Mayhem NNUE - New NN engine

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JohnWoe
Posts: 491
Joined: Sat Mar 02, 2013 11:31 pm

Re: Mayhem NNUE - New NN engine

Post by JohnWoe »

Maybe right place this time...

Mayhem 3.0: https://github.com/SamuraiDangyo/mayhem ... s/tag/v3.0

- Tuning Mvv + bug fixes + speedups + last eval printed instead of 0
- Fast binaries for Windows + Unix. Compile yourself for extra kick.
- A little bit stronger. Maybe a few Elo. My estimations are always too positive.

Tuning Mvv should result better tactical eye.

Played a 5+5 against SF12. Mayhem managed to draw :D
[pgn][Event "Computer Chess Game"]
[Site "laptop"]
[Date "2021.01.28"]
[Round "-"]
[White "Mayhem 3.0"]
[Black "Stockfish 12"]
[Result "1/2-1/2"]
[TimeControl "300+5"]

1. d4 Nf6
{-0,21/25 16}
2. c4 e6
{-0,15/23 4}
3. Nf3 d5
{-0,30/24 10}
4. g3
{+0,09/12 15}
4... dxc4
{-0,24/22 5}
5. Bg2
{+0,09/1 0,1}
5... c6
{-0,14/25 32}
6. Ne5
{+0,09/1 0,1}
6... Bb4+
{+0,00/24 4}
7. Bd2
{+0,09/1 0,1}
7... Qxd4
{+0,00/26 5}
8. Bxb4
{+0,90/14 16}
8... Qxe5
{+0,00/29 8}
9. Na3
{+0,54/14 15}
9... b5
{+0,00/27 6}
10. f4
{+0,50/13 15}
10... Qc7
{+0,00/29 9}
11. Nxb5
{+0,30/13 15}
11... cxb5
{-0,07/29 6}
12. Bxa8
{+0,38/14 14}
12... Bb7
{+0,00/30 11}
13. Bxb7
{+0,46/13 14}
13... Qxb7
{+0,00/31 13}
14. Rf1
{+0,18/13 14}
14... Nc6
{+0,00/29 6}
15. Bc3
{+0,34/14 13}
15... O-O
{+0,00/32 8}
16. Bxf6
{+0,13/13 13}
16... gxf6
{+0,00/34 12}
17. Qd2
{+0,00/14 13}
17... Rd8
{+0,00/33 6}
18. Qc3
{-0,08/14 12}
18... Nd4
{+0,00/31 7}
19. Kf2
{+0,03/13 12}
19... Nxe2
{+0,00/35 15}
20. Qxf6
{+0,00/13 12}
20... Rd2
{+0,00/36 16}
21. Qg5+
{+0,17/12 12}
21... Kf8
{+0,00/31 4}
22. Ke1
{+0,00/12 12}
22... Rd3
{+0,00/31 9}
23. Rd1
{+0,00/12 11}
23... Nc1
{+0,00/34 7}
24. Qh6+
{-0,02/12 11}
24... Ke8
{+0,00/32 6}
25. Qxh7
{+0,00/13 11}
25... Qg2
{+0,00/37 6}
26. Qg8+
{-0,10/12 11}
26... Ke7
{+0,00/40 7}
27. Qg5+
{+0,00/11 11}
27... Kf8
{+0,00/42 7}
28. Qc5+
{+0,00/12 10}
28... Kg8
{+0,00/44 14}
29. Qg5+
{+0,00/13 10}
29... Kh7
{+0,00/41 6}
30. Qh5+
{+0,00/12 10}
30... Kg8
{+0,00/43 16}
31. Qg5+
{+0,00/15 10}
31... Kh7
{+0,00/46 13}
32. Qh4+
{+0,00/12 10}
32... Kg7
{+0,00/47 20}
33. Qg5+
{+0,00/14 9}
33... Kf8
{+0,00/48 1:41}
34. Qc5+
{+0,00/15 9}
34... Kg7
{+0,00/46 18}
35. Qg5+
{+0,00/15 9}
35... Kf8
{+0,00/67 29}

