I'm giving up on this program, even in SSE3 the problem persists, when finishing, when giving mate, it freezes and I have to restart...
But thanks anyway.....
Chacal X wrote: ↑Thu Jan 08, 2026 2:34 pm
I'm giving up on this program, even in SSE3 the problem persists, when finishing, when giving mate, it freezes and I have to restart...
But thanks anyway.....
Yes, that's what happens when you poke around in an unfamiliar program; I discovered several more oddities and therefore removed all the don´s from my PC.
Chacal X wrote: ↑Thu Jan 08, 2026 2:34 pm
I'm giving up on this program, even in SSE3 the problem persists, when finishing, when giving mate, it freezes and I have to restart...
But thanks anyway.....
I hope in future I will be able to fix problem with your system.
As far I know, no one reported such issue with DON.
DON Chess Engine is a high-performance chess engine built with a strong focus on search efficiency, modern evaluation techniques, and low-level optimization. Designed for competitive play and large-scale analysis, DON emphasizes clean architecture, cache-friendly data structures, and carefully tuned time management to deliver consistent strength under real tournament conditions.
By combining state-of-the-art search algorithms with engine-grade C++ optimizations and modern CPU instruction sets, DON aims to push the limits of performance on contemporary hardware. Its development philosophy prioritizes correctness, speed, and scalability, making it suitable for both serious analysis and engine competitions.
DON is a modern chess engine focused on search quality, deterministic behavior, and low-level performance engineering. It implements a highly optimized alpha–beta framework with advanced pruning, selective extensions, and carefully tuned move ordering to maximize node efficiency under strict time constraints.
The engine is written in modern C++ with heavy attention to data locality, branch predictability, and instruction-level parallelism. Core subsystems make extensive use of bitboards, compact lookup tables, and cache-aware layouts, while critical hot paths are designed to minimize allocations and unpredictable control flow. DON is built to scale across contemporary x86-64 CPUs, leveraging optional SIMD and BMI instructions where available.
Time management, PV handling, and evaluation integration are engineered to behave robustly in real tournament conditions, prioritizing stability, reproducibility, and measurable Elo gains over heuristic complexity. The project serves both as a competitive engine and as a platform for experimenting with search optimizations and evaluation refinements.