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Subject: Re: Extension of the UCI protocol

Author: Vincent Diepeveen

Date: 06:08:49 04/18/04

Go up one level in this thread


On April 17, 2004 at 05:35:31, Vasik Rajlich wrote:

>On April 16, 2004 at 14:17:04, Vincent Diepeveen wrote:
>
>>On April 16, 2004 at 13:33:49, Russell Reagan wrote:
>>
>>>On April 15, 2004 at 15:31:22, Stefan Meyer-Kahlen wrote:
>>>
>>>>* ucinewgame
>>>
>>>Hello Stefan,
>>>
>>>Why did you guys choose a 'new game' command as opposed to a command like
>>>'result 1-0'? I think a 'result' command would fit better into your stateless
>>>approach, and allow for book learning better than a 'new game' command.
>>
>>>Here are some examples where I think a 'result' command would be more clean and
>>>stateless than a 'new game' command.
>>>
>>>Let's say my engine just won a game. Does it get the ucinewgame command
>>>immediately after the game, or does it only get the ucinewgame command
>>
>>don't count at it when running under fritz9.
>>
>>they'll find a way to nullify your learning.
>
>Under UCI, the engine shouldn't be doing its own learning anyway. That's a job
>for the GUI.
>Vas

That's where i disagree with Stefan fundamentally. The engine should do it's own
book + learning and handle pondering for itself.

>
>>
>>>immediately before the next search? What if the game ends, then the user closes
>>>the GUI? Will my engine ever receive a ucinewgame command? If it doesn't, I
>>>can't do any book learning.
>>>
>>>When my engine receives a ucinewgame command, it seems like my engine has to
>>>keep track of what is going on in the game internally (not stateless) so that it
>>>can go back and decide how to change the book moves. I think a 'result' command
>>>that worked like something like this would be better for your stateless
>>>approach:
>>>
>>>result 1-0 moves <insert game moves here>
>>>
>>>Then the engine doesn't have to keep track of anything internally. It gets told
>>>what to search, when to search, etc., and when it wins, it gets told that it
>>>won, and gets the complete game history. To me that is more stateless than the
>>>engine trying to keep track of what is going on in the game.
>>>
>>>Now, if my engine checkmates the opponent, and then I get a ucinewgame command,
>>>then I can clearly determine that I have won that game (since the final position
>>>is checkmate). What happens in the sitation where my engine cannot tell what the
>>>result is? In that case, the ucinewgame command doesn't seem to help. What if
>>>the opponent resigns, or one of us loses on time? Will my engine have any way of
>>>knowing what the result of that game was (other than guessing)? A similar
>>>situation arises when my engine would process a test suite. After each position,
>>>it gets a ucinewgame command, but to my stateless engine, it would not know
>>>whether this was the start of a game or just a test position. In other words, I
>>>have no way of knowing whether to do any kind of learning or not.
>>>
>>>I think that since there are some useful things to both a 'new game' command and
>>>a 'result' command, that it would be nice to have both. Maybe there could be two
>>>'position' commands.
>>>
>>>position [fen <fenstring> | startpos ]  moves <move1> .... <movei>
>>>newposition [fen <fenstring> | startpos ]  moves <move1> .... <movei>
>>>
>>>And a result command:
>>>
>>>result <result> [white <name>] [black <name>] moves <move1> .... <movei>
>>>
>>>Example:
>>>
>>>result 1-0 white Shredder black Russell moves 1. e4 e5 2. Qh5 a6 3. Bc4 Nc6 4.
>>>Qxf7#
>>>
>>>The 'newposition' command would be useful for running test suites, or starting a
>>>new game. The 'result' command could add in enough information for the engine to
>>>save its own PGN file, or at the very least have enough information to do book
>>>learning.
>>>
>>>In any case, I'm glad to see that you are all still working to improve the
>>>protocol. It is really nice to work with UCI engines as a user.



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