Search found 3302 matches

by Sven
Fri Dec 06, 2019 4:52 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Include 4men syzygy in an engine
Replies: 11
Views: 864

Re: Include 4men syzygy in an engine

Please, read carefully the code. *mapping = file_size(fd); Ah, so map_t is an integer type, I expected a structure ... and both "map_t" and "mapping" are names that I do not associate with something of integer type :wink: In that case the code looks correct - apart from the missing error handling o...
by Sven
Wed Dec 04, 2019 10:09 pm
Forum: Computer Chess Club: Tournaments and Matches
Topic: Elephant Rides
Replies: 12
Views: 433

Re: Elephant Rides

Graham Banks wrote:
Mon Dec 02, 2019 8:54 am
Standings after Round 12

9.5 - Jumbo 0.7.0 64-bit
7.5 - Jikchess 0.02 64-bit
Graham Banks wrote:
Wed Dec 04, 2019 9:03 pm
Standings after Round 18

14.0 - Jikchess 0.02 64-bit
11.5 - Jumbo 0.7.0 64-bit
How is it possible to add 6.5 points in 6 games?
by Sven
Wed Dec 04, 2019 9:59 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Include 4men syzygy in an engine
Replies: 11
Views: 864

Re: Include 4men syzygy in an engine

Code: Select all

void *data = malloc(*mapping);
read(fd,data,*mapping);
should be something like

Code: Select all

void *data = malloc(sizeof(*mapping));
read(fd,data,sizeof(*mapping));
otherwise it allocates and reads almost a random number of bytes
by Sven
Fri Nov 29, 2019 11:26 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Probing the transposition table at depth 0
Replies: 5
Views: 347

Re: Probing the transposition table at depth 0

Depth 0 actually belongs to qsearch. Since you don't store anything in the TT during qsearch you also can't expect to find anything with depth 0 there. You will find some transpositions where the current position at depth 0 had already been visited at a higher depth, but that will have a minor effec...
by Sven
Sat Nov 09, 2019 6:21 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Minic raw speed
Replies: 19
Views: 1755

Re: Minic raw speed

The only scoring effort that can have performance impact is most probably SEE. Do you apply SEE to all captures, or only to "losing" captures? That sounds like a weird question to me :oops: I define which capture is good or bad using SEE, how can I know a capture is good before SEE ?. If the moving...
by Sven
Sat Nov 09, 2019 6:14 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Minic raw speed
Replies: 19
Views: 1755

Re: Minic raw speed

Minic is sorting all moves as soon as TT move is not a beta cut-off You could benchmark how often your first move cuts off if it isn't a TT hit, this will probably be something like 50-70%. Means, in all those cases, sorting the full move list is unnecessary because you're only going to use the top...
by Sven
Tue Oct 29, 2019 9:37 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Ubuntu Shell file
Replies: 8
Views: 1011

Re: Ubuntu Shell file

Look wrote:
Tue Oct 29, 2019 1:29 pm
What to do ?

Code: Select all

:~$ source cd_test.sh
But why would you want to do that?
by Sven
Thu Oct 24, 2019 9:34 pm
Forum: Computer Chess Club: General Topics
Topic: longest 6-man EGTB win
Replies: 40
Views: 2476

Re: longest 6-man EGTB win

RubiChess wrote:
Thu Oct 24, 2019 4:51 pm
This simple 1-liner on my syzygy folder (with some 7-men files and only searching for exactly 100 ply wins) gives:

Code: Select all

G:\syzygy>findstr /C:"100 ply;" *.txt
I don't think this is necessarily the right solution. The longest win could involve captures or pawn moves which reset the 50-moves counter.
by Sven
Wed Oct 09, 2019 10:10 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: kiwipete perft position
Replies: 55
Views: 12419

Re: kiwipete perft position

Right: a "piece type" and a "color" do not have a state. But it is possible to model pieces as objects with a piece type and color that are assigned to squares, so moving them means changing that assignment and is therefore a state change. Also pawn promotion would be a state change. A problem of th...
by Sven
Thu Oct 03, 2019 1:55 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Basic endgames
Replies: 33
Views: 5877

Re: Basic endgames

I think your node counts are way too high for these simple endgames. May I assume that you detect K vs K as an immediate draw and return 0? Independent from that remark, node counters should always be 64 bit integers since 2^32 will be exceeded frequently. Regarding your king capture scoring, I have...