hgm wrote:My latest engine project has seen 'first light', which seems a good time for a first release. It is called HaChu, and this is version 0.0. It plays absolutely awful, because there is almost nothing in it yet that could make it play good. (Fixed-depth full-width search, QS limited to 2 ply, no hash / killer / history, only eval material + awful PST.) But it plays!
Oh, and the only thing it plays so far is Chu Shogi ('variant chu'). Eventually it should also play the variants dai, dada, maka, tai and tenjiku, use an incrementally updated attack map, use NMP, LMR, check extension, hash, killer, unlimited-depth QS, mobility eval, different PST for white and black taking account of promotability, game-stage-dependent evaluation. So it will keep me busy for a while.
I bundled it with a version of WinBoard Alien Edition (so that is a pretty old one compared to 4.6.2), specially adapted to support the above-mentioned variants (although 'chu' is the only one that can be selected through the menu). I picked the Alien edition because of its ability to enter double-moves (using Ctrl) and turn passing (by clicking the clock), both of which are needed in Chu Shogi.
downloads
bundle:
http://hgm.nubati.net/WinBoard-Chu.zip (WinBoard Alien, winboard.ini file, hachu.exe)
engine:
http://hgm.nubati.net/hachu.exe

hi,
Impressive boardsize 12x12 with that many pieces. Reminds me of a kind of Chinese chess, but then at a bigger board. Could be wrong though.
Isn't the most interesting thing to accurately measure how many distinct people actually play games till someone has won in this game?
Quite some years ago i programmed several engines for several games that get played very little. After having put in a lot of work, no one played the games!
A note on big board sizes with many different pieces. It changes the game. In a statistical game i produced an engine for recently, i had thought i would need to put in a new form of search, say similar to monte carlo, but then my own way of implementing that (so without too much random idiocy, as the search already produces plenty of selective deeper searched lines which already produces a kind of randomness, be it careful chosen randomness).
However after having programmed a search of 1 ply + advanced quiescencesearch i already noticed that i sometimes lost games myself.
I have to do really a lot of effort to not lose it 'by accident'. A FM losing from a 1 ply search. Maybe if you're used to lose everything in your life you don't find that especially weird, but that's what actually happens quickly in these games.
Just the quiescencesearch starts to get really important.
And if i may say so also the search before that. In some very old Diep version what i did do after normal search is having 7 plies of selective search prior to jumping into quiescencesearch.
Even todays Diep version has that, though it's simply no longer or very seldom using up plies of that selective search. It's more 'by accident' now than deliberate form of search.
Now of course usually you don't make up plies from that, yet in games like this, those selective plies are very deadly as it picks up tactics and the first few plies of search picking those up are really important.
So i'm guessing that even with a very small search you'll have to search quite some on this planet to find some people who can beat a small engine; provided you gambled the material values and piece square tables pretty ok.