Search found 906 matches

by AlvaroBegue
Mon Jun 01, 2020 5:47 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Call an engine from BASIC?!
Replies: 29
Views: 5018

Re: Call an engine from BASIC?!

That won't work. The engine doesn't stop reading input while it's thinking. So it will process the end of file and terminate the search. You need to feed it the commands at the right time. I don't know how you do that in BASIC, but I've done it in Perl before and it worked just fine. From bash this ...
by AlvaroBegue
Mon Apr 20, 2020 10:22 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: My castling code
Replies: 25
Views: 3202

Re: My castling code

You should take your own advice then, RuyDos is full of single-character variables/function arguments and even function names. I have no problem with short names as I understand that o is occupancy, N stands for north etc., but if you assume a certain position and do the exact opposite yourself, we...
by AlvaroBegue
Mon Apr 20, 2020 1:48 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: My castling code
Replies: 25
Views: 3202

Re: My castling code

I also have attention problems, which makes it impossible for me to read code with short identifiers. Mathematicians are generally terrible with this, using single-letter variable names for everything. Once there are more than six of these being used, I have to go back and forth between the text and...
by AlvaroBegue
Thu Dec 05, 2019 4:02 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Pawn move generation in bitboards
Replies: 3
Views: 1346

Re: Pawn move generation in bitboards

Just a note on C++ style. Using a few features from modern C++, you can make the code look quite clean. For instance, you can write wrappers around basic integer types to represent squares and bitboards, so you can print then naturally with `std::cout <<'. You can also make use of range-based for lo...
by AlvaroBegue
Fri Nov 22, 2019 6:52 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: N-Queens in 110 languages
Replies: 7
Views: 1473

Re: N-Queens in 110 languages

Here's a very short one in C++, without much obfuscation: #include <iostream> #include <algorithm> #include <vector> const int n = 8; bool check_permutation(std::vector<int> const &v) { for (int i = 0; i < n; ++i) { for (int j = i + 1; j < n; ++j) { if (std::abs(v[i]-v[j]) == std::abs(i-j)) return f...
by AlvaroBegue
Thu Oct 31, 2019 6:03 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Ubuntu Shell file
Replies: 8
Views: 2618

Re: Ubuntu Shell file

To answer the original question, you are probably using bash as your shell. Instead of writing a script, you can define a bash function (https://linuxize.com/post/bash-functions/), which doesn't spawn a new process, and would be able to change the working directory just fine.
by AlvaroBegue
Wed Jul 24, 2019 11:32 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Random mover win rate
Replies: 9
Views: 2407

Re: Random mover win rate

After searching the web for about 3 minutes: http://wismuth.com/chess/random-games.html

Enjoy!
Álvaro.
by AlvaroBegue
Sun Jun 09, 2019 8:14 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: max number of pseudo legal move
Replies: 29
Views: 7375

Re: max number of pseudo legal move

This is not even hard. I have no experience constructing proof games, and I succeeded after a few minutes: [Event "Edited game"] [Site ""] [Date "2019.06.09"] [Round "-"] [White "-"] [Black "-"] [Result "*"] 1. a4 b5 2. axb5 a6 3. bxa6 Bb7 4. axb7 g5 5. bxa8=Q g4 6. h4 Bh6 7. g3 Bg5 8. hxg5 f5 9. Rh...
by AlvaroBegue
Fri May 10, 2019 2:44 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: catastrophic forgetting
Replies: 5
Views: 2412

Re: catastrophic forgetting

Is training for all the variants at the same time an option? I mean, have each minibatch contain examples from each of the variants.