Author: Thomas Gaksch
Date: 11:46:53 03/17/05
Go up one level in this thread
On March 17, 2005 at 14:14:45, Dann Corbit wrote: >On March 17, 2005 at 14:05:18, Thomas Gaksch wrote: > >>On March 17, 2005 at 13:13:23, Dann Corbit wrote: >> >>>On March 17, 2005 at 03:22:06, Gabor Szots wrote: >>> >>>>Do you agree that after giving you due credit Toga's "author" can claim that >>>>"his" engine is his own intellectual product and can be called a new engine? >>> >>>Let me say it plainly: >>> >>>Toga II is fruit. >>> >>>There are a few tiny tweaks. >>> >>>If there was ever a model for the definition of a clone, it should say: >>>"See Toga II" >> >>you are absolutely right. i have never said anything else. i am very frustrated >>that everybody is criticising me. i made a big mistake. thats true. but i can´t >>turn back the time. i only could apologize me for my exorbitancy (i hope it is >>the right word). >> >>what is bad on it, that the little changes seems to improve the playing >>strength. why shouldn´t it be tested. are not all open sources projects clones? >>i dont know. >> >>thomas >>a frustrated "co-author" or user of open source software > >You made some very important and interesting changes to an existing chess >engine. > >The criticism you received is well deserved, because you misrepresented to truth >to get some free testing. > >On the other hand, you did come clean and tell the truth when put on the spot, >and so I think you deserve credit for that. > >This is all behind us now. I think that fact that you were honest about it in >the end and your apology is enough. > >How about turning it into something very positive. Why not talk about your >ideas for the changes and tell us why you decided to try them? hi dann, of course i can do that. but it is absolutely nothing new what i have implemented. the first thing was the king saftey. i noticed that fruit likes to advance the king pawns after casteling. so ein tried to implement an penalty score which depends on the value of the enemy pieces. then i implemented the lazy evaluation in the middle game (also well known) then the fractional plys with the recapture extension, push pawn extension and null move threat extension. these extensions wasn´t implemented in fruit. so i decided to test them and it seemed to work well with fruit. afterwards i noticed that the program often exchanged 3 pawns for 1 officer. in most cases this was bad for fruit. so i implemented an penalty for this sort of exchanges. i like the history pruning in fruit. i implemented a more agressive depth reduction for history moves and also implemented a research for moves which fail high after reduction. i hope i have nothing forgot. but i think that where the main changes. you see there was nothing new. but ist seemed to work well with fruit. bye thomas
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