Version 1.02 of my chess engine Texel is now available for download from http://dl.dropboxusercontent.com/u/89684995/texel102.7z
There are 4 compiled versions included:
texel-arm : For the armv7-a architecture. Should work on most modern android devices.
texel64 : For 64-bit linux system with SSE42 and POPCOUNT support.
texel64.exe : For 64-bit windows systems with SSE42 and POPCOUNT support.
texel64old.exe : For 64-bit windows systems without SSE42 and POPCOUNT.
The windows versions are about 10% slower than the corresponding linux versions, see http://web.comhem.se/petero2home/javach ... html#texel. Perhaps some windows compiler guru can improve on that situation.
Texel 1.02 scores about 64% (99 elo) against Texel 1.01 on my linux computer at very fast time controls, but I'm sure the difference is smaller at longer time controls against different engines.
There have been a number of mostly small changes since version 1.01:
- Fixed KNNpK evaluation bug.
- Fixed infinite loop when engine received EOF on standard input.
- Only do one check in q-search.
- Speeded up and improved the search tree log file analyzer.
- Remember history information between searches.
- Remember best move (for LMR threat detection) also when there is a transposition table hit or when going into q-search on the next ply.
- Cache line aligned the main transposition table and the pawn hash table.
- Use cache-optimized magic bitboard constants.
- Handle stalemate in kqkp endings with pawn on a2/h2 and king on a1/h1.
- Detect illegal moves before playing them. Makes code look nicer.
- Reduce aspiration window from 20cp to 15cp.
- Gradually widen aspiration window after fail high/low at root.
- Store stale-mate scores in transposition table.
- Don't do LMP if best move so far is negative mate score.
- Smaller razor margin at depth <= 1.
- Support for SSE4.2 and POPCOUNT.
- Added knight mobility evaluation.
- Added KRPKR end game evaluation based on table base statistics.
- Use different bishop piece square table in the end game.
- Some speed optimizations.
- Fixed castle bonus asymmetry.
- Use an incrementally updated material identifier to simplify end game classification.
- When ordering root moves, use accumulated node counts instead of just last ply counts.
- Added evaluation term for bad bishops.
- Rescale history counters before starting a search, so that they adapt faster to the new situation, but still remember information from the previous search.
- Use a material hash table with material score and interpolation factors for other evaluation terms.
- Added evaluation term for redundancy of major pieces.
- Made history aging symmetric with respect to success/failure.
- Implemented knight outpost evaluation.
- Optimized pawn structure, major piece redundancy and knight outpost weights using CLOP.
- Disabled late move pruning in late end games.
- Fixed crash if EOF is received on standard input while engine is thinking.
- Better time management in "ponder on" games with increment.
- When only one legal move is available, think slightly longer than 2 ply.
As always the talkchess forum and the chess programming wiki have been great sources of inspiration for new ideas to test.
Texel 1.02
Moderators: hgm, Rebel, chrisw
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Re: Texel 1.02
Thanks Peter,
nice to see you are improving your engine!
Have a nice Weekend!
Werner
CEGT
nice to see you are improving your engine!
Have a nice Weekend!
Werner
CEGT
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Re: Texel 1.02
The last time not too long ago (3/4 months), the linux texel version that I got played strange. It probably had a bug introduced; played very fast and losing most of the time.
Rasjid.
Rasjid.
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Re: Texel 1.02
Which version did you get? Did you compile it yourself from source code? Do you have any saved games with time usage information?Chan Rasjid wrote:The last time not too long ago (3/4 months), the linux texel version that I got played strange. It probably had a bug introduced; played very fast and losing most of the time.
Also it is worth noting that texel tries to keep at least 1 second remaining on its clock, so if you played hyper-bullet games where the total game time is not much larger than 1 second, texel may play a lot weaker than programs that have more aggressive time usage in hyper-bullet games.
Another thing is that 1.01 played too fast in ponder-on games with increment. This is fixed in version 1.02.
