The enigine is GPL licences and available with source and a precompiled executable at the new location: Current release has a playing strength which I estimate to be ELO 2200-2300 heavily depends on luck

What's new
This version contains a many overall bug fixes, some general improvements in search and evaluation, code refinment and two additional interesting features:
Perft/Divide both with statistics
From the initial location, the divide 5 command produces this output:
Code: Select all
Move Nodes Captures En-Passant Castles Promotions Checks Discovery C. Double C. Checkmates
Nc3 234656 4686 0 0 0 2918 0 0 8
Na3 198572 2983 0 0 0 1751 0 0 8
Nh3 198502 2993 0 0 0 497 0 0 8
Nf3 233491 4676 0 0 0 432 0 0 0
a3 181046 1648 0 0 0 467 0 0 8
a4 217832 2460 19 0 0 322 0 0 8
b3 215255 2505 0 0 0 353 0 0 8
b4 216145 3704 35 0 0 472 2 0 8
c3 222861 3670 0 0 0 2508 0 0 12
c4 240082 4787 38 0 0 1992 2 0 12
d3 328511 5344 0 0 0 357 0 0 8
d4 361790 8307 37 0 0 686 0 0 12
e3 402988 9141 0 0 0 5835 0 0 109
e4 405385 10952 37 0 0 5784 0 0 106
f3 178889 1507 0 0 0 320 0 0 0
f4 198473 3082 38 0 0 465 0 0 8
g3 217210 2546 0 0 0 893 0 0 8
g4 214048 3550 35 0 0 365 2 0 0
h3 181044 1646 0 0 0 465 0 0 8
h4 218829 2532 19 0 0 469 0 0 8
Code: Select all
adachess.exe --notation [winboard|san|lan|iccf]
Note that when a notation is specified, the engine will output moves in that notation but still reads input moves in any known notation.
Move annotation in real time
Also, I have finally added annotations for moves, which happens in real time on the pv. One thing I really wanted badly to implement was the move annotation from the engine perspective (not the human perspective!) to read what the engine really "feels". The annotations can appear anywhere on the pv, not just on the first move. The algorithm is still in beta-version, needing fine-tuning, nonetheless it is interesting enough to watch the engine play and occasionally hear it exult! This is an example of output from a rand23om position
[d]r2r2k1/pp3ppp/2p5/q7/5Q2/2PB3R/bP3PPP/4R1K1 w - - 2 21
Code: Select all
Depth Time Nodes Score Principal Variation
1/1 0.00 127 0.46 1. Bxh7+
2/3 0.01 871 0.57 1. Bxh7+ Kh8
3/4 0.02 3003 1.44 1. Bxh7+ Kf8 2. Rg3
4/5 0.05 18062 1.57 1. Bxh7+ Kf8 2. Rg3 f6
5/7 0.10 41115 1.75 1. Bxh7+ Kf8 2. Bf5 f6 3. Rh8+ Kf7
6/9 0.30 130466 1.99 1. Bxh7+ Kf8 2. Bg6 f6 3. Rh8+ Bg8 4. Bh7 Kf7
7/12 0.39 172256 2.21 1. Bxh7+ Kf8 2. Bg6 f6 3. Rh8+ Bg8 4. Qe3 Qe5 5. Qxe5 fxe5 6. Rxe5
7/12 0.93 449520 2.21 1. Bxh7+ Kf8 2. Bg6 f6 3. Rh8+ Bg8 4. Qe3 Qe5 5. Qxe5 fxe5 6. Rxe5
8/12 1.31 631922 2.21 1. Bxh7+ Kf8 2. Bg6 f6 3. Rh8+ Bg8 4. Qe3 Qe5 5. Qxe5 fxe5 6. Rxe5
8/12 2.82 1360010 2.21 1. Bxh7+ Kf8 2. Bg6 f6 3. Rh8+ Bg8 4. Qe3 Qe5 5. Qxe5 fxe5 6. Rxe5
9/13 4.06 1912178 5.41 1. Bxh7+ Kf8 2. b4 Qd5 3. Bg6 f6 4. Rh8+ Qg8 5. Rxg8+ Kxg8 6. Qc7 Rab8
9/12 8.89 4249317 5.73 1. b4!! Rxd3 2. bxa5 Rxh3 3. gxh3 Be6 4. Rb1 b6 5. axb6 axb6 6. Rxb6
9/12 9.31 4480291 5.73 1. b4!! Rxd3 2. bxa5 Rxh3 3. gxh3 Be6 4. Rb1 b6 5. axb6 axb6 6. Rxb6
10/12 11.66 5579462 5.89 1. b4!! Rxd3!? 2. bxa5 Rxh3 3. gxh3 Bd5 4. Qc7 c5 5. Qxc5 Bc6 