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Subject: Re: To Fabien Letouzey - about Toga

Author: Thomas Gaksch

Date: 11:46:53 03/17/05

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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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