mvanthoor wrote: ↑Fri Feb 04, 2022 12:05 am
Same for me, but an additional goal for me is to get my engine to 3000 Elo (single-threaded) on the CCRL-list so I can say for sure that it is stronger than Fritz 11 and it can replace it as my primary analysis engine. I've always liked Fritz, though the 11-13 versions had a playing style a bit more like the Rybka-versions of those days. Deep Fritz 10.1 has an absolutely legendary playing style. (I don't own Fritz 10.1; I was already almost too late with buying Fritz 11, as 12 was already out for some time. Deep Fritz 10.1 was out of "print" already.)
Right. I don't necessarily have a set Elo goal in mind, but if Blunder were to reach anywhere between 2850-3000, I would be pretty happy with how this "weekend" project turned out. Because originally when I started writing Blunder a year ago now in Python, it wasn't supposed to be much more than a fun little weekend project that I'd use to learn more about the minimax algorithm. It just slowly evolved into what it is now.
mvanthoor wrote: ↑Fri Feb 04, 2022 12:05 am
Seems we're of the same mind here as well. Rustic Alpha 1 and 2 play relatively aggressive because I wrote the PST's myself. (Actually, Rustic 1 and 2 calculate to roughly the same depth as I do, and forgetting the positional blunders it sometimes makes because of lack of knowledge, it plays eerily like myself...) I'd rather have an engine that goes for an all-out fight in each game with attractive chess, than an engine that plays boring shuffling games but ends up +20 Elo.
Yup, that's my mindset. Of course, there's a balance, but I much prefer seeing Blunder taking the game to its opponent than visa versa. Of course, that's still very much a work in progress since I'm still very much a lower-level chess player, but I believe I've been able to meet my goal in some sense, particularly with tuning the king safety parameters. Once you add King safety to Rustic, I think you'll start to see a very attractive personality emerge.
mvanthoor wrote: ↑Fri Feb 04, 2022 12:05 am
Mine are. I know my engine will probably never in the top 10. I don't have the development time nor the testing power, and I refuse to use something like OpenBench, because I don't want to rely on other people's hardware. If it can hit 3000 Elo single-threaded and then hit 3100+ on four cores, I'll be very happy to either call it quits for the engine and look into other chess-related developments, or I'll go and add things like MCTS and NNUE as alternatives to normal a/b-search and HCE.
Right, same here. Blunder's already far exceeded my expectations as is since I was originally going to call it quits back at 2000 Elo. And realistically I don't have the time, money, or skill to necessarily have Blunder crack the top 10, or even the top 20 probably, on the CCRL. I'm now a full-time college Freshman with a whole host of responsibilities and jobs, so development of Blunder has had to take a seat on the back burner.
But I've started to have a bit more time as this second semester has mellowed out, and I'll hopefully have more time over the summer, even if do apply for an internship somewhere. I've enjoyed working on Blunder, and from purely business standpoint, I think it'll be a nice project to have on the resume.
But Blunder always has, and will still first and foremost be a labor of love. If it wasn't I honestly would've stopped development a long time ago. Just now tonight I started my re-factoring process of Blunder, which is more or less me writing everything in the codebase from scratch (around 5k lines of code), as I feel like there's still more room to clean-up and reduce my code, on top of speeding things up.
I'm also starting from scratch because now that I've learned more about how to properly test, I feel like there are many features in Blunder that I added in that either aren't getting as much Elo as they should, or are actually reducing the Elo due to poor testing on my part. So for this re-write of Blunder, every search or evaluation patch I add on top of the bare basics (pure negamax + only material evaluation) will now be rigorously tested using a gauntlet of opponents, and every release going forward will be tested consistently at a shorter and longer time control, probably something like 8+0.8s and 60+0.6s, over a couple thousand games. Hopefully, this more rigorous testing process will result in the next release of Blunder (currently slated as 8.0.0) having feature parity or even fewer features than Blunder 7.6.0, and yet being stronger.
Well see how well that goes in a month or two, once I've finished my re-write
