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Subject: Re: JRCP on fics

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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