Search found 310 matches

by emadsen
Sat Jul 24, 2021 4:11 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Progress on Loki
Replies: 82
Views: 44582

Re: Progress on Loki

Now, this time I decided to do something similar to Erik Madsen (MadChess author) with the following stages: Hash move if one is found. Generation and scoring of captures All captures, good and bad. Generation and scoring of quiets. All quiets. This is not only simpler, but faster and easier to imp...
by emadsen
Sun Jul 11, 2021 10:05 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Efficiently Generated Legal moves question
Replies: 45
Views: 8952

Re: Efficiently Generated Legal moves question

Yeah but you use .net 5 that's the problem, any fast C# engine that i've seen is written in .net 5 in .net 4 we dont have access to the new "native" stuff in .net: Just to name a few, in .net 4 we don't have: - Span<T> - System.Runtime.Intrinsics.X86; OK Pedro, you know best. Yet you seem to have m...
by emadsen
Sun Jul 11, 2021 7:59 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Efficiently Generated Legal moves question
Replies: 45
Views: 8952

Re: Efficiently Generated Legal moves question

My conclusion on this is that the possibly main cause is the slowness of C# in . net framework 4. You are jumping to conclusions way too quickly. C# and .NET is not to blame for your engine performing at 1/10th the speed it should. My engine is written in C# using magic bitboards. It searches 3.7 m...
by emadsen
Sat Jul 03, 2021 3:33 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: New engine announcement: Blunder 1.0 (And some questions concerning improvement)
Replies: 28
Views: 3433

Re: New engine announcement: Blunder 1.0 (And some questions concerning improvement)

Could you give me any estimates of the Elo of my engine I should expect at the following points since as I said, I plan to start completely from the beginning and test each and every feature I'm adding to make sure the Elo is increasing: Pure negamax and alpha-beta MvvLva Iterative deepening Piece-...
by emadsen
Thu Jul 01, 2021 11:04 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: How can i improve my C# engine speed?
Replies: 58
Views: 8630

Re: How can i improve my C# engine speed?

a) memory allocations your engine does in search i don't know if i am doing that... each node i get a new list<int> instance from the moveGenerator, Which is it? You are in serious trouble if you don't know when or where you're allocating memory. If you don't know where you allocate memory on the h...
by emadsen
Wed Jun 30, 2021 11:27 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: How can i improve my C# engine speed?
Replies: 58
Views: 8630

Re: How can i improve my C# engine speed?

For example in Kiwipete position: (r3k2r/p1ppqpb1/bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPBBPPP/R3K2R w KQkq -) it does a search of depth 9 with this results: Nodes searched: 1286811 Search time: 12596ms ( ~13 seconds ) in a AMD FX 8350 @4ghz CPU so it means that my engine AI it's searching ~100k positions pe...
by emadsen
Thu Jun 24, 2021 9:47 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Game Phase and tapered PSQT evaluation
Replies: 15
Views: 3926

Re: Game Phase and tapered PSQT evaluation

using the 24 to 0 tapering system from the PeSTO evaluation function, what value do you think constitutes the start of the middlegame, and what value for the endgame? MG = 24, EG = 0 I think you're missing the point. Using 1, 1, 2, 4 weights (for N, B, R, Q), phase = 24 at start of game = 100% MG =...
by emadsen
Thu Jun 24, 2021 3:49 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Confused About Triangular PV Table
Replies: 18
Views: 5753

Re: Confused About Triangular PV Table

Marcel suggested that "if you want to send a PV to the GUI, you would need to get the PV-move in the position, play it, get the PV-move in THAT position, play it.... until you get no more move." Is that really the solution? Does it always work? (One of the entries in that path could have been overw...
by emadsen
Thu Jun 24, 2021 3:25 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Game Phase and tapered PSQT evaluation
Replies: 15
Views: 3926

Re: Game Phase and tapered PSQT evaluation

You are right! I wonder where I have seen the 1, 1, 3, 6, then. I didn't study sources of that many engines. I'm pretty sure I came up with 10, 10, 22, 44 weights on my own. I wanted something that representing a doubling of importance in the progression minor > rook > queen and allowed a bit-shift...
by emadsen
Thu Jun 24, 2021 2:49 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Game Phase and tapered PSQT evaluation
Replies: 15
Views: 3926

Re: Game Phase and tapered PSQT evaluation

hgm wrote:
Thu Jun 24, 2021 7:35 am
I thought Fruit used 0,1,1,3,6, to make them add up to a power of 2 (namely 32), so that the division by the total is just a right-shift.
Fruit uses 1, 1, 2, 4 according to this source code.