Alouette 0.0.1

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Roland Chastain
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Re: Alouette 0.0.1

Post by Roland Chastain » Mon Apr 29, 2019 8:32 pm

The version 1956 is buggy. It plays only illegal moves. Sorry for that. :oops:
Too late to edit my previous message and remove the link.

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Roland Chastain
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Re: Alouette 0.0.1

Post by Roland Chastain » Mon Apr 29, 2019 10:10 pm

Roland Chastain wrote:
Mon Apr 29, 2019 8:32 pm
The version 1956 is buggy. It plays only illegal moves. Sorry for that. :oops:
Too late to edit my previous message and remove the link.
No, it works correctly. It was a problem coming from elsewhere. Not sure to have understood what happened, but it looks like Cute Chess doesn't support several engines with the same internal name. :|

tpoppins
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Re: Alouette 0.0.1

Post by tpoppins » Tue Apr 30, 2019 3:12 pm

tpoppins wrote:
Mon Apr 29, 2019 5:05 pm
Whoa, that some quick work, Roland!

100 40/2 games vs. Sapeli RND with concurrency=4 completed in 1m 8s without a single error! Bravo!
Now I just need to backport this to v0.0.3 -- since v0.0.5 scores over 90% vs. a random mover v0.0.3 should still be useful.

So far I figured out that the following needs to be inserted in interprete.pas at line 152, after { Promotion }

Code: Select all

    if (Length(ACoup) = 4) and EstUnePromotion(APos, ACoup) then
    begin
      Eteint_(LType^, LDep);
      Allume_(APos.Dames, LDep);
      LType := @APos.Dames;
    end else
but the changes in meilleur.pas are beyond me.
The above changes were sufficient to reduce stall/disconnect rate in v0.0.3 by a factor of ~10. Good enough for me.
The few test games played with the latest v0.0.5 showed no problems, certainly nothing severe like illegal moves. I'll report here if I run into any.
Good job, Roland.

I suppose you had problems when running the CLI exec of CC? The GUI won't allow separate engine entries with the same name.
Tirsa Poppins
CCRL

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Roland Chastain
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Re: Alouette 0.0.1

Post by Roland Chastain » Tue Apr 30, 2019 9:15 pm

tpoppins wrote:
Tue Apr 30, 2019 3:12 pm
The few test games played with the latest v0.0.5 showed no problems, certainly nothing severe like illegal moves. I'll report here if I run into any.
Good job, Roland.

I suppose you had problems when running the CLI exec of CC? The GUI won't allow separate engine entries with the same name.
Thank you for your message. In fact, the problem came from a modification that I made later (after I posted the zip file). This is what happens when you should go to bed and continue to work. :)

Yes, I use cutechess-cli, but in fact the problem didn't come from Cute Chess.

Thank you for having helped me to find and solve these two bugs. :wink:

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Roland Chastain
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Re: Alouette 0.0.1

Post by Roland Chastain » Sun May 05, 2019 11:28 pm

Hello!

Alouette 0.0.5 is available, for Linux and Windows.

An important bug has been fixed which was cause of illegal moves in some rare cases.

Code: Select all

Rank Name                          Elo     +/-   Games   Score   Draws
   1 Moustique 0.2                 396     102      70   90.7%   18.6%
   2 Pulsar 2009 9a                147      78      70   70.0%   22.9%
   3 Alouette 0.0.5                 55      72      70   57.9%   24.3%
   4 Alouette 0.0.4                 45      74      70   56.4%   21.4%
   5 NEG 1.2                       -70      75      70   40.0%   20.0%
   6 Ram 2.0                       -76      50      70   39.3%   61.4%
   7 NEG 0.3                      -130      68      70   32.1%   35.7%
   8 Iota 0.3                     -322      81      70   13.6%   27.1%
Finished match

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Roland Chastain
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Alouette 0.0.6 alpha

Post by Roland Chastain » Wed Jun 12, 2019 2:47 am

Hello! A new version of Alouette is coming. Windows binaries are available here. If you are interested in Linux binaries, please let me know it (or else download Free Pascal). :)

The new Alouette sees four halfmoves ahead (against two halfmoves in the previous version). It recognizes the different forms of the go command and has a time management.

I removed all the little evaluation tricks which were doing nothing. The best move function lies only on the "one recursion" minimax. I just added a bonus for moving pawns first (to avoid repetitions).

I will take some days to make some more tests and polish the code.

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