towforce wrote: ↑Sat Aug 01, 2026 10:48 pm
mclane wrote: ↑Sat Aug 01, 2026 10:20 am...On the 8 bit machine it did 1-3 NPS , on the 16 Bit Motorola 12 mhz machine it did 4-10 NPS.
This doesn't seem to make sense: what was the computer doing?
Yes - 1984 predates the time when developers started removing knowledge from their engines, because it consumed precious time, reduced Elo rating, and became redundant because as CPUs became faster and more powerful, the game tree would generate much of the knowledge the engine previously had. In the 1990s a majority of developers came to believe that NPS (or depth of search) was a key part of strong play.
Although this predates that time, it's difficult to imagine that an 8-bit engine could hope to have enough static knowledge about enough different position types to be able to compete without a big game tree - so what was going on?
On the 8 bit 1802 cmos cpu that hegener and glaser used for the mephisto, that is slower then e.g. a 6502 cpu, mephisto III computed 1-3 NPS. The rest was done statically.
At that time the other 8 bit engines written in assembler did 500-1000 or 1500 nps depending on cpu and frequency.
So mephisto III competed with 1-3 NPS against opponents with 500-1500 nps.
The motorola 16 bit version on 68000 cpu with 12 mhz (but ugly waitstates), did 4-10 nps.
Thomat nitsche and elmar henne were able to win a title with this strange engine.
Of course shared title with richard lang (psion chess), spracklens fidelity, rathsmanns princhess.
www.chesseval.com/WorldChampion/Glasgow1984.htm
The machine they used was commercially availabe as Mephisto III S Glasgow.
The engine was now reengineered by AI and in C compiled for PC and different OS.
Its bugs were repaired (engine crashed in original from time to time in complex positions) , hash tables added and maximum search depth was extended, from 19 to 64.
Thomas Nitsche once explained how his engine worked in this article:
https://www.schach-computer.info/wiki/i ... phisto_III
Quote:
Mephisto III unterteilt den Entscheidungsbaum in 3 Abschnitte
Utopische Züge (gut, falls der Gegner nichts tut):
Eine Stellung kommt in einer Tiefe von etwa 1-3 vor. Der Beginn einer Kombination. Fast jeder irgendwie erfolgversprechende Zug wird selektiert, auch wenn die Wahrscheinlichkeit des Erfolges recht gering ist. Der Mensch nennt manche dieser Züge Opfer.
Optimistische Züge (gut, falls der Gegner nur die zweitbeste Antwort hat):
Die Kombination hat eine Tiefe von 4-8 erreicht. Nur noch Züge mit einer Trefferwahrscheinlichkeit von größer als 30% werden selektiert. I.A. sind dies Züge, bei denen hohe Figuren angegriffen werden, Schach gedroht wird, etc. Diese Züge sollen aber selbst nichts opfern.
Realistische Züge (gut, falls der Gegner den besten Gegenzug wählt):
Die Stellung kommt in einer Tiefe größer als 8 vor. Nur noch klare Abwicklungen werden untersucht. D.h. das Programm greift nicht mehr auf Verdacht an, sondern verfolgt Züge mit hoher Trefferrate. Etwa eine angegriffene Figur in Sicherheit bringen, d.h. realisieren, dass die Figur auch wirklich sicher ist und nicht etwa gefesselt oder überlastet ist.
This is explained in the article and even the game tree is shown and the diagram to the game tree.
Further some static vocabularies are shown.
What seems like a fairy tale today may be reality tomorrow.
Here we have a fairy tale of the day after tomorrow....