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| Tags: against, best, easy, game, level, rybka, worlds |
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#11
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On Apr 12, 10:48*pm, David Richerby
wrote: Tom F. wrote: I know programing a chess engine is very difficult. I took a stab at it in college and gave up. I've done it and I don't think it's *so* difficult to write a chess engine. *It's reasonable to be proud of having written one and there's no shame in having tried and not got there -- it's not easy. It is certainly not easy to write a chess engine that is competitive with the top rank engines these days. It was easier in the past when top engines were not very good. But it is possible given enough patience. I have an old toy engine I play with sometimes derived from a VAX Pascal code with various modern improvements. BUT, I know for sure I wouldn't post results like that. Amen. *I've not looked at any of Sanny's engine's games for a long time but, when I did, they were either of a very low standard or had taken an unacceptably long time to play. Or both. As it happens, my engine was about as strong as me in the middlegame but played a very weak endgame. *I wouldn't have been ashamed to post its games here but there wouldn't have been much point because the individual moves give little information about what's going on. *This Sometimes it does though. I don't think Sanny is strong enough to analyse his own games or understand the analysis of a stronger engine so his best bet is actually to post games here and ask for humans to comment. whole approach of `here's a game -- tell me what I need to improve' is fundamentally flawed. Having a local tame strong chess player to ask for advice and guidance on the evaluation function would be a lot better. Almost all the serious teams do this and/or are themselves already strong chessplayers. Your engine is not even beta. It's very rudimentary alpha. I guess it doesn't make any illegal moves. That's a great accomplishment, actually. Wellllll, a chess engine works by generating a list of legal moves and then choosing one of them. *Generating the list is by far the easiest part of that and I'd hope that any competent programmer would be able to enumerate the legal moves in any position. You'd be surprised how often the en passant rule seems to cause grief in the move generator (even the Deep Blue chip designer admits to having had trouble with phantom pieces appearing after en passant move unmove special cases go wrong). If I were you, I'd keep quiet, at least, until your engine can hold its own against Crafty or some similar engine. That's a big ask. *There aren't many who've written an engine that strong. Curiously these weaker engines with reasonable tactical nouse play a lot better against humans than they do against machines. Humans can miss something and let the machine take advantage. Sannys program doesn't have sufficient speed or lookahead to stand any chance against Crafty (still less Rybka) at present. Unless something is done by way of endgame heuristics (or tablebases) they are completely blind in the endgame though. I have previously suggested to Sanny a few small tweaks that would allow his engine to at leats win the more obvious KRk situations cleanly. Regards, Martin Brown |
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