Author: leonid
Date: 16:52:10 07/20/02
Go up one level in this thread
On July 20, 2002 at 17:54:48, Uri Blass wrote: >On July 20, 2002 at 16:42:56, leonid wrote: > ><snipped> >>>Movei can be used under winboard. >>> >>>It has no graphics interface >> >>This is not for me. The only time that I ever used engins was in Hiarcs package, >>since they are already connected inside. It is where I used for the first time >>Bob Hiatt's engin about which I knew already for a long time. It was also inside >>the same package where I found mate solving engin. It was Mate 2.0. >> >>It could be good idea to put later Your engin inside of some big program. As >>soon as initial inevitable bugs will run out. > >I did not explain myself clearly. > >I meant to say that I did not generate for it a graphic interface >but it can be used under winboard that is a graphic interface. Already could be widely used for those that use this interface. I never did it. >>>It is a winboard engine. >>>You can see a list of all the free winboard engines in >>>http://home.hccnet.nl/leo.dijksman/EnginesIndex.html >>> >>>You can find a link to download Movei there if you click on M >>> >>>I guess that the public version is going to have bigger problems because I do >>>not do checks in the qsearch in the public version. >>> >>>There are positions when the public version crush but it does not crush in the >>>position that you posted. >> >>Bugs is not that big problem. Once program is done, bugs are cleaned later >>slowlely but surely. Only never 100%!!! At least, it look like to be true for >>mine. >> >>>The public version is weaker in finding the mate in the position >>>that you posted because it does not do checks in the qsearch so it cannot find >>>the mate at depth 7 and needs at least depth 8. >> >>I am not sure what is the depth 7 or 8 for You. I presume that it is the biggest >>number of moves for each ply that program is said to see. If, for instance, from >>30 moves program will see only 8 moves, or below, then depth is 8. It will see >>below 8 moves only if final result is found before 8 moves limit. > >depth is only the number of the iteration. To be frank, I already have read few times what it is iteration but forgot. I have no idea is something of this kind even exist in my program. In my program it is very simple. All moves in the ply are aligned in such a way that the most promissing goes first. From this alined chaine of moves the most will be seen first 8 moves, if limit is put to 8. >The program has extensions and pruning so there are lines that are searched >deeper and there are lines that are pruned. In mine, just for simplicity, only few initial plys can be searched at full length, later search goes after indication of limit. This is search that I call "simple selective" (no full ply search) and "compound selective" (with some full plys search). >>>I decided not to wait for it to get depth 8 and I do not know what depth is >>>needed for it to find the mate and how much time it needs to find the mate(I >>>guess that it may need hours to find the mate). >> >>If my guess about depth is correct, I indicated it as 5. Below this my program >>find nothing. Since this position is indicated as mate that start, since the >>first ply, with checking moves and number of "depth" is only 5, this is why I >>expected that this position is easy. Now I am not that sure about "easy" >>position. Nobody beyond You came with solution. >> >>>I did a mistake in my array for bishops and my array for knights and it assumes >>>that the maximal possible number of bishops or knights is 9 so it can crush if >>>you give it a position with 10 bishops or 10 knights. >> >>What is this array? > >This is a piece list. >In the first entry of this array I have the square of the first bishop. >In the second entry of this array I have the square of the second bishop. 100% different from all my writing. Inner logic in our programs should be very different. Interesting! In my program moves generator look for entry squares (legal moves) only after the list of pieces. Pieces list is dressed before asking moves generator to find legal moves. Only moves for king is found the last one. King is put in the list of pieces as last before moves generator. >... > >> >>In mine limitation is indicated as maximum 10 bishops and 10 knights but this is >>only for the sake of limiting initial position for program. Program by itself >>don't care abnout number of pieces. It have only strict limitation in number of >>moves since space for each chain of moves is limited. This number if never >>beyond 200. Reason for this is limited space in my DOS program. > >I have limits for the number of bishops not only >for the initial position and if the number of bishops becomes >bigger than the maximal number during the search the program may crush. > >When the program generates moves it usually starts with the pawn moves,later >continues with the knights moves,the bishop moves,... > >In order to generate the pawns moves it looks at the pawns array to see the >square of the next pawn. > >The pawns array is defined as >int pawns[8][2]; > >I also had int bishops[9][2]; but I corrected it to int bishops[10][2]; > >I could use bishops[64][2] and not have problems but I did not want to waste >memory that i do not need. I understand only Assembler. I forget everything that I knew in C and Pascal. Will be good thing for me to refresh my memory. Still I expect that if I will have time to write my program for the next 64 bits chips, I will do it in Assembler. I like it too much to give up. How much time it took for You to write initial version and for what platform? What kind of C do You use the most? Leonid. >Uri
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