Raid

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OrgZ
Posts: 787
Joined: Thu Feb 16, 2023 2:15 pm

Raid

Post by OrgZ » Sat May 13, 2023 10:45 am

Raid is a stockfish derivative also supports polybook.

https://pixeldrain.com/u/AtibR9aS
8-)
Hope you enjoy it ;)

Eduard Nemeth
Posts: 616
Joined: Thu Jun 10, 2010 12:50 am

Re: Raid

Post by Eduard Nemeth » Sat May 13, 2023 5:41 pm

What is the purpose of this engine? In fact, the attached source code I found at Chess Engines Diary is fake! There is an old Glaurung code from 2009 attached, and has nothing to do with the current engine. I find such engines disgusting! If you don't want to publish source code, it's better not to publish it at all than to fool people with Fake! :evil:
Peace be with you!

ZamChess
Posts: 196
Joined: Sun Dec 19, 2021 10:24 am

Re: Raid

Post by ZamChess » Sun May 14, 2023 7:41 am

Eduard Nemeth wrote:
Sat May 13, 2023 5:41 pm
What is the purpose of this engine? In fact, the attached source code I found at Chess Engines Diary is fake! There is an old Glaurung code from 2009 attached, and has nothing to do with the current engine. I find such engines disgusting! If you don't want to publish source code, it's better not to publish it at all than to fool people with Fake! :evil:
Thanks for the warning, Eduard.
Best wishes.

Enderjed
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Joined: Wed Sep 28, 2022 3:15 pm
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Re: Raid

Post by Enderjed » Sun May 14, 2023 6:45 pm

Eduard Nemeth wrote:
Sat May 13, 2023 5:41 pm
What is the purpose of this engine? In fact, the attached source code I found at Chess Engines Diary is fake! There is an old Glaurung code from 2009 attached, and has nothing to do with the current engine. I find such engines disgusting! If you don't want to publish source code, it's better not to publish it at all than to fool people with Fake! :evil:
Considering that there's already many derivatives which just add polyglot support, that only makes the "Raid" derivative even more useless (if it even exists)

Eduard Nemeth
Posts: 616
Joined: Thu Jun 10, 2010 12:50 am

Re: Raid

Post by Eduard Nemeth » Sun May 14, 2023 8:16 pm

There are people who say: I don't want to publish the source code. Good! Then such engines should remain private, no problem. But worse is releasing wrong code, which says so much that the author thinks people are stupid.
Peace be with you!

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OrgZ
Posts: 787
Joined: Thu Feb 16, 2023 2:15 pm

Re: Raid

Post by OrgZ » Mon Jul 03, 2023 8:46 pm

Raid v2.1 Engage
fast strong engine, thanks to the SF Team , Dorsz & sir Morales.

Hope you enjoy it. peace ;)
https://pixeldrain.com/u/J89xC4Tp

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dorsz
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Re: Raid

Post by dorsz » Mon Jul 03, 2023 9:26 pm

Thanks for the engine, but what are you thanking me for?

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OrgZ
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Re: Raid

Post by OrgZ » Mon Jul 03, 2023 10:20 pm

1% is from the mighty swordfish

Eduard Nemeth
Posts: 616
Joined: Thu Jun 10, 2010 12:50 am

Re: Raid

Post by Eduard Nemeth » Tue Jul 04, 2023 6:35 am

1% change to Swordfish? No. Here is nothing (99.99999%) Swordfish. I only see following changes of some parameters to Stockfish 010723 in search, can someone find more changes?

(Implemented is the Polyglot book, but that's not a specific feature of Swordfish. I'm happy I've stopped making my new engines available for download, even though they have more changes to Stockfish than this cheap clone here. I believe the following line is from Swordfish:

return std::min((8 * d + 240) * d - 276 , 1907); That is all :lol:

Difference to Stockfish 010723 is only this, only a few parameter values (therefore I will not test this and such engines):

Stockfish 010723:

// Futility margin
Value futility_margin(Depth d, bool improving) {
return Value(140 * (d - improving));
}

// Reductions lookup table, initialized at startup
int Reductions[MAX_MOVES]; // [depth or moveNumber]

Depth reduction(bool i, Depth d, int mn, Value delta, Value rootDelta) {
int r = Reductions[d] * Reductions[mn];
return (r + 1372 - int(delta) * 1073 / int(rootDelta)) / 1024 + (!i && r > 936);
}

constexpr int futility_move_count(bool improving, Depth depth) {
return improving ? (3 + depth * depth)
: (3 + depth * depth) / 2;
}

// History and stats update bonus, based on depth
int stat_bonus(Depth d) {
return std::min(336 * d - 547, 1561);
}

New engine Raid v2.1:

// Futility margin
Value futility_margin(Depth d, bool improving) {
return Value(163 * (d - improving));
}

// Reductions lookup table, initialized at startup
int Reductions[MAX_MOVES]; // [depth or moveNumber]

Depth reduction(bool i, Depth d, int mn, Value delta, Value rootDelta) {
int r = Reductions[d] * Reductions[mn];
return (r + 1433 - int(delta) * 1021 / int(rootDelta)) / 1024 + (!i && r > 936);
}

constexpr int futility_move_count(bool improving, Depth depth) {
return improving ? (3 + depth * depth)
: (3 + depth * depth) / 2;
}

// History and stats update bonus, based on depth
int stat_bonus(Depth d) {
return std::min((8 * d + 240) * d - 276 , 1907);
}
Peace be with you!

Homayoun
Posts: 1076
Joined: Tue Mar 21, 2023 4:57 pm
Real Name: Homayoun

Re: Raid

Post by Homayoun » Tue Jul 04, 2023 8:19 am

Hi orgz
Thanks for sharing your work with us. It’s not important that it’s the best engine or not the important thing is , you tried for us. Many thanks. I hope you can even make better and better engines in future.
Best regards

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