Sungorus 1.0

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Pablo Vazquez
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Joined: Thu May 31, 2007 9:05 pm
Location: Madrid, Spain

Sungorus 1.0

Post by Pablo Vazquez »

Hi,

I started working on a chess engine last summer but I stopped after 2 months. Now I have come back to chess programming and I have implemented the UCI protocol in my engine. It lacks a lot of features for now, but I have been playing some games with it against other engines and I didn't have any stability problems, so I decided to make a first release.

It comes with a linux 64-bit compile and the source. I hope someone can make windows compiles. I would be grateful if someone included my engine in their rating lists.

The site to download it is: http://sites.google.com/site/sungorus/

Thanks
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Dr.Wael Deeb
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Joined: Wed Mar 08, 2006 8:44 pm
Location: Amman,Jordan

Re: Sungorus 1.0

Post by Dr.Wael Deeb »

Thanks Pablo and good luck :D
Dr.D
_No one can hit as hard as life.But it ain’t about how hard you can hit.It’s about how hard you can get hit and keep moving forward.How much you can take and keep moving forward….
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Jim Ablett
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Joined: Fri Jul 14, 2006 7:56 am
Location: London, England
Full name: Jim Ablett

Re: Sungorus 1.0

Post by Jim Ablett »

Image
Sungorus 1.0 JA by Pablo Vazquez

Windows x64/win32 Intel compiler 11/10 pgo builds.

Download:
http://www.mediafire.com/?g4mngywjnjm

Hi Pablo,

A very nice first release.
Plays well & compiles for Windows with no warnings/errors at all.

Many thanks,
Jim.
krazyken

Re: Sungorus 1.0

Post by krazyken »

I have a Mac compile on my site.
Pablo Vazquez
Posts: 154
Joined: Thu May 31, 2007 9:05 pm
Location: Madrid, Spain

Re: Sungorus 1.0

Post by Pablo Vazquez »

Hi,

Thanks Wael and Jim for the kind words and for the logo. I have a question for testers. I was wondering if limited depth per move, nodes per move or time per move are common in testing. I ask this because I don't want to bloat the code.

Currently, those time controls are commented out but I have no problem in including them if someone needs them for testing.

Thanks
Pablo Vazquez
Posts: 154
Joined: Thu May 31, 2007 9:05 pm
Location: Madrid, Spain

Re: Sungorus 1.0

Post by Pablo Vazquez »

Hi Kenny,

Thanks for your mac compile.
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Graham Banks
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Location: Auckland, NZ

Re: Sungorus 1.0

Post by Graham Banks »

Pablo Vazquez wrote:Hi,

Thanks Wael and Jim for the kind words and for the logo. I have a question for testers. I was wondering if limited depth per move, nodes per move or time per move are common in testing. I ask this because I don't want to bloat the code.

Currently, those time controls are commented out but I have no problem in including them if someone needs them for testing.

Thanks
Hi Pablo,

roughly how strong do you think your engine is at this stage?

Cheers,
Graham.
gbanksnz at gmail.com
krazyken

Re: Sungorus 1.0

Post by krazyken »

My initial blitz test to verify it was working:
xboard: Match Sungorus 1.0 vs. Xpdnt 080927: final score 0-3-1
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Graham Banks
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Location: Auckland, NZ

Re: Sungorus 1.0

Post by Graham Banks »

krazyken wrote:My initial blitz test to verify it was working:
xboard: Match Sungorus 1.0 vs. Xpdnt 080927: final score 0-3-1
Thanks Kenny. Only a small number of games though. Keep me posted. 8-)
gbanksnz at gmail.com
Pablo Vazquez
Posts: 154
Joined: Thu May 31, 2007 9:05 pm
Location: Madrid, Spain

Re: Sungorus 1.0

Post by Pablo Vazquez »

Hi Graham,

I'm running a 4' + 2'' match against smash 1.0.3 at the moment. The result so far is +1 =3 -2 in favor of smash.