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Re: Texel 1.02
Thanks Peter.petero2 wrote:Version 1.02 of my chess engine Texel is now available for download from http://dl.dropboxusercontent.com/u/89684995/texel102.7z.........
gbanksnz at gmail.com
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Re: Texel 1.02
I have deleted the executable and there is no info available.petero2 wrote:Which version did you get? Did you compile it yourself from source code? Do you have any saved games with time usage information?Chan Rasjid wrote:The last time not too long ago (3/4 months), the linux texel version that I got played strange. It probably had a bug introduced; played very fast and losing most of the time.
Also it is worth noting that texel tries to keep at least 1 second remaining on its clock, so if you played hyper-bullet games where the total game time is not much larger than 1 second, texel may play a lot weaker than programs that have more aggressive time usage in hyper-bullet games.
Another thing is that 1.01 played too fast in ponder-on games with increment. This is fixed in version 1.02.
I think I was not mistaken as I knew an earlier version was very much stronger than mine, probably at the class of fruit.
I play only games of 60moves in 30secs with same time control added.
Rasjid.
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Re: Texel 1.02
I have only released two versions of texel, 1.01 over a year ago, and 1.02 today, so I don't know what this version you are referring to is. Do you know where you got if from?Chan Rasjid wrote:I have deleted the executable and there is no info available.petero2 wrote:Which version did you get? Did you compile it yourself from source code? Do you have any saved games with time usage information?Chan Rasjid wrote:The last time not too long ago (3/4 months), the linux texel version that I got played strange. It probably had a bug introduced; played very fast and losing most of the time.
Also it is worth noting that texel tries to keep at least 1 second remaining on its clock, so if you played hyper-bullet games where the total game time is not much larger than 1 second, texel may play a lot weaker than programs that have more aggressive time usage in hyper-bullet games.
Another thing is that 1.01 played too fast in ponder-on games with increment. This is fixed in version 1.02.
I think I was not mistaken as I knew an earlier version was very much stronger than mine, probably at the class of fruit.
I play only games of 60moves in 30secs with same time control added.
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Re: Texel 1.02
JA compiles are online.
Thanks Jim!
Werner
Thanks Jim!
Werner
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Re: A 32 bit compile ?
THANK YOU !
Texel 1.0.1 in my "10+1 w32 Tournament":
http://talkchess.com/forum/viewtopic.ph ... 22&t=48225
Regards,
SilvianR
Texel 1.0.1 in my "10+1 w32 Tournament":
http://talkchess.com/forum/viewtopic.ph ... 22&t=48225
Regards,
SilvianR
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Re: Texel 1.02
I don't really know. If you only had one earlier version before this, it is surprising.petero2 wrote:I have only released two versions of texel, 1.01 over a year ago, and 1.02 today, so I don't know what this version you are referring to is. Do you know where you got if from?Chan Rasjid wrote:I have deleted the executable and there is no info available.petero2 wrote:Which version did you get? Did you compile it yourself from source code? Do you have any saved games with time usage information?Chan Rasjid wrote:The last time not too long ago (3/4 months), the linux texel version that I got played strange. It probably had a bug introduced; played very fast and losing most of the time.
Also it is worth noting that texel tries to keep at least 1 second remaining on its clock, so if you played hyper-bullet games where the total game time is not much larger than 1 second, texel may play a lot weaker than programs that have more aggressive time usage in hyper-bullet games.
Another thing is that 1.01 played too fast in ponder-on games with increment. This is fixed in version 1.02.
I think I was not mistaken as I knew an earlier version was very much stronger than mine, probably at the class of fruit.
I play only games of 60moves in 30secs with same time control added.
I remember something like getting an update, usually from Jim Ablets site or maybe a link from others to your homepage. It was a precompiled linux version. Then it was of no use as it loses all the time, unlike before - the same vesion as you seem to say.
Rasjid.