{Draw by repetition} 1/2-1/2

[/pgn]
JohnWoe
Posts: 491
Joined: Sat Mar 02, 2013 11:31 pm

Re: Mayhem NNUE - New NN engine

Post by JohnWoe »

Mayhem 3.1: https://github.com/SamuraiDangyo/mayhem ... s/tag/v3.1

Smallish update. See the release notes. Should be the best Mayhem. Fast binaries included.
JohnWoe
Posts: 491
Joined: Sat Mar 02, 2013 11:31 pm

Re: Mayhem NNUE - New NN engine

Post by JohnWoe »

Mayhem 3.2: https://github.com/SamuraiDangyo/mayhem ... s/tag/v3.2

See the release notes. Mainly speedups.

Nice game. Mayhem sacked a Q to 2 R in the EG.
Where Mayhem searched 26,000,000 NPS on 1 core. :lol:

[pgn][Event "Computer Chess Game"]
[Site "ThinkPad"]
[Date "2021.02.12"]
[Round "-"]
[White "Mayhem 3.2"]
[Black "Fruit 2.1"]
[Result "1-0"]
[TimeControl "40/60"]
[Annotator "6. +0,23 1... -0,02"]

1. c4 Nf6 {-0,02/12 2,1} 2. d4 e6 {+0,08/12 2,3} 3. Nc3 Bb4 {-0,02/12 3} 4.
Qc2 Nc6 {+0,23/11 1,5} 5. Nf3 O-O {+0,08/11 2,7} 6. Bd2 {+0,23/12 2,0} d5
{+0,08/10 2,1} 7. e3 {+0,22/12 1,9} Bd7 {-0,18/10 1,0} 8. a3 {+0,38/12 1,9}
Bd6 {-0,32/11 1,8} 9. c5 {+0,53/12 1,8} Be7 {-0,44/13 0,1} 10. b4
{+0,62/12 1,7} h6 {-0,52/11 2,5} 11. Bd3 {+0,67/12 1,7} a6 {-0,56/12 0,4}
12. O-O {+0,71/11 1,7} Qc8 {-0,56/12 0,1} 13. h3 {+0,78/10 1,7} Rd8
{-0,60/11 0,4} 14. Ne5 {+0,78/11 1,7} Nxe5 {-0,54/11 0,1} 15. dxe5
{+0,78/12 1,7} Ne8 {-0,53/12 0,1} 16. Ne2 {+0,76/12 1,7} Bb5 {-0,30/13 1,8}
17. Bxb5 {+0,74/13 1,7} axb5 {-0,05/10 0,4} 18. Nd4 {+0,77/12 1,7} Qd7
{-0,21/12 0,5} 19. f4 {+0,77/11 1,7} c6 {-0,10/11 1,3} 20. Qd3
{+0,64/10 1,7} g6 {-0,04/11 4} 21. g4 {+1,10/11 1,7} Ng7 {+0,00/11 1,6} 22.
Kh1 {+1,01/11 1,7} Ra4 {+0,00/12 0,2} 23. Bc3 {+1,04/11 1,7} Rda8
{-0,02/11 1,8} 24. Bb2 {+1,09/11 1,7} R4a6 {-0,16/10 1,0} 25. Qc2
{+1,29/11 1,7} b6 {-0,13/10 2,3} 26. cxb6 {+1,24/12 1,7} Rxb6
{-0,13/11 0,2} 27. f5 {+1,70/12 1,7} gxf5 {-0,38/11 2,0} 28. gxf5
{+1,67/12 1,7} exf5 {-0,75/11 0,5} 29. Rg1 {+1,67/11 1,7} Bg5
{-1,22/10 1,5} 30. h4 {+1,95/12 1,7} Bxh4 {-1,93/11 0,6} 31. Rxg7+
{+2,22/12 1,7} Kxg7 {-4,48/12 9} 32. e6 {+2,12/12 1,7} fxe6 {-4,69/12 1,0}
33. Nxf5+ {+2,06/11 1,7} Kf8 {-4,81/13 0,1} 34. Nxh4 {+1,98/12 1,7} Qf7
{-5,18/12 2,1} 35. Bd4 {+2,23/11 1,7} Rba6 {-1,37/11 1,5} 36. Rg1
{+1,84/11 1,7} e5 {-2,08/11 0,1} 37. Qe2 {+1,95/11 1,7} exd4 {-1,71/11 2,6}
38. Rf1 {+2,12/14 1,7} Rxa3 {-1,94/11 0,1} 39. Rxf7+ {+2,11/14 1,7} Kxf7
