New engine releases & news 2021
Moderators: hgm, Rebel, chrisw
-
- Posts: 1784
- Joined: Wed Jul 03, 2019 4:42 pm
- Location: Netherlands
- Full name: Marcel Vanthoor
Re: New engine releases & news 2021
Notice: Alpha 2 release retracted due to a massive bug in saving moves in the transposition table. (Saving the wrong move while doing a beta-cutoff.) I'll have to fix this first, and then retest.
-
- Posts: 883
- Joined: Sat Mar 13, 2021 1:47 am
- Full name: Amanj Sherwany
Re: New engine releases & news 2021
A new version of Zahak (https://github.com/amanjpro/zahak/releases/tag/0.3.0)
fixes some issues with UCI, and small bug fixes. This version should be some 40 ELO points stronger too
fixes some issues with UCI, and small bug fixes. This version should be some 40 ELO points stronger too
-
- Posts: 6808
- Joined: Wed Nov 18, 2009 7:16 pm
- Location: Gutweiler, Germany
- Full name: Frank Quisinsky
Re: New engine releases & news 2021
Hi there,
MrBob 1.0.0
https://github.com/bobsquared/Mr_Bob_Chess/
Scorpio 3.0.12
https://github.com/dshawul/Scorpio/releases (have a look to the end of the site, update history started with 3.0.1)
A lot of updates from Nibbler GUI in the last days.
Current version 1.7.4
For Java based engines:
J.D.K 16.0.0 (I am working with 15.0.1, later 15.0.2 is available).
15.0.2 and 16.0.0 not tested with latest java based engines like: Bagatur, chess22k, pirarucu and others
https://www.oracle.com/de/java/technolo ... loads.html
Best
Frank
MrBob 1.0.0
https://github.com/bobsquared/Mr_Bob_Chess/
Scorpio 3.0.12
https://github.com/dshawul/Scorpio/releases (have a look to the end of the site, update history started with 3.0.1)
A lot of updates from Nibbler GUI in the last days.
Current version 1.7.4
For Java based engines:
J.D.K 16.0.0 (I am working with 15.0.1, later 15.0.2 is available).
15.0.2 and 16.0.0 not tested with latest java based engines like: Bagatur, chess22k, pirarucu and others
https://www.oracle.com/de/java/technolo ... loads.html
Best
Frank
-
- Posts: 433
- Joined: Fri Dec 16, 2016 11:04 am
- Location: France
- Full name: Richard Delorme
Re: New engine releases & news 2021
OOPS !abulmo2 wrote: ↑Sun Mar 14, 2021 5:39 pm I released Amoeba 3.3 today on github:
https://github.com/abulmo/amoeba/releases/tag/v3.3
Version 3.3 is just a compilation of small code enhancements, simplifications and bug fixes. I expect it to be about 30 Elo stronger than Version 3.2 and I hope you will enjoy using it.
I just saw I miscompiled the Windows executables, no popcount and no pgo were used. This oversight should probably cost enough ELO to make this executables not much stronger than version 3.2. I fixed that and the released zip file now contains faster executables. I am sorry for the inconvenience.
Richard Delorme
-
- Posts: 2872
- Joined: Wed Mar 08, 2006 10:09 pm
- Location: Germany
- Full name: Werner Schüle
-
- Posts: 1784
- Joined: Wed Jul 03, 2019 4:42 pm
- Location: Netherlands
- Full name: Marcel Vanthoor
Re: New engine releases & news 2021
The release for Rustic Alpha 2 has been republished:
https://github.com/mvanthoor/rustic/rel ... ag/alpha-2
Binaries have been added for Rustic Alpha 1.1, which fixes the omission of taking GUI overhead into account in MoveTime mode:
https://github.com/mvanthoor/rustic/rel ... /alpha-1.1
For rating list testers: If you don't use MoveTime mode (i.e., 5 seconds per move), there's no need to test Alpha 1.1.
Thanks to mar and emadsen for the sparring thread regarding the transposition table. That made finding the problem easier than expected
https://github.com/mvanthoor/rustic/rel ... ag/alpha-2
Binaries have been added for Rustic Alpha 1.1, which fixes the omission of taking GUI overhead into account in MoveTime mode:
https://github.com/mvanthoor/rustic/rel ... /alpha-1.1
For rating list testers: If you don't use MoveTime mode (i.e., 5 seconds per move), there's no need to test Alpha 1.1.
