Author: James Robertson
Date: 17:40:34 02/19/99
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On February 19, 1999 at 17:20:55, KarinsDad wrote: >On February 19, 1999 at 16:30:16, Will Singleton wrote: > >>On February 19, 1999 at 15:07:08, James Robertson wrote: >> >>>On February 18, 1999 at 21:09:33, Will Singleton wrote: >>> >>>> >>>>On February 18, 1999 at 20:21:25, James Robertson wrote: >>>> >>>>>Yes! >>>>>Finally they gave my a FICS account. It has the rather boring name of "JRCP", >>>>>but John Perry said I could change it when I think of a name for my program. >>>>>Anyway, it'll be glad to play any chess programmers here (and their programs >>>>>too, of course ;). >>>>> >>>>>James >>>> >>>> >>>>About time. :) I'll go on fics tonight. >>>> >>>>Will >>> >>>Thanks for the games last night! Amateur really crushed me. Fortunately, I found >>>several huge bugs that trashed my program's play. Among others, it would do >>>futility and extended futility pruning only when there were extensions! That is >>>how it missed that simple mate and played Bc5??. Also, I fixed the pawn hash; >>>only some of the positions recieved pawn scores. I'm ready to play you again! >>> >>>James >> >> >>It sounds like you have a lot of advanced stuff in there. How long have you >>been working on this? It took me well over a year to get the pawn-hashing in, >>let alone extended futility pruning. I don't use that at all, if you're talking >>about the DarkThought stuff. Heck, I didn't even know how to properly use >>extensions until recently (probably still don't). >> >>Do you also use rotated bitboards and book learning? :) >> >>I did notice that you're king safety was weak, I was able to get in there pretty >>easy. But otherwise it played very well. >> >>Will > >Do either of you have your games that you played against each other? I don't think so :(. > >I wanted to use some games from amateur programs playing each other (as well as >from the stronger programs) to use as test cases for my program (if it ever >gets >done). Well.... don't embarass me by posting them. :) > >Thanks :) > >KarinsDad > >PS. My program uses rotated bitboards, but I'm nowhere near futility pruning or >null moves. Rotated bitboards are awesome. How many nodes per second does your engine get? Currently I get 100k to 200k nodes in an average middlegame position on my P233. Endgame goes way up. With just a simple evaluation function and without all the pruning and stuff, I get often 300k nps in the middlegame (it doesn't search very deep, though). James
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