{-1,90/11 0,1} 40. Qh5+ {+2,08/14 1,7} Ke7 {-1,88/12 0,9} 41. Nf5+
{+2,28/14 2,0} Kf6 {-1,92/13 0,4} 42. Nxd4 {+2,43/14 1,9} Ra1+
{-1,96/13 1,2} 43. Kg2 {+2,40/13 1,9} R8a2+ {-1,96/13 0,5} 44. Ne2
{+2,46/13 1,8} Kg7 {-1,96/13 0,6} 45. Kg3 {+2,53/13 1,7} Re1 {-1,88/11 1,5}
46. Qg4+ {+2,53/13 1,7} Kf6 {-2,53/13 2,7} 47. Qf4+ {+2,49/13 1,6} Kg6
{-2,75/13 2,0} 48. Qd6+ {+2,85/14 1,6} Kh7 {-2,79/13 0,8} 49. Qe7+
{+2,87/13 1,5} Kh8 {-2,79/13 0,5} 50. Nd4 {+2,89/12 1,5} Rg1+
{-2,38/13 2,5} 51. Kf4 {+2,99/13 1,4} Rf2+ {-2,27/14 0,1} 52. Ke5
{+2,61/13 1,4} Rg7 {-2,65/14 1,7} 53. Qe6 {+3,62/13 1,4} Rg5+
{-2,94/13 0,4} 54. Kd6 {+3,35/13 1,4} Kh7 {-3,41/13 2,1} 55. Kc5
{+3,32/14 1,4} Rg6 {-3,39/12 0,1} 56. Qd7+ {+3,74/13 1,4} Kg8
{-3,63/14 0,1} 57. Nf5 {+3,92/13 1,4} Rc2+ {-4,68/14 20} 58. Kb6
{+4,51/13 1,4} Rcg2 {-4,68/14 0,1} 59. Ne7+ {+4,52/13 1,4} Kf8
{-4,70/14 0,1} 60. Qd8+ {+4,78/13 1,4} Kf7 {-4,03/12 0,9} 61. Qc7
{+4,19/13 1,4} Kf8 {-3,96/12 0,1} 62. Nxc6 {+4,23/13 1,4} Rc2 {-4,09/15 11}
63. Qd8+ {+4,23/15 1,4} Kg7 {-5,04/14 0,7} 64. Qd7+ {+3,36/15 1,4} Kh8
{-5,04/14 0,1} 65. Qc8+ {+3,15/15 1,4} Kh7 {-1,77/12 0,7} 66. Qb7+
{+1,45/15 1,4} Kg8 {-1,77/12 0,9} 67. Qa8+ {+1,01/15 1,4} Kh7
{-1,11/13 0,9} 68. Qa7+ {+0,58/14 1,4} Kg8 {-1,15/14 0,1} 69. Kxb5
{+0,45/14 1,4} Rcxc6 {-1,12/16 0,1} 70. Qa8+ {+0,87/15 1,4} Kf7
{-1,13/17 0,1} 71. Qxc6 {+0,59/16 1,4} Rxc6 {-1,68/21 0,1} 72. Kxc6
{+0,87/20 1,4} h5 {-1,12/18 0,1} 73. Kxd5 {+1,14/19 1,4} h4 {-6,28/24 0,1}
74. Ke4 {+5,00/19 1,4} h3 {-10,14/26 0,1} 75. Kf3 {+5,00/20 1,4} Ke6
{-6,44/19 0,4} 76. Kg3 {+4,95/21 1,4} Kd5 {-10,33/26 0,1} 77. Kxh3
{+5,00/21 1,4} Ke4 {-10,33/20 0,9} 78. Kg4 {+6,73/20 1,4} Kd5 {-10,48/20 3}
79. Kf5 {+14,06/20 1,4} Kc4 {-11,00/24 1,1} 80. Ke6 {+14,51/19 1,4} Kxb4
{-10,95/18 2,2} 81. Kd6 {+14,68/18 2,0} Kc4 {-10,95/17 0,1} 82. e4
{+15,12/18 1,9} Kd4 {-11,07/16 0,4} 83. e5 {+15,51/18 1,9} Ke4
{-11,05/14 0,5} 84. e6 {+15,67/17 1,8} Kf5 {-11,05/12 0,6} 85. e7
{+15,85/16 1,7} Ke4 {-1000,08/12 11} 86. e8=Q+ {+16,18/15 1,7} Kd3
{-10,85/9 0,1} 87. Kc5 {+17,45/13 1,6} Kc2 {-1000,05/51 0,1} 88. Kc4
{+104,85/11 0,5} Kd2 {-1000,04/50 1,5} 89. Qe4 {+104,85/9 0,1} Kc1
{-1000,03/48 1,4} 90. Qe2 {+104,85/7 0,1} Kb1 {-1000,02/38 0,1} 91. Kb3
{+104,85/5 0,1} Ka1 {-1000,01/44 1,5} 92. Qe1# {+104,85/3 0,1}
{Xboard adjudication: Checkmate} 1-0[/pgn]
CRoberson
Posts: 2055
Joined: Mon Mar 13, 2006 2:31 am
Location: North Carolina, USA

