Author: Vasik Rajlich
Date: 07:49:02 12/05/05
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On December 05, 2005 at 10:18:43, Gerd Isenberg wrote: >On December 05, 2005 at 04:44:36, Vasik Rajlich wrote: > >>Hello, >> >>Well, I am shocked by the speed of the computer chess community. There are now >>200 requests for Beta versions of Rybka in my mailbox. Many of you made >>interesting comments and asked all sorts of questions, but at the moment I am >>really short of time and can't give personal responses to everyone. Some of >>these questions are answered here. >> >>The first piece of good news is that Rybka Beta 1.0 will be available for free >>download until midnight tonight (Dec 5) on Leo's website. Obviously this targets >>the more hardcore members of the computer chess community - there are so many >>here who give their time and share their ideas that I would be embarassed to do >>anything else. >> >>However, I am now working on this project full time, and much as I would like to >>just concentrate on the technical aspect, the truth is that there is now a >>business to run. The first commercial release will be as plain as can be - Rybka >>1.0 standalone UCI engine, no GUI, no book, no copy protection, no engine >>capability not currently specified in the UCI protocol. The price will be 34 >>Euro. The original target date was Dec 16, but thanks to the incredible speed of >>the CEGT team this has been moved up to ASAP :) Additional announcements are >>forthcoming. >> >>While I hope that there are some sales of Rybka 1.0, the main goal here is to >>prepare for a summer 2006 release. If things go as I envision, we'll offer an >>engine-GUI combo which brings Rybka's chess knowledge to the user and makes >>chess players wonder how they ever survived without it. Of course, some software >>developers will tell you that when plans meet reality it is usually reality >>which wins .. but in my book reality is a seven point underdog :) >> >>If any of you are interested in helping the Rybka project succeed, the following >>are all useful areas of contribution: >> >>1) Comments, feedback, and CPU time for beta versions. >>2) Purchase the full version of Rybka 1.0. >>3) Get Rybka, and computer chess in general, "out there" into the world of chess >>- articles, clubs, into the general chess consciousness. >> >>This last point is for me the biggest. The computer chess community has >>tremendous expertise and knowledge, and computer chess is interesting and fun. >>As programmers, we struggle with the question of what chess knowledge really is >>in a much deeper and more interesting way than chess players do. A chess player >>will learn something obvious about positional play, and never really stop to >>inspect it - because as a human, he doesn't need to. On the other hand, when >>your program is constantly rebeling against everything you taught it, or plays >>worse with those last few bits of what you thought were knowledge, you end up >>asking much tougher questions. So - for those with the ability and interest, >>let's get out there and spread the word. >> >>I am also looking for a few people who will collaborate more closely on the >>project. There are the usual computer chess things (opening book, tournament >>operation, beta testing). In addition, the main event of the next four to six >>weeks will be the addition of I hope two more software developers to the Rybka >>team. I have of course a target list from my days as a student and developer, >>but if you are talented, and interested in the project, please don't hesitate to >>get in touch with me and we can discuss it further. >> >>Happy testing, and best regards, >>Vas > > >Hi Vas, > >wow, what great news - seems your bitboard baby has passed some imaginary >limits. While Fabien teached us smart search with steady evaluation, your >approach implies thinking bitboards in knowledge based implementaion of >evaluation as well as quiescence detection. > >Congratulations and a very big success with Rybka! > >Gerd Hi Gerd, to tell the truth, I don't think board representation is all that important. I flipped a coin my first few weeks of computer chess programming, and it said bitboards. :) BTW: are there any tricks for speeding up bitboards on 32 bit systems. I go from 166 knps to 104. I was thinking to somehow take advantage of the knowledge that sometimes, a bitboard truly is two half boards, but it never gave any speed up. I mean, instead of: for (bb knights = Board.pieces [WhiteKnight]; knights; knights &= 1) { unsigned long knight_sq; _BitScanForward64 (knights, &knight_sq); ... } something like: for (unsigned int i=0; i<2; i ++) { for (unsigned int half_knights = (unsigned int *)(Board.pieces [WhiteKnight]) + i; half_knights; half_knights &= 1) { unsigned long knight_sq; _BitScanForward (half_knights, &knight_sq); knight_sq += i * 32; ... } } This was always slower. (I also tried unrolling it, I guess the loop body is too big.) If you have any suggestions, I would love to hear them .. Vas
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