## Search found 178 matches

Wed Oct 07, 2020 8:04 pm
Forum: Computer Chess Club: General Topics
Topic: A Crossroad in Computer Chess; Or Desperate Flailing for Relevance
Replies: 152
Views: 16684

### Re: A Crossroad in Computer Chess; Or Desperate Flailing for Relevance

I don't know enough of NNUE and my knowledge of neural nets is a little bit rusty also. But I try to explain it as I understand it. A neuron in a net is a unit with some inputs that can be activated or not (0, 1) and an output that is also 0 or 1. It calculates its output as a function of the sum of...
Mon Oct 05, 2020 2:14 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Bit Board Orientation
Replies: 9
Views: 1462

### Re: Bit Board Orientation

I have A8 as bit 63, H8 as bit 56 A1 as bit 07, H1 as bit 00 Then I can read a 64 bit hex number and see the bits easily on the whole board in my imagination since I know the bit representation from 0 to f by heart. For tables I use flipping macros. Then I write them down in a human readable way wit...
Sat Sep 26, 2020 6:03 pm
Forum: Computer Chess Club: General Topics
Topic: Bitboard CHESS ENGINE in C: YouTube series by Code Monkey King
Replies: 54
Views: 7766

### Re: Bitboard CHESS ENGINE in C: YouTube series by Code Monkey King

See https://en.wikipedia.org/wiki/Linear_interpolation We have a mathematical function f(x) = y and we know it exactly at two arguments x1 and x1 with the values f(x1) = y1 and f(x2) = y2 In our case the function f is the evaluation that depends on the game stage. We know the evaluation for the open...
Sat Sep 26, 2020 3:42 pm
Forum: Computer Chess Club: General Topics
Topic: Bitboard CHESS ENGINE in C: YouTube series by Code Monkey King
Replies: 54
Views: 7766

### Re: Bitboard CHESS ENGINE in C: YouTube series by Code Monkey King

I dAn't know if you wish to have an evaluation with piece values and PST only or not. I may have missed a part of this thread. However here is my explanation of the tampered evaluation. For (nearly) all evaluation terms you need two versions of bonusses or penalties. One for the midgame (MG) and one...
Wed Sep 23, 2020 6:09 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: evaluation idea
Replies: 13
Views: 2029

### Re: evaluation idea

I don't hink you can do that with hash keys. After the opening in the midgame there are far too many of them. You can't store your favourite line and hope that will be used in the game. Remember, there is an opponent on the other side of the board with his own ideas. And even if you could give a spe...
Wed Sep 23, 2020 11:08 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: evaluation idea
Replies: 13
Views: 2029

### Re: evaluation idea

I can't speak about neural network engines. In classic chess engines there is no real plan to follow. (Though I have seen attempts in Prolog.) There are only lots of evaluation terms for all situations. The engine does not say "today I want to win with a kingside attack, whatever the opponent plays....
Mon Sep 21, 2020 5:47 am
Forum: Computer Chess Club: Programming and Technical Discussions
Replies: 9
Views: 2136

May be in my original post below the video I confused the signs of +-ply. And the example I gave may be slightly wrong. Sorry for that.
But at least I initiated this discussion.
Sun Sep 13, 2020 8:24 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Triangular PV question
Replies: 10
Views: 1335

### Re: Triangular PV question

I am not even sure if I did it right. I can't exactly understand the reason behind if (in_pv && ply < last_pv_length) last_pv_move = pv_moves[0][ply]; and I still can't understand how switching in_pv (follow_pv) is switched, I mean I see all the places it has been changed in the search but can't und...
Sun Sep 13, 2020 6:45 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Triangular PV question
Replies: 10
Views: 1335

### Re: Triangular PV question

Here is my next try. Just from memory. I hope that helps. This is how you could implement principle variation moves (pv moves). you need a global 2-dimensional array (for a maximum search depth of 100) int pv_moves[100][100]; and a global array of pv_length for each ply int pv_length[100]; and / or ...
Sat Sep 12, 2020 8:38 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Triangular PV question
Replies: 10
Views: 1335

### Re: Triangular PV question

May be I am just tired. Good night!