Well, when i was getting started on my chess variant AI, it was VERY weak. At that time i was yet to watch VICE video and never heard of this forum.mvanthoor wrote: ↑Sun Sep 27, 2020 3:14 pmHi Maksim,
I don't know if you've seen this already, but Wukong has been rated on CCRL's Blitz list.
Wukong on CCRL
Rating: 1474
Congratulations
It is not an advanced chess engine (I know it wasn't ever supposed to be), but its rating gives me good hopes for my own engine
Seeing that such a basic engine as Wukong already scores 1474 CCRL, I wonder what one needs to do (or omit) to build an engine that scores in the 1200's...
So my engine didnt have Quiescence search, made/unmade moves directly on the UI board (one can only imagine how slow it was), and the only move ordering technique it used was my pretty strange implementation of the Killer moves.
I never measured its strength, but i bet it would be pretty low.
Also i must note that any bugs in the code can contribute to the strenght loss very significantly (i often fixed bugs that cost like ~60 elo).
Another significant elo-eater might be inefficient make\unmake or MoveGen. For example my current AI for unity game has very convoluted Make\Unmake functions, because there are pieces with very different move rules, and it should be considered (f.e. some pieces do not move if they are capturing smth, some do not disappear while promoting, but can do it only once in a game, some do not disseapear if they are captured... etc - this brings in many additional IFs in the code and i bet slowdown engine hard).