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Subject: Re: JRCP on fics

Author: KarinsDad

Date: 21:43:57 02/19/99

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On February 19, 1999 at 20:40:34, James Robertson wrote:

>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

The last I looked, it was about 96K on a 400 Mhz, but that was with some major
evaluation yanked out, so I'm sure it's much slower (maybe 30-40K). However, I
do not have the hash table working yet, so I'm sure that it will pick things up
a lot because I am still doing multiple mallocs, arghhhhh, and am waiting to do
one malloc per major data structure and my own memory management when I do the
hash work. The real problem is that I have guests for the next two weeks, so I
will not be able to spend a second on it (although I will be going skiing for
the next week, so that should make up for it, and of course you guys won't have
to listen to my ramblings ;) ).

KarinsDad :) :)



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