Re: Mayhem NNUE - New NN engine

Post by CRoberson »

carldaman wrote: Fri Oct 23, 2020 9:00 am Yeah, in many ways it's a sad state of affairs when you just plug in SF-NNUE as a shortcut. The worst part is that it's a black box that doesn't even let you set contempt, let alone other settings. It takes the fun out for guys like Brendan and me, and also for some conscientious programmers like Andrew G of Ethereal fame, who take pride in fine tuning an engine.

My advice to developers that know they are not chasing after Stockfish is to program for style, and to create an enjoyable opponent or analysis partner. That would be something to be proud of, regardless of actual Elo rating. :)
Wow, after 15+ years somebody agrees with my sentiment. That is exactly why I created Ares the way I did. It has human knowledge and tuning to make it a human like partner for play and analysis. I use it to analyze my games instead of all the clones/derivatives. Ares' analysis suggestions make more sense to anybody rated 2300 or below. I've put it on ICC in the past and watched it beat lots of IMs.

If you are weaker than FM, I suggest doing what I do. Play it with the search depth fixed. It will play fast, weak and human like. Set the depth to 1 and give your self plenty of clock time - play a reasonably slow TC. If that is not strong enough move the fixed depth up to 2 and so on.

On playing style of Ares: the GB versions are more king hunters and the strongest of the nonGB versions is more balanced.
carldaman
Posts: 2283
Joined: Sat Jun 02, 2012 2:13 am

Re: Mayhem NNUE - New NN engine

Post by carldaman »

CRoberson wrote: Wed Feb 17, 2021 8:34 pm
carldaman wrote: Fri Oct 23, 2020 9:00 am Yeah, in many ways it's a sad state of affairs when you just plug in SF-NNUE as a shortcut. The worst part is that it's a black box that doesn't even let you set contempt, let alone other settings. It takes the fun out for guys like Brendan and me, and also for some conscientious programmers like Andrew G of Ethereal fame, who take pride in fine tuning an engine.

My advice to developers that know they are not chasing after Stockfish is to program for style, and to create an enjoyable opponent or analysis partner. That would be something to be proud of, regardless of actual Elo rating. :)
Wow, after 15+ years somebody agrees with my sentiment. That is exactly why I created Ares the way I did. It has human knowledge and tuning to make it a human like partner for play and analysis. I use it to analyze my games instead of all the clones/derivatives. Ares' analysis suggestions make more sense to anybody rated 2300 or below. I've put it on ICC in the past and watched it beat lots of IMs.

If you are weaker than FM, I suggest doing what I do. Play it with the search depth fixed. It will play fast, weak and human like. Set the depth to 1 and give your self plenty of clock time - play a reasonably slow TC. If that is not strong enough move the fixed depth up to 2 and so on.

