I searched for something that landed me on one of the Chess Programming Wiki pages.
I was greeted with popup that indicated Wikispaces will be going away.
Will this affect the Chess Programming pages and if so, is there a plan to move them elsewhere?
Search found 68 matches
- Thu Feb 15, 2018 8:10 pm
- Forum: General Topics
- Topic: Chess Programming Wiki
- Replies: 3
- Views: 10870
- Sun Oct 22, 2017 11:36 pm
- Forum: Programming and Technical Discussions
- Topic: Pseudo legal move generation and mates
- Replies: 1
- Views: 7141
Re: Pseudo legal move generation and mates
A 1000 pardons for wasting your time.
I found my problem, i was not applying the test for king capture.
it is working fine now.
I found my problem, i was not applying the test for king capture.
it is working fine now.
- Sun Oct 22, 2017 8:20 pm
- Forum: Programming and Technical Discussions
- Topic: Pseudo legal move generation and mates
- Replies: 1
- Views: 7141
Pseudo legal move generation and mates
i'm converting some search code to use pseudo legal moves vs pre-determined legal moves
A problem occurs when there is a mate threat.
here is the pseudo code of the simple A/B method. is is just example code, without any bells/whistles. it uses copy/make rather than make/unmake.
VALUE AB ...
A problem occurs when there is a mate threat.
here is the pseudo code of the simple A/B method. is is just example code, without any bells/whistles. it uses copy/make rather than make/unmake.
VALUE AB ...
- Sun Apr 09, 2017 5:39 pm
- Forum: Programming and Technical Discussions
- Topic: Futility pruning...
- Replies: 6
- Views: 103281
Re: Futility pruning...
My engine is bitboard.
I quickly tried the following regarding the futility pruning dialog in previous posts...
I calculate the FutilityLimit value without a margin. When I put any margin in, move selection is affected. the "eval", in my code is not a lazy eval but is a full eval and has non ...
I quickly tried the following regarding the futility pruning dialog in previous posts...
I calculate the FutilityLimit value without a margin. When I put any margin in, move selection is affected. the "eval", in my code is not a lazy eval but is a full eval and has non ...
- Sat Apr 08, 2017 10:40 pm
- Forum: Programming and Technical Discussions
- Topic: Futility pruning...
- Replies: 6
- Views: 103281
Re: Futility pruning...
It depends on whether you do fail soft or fail hard
I'm using hard, so I modified the code to return alpha.
When I generate captures in order of decreasing victim value (which I do in this new engine), the first futile victim I encounter will imply that all later victims, including all non ...
I'm using hard, so I modified the code to return alpha.
When I generate captures in order of decreasing victim value (which I do in this new engine), the first futile victim I encounter will imply that all later victims, including all non ...
- Sat Apr 08, 2017 4:14 am
- Forum: Programming and Technical Discussions
- Topic: Futility pruning...
- Replies: 6
- Views: 103281
Re: Futility pruning...
Harm,
Thanks for the explanation. It prompted me to delve deeper. I found your article about deep futility and decided to try the simplest example.
in my move loop, I put the following line code...
if ((depth == 1)
&& IsPrunable
&& ((eval + PIECEVAUE(m->CapturePiece) + 120) <= alpha))
where ...
Thanks for the explanation. It prompted me to delve deeper. I found your article about deep futility and decided to try the simplest example.
in my move loop, I put the following line code...
if ((depth == 1)
&& IsPrunable
&& ((eval + PIECEVAUE(m->CapturePiece) + 120) <= alpha))
where ...
- Fri Apr 07, 2017 1:06 am
- Forum: Programming and Technical Discussions
- Topic: Futility pruning...
- Replies: 6
- Views: 103281
Futility pruning...
ok, after seeing example after example, I'm still not sure if I have it right...
consider code for a node...
Prior to looping the moves, I have the following...
// this code combines some Booleans that are repeated a lot...
bool IsPrunable = !IsKingInCheck && !IsPV && (alpha > V_MATED_IN_MAX ...
consider code for a node...
Prior to looping the moves, I have the following...
// this code combines some Booleans that are repeated a lot...
bool IsPrunable = !IsKingInCheck && !IsPV && (alpha > V_MATED_IN_MAX ...
- Wed Mar 22, 2017 4:31 pm
- Forum: Programming and Technical Discussions
- Topic: Losing by draw
- Replies: 3
- Views: 8885
Re: Losing by draw
Good points H.G, so I thought I would consider removing it in my engine's code to see what happens.
Opening the unforeseen consequences door, I realized that I'm using the 50 rule counter as part of the 3-fold repetition test. the 50 move counter limits how far "back" I need to test for repeating ...
Opening the unforeseen consequences door, I realized that I'm using the 50 rule counter as part of the 3-fold repetition test. the 50 move counter limits how far "back" I need to test for repeating ...
- Thu Feb 23, 2017 10:21 pm
- Forum: Programming and Technical Discussions
- Topic: A couple of QSearch busters!
- Replies: 2
- Views: 8869
Re: A couple of QSearch busters!
if I only consider "good captures" in QS, it goes faster.
- Sun Feb 19, 2017 4:41 pm
- Forum: Programming and Technical Discussions
- Topic: Early / middle / end game transitions?
- Replies: 2
- Views: 6601
Re: Early / middle / end game transitions?
I've been reading books about chess strategy to be able to code my AI properly, but the limit is never clear.
I was wondering what is generally a good time to change the state of the game to middle or end game, in chess programming?
What do stockfish, komodo, houdini do?
When you find out the ...
I was wondering what is generally a good time to change the state of the game to middle or end game, in chess programming?
What do stockfish, komodo, houdini do?
When you find out the ...