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Internet chess killer 3.1 uci engine
Internet chess killer 3.1 uci engine






internet chess killer 3.1 uci engine internet chess killer 3.1 uci engine

That is left to the Search.GetQuietScore method to resolve. The evaluation code does not determine if the threatening piece is defended. A bonus is given if a pawn or minor piece threatens to capture a more valuable piece on its next move. I added evaluation of threats in the middlegame to MadChess 3.1 Beta.

  • PR 28: Switch to MIT License: Replace GPLv3 License with MIT License.Įvaluating pawn structure increased the playing strength of MadChess 3.1 Beta by 15 Elo.
  • PR 27: Remove Over-Counting NPS: Don’t count nodes when determining move legality.
  • PR 26: Lone King Evaluation: Consider any endgame with lone king a simple endgame (instead of only K vrs KQ or KR).
  • Tuner calls Eval.GetStaticScore against QuietPositions.txt instead of Search.GetQuietScore against Games.pgn.
  • PR 25: Tune Quiet Positions: Added UCI command that exports quiet positions (static score and quiet score differ <= given centipawns) from a PGN file.
  • In addition to pawn structure evaluation, I made other code quality improvements in a series of Pull Requests.

    internet chess killer 3.1 uci engine

    I added evaluation of two pawn structure features to MadChess 3.1 Beta. Bullet chess, 2 min / game + 1 sec / move.

    internet chess killer 3.1 uci engine

    Win At Chess position test, 3 seconds per position.GitHub commit (hash) or Subversion source code revision (integer).None of these experiments succeeded except PR 33: Trust Move Capture Victim, which eliminated redundant calls to Position.GetPiece(Square square) in move generation and when playing moves.Įliminating redundant double-playing of a move (to test move legality) during search increased the search speed of MadChess 3.1 Beta and produced a 36 Elo gain in playing strength. In addition to move legality, I experimented with other performance improvements. The calling method (such as Search.GetDynamicScore or Search.GetQuietScore) then either 1) undoes the move (if illegal or futile) and continues to the next pseudo-legal move or 2) searches the resulting position. Now a move is played, move legality and check is tested, and the Board.PlayMove method returns a (bool isLegal, bool deliversCheck) tuple. This consisted of playing a move (to test whether it exposed its own king to check and whether it delivered check on the enemy king), undoing the move, updating the “check” move property, then re-playing the move. Previously, move legality was tested prior to playing a move. I improved the performance of code that determines the legality of pseudo-legal moves.








    Internet chess killer 3.1 uci engine