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Subject: Re: define Clones - MY definition

Author: Thomas Mayer

Date: 17:45:06 01/28/04

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Hallo Christian,

first -> it is good to have List out of the subject here... this is a basic
question.

>> Unfortunately, things are not that simple.
>> Changing a few parameters in the evaluation module, adding a few tactical
>> extensions to the search will easily produce a very different play.

> Different ja, aber nicht viel viel stärker!!!

the achieved improvement in strength does not play a big role... I think with
around 10 lines of code I could make e.g. TSCP 100-200 Elos stronger... simply
implementing nullmove... is this now a new program ? Am I in the position to
claim that it is original ? You see that it is really not that easy. Of course
you will not find similar 10 lines for Crafty - therefor it is to strong. To
improve Crafty you might need to work hard, that is correct.

> Die entscheidende Frage in der ganzen Diskussion ist wann man von einem Clone
> spricht und wann von einer eigenen Schöpfung. Was darf "importiert" werden
> was ist unzulässig (zB. HT-, TB-Technik, Zeitalgos, ... ).

I start here very simple: NOTHING. Only exception is Nalimov's EGTB-Code -
because he gave permission that everybody can use it (also the compression
algorithm by Andrew Kadatch) when he is informed that he uses it. Let's take 10
programmers. Tell them how bitboards work and that they should write a move
generator. You will find afterwards at least 10 different approaches -> maybe
even 11 or more because some did try several approaches. So in simple words: Cut
& Paste is a big No-No ! And this does not depend on which part or whatever...
Or maybe you read the explanation how hashing can be done in "Schach am PC" -> I
am sure that our 10 programmers will have 10 different approaches - again. Now
show them before they implement it in say Mini-Max the Crafty Code... After you
have explained how it works... If they are honest persons they might take a look
in the code, but only when they are stuck somewhere... Again I am sure you will
get 10 different approaches... ah, okay, maybe only 9 because one black sheep is
always in the family...
I am absolutely sure about this -> I have seen several open source code around -
I haven't found any similarities except that they all play chess in them...
okay, I must admit that I haven't looked very much in them -> as I said above,
usually I try to learn and read as much as possible about a certain technique
and then I try to implement it... when I get totally stuck I try to take a look
in a open source to see if they have this technique also inside and how it works
there... but I want to know as much as possible about the technique, with Cut &
Paste I wouldn't understand it at all - so when you program it yourself it
should be for you way easier to improve it...

Or in other simple words: if the structure of your hashtable is exactly the same
then used in Crafty I would already get suspicious - a) is it possible that two
guys have here the exactly same ideas ? Because Hyatts structures are very
search dependant, he stores there many interesting values that you only can
really use when the structure of your search is somewhat similar...
Overtaken those structures without understanding them might lead to the problem
that you can't explain it...

Also there was once the statement that Bitboard-Engines will look always very
similar... I doubt this... I am very sure that between let's say Crafty, Patzer,
IsiChess and Pharaon you will not find ANY single line that is the same... Just
my two cents about such a statements...

Greets, Thomas



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