Search found 19052 matches

by hgm
Mon Mar 10, 2008 9:47 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Test you engine
Replies: 3
Views: 2024

Re: Test you engine

I always play a standard gauntlet of 480 games (Nunn matches against 24 opponents) to get a rough impression if a change works or not. Even then the improvement should be substantial, as the statistical error over 480 games is still 2%.
by hgm
Mon Mar 10, 2008 9:00 am
Forum: Computer Chess Club: General Topics
Topic: Horizon Effect
Replies: 8
Views: 2564

Re: Horizon Effect

I guess not. Just that he knows he is going to lose... :lol:
by hgm
Mon Mar 10, 2008 8:42 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Killer Moves
Replies: 12
Views: 4940

Re: Killer Moves

If a move at ply X is good, it is in fact very unlikely to be good everywere at ply X. But the way the killer heuristic is implemented, and the order in which you walk the tree, makes it that you won't try it at every node at ply X. As you only keep one or two killers for the entire X-level, the kil...
by hgm
Mon Mar 10, 2008 8:20 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: WB level command received when game in progress
Replies: 27
Views: 6273

Re: WB level command received when game in progress

The problem is that earlier discussions on protocol extensions have 'overloaded' the level keyword, to also serve the function of xlevel. So there actually exist engines that understand things like level 40 120 0 20 60 0 0 30 0 and interpret it as 40/120'+20/60'+30'. And there are GUIs that send thi...
by hgm
Sun Mar 09, 2008 11:37 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: WB level command received when game in progress
Replies: 27
Views: 6273

Re: WB level command received when game in progress

Indeed, one would not exclude the other. To get the stuff up front the engine should first tell the GUI he can handle that, though, by sending "feature level=10". The GUI can then send all time controls up front. For engines that can handle only a single session at the time, it will be necessary to ...
by hgm
Sun Mar 09, 2008 3:08 pm
Forum: Computer Chess Club: General Topics
Topic: bad news from zappa ...
Replies: 43
Views: 16262

Re: bad news from zappa ...

A Chess programmer saying he is never going to program again should be taken about as seriously as a smoker who says he will quit smoking for good. :lol: :lol: :lol:
by hgm
Sun Mar 09, 2008 3:01 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: WB level command received when game in progress
Replies: 27
Views: 6273

Re: WB level command received when game in progress

I think my engines would accept this too. It might be that there are some engines that would need to be sent 60/180 between move 40 and 41. The 180 in fact would be superfluous, as the 'level command would be sent just before the 'time' command of move 41, and this time would overrule whatever the e...
by hgm
Sat Mar 08, 2008 10:18 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: WB level command received when game in progress
Replies: 27
Views: 6273

Re: WB level command received when game in progress

There seems to be an extended level command around, that simply has multiple triples of session parameters (movesPerSession, timeControl, timeIncrement). A handful of WinBoard engines actually implement this form of the command. It is very likely that when other engines receive this command, they wo...
by hgm
Sat Mar 08, 2008 7:41 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: WB level command received when game in progress
Replies: 27
Views: 6273

Re: WB level command received when game in progress

OK, I am returning to this topic, as I have now implemented the user interface for setting secondary time controls in WinBoard. The WinBoard clock seems to follow the instructions flawlessly, allowing any number of sessions (where the last one is either sudden-death/incremental or a classical one re...
by hgm
Sat Mar 08, 2008 4:28 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Repetition detection structure.
Replies: 194
Views: 206716

Re: Repetition detection structure.

Sorry, but a computer playing in a FIDE event does have to shake hands with the opponent before the game starts. It is done by the human operator. The official rules have always been modified to allow computers to play, since computers obviously don't have hands to make moves or hit the clock, etc....