PocketFritz 3 has the ability to add additional engines, I have installed many more besides the default of Hiarcs 12.1 and Crafty and even had a version of Glaurung which I think someone else compiled specifically for PF3.And since mobile Rybka is just an illusion.I think it would be great to have the new Stockfish added to the stable of possible engines.
I also have the new PF4 but am advised that engines designed for PF4 won't work in PF3, but all PF3 engines will work in PF4.
Any chances Tord?
Stockfish for Windows Mobile.
Moderator: Ras
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Re: Stockfish for Windows Mobile.
I'll be happy to see Stockfish for iphone/itouch too
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Re: Stockfish for Windows Mobile.
I'm sure there are chances. I can't do it myself, as I own neither a Windows Mobile device nor development tools for the Windows Mobile platform (development can only be done from Windows, I think), but as the source code is available to everyone, somebody else could do it. It is probably a trivial task.Cubeman wrote:PocketFritz 3 has the ability to add additional engines, I have installed many more besides the default of Hiarcs 12.1 and Crafty and even had a version of Glaurung which I think someone else compiled specifically for PF3.And since mobile Rybka is just an illusion.I think it would be great to have the new Stockfish added to the stable of possible engines.
I also have the new PF4 but am advised that engines designed for PF4 won't work in PF3, but all PF3 engines will work in PF4.
Any chances Tord?
It probably wouldn't be as strong as you think, though. Stockfish, like other bitboard chess engines, runs very slowly on the ARM CPUs found in most current mobile devices. On my iPhone 3G, it searches around 9--10 kN/s in the middle game.
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Re: Stockfish for Windows Mobile.
You will.Andre wrote:I'll be happy to see Stockfish for iphone/itouch too
I've had Stockfish running on my iPhone for several months already. It will be used as the chess engine in the next version of Glaurung for the iPhone (it's a bit unfortunate that the iPhone program will still keep the name of "Glaurung", but all the red tape surrounding the App Store and the iPhone developers portal makes it unbearably painful to change the name of an application). There are a few more half-finished features I hoped to have ready before releasing a new version, but it's taking time, so perhaps I should just release an intermediate version using Stockfish 1.6 some time in the near future.
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Re: Stockfish for Windows Mobile.
This is fantastic news. Even though my number one feature request for an iphone chess program, is access to fics! As the iphone is always online and most users have a flat - it would be great to play chess online against others.Tord Romstad wrote:You will.Andre wrote:I'll be happy to see Stockfish for iphone/itouch too
I've had Stockfish running on my iPhone for several months already. It will be used as the chess engine in the next version of Glaurung for the iPhone (it's a bit unfortunate that the iPhone program will still keep the name of "Glaurung", but all the red tape surrounding the App Store and the iPhone developers portal makes it unbearably painful to change the name of an application). There are a few more half-finished features I hoped to have ready before releasing a new version, but it's taking time, so perhaps I should just release an intermediate version using Stockfish 1.6 some time in the near future.
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Re: Stockfish for Windows Mobile.
Actually the only application I tried was the Shredder iphone software ... the lite version. I find it is a real PIA to press the pieces to squares. I don't have fat fingers but I keep going wrong when I press stuff. It would be great to have the squares as much of the screen as possible.
Re: Stockfish for Windows Mobile.
Stockfish uses a lot of memory (maybe 84 MB), besides usual hash. To port it to Windows Mobile would mean to reduce its memory footprint to about 5 MB, hence some code rewrite.
Pascal Georges
Pascal Georges
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Re: Stockfish for Windows Mobile.
Hm. That's not my experience when I ran Stockfish 1.5 and 1.6.x on my embedded devices. It fit into 6.7 MB changing nothing except the default setting for Hash.pgeorges wrote:Stockfish uses a lot of memory (maybe 84 MB), besides usual hash. To port it to Windows Mobile would mean to reduce its memory footprint to about 5 MB, hence some code rewrite.
I couldn't run it on FICS, though, because the need for C++ libraries brought its memory requirements slightly past the 7.4 MB limit I had. But I could run it w/out the auxiliary programs needed for FICS connection. [icsdrone, polyglot, timeseal]
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Re: Stockfish for Windows Mobile.
I'm sorry Pascal. I had to make one other change to fit in 6.7 MB. In threads.h, I changed THREAD_MAX to 1 instead of 8 as the device is a single core anyway. This made a big improvement on the memory footprint.bnemias wrote:Hm. That's not my experience when I ran Stockfish 1.5 and 1.6.x on my embedded devices. It fit into 6.7 MB changing nothing except the default setting for Hash.pgeorges wrote:Stockfish uses a lot of memory (maybe 84 MB), besides usual hash. To port it to Windows Mobile would mean to reduce its memory footprint to about 5 MB, hence some code rewrite.
I couldn't run it on FICS, though, because the need for C++ libraries brought its memory requirements slightly past the 7.4 MB limit I had. But I could run it w/out the auxiliary programs needed for FICS connection. [icsdrone, polyglot, timeseal]
Re: Stockfish for Windows Mobile.
Thank you for the hint. I will try to port Stockfish to Pocket PC then.bnemias wrote:I'm sorry Pascal. I had to make one other change to fit in 6.7 MB. In threads.h, I changed THREAD_MAX to 1 instead of 8 as the device is a single core anyway. This made a big improvement on the memory footprint.bnemias wrote:Hm. That's not my experience when I ran Stockfish 1.5 and 1.6.x on my embedded devices. It fit into 6.7 MB changing nothing except the default setting for Hash.pgeorges wrote:Stockfish uses a lot of memory (maybe 84 MB), besides usual hash. To port it to Windows Mobile would mean to reduce its memory footprint to about 5 MB, hence some code rewrite.
I couldn't run it on FICS, though, because the need for C++ libraries brought its memory requirements slightly past the 7.4 MB limit I had. But I could run it w/out the auxiliary programs needed for FICS connection. [icsdrone, polyglot, timeseal]
Pascal Georges