Announcing Daydreamer 1.6

Discussion of anything and everything relating to chess playing software and machines.

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Aaron Becker
Posts: 292
Joined: Tue Jul 07, 2009 4:56 am

Re: Announcing Daydreamer 1.6

Post by Aaron Becker »

swami wrote: I'm flattered to know that improvement of knight handling in this version is clearly reflected on STS scores (Knight outposts/ Bishop vs Knight) :D

Yes, It indeed was a great improvement, Aaron. The engine is already playing at Division 4 level which averages around 2600 elo! (since it scored the total of 491 points)

For info:
http://www.talkchess.com/forum/viewtopi ... 7&start=10
These results make me think that I should be using STS to help tune my evaluation function directly. I hate trying to get the constants in my evaluation tuned correctly (how much of a bonus for a centralized knight on an outpost square, etc), because there are so many degrees of freedom and testing with a statistically significant number of games takes a long time for each idea you have.

I think I should use STS to help identify the promising ideas and filter out the ones that definitely aren't helpful, then only do full testing on the ideas that look good in STS. That would make my turnaround time a lot faster and let me test more ideas. So thanks for your hard work on this suite; I think it will make my testing faster and more productive for 1.7.
swami
Posts: 6640
Joined: Thu Mar 09, 2006 4:21 am

Re: Announcing Daydreamer 1.6

Post by swami »

Aaron Becker wrote:
swami wrote: I'm flattered to know that improvement of knight handling in this version is clearly reflected on STS scores (Knight outposts/ Bishop vs Knight) :D

Yes, It indeed was a great improvement, Aaron. The engine is already playing at Division 4 level which averages around 2600 elo! (since it scored the total of 491 points)

For info:
http://www.talkchess.com/forum/viewtopi ... 7&start=10
These results make me think that I should be using STS to help tune my evaluation function directly. I hate trying to get the constants in my evaluation tuned correctly (how much of a bonus for a centralized knight on an outpost square, etc), because there are so many degrees of freedom and testing with a statistically significant number of games takes a long time for each idea you have.

I think I should use STS to help identify the promising ideas and filter out the ones that definitely aren't helpful, then only do full testing on the ideas that look good in STS. That would make my turnaround time a lot faster and let me test more ideas. So thanks for your hard work on this suite; I think it will make my testing faster and more productive for 1.7.
Thanks, Aaron. That really gives me motivation to work on more suites. There are lots of ideas and designing one suite is a slow process and require a lot of manual work, testing, validation and time but definitely worth it (because I enjoy the hobby, and this can be helpful for many upcoming engines and existing ones)

May I get a permission to add the above quoted text into the testimonials page here: http://sites.google.com/site/strategict ... stimonials

Or do you have something else to write one for?

Regards,
Swami
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Jim Ablett
Posts: 1383
Joined: Fri Jul 14, 2006 7:56 am
Location: London, England
Full name: Jim Ablett

Re: Announcing Daydreamer 1.6

Post by Jim Ablett »

Image
Daydreamer 1.6.1 JA by Aaron Becker
http://github.com/AaronBecker/daydreamer

Windows/Linux 64/32 Intel/Gcc pgo builds

Download:
http://www.mediafire.com/?2jzahd2dvwy

Jim.
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beachknight
Posts: 3533
Joined: Tue Jan 09, 2007 8:33 pm
Location: Antalya, Turkey

Re: Announcing Daydreamer 1.6

Post by beachknight »

Thank you, Jim.

best,
hi, merhaba, hallo HT
Aaron Becker
Posts: 292
Joined: Tue Jul 07, 2009 4:56 am

Re: Announcing Daydreamer 1.6

Post by Aaron Becker »

Thanks a lot for the compiles, Jim. Swami, please feel free to use anything I've said on your testimonials page.
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Jim Ablett
Posts: 1383
Joined: Fri Jul 14, 2006 7:56 am
Location: London, England
Full name: Jim Ablett

Re: Announcing Daydreamer 1.6

Post by Jim Ablett »

There is a problem with my Daydreamer Intel compiler builds for Windows,
illegal moves, weird search depths etc. I have replaced both the 32 & 64 bit
compiles with Mingw-GCC versions.

Sorry for the inconvenience.

New download:
http://www.mediafire.com/?ombwmjzmqim

Jim.
swami
Posts: 6640
Joined: Thu Mar 09, 2006 4:21 am

Re: Announcing Daydreamer 1.6

Post by swami »

I was curious as to how Jim Ablett's compile scores. How much it is different from the original, or whether the optimization contribute to better play at all.

Well, guess what, It's +14 points!

Thanks, Jim for the making the faster compiles for various engines!

Daydreamer 1.61 JA
by Aaron Becker, USA.

Strategic Test Suite Conditions:
Arena GUI
10 seconds per position
800 positions
Core2Quad 32 bits, Q6600, 2 GB RAM, 2.4GHZ
Engine uses 123 Mb Hash.
Subject-wise Scores:
STS (v1.0) - Undermining:
69/100, Grade: B+

STS (v2.0) - Open Files and Diagonals:
66/100, Grade: B+

STS (v3.0) - Knight Outposts/Centralization/Repositioning:
68/100, Grade: B+

STS (v4.0) - Square Vacancy:
64/100, Grade: B

STS (v5.0) - Bishop vs Knight:
70/100, Grade: A

STS (v6.0) - Re-Capturing:
64/100, Grade: B

STS (v7.0) - Offer of Simplification:
61/100, Grade: B

STS (v8.0) - Advancement of f/g/h Pawns:
43/100, Grade: E
Overall Performance:
Total Score: 505/800

Overall Average: 63.125 %

Grade: B
Regards,
Swami