On playing style of Ares: the GB versions are more king hunters and the strongest of the nonGB versions is more balanced.
Well, thanks for dropping by, Charles, I'm sure glad you agree - this is really something I've stated on other occasions, too. :)

I really like good sparring partners like Ares-GB and RomiChess that allow me to sometimes get playable positions against them. Such 'coffeehouse' and king hunter styled engines are not the norm in computer chess, but they are a special and welcome treat when they surface.

Ares-GB not being the strongest Ares version while being a better opponent is a case in point. I wish more developers would do this. Pawel Koziol has done some marvelous things with Rodent's various personalities, but such programmers are a small minority. OpenTal 1.0 deserves a special mention.

It seems very hard to get a NNUE-based engine to vary its style to the point of taking serious risks and aiming for murky imbalances where the opponent can go wrong. With a traditional evaluation it is possible to tweak it to favor a certain style, or load it with knowledge regardless of any related slowdowns, provided that Elo is not the ultimate goal, of course.

For several years I've had the opportunity to be a tester for and advise on a couple of private projects, CyberNezh (which is sometimes available as a bot on lichess) and SultanKhan. What got me hooked on these projects was what transpired when I first went sparring against Nezh. It was the only time ever I felt that I didn't beat myself with a stupid blunder, or a series of bad moves, but instead I was blown off the board with some mind-boggling violent sacs that I didn't see coming - being used, up to that point, to more 'normal' engines which did not have such weapons in their arsenals. It was an amazing feeling, witnessing how the engine actively and creatively 'came out' and made the win happen, instead of sitting back and cashing in on some bad moves, which is how most engine-human games are decided.

The secret behind such engines is not caring that much about Elo in the first place, and being mindful of having an attractive style, as you must well know, I'm sure. I hope we can see more good things coming from Ares! :D

Cheers, 8-)
JohnWoe
Posts: 491
Joined: Sat Mar 02, 2013 11:31 pm

Re: Mayhem NNUE - New NN engine

Post by JohnWoe »

Mayhem 3.3: https://github.com/SamuraiDangyo/mayhem ... s/tag/v3.3
Very minor update. But time management is better + a few tricks
I didn't compile more EG knowledge because poseidon is already 1MB. It contains mostly KRPvKR / KRRPvKRR (rook + pawn) endgames anyway.
carldaman wrote: Thu Feb 18, 2021 7:16 am
CRoberson wrote: Wed Feb 17, 2021 8:34 pm
carldaman wrote: Fri Oct 23, 2020 9:00 am Yeah, in many ways it's a sad state of affairs when you just plug in SF-NNUE as a shortcut. The worst part is that it's a black box that doesn't even let you set contempt, let alone other settings. It takes the fun out for guys like Brendan and me, and also for some conscientious programmers like Andrew G of Ethereal fame, who take pride in fine tuning an engine.

My advice to developers that know they are not chasing after Stockfish is to program for style, and to create an enjoyable opponent or analysis partner. That would be something to be proud of, regardless of actual Elo rating. :)
Wow, after 15+ years somebody agrees with my sentiment. That is exactly why I created Ares the way I did. It has human knowledge and tuning to make it a human like partner for play and analysis. I use it to analyze my games instead of all the clones/derivatives. Ares' analysis suggestions make more sense to anybody rated 2300 or below. I've put it on ICC in the past and watched it beat lots of IMs.

If you are weaker than FM, I suggest doing what I do. Play it with the search depth fixed. It will play fast, weak and human like. Set the depth to 1 and give your self plenty of clock time - play a reasonably slow TC. If that is not strong enough move the fixed depth up to 2 and so on.

On playing style of Ares: the GB versions are more king hunters and the strongest of the nonGB versions is more balanced.
Well, thanks for dropping by, Charles, I'm sure glad you agree - this is really something I've stated on other occasions, too. :)

I really like good sparring partners like Ares-GB and RomiChess that allow me to sometimes get playable positions against them. Such 'coffeehouse' and king hunter styled engines are not the norm in computer chess, but they are a special and welcome treat when they surface.

Ares-GB not being the strongest Ares version while being a better opponent is a case in point. I wish more developers would do this. Pawel Koziol has done some marvelous things with Rodent's various personalities, but such programmers are a small minority. OpenTal 1.0 deserves a special mention.

