mvanthoor wrote: ↑Wed Oct 28, 2020 7:14 pm
maksimKorzh wrote: ↑Wed Oct 28, 2020 4:42 pm
Hey guys, why do you blame him for derivation?
Why nobody sees the author's efforts?
He didn't want to publish his work because of that critics, but I told him he should do it.
So why don't you support the newcomer???
He didn't just copy paste the code - he has WORKED THAT CODE OUT.
Why do you judge by node count and pv?
Why you don't notice that source has been splitted into multiple files and there are many files that are unique to NiCim?
why aren't you happy for a beginner who has managed to deliver a working product?
I just want to say that I'm very happy for yodatk has finally released his engine. His example reflects the exact goal I was targeting for - help beginners to jump in. And he did! He had issues before the BBC series and now did manage to outcome those issues and now he has a working engine! I don't understand your critics guys, I'm very happy for yodatk and wish him all the best.
Keep it up, yodatk!
I'm not judging. I just wanted to know for sure. In the starting post the author refers to the known tutorials (including yours), and says he's written the engine in C++, but he doesn't mention deriving the engine from BBC. However, the first screenshot shows this clearly, because I recognize the UCI-response bug that I reported to you.
Deriving an engine from a tutorial engine isn't a problem. There are many derivatives from VICE. Weiss and SpaceDog are examples of direct derivatives that have evolved into their own engine. Yours is heavily inspired by VICE. Mine was as well, in the beginning. Deriving an engine isn't the problem; not mentioning it is.
I don't care if people, in the future, derive engines directly from Rustic, but I would appreciate it if:
- They mentioned me in their credits as the original author and that their engine is a derivate
- It would be best for them to derive from BASELINE, which will be a super-basic (but fast) chess engine that plays at around 1600 Elo or thereabout. (It won't even have killers, check extensions, or anything else but material+PSQT evaluation.) Then people could write their own stuff on top of that basic search and move generator.
I'd like it even more if people would actually write their own engine from scratch, and NOT DO IT IN C or C++ (because there are five million engines in those languages already).
Hey there mvanthoor ,
first of all , If you Look at the github page, you could see That I am giving Credit to Maksim,
And in the comments of his videos as well.
believe me - I don't want to take credit on someone else's work.
secondly, about c\c++ engines -> I didn't want to develop in c++\c either, I chose kotlin as my first choise
(see here
https://github.com/yodatk/NissimEngine_V3K) ,
but the gap between performance was to high .
I thoght maybe to do it in GOLang, but unfourtunatly My semester just started and I don't have that much time. maybe in spring break I will try to work on that.
also -> I am Learning NN now, and hope to develop my OWN nnue file with my own weights and train set. I will let you guys know when it will be ready.
by the way - if you don't reccommand c\c++ -> what Programming language do you reccomand for a chess engine to give as good perforamnce as c\c++ ?