Thanks to mar and emadsen for the sparring thread regarding the transposition table. That made finding the problem easier than expected
-
- Posts: 1364
- Joined: Sat Jul 21, 2018 7:43 am
- Location: Szentendre, Hungary
- Full name: Gabor Szots
Re: New engine releases & news 2021
Thanks Marcel. I guess the incredible speed increase is due to using hash tables, isn't it?
Gabor Szots
CCRL testing group
CCRL testing group
-
- Posts: 1784
- Joined: Wed Jul 03, 2019 4:42 pm
- Location: Netherlands
- Full name: Marcel Vanthoor
Re: New engine releases & news 2021
Yes, but also because of the hash move ordering.Gabor Szots wrote: ↑Thu Mar 18, 2021 6:42 pm Thanks Marcel. I guess the incredible speed increase is due to using hash tables, isn't it?
The TT itself (cutting on finding exact positions) gives about 116 Elo, and the hash move ordering provides another 50 Elo. The bug that caused me to retract the Alpha 2 release broke hash move sorting. I could have put that into the next release and/or fixed the bug there of course. It would just have split the rating increase over two releases; but I was just in time to remove the buggy release.
In my own gauntlets against 10 other engines in the 1650-1900 range, Alpha 2 performs +165 Elo over Alpha 1. In self-play, head-to-head, Alpha 2 is +200 Elo stronger than Alpha 1 (but self-play is not really a useful measure for rating lists). Here's the rating list, with the gauntlet included (rc6 is now the release version, rc5.1 is the one with the bug). The list is calculated with BayesElo and calibrated against Alpha 1's current CCRL rating.
Code: Select all
Rank Name Elo + - games score oppo. draws
1 Clueless 1.4 1874 43 42 200 60% 1789 8%
2 Deepov 0.4 1854 40 40 200 58% 1789 20%
3 Rustic Alpha 2 rc6 1843 18 18 1000 59% 1773 18%
4 Pigeon 1.5.1 1824 38 38 200 55% 1789 35%
5 Wukong JS 1.4 1824 40 40 200 54% 1789 17%
6 CDrill Build 4 1801 42 41 200 51% 1789 11%
7 Rustic Alpha 2 rc5.1 1793 23 23 600 57% 1741 20%
8 TSCP 1.81 1742 41 41 200 44% 1789 13%
9 Celestial 1.0 1730 40 41 200 43% 1789 17%
10 Shallow Blue 2.0 1708 41 42 200 40% 1789 14%
11 FracTal 1.0 1706 38 39 200 38% 1789 35%
12 Rustic Alpha 1 1677 23 24 600 42% 1741 19%
13 Mizar 3 1667 41 43 200 34% 1789 15%
14 MinimalChess 0.3 1582 40 41 200 29% 1735 25%
I've decided to implement together if they naturally go together, such as "hash table + hash move sorting", "killer heuristic + history heuristic" (alpha 3) and "aspriation window + PVS" (alpha 3, or alpha 4, depending on how much the rating increases with the killers and history heuristic.)
I have no idea what the killer/history heuristics are going to add; neither do I know for aspiration windows and PVS. We'll see.
-
- Posts: 1784
- Joined: Wed Jul 03, 2019 4:42 pm
- Location: Netherlands
- Full name: Marcel Vanthoor
Re: New engine releases & news 2021
Oops. You said "speed increase" instead of "strength increase". I misread that. Sorry.Gabor Szots wrote: ↑Thu Mar 18, 2021 6:42 pm Thanks Marcel. I guess the incredible speed increase is due to using hash tables, isn't it?
The engine hasn't actually become faster; as said in the changelog, it counts nodes differently now.
Before, it counted only the nodes it actually searched: the ones where the engine generates moves and then goes through the move list. Nodes that are only visited without moves being searched (for whatever reason; tt cut-offs, move sorting, etc) where not counted.- Count all nodes visited, instead of only nodes which generated moves.
I was told that's not the standard way of doing things; I should be counting nodes visited, even if it's only created, entered, and then abandoned immediately for whatever reason. So, I moved the node counter up: from just after the move generation, to directly under "depth == 0" where the engine goes into quiescence search. That counts all nodes, but prevents nodes where the QSearch starts being counted twice. I did the same for QSearch: moving the counter up from just under the move generation, to the beginning of QSearch, so even a node left because of stand-pat gets counted.
In short:
Before: count only nodes where moves are generated.
Now: count all nodes ever visited, even if they're abandoned right after being visited with no work done (this happens with hash cuts, prunings, etc... that sort of thing).
So it's a counting difference, not a speed difference.