It seems very hard to get a NNUE-based engine to vary its style to the point of taking serious risks and aiming for murky imbalances where the opponent can go wrong. With a traditional evaluation it is possible to tweak it to favor a certain style, or load it with knowledge regardless of any related slowdowns, provided that Elo is not the ultimate goal, of course.

For several years I've had the opportunity to be a tester for and advise on a couple of private projects, CyberNezh (which is sometimes available as a bot on lichess) and SultanKhan. What got me hooked on these projects was what transpired when I first went sparring against Nezh. It was the only time ever I felt that I didn't beat myself with a stupid blunder, or a series of bad moves, but instead I was blown off the board with some mind-boggling violent sacs that I didn't see coming - being used, up to that point, to more 'normal' engines which did not have such weapons in their arsenals. It was an amazing feeling, witnessing how the engine actively and creatively 'came out' and made the win happen, instead of sitting back and cashing in on some bad moves, which is how most engine-human games are decided.

The secret behind such engines is not caring that much about Elo in the first place, and being mindful of having an attractive style, as you must well know, I'm sure. I hope we can see more good things coming from Ares! :D

Cheers, 8-)
Hello.
Mayhem has a level parameter. 0 means random mover. 10 means full strength. But those levels 1-9 blunder too much. Not very good but I didn't to slow down search for such a "feature".

Strong human style isn't very different to engines. 8x8 is too simple for creativity. Engines don't get tired/emotional/etc they just keep going the same ad nauseam. When I play I try to not care if the fact I have lost 20 games in a row and just try to win next one. Because engines surely don't.
JohnWoe
Posts: 491
Joined: Sat Mar 02, 2013 11:31 pm

Re: Mayhem NNUE - New NN engine

Post by JohnWoe »

Mayhem 3.4 unleashed !

Built the binary and they will come.

Release: https://github.com/SamuraiDangyo/mayhem ... s/tag/v3.4

Massive increase in strength as I spent time in Xiphos source code looking for LMR / Null move formulas.
Mayhem is now searching super deep. In some positions up to 30 depth. Thanks to better LMR / Null move.

Pesto is included too. Mayhem is propably 2100 Elo w/o NNUE + opening book.
C++17 is supported too.

In 1 minute game. Which is really bad tc for Mayhem. Mayhem demolished Hakkapeliitta 3.0!
[pgn][Event "Computer Chess Game"]
[Site "pc"]
[Date "2021.03.05"]
[Round "-"]
[White "Mayhem 3.4"]
[Black "Hakkapeliitta 3.0"]
[Result "1-0"]
[TimeControl "60"]
[Annotator "7. +0,07 1... -0,01"]

