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by zamar
Wed Dec 30, 2015 2:13 pm
Forum: Computer Chess Club: General Topics
Topic: Stockfish 7 beta 1
Replies: 29
Views: 11971

Re: Stockfish 7 beta 1

Stockfish 7 beta 2 is out:

It corrects the following problems:
- Infinite loop when searching in position: 7k/QQQQR3/2B5/4KN1Q/3QQ3/8/8/4R3 b - - 0 1
- Correction for Trace scores for pawns
by zamar
Mon Dec 28, 2015 8:32 pm
Forum: Computer Chess Club: General Topics
Topic: Stockfish 7 beta 1
Replies: 29
Views: 11971

Re: Stockfish 7 beta 1

Thanks for a detailed report, Peter!

It's a pity that patching source code is required... But your change looks fine. Clearly this a problem with NDK, so there is not much we can do on our side.

Thanks!
by zamar
Mon Dec 28, 2015 8:28 am
Forum: Computer Chess Club: General Topics
Topic: Stockfish 7 beta 1
Replies: 29
Views: 11971

Re: Stockfish 7 beta 1

Issue #2 is just normal behaviour.

Issue #1 is a real issue though. I've recorded it in our issue tracker:
https://github.com/official-stockfish/S ... issues/544

It's not of high priority, because position is highly artificial, but we'll fix it at some point...

Thanks for reporting.
by zamar
Sun Dec 27, 2015 8:26 pm
Forum: Computer Chess Club: General Topics
Topic: Stockfish 7 beta 1
Replies: 29
Views: 11971

Stockfish 7 beta 1

Stockfish 7 beta 1 is out.

We would kindly ask rating list authors and other interested parties to do test runs with this version and report any encountered issues in this thread.
by zamar
Sat Jul 11, 2015 9:15 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: michi
Replies: 25
Views: 5150

Re: michi

1)No, I haven't. Interesting, I didn't know. Are those rules what programs are usually using? If you mean program vs. program matches, then yes, logical rules are sufficient. If you want to create a program that plays against humans, then humans will expect that program determines life/death status...
by zamar
Wed Jul 08, 2015 2:46 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: michi
Replies: 25
Views: 5150

Re: michi

In my opinion the rules of the game of Go are extremely complex, in particular the counting part. There are many rules for counting (Japanese rules, Chinese rules, etc.) and I don't think they are easy at all. Most go programs aren't programmed to count with Japanese rules for instance (or when the...
by zamar
Tue Jul 07, 2015 11:04 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: michi
Replies: 25
Views: 5150

Re: michi

Go seems really more interesting. I fully agree! In the field of computer go there are a plenty of ideas to be explored. Just for fun I've written my own simple computer go program. It's just MCTS + patterns + some basic tactical checks. On 9x9 board it's a bit stronger than gnugo. I'd love to star...
by zamar
Wed May 06, 2015 10:27 pm
Forum: Computer Chess Club: General Topics
Topic: Komodo time management
Replies: 13
Views: 2528

Re: Komodo time management

I suppose time forfeits are more common in losing positios, but anyway this data indicates that we solved the forfeit problem with no significant difference in results of the non-forfeited games. When following SF's games I've seen a pattern that it is much more likely to end up in a serious time t...
by zamar
Sun Apr 26, 2015 6:13 pm
Forum: Computer Chess Club: General Topics
Topic: Komodo 9 Announcement
Replies: 148
Views: 43017

Re: Komodo 9 Announcement

Larry, is it true that you and Mark are obsessed beyond imagination with Stockfish and that you cleverly stole some code from it? Ofcourse, you'll deny like the deceitful grandmaster you are. Stockfish is something comparable to a public library or to a public research article.There is absolutely n...
by zamar
Wed Apr 01, 2015 8:27 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Initializing Arrays at compile time with macros... fun!!!
Replies: 6
Views: 1610

Re: Initializing Arrays at compile time with macros... fun!!

:shock: Ever considered writing a simple C code generator which would just generate the code for constant arrays? You can do it in less than 30 lines of code... I tried this in the past to see if it would give any performance boost, but at least for SF there was no measurable difference in speed, so...