mvanthoor wrote: ↑Fri Oct 09, 2020 10:42 am
Thank you for your efforts, Andy.
If your main goal is to compete with a hand-crafted engine against another hand-crafted engine, as was the tradition from 1968-2018, then it is a good time to quit. With neural network engines, a stronger engine can be created by just throwing more hardware at training the network, and to train it for longer with more games and data. The fun of creating and hand-crafting your engine from scratch, teaching it better chess with each commit, is gone. The creation of a super strong chess engine has been automated.
Fortunately for me, I'm writing my own chess engine with a different goal.
You know of that tradition, where people spend years of effort to learn penmanship, where people use flex-nib (fountain) pens to write beautiful documents, like it's 1850? In current society, there isn't a lot of use for that, but some people spend the effort because of the sheer beauty of it.
I'm writing my chess engine in the same vein: in the tradition of "teaching a computer to play chess", completely by hand, to see the engine get stronger with each commit or added eval term... things *I* taught it. I want to write a massive website / book collecting everything from A-Z that goes into this chess engine, so there's basically a manual called "How to write a classic chess engine", with all the information in one place.
The reason I can do this is because my goal is different than yours; I write this chess engine to be my personal chess computer. (Running on a Raspberry, connected to a DGT board.) That is the primary goal, and making it stronger is just to see how far I can take this.
At some point I may look into a way to write a replacement for PicoChess on the Raspberry Pi... because I detest the fact that it's written in Python.
Good luck with whatever you choose to do. Writing Go programs is (almost) as useless now, if you're doing it for the competition, because they're all based on MCTS and / or neural networks now.