Author: Daniel Shawul
Date: 22:15:53 07/22/04
Go up one level in this thread
On July 22, 2004 at 16:12:35, martin fierz wrote: >On July 22, 2004 at 10:30:24, Daniel Shawul wrote: > >>On July 22, 2004 at 09:57:37, martin fierz wrote: >> >>>On July 22, 2004 at 08:24:32, Anthony Cozzie wrote: >>> >>>>On July 21, 2004 at 10:20:30, Albert Silver wrote: >>>> >>>>>Hi, >>>>> >>>>>This is probably old news to many, but I ran across the pages of Michael Buro >>>>>(http://www.cs.ualberta.ca/~mburo/), and saw an article on ProbCut, highly >>>>>recommending it, and even mentioning its inclusion in a version of Crafty 18.15. >>>>> >>>>>"ProbCut works in chess on top of null-move search! Download >>>>>mpc_crafty_18.15.tgz to play with it. We encourage all chess programmers to >>>>>experiment with ProbCut!" >>>>> >>>>>One can download the article "ProbCut: An Effective Selective Extension of the >>>>>Alpha-Beta Algorithm" on his page of publications >>>>>(http://www.cs.ualberta.ca/~mburo/publications.html) as well as a follow-up >>>>>article "A.X. Jiang and M. Buro, First Experimental Results of ProbCut Applied >>>>>to Chess", Proceedings of the Advances in Computer Games Conference 10, Graz >>>>>2003. >>>>> >>>>>For new programmers looking for material, this is certainly one, plus it might >>>>>be added to the links in the Computer Chess Resource Center. >>>>> >>>>> Albert >>>> >>>>To me, ProbCut just seems wrong. How can you throw out an 8 ply search based on >>>>a 4 ply search and expect to get things to work, unless your margin is just >>>>huge? (Null move is obviously completely different here). >>> >>>i suppose this depends on the game. e.g. checkers is much more benign in terms >>>of evaluation - you can hardly misevaluate a position seriously if you simply >>>count material. if you have won a man, you win the game (there are some >>>exceptions of course...). => using probcut there makes a lot of sense. >>>for chess, i don't see why it shouldn't work at all. of course nullmove is >>>different, but both are methods to realize when you can stop wasting your time >>>on useless positions. i'd say probcut is much closer to the human way of >>>reasoning than nullmove. when i play a game of chess i stop searching at some >>>point and evaluate the position, because i think it's safe to do so. i never >>>think "now if the opponent could make two moves in a row....". >>> >>>probcut will work on the majority of positions where one side has bludered >>>material. to get it working for the cases where one side sacced material for a >>>deadly attack is going to be the problem! >>> >>>cheers >>> martin >> >>Hello >> > >hi daniel, > >>are you the same guy who wrote a checkers interface? >yes! check out my profile ;-) > >>4/5 years ago i tried to follow the protocol you put on your page >>and write a checkers program ("damma" in amharic). > >do you mean "tried" or do you mean "succeeded"? i'm afraid my dll protocol isn't >very clear, i hope you meant succeeded! > >>the rules for >>checkers here in my country are a bit different than yours. >they are different in every country :-( > > >> I think it >>is more similar to Italian Checkers. Also there is another similar game >>"Tankegna" where a king is allowed to move any no of squares like a queen. >>Are there lots of engines compatible to your interface[like in WinBoard]? > >there are some; but not very many - check out http://www.fierz.ch/engines.htm >there are some more which are unpublished, i know of at least 3 english checkers >engines that exist. > >>I have a already a dll somewhat compatible to yours. >hmm, what could "somewhat" compatible mean? if it works under CB i'd love to add >a link to your engine if you have it for download. if you don't have a webpage >i'd be happy to host it! > >cheers > martin I did succeed but some rules weren't correct. I will work on "english checkers" along with DanChess. Will send it to you as soon as it works fine. best daniel
This page took 0 seconds to execute
Last modified: Thu, 15 Apr 21 08:11:13 -0700
Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.