the Immobilizer, and this value can be increase or decrease depending on the vulnerability of Chameleon. The Chameleon value is high if he can threaten the enemy King safely. This is a game not very easy for position evaluations, but I can suggest that good defensive moves must add something, and risky moves that allows counter-attacks or augment the enemy mobility must substract points.

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