1. c4 e5 {-0,01/17 2,4} 2. Nc3 Nc6 {-0,04/19 2,3} 3. g3 Nf6 {-0,02/19 3} 4.
Bg2 Bc5 {+0,03/19 2,0} 5. a3 d6 {+0,04/19 4} 6. e3 Bb6 {+0,16/17 1,8} 7. b4
{+0,07/12 2,0} Be6 {+0,21/17 1,7} 8. d3 {+0,11/12 1,9} O-O {+0,21/18 1,6}
9. Bb2 {+0,17/12 1,9} a6 {+0,26/17 1,8} 10. Nge2 {+0,33/11 1,8} Qd7
{+0,17/17 1,5} 11. Nd5 {+0,25/11 1,7} Bxd5 {+0,20/17 1,4} 12. cxd5
{+0,24/13 1,7} Ne7 {+0,16/17 1,4} 13. Nc3 {+0,10/12 1,6} a5 {+0,25/16 1,5}
14. b5 {+0,27/11 1,6} h5 {+0,22/16 1,3} 15. h3 {+0,08/10 1,5} h4
{+0,33/17 1,9} 16. g4 {+0,14/12 1,5} Nh7 {+0,25/17 1,1} 17. O-O
{+0,33/11 1,4} f5 {+0,39/17 1,1} 18. Kh2 {+0,20/11 1,4} fxg4 {+0,53/16 1,3}
19. Qxg4 {+0,18/11 1,3} Qxg4 {+0,73/18 1,0} 20. hxg4 {+0,15/13 1,3} a4
{+0,67/16 1,0} 21. Rac1 {+0,14/10 1,2} Ng5 {+1,17/17 0,9} 22. f4
{+0,59/12 1,2} h3 {+1,75/18 0,9} 23. Bh1 {-0,91/12 1,2} Bxe3 {+2,37/18 1,7}
24. f5 {-0,93/12 1,1} Ra5 {+2,26/17 0,8} 25. Rc2 {-0,33/11 1,1} Bf4+
{+2,41/17 0,8} 26. Rxf4 {-0,04/13 1,0} exf4 {+1,71/19 0,7} 27. Bc1
{+0,15/12 1,0} Nxf5 {+1,57/20 0,8} 28. gxf5 {+0,55/12 1,0} Rxf5
{+1,52/20 0,7} 29. Rf2 {+0,51/12 0,9} Ra8 {+1,03/20 0,7} 30. Ne4
{+0,69/13 0,9} Raf8 {+1,56/17 0,7} 31. b6 {+0,43/13 0,9} cxb6
{+1,08/19 0,6} 32. Nxd6 {+1,16/13 0,8} Re5 {+0,77/18 0,8} 33. Nc4
{+1,15/13 0,8} Re1 {+0,81/16 0,5} 34. Bd2 {+1,60/12 0,8} Ra1 {+0,72/16 1,1}
35. d6 {+2,03/12 0,8} Ra2 {+0,24/15 0,5} 36. Bd5+ {+2,07/12 0,7} Kh7
{-0,10/16 0,5} 37. d7 {+2,19/12 0,7} Rc2 {-0,38/16 0,8} 38. Ne5
{+2,34/11 0,7} g6 {-1,56/16 1,0} 39. Be1 {+2,55/11 0,7} Rc5 {-1,05/17 0,3}
40. Rxf4 {+2,18/11 0,6} Rd8 {-1,10/18 0,4} 41. Rd4 {+2,66/11 0,6} Rc2+
{-1,23/15 0,3} 42. Kg3 {+2,32/12 0,6} Kg7 {-1,75/16 0,6} 43. Bb4
{+2,32/10 0,6} Kf6 {-2,64/15 0,9} 44. Ng4+ {+3,67/10 0,6} Kg7
{-3,23/17 0,3} 45. Be7 {+3,71/12 0,5} Rxd7 {-3,91/17 0,3} 46. Bf6+
{+4,25/11 0,5} Kf8 {-3,78/17 0,2} 47. Bxg5 {+3,17/10 0,5} Rc5
{-4,02/16 0,2} 48. Rf4+ {+4,70/9 0,5} Kg7 {-4,41/17 0,2} 49. Bf6+
{+5,33/10 0,5} Kf8 {-4,75/17 0,2} 50. Bd4+ {+6,07/9 0,5} Ke7 {-5,48/18 0,2}
51. Rf7+ {+6,37/10 0,4} Kd8 {-6,22/20 0,3} 52. Rxd7+ {+6,11/10 0,4} Kxd7
{-6,39/19 0,2} 53. Bxc5 {+5,60/14 0,4} bxc5 {-6,42/18 0,2} 54. Bxb7
{+5,99/15 0,4} Kd6 {-6,56/19 0,2} 55. Be4 {+6,30/15 0,4} g5 {-6,56/17 0,2}
56. Kxh3 {+6,58/16 0,4} Ke6 {-7,48/17 0,1} 57. Bc6 {+6,73/17 0,4} Kf5
{-8,15/18 0,2} 58. Kg3 {+7,39/15 0,4} Ke6 {-8,75/18 0,1} 59. Bxa4
{+7,58/14 0,3} Kd5 {-9,15/17 0,2} 60. Nf6+ {+8,81/14 0,3} Ke5
{-9,40/18 0,2} 61. Nd7+ {+9,29/14 0,3} Kd5 {-10,79/18 0,2} 62. Kg4
{+9,46/15 0,3} c4 {-8,49/18 0,1} 63. dxc4+ {+11,41/15 0,3} Kxc4
{-8,89/18 0,1} 64. Kxg5 {+11,42/15 0,3} Kc3 {-9,01/18 0,1} 65. Bb5
{+12,17/13 0,3} Kb3 {-9,01/19 0,1} 66. a4 {+12,48/13 0,3} Kb4
{-9,01/18 0,1} 67. Kf4 {+13,04/12 0,3} Ka5 {-10,38/17 0,1} 68. Ke4
{+13,46/12 0,2} Kb4 {-8,49/7 0,1} 69. Kd4 {+13,84/13 0,2} Ka5
{-16,54/20 0,1} 70. Bc6 {+15,84/13 0,2} Ka6 {-13,62/18 0,1} 71. a5
{+16,70/12 0,2} Kxa5 {-7,71/15 0,1} 72. Kc5 {+16,00/11 0,2} Ka6
{-7,66/7 0,1} 73. Kb4 {+16,74/11 0,2} Ka7 {-7,34/7 0,1} 74. Ka4
{+16,70/10 0,2} Ka6 {-7,23/7 0,1} 75. Bg2 {+16,74/11 0,2} Ka7 {-7,15/7 0,1}
76. Kb3 {+16,60/10 0,2} Ka6 {-7,23/7 0,1} 77. Kb4 {+16,74/11 0,2} Ka7
{-7,34/7 0,1} 78. Bc6 {+16,98/11 0,2} Ka6 {-7,43/7 0,1} 79. Ka4
{+16,74/11 0,2} Ka7 {-7,17/7 0,1} 80. Bh1 {+15,71/10 0,2} Ka6 {-7,17/7 0,1}
81. Kb4 {+16,28/11 0,2} Ka7 {-7,23/7 0,1} 82. Bg2 {+16,37/11 0,2} Ka6
{-7,43/7 0,1} 83. Kc5 {+16,37/11 0,2} Ka5 {-7,70/13 0,1} 84. Nb6
{+15,95/12 0,1} Ka6 {-7,69/7 0,1} 85. Nc4 {+15,91/12 0,1} Ka7 {-7,69/7 0,1}
86. Kc6 {+16,24/11 0,1} Ka8 {-1000,07/12 0,1} 87. Kb6+ {+104,85/9 0,1} Kb8
{-1000,08/7 0,1} 88. Bh3 {+104,85/8 0,1} Ka8 {-1000,07/7 0,1} 89. Ne5
{+104,85/7 0,1} Kb8 {-7,98/7 0,1} 90. Nc6+ {+104,85/6 0,1} Ka8
{-1000,04/7 0,1} 91. Nb4 {+104,85/5 0,1} Kb8 {-1000,02/7 0,1} 92. Na6+
{+104,85/4 0,1} Ka8 {-1000,01/7 0,1} 93. Bg2# {+104,85/3 0,1}
{Xboard adjudication: Checkmate} 1-0[/pgn]
Krzysztof Grzelak
Posts: 1525
Joined: Tue Jul 15, 2014 12:47 pm

Re: Mayhem NNUE - New NN engine

Post by Krzysztof Grzelak »

How you are doing new versions of program please to make it available these are versions - mayhem-windows-slow-64bit.exe
JohnWoe
Posts: 491
Joined: Sat Mar 02, 2013 11:31 pm

Re: Mayhem NNUE - New NN engine

Post by JohnWoe »

Krzysztof Grzelak wrote: Sun Mar 07, 2021 12:19 am How you are doing new versions of program please to make it available these are versions - mayhem-windows-slow-64bit.exe
I guess you need a Ryzen for these builds. Intel CPUs run too hot anyway.

I'll add "slow" builds when I have time.
They are normal builds but without =native. A little bit slower but maximum compatibility.
I'll provide only those in the future.
JohnWoe
Posts: 491
Joined: Sat Mar 02, 2013 11:31 pm

Re: Mayhem NNUE - New NN engine

Post by JohnWoe »

Mayhem 3.5 unleashed !

Build the binary and they will come.

Release: https://github.com/SamuraiDangyo/mayhem ... s/tag/v3.5

Added only slow binaries.
Don't use superslow. Because it's super slow :mrgreen:

Classical evaluation + other improvements.

Should be around 3000 ELO. At least in my testing.