The Chess Programming Wiki has an excellent description:
https://www.chessprogramming.org/Stockf ... _Structure
Search found 421 matches
- Fri Aug 14, 2020 5:52 pm
- Forum: Computer Chess Club: Programming and Technical Discussions
- Topic: Don't understand NNUE
- Replies: 14
- Views: 5876
- Thu Aug 13, 2020 6:53 pm
- Forum: Computer Chess Club: Programming and Technical Discussions
- Topic: Neural Networks weights type
- Replies: 2
- Views: 1377
Re: Neural Networks weights type
8-bit accuracy is often accurate enough, and faster than floating point. The tensor cores of the most recent NVIDIA GPUs can do 4-bit calculation (in addition to 8-bit interger, and 16-bit float). The next generation will also allow sparsity, which is another big potential for performance improvemen...
- Wed Nov 20, 2019 9:45 pm
- Forum: Computer Chess Club: Programming and Technical Discussions
- Topic: UCI Win/Draw/Loss reporting
- Replies: 65
- Views: 13909
Re: UCI Win/Draw/Loss reporting
You can use the logit of the probability of winning, and multiply it by a constant so that it looks like centipawns. I do this for my program, and it works very well. I use this, which is the same thing right? https://www.chessprogramming.org/Pawn_Advantage,_Win_Percentage,_and_Elo It's convenient ...
- Thu Oct 31, 2019 10:33 pm
- Forum: Computer Chess Club: Programming and Technical Discussions
- Topic: UCI Win/Draw/Loss reporting
- Replies: 65
- Views: 13909
Re: UCI Win/Draw/Loss reporting
Especially because engines like LC0 score only in terms of probability - without WDL support, there is no meaningful eval display possible. Printing the score in centipawns and expecting the user to know this is meant as win score expectation is a bad hack anyway. The other way around fails also be...
- Mon Oct 07, 2019 12:15 pm
- Forum: Computer Chess Club: Programming and Technical Discussions
- Topic: A book on machine learning
- Replies: 7
- Views: 3302
Re: A book on machine learning
I took a quick look at the content, and it seems there is extremely little machine learning in this book, except for a decision tree in Chapter 2. Mostly genetic algorithms and population-based methods. No neural network. But what they describe may be fun programming experiments.
- Thu Oct 03, 2019 12:43 pm
- Forum: Computer Chess Club: Programming and Technical Discussions
- Topic: trying to understand mcts
- Replies: 13
- Views: 5546
Re: trying to understand mcts
Zeta v097 and v098 were an attempt to make use of thousands of parallel gpu- threads via an parallel Best-First-MiniMax search and classic evaluation. Very interesting, thanks. When using large neural networks, evaluation is so slow that data transfers between CPU and GPU have very little cost. To ...
- Thu Oct 03, 2019 9:56 am
- Forum: Computer Chess Club: Programming and Technical Discussions
- Topic: trying to understand mcts
- Replies: 13
- Views: 5546
Re: trying to understand mcts
I tried to reuse the current tree for the next move, but in Zeta v097/v098 I had to copy the tree back n forth between cpu/gpu, and the memory got quickly filled, so I kept it as disabled option. But in theory it should give you an boost. You store the tree in the GPU? I am very surprised. My intui...
- Tue Sep 10, 2019 7:24 pm
- Forum: Computer Chess Club: Programming and Technical Discussions
- Topic: Search-based opening book
- Replies: 17
- Views: 7744
Re: Search-based opening book
Hi, I have also been generating an opening book automatically. My approach is simply to use MCTS to grow the book, using a long search to evaluate the leaves, and negamax backup. It is a bit similar to the drop-out expansion approach of the Othello book algorithms, but I like the MCTS approach bette...
- Tue Aug 27, 2019 3:11 pm
- Forum: Computer Chess Club: Programming and Technical Discussions
- Topic: DeepMind releases OpenSpiel
- Replies: 2
- Views: 1638
DeepMind releases OpenSpiel
Another generic game framework.
https://arxiv.org/abs/1908.09453
https://github.com/deepmind/open_spiel
https://arxiv.org/abs/1908.09453
https://github.com/deepmind/open_spiel
- Sun Aug 18, 2019 9:30 pm
- Forum: Computer Chess Club: Programming and Technical Discussions
- Topic: Ludii - The Ludemic General Game System
- Replies: 1
- Views: 1066
Ludii - The Ludemic General Game System
This may be of interest to the chess variant people:
https://arxiv.org/abs/1905.05013
http://ludii.games/
https://arxiv.org/abs/1905.05013
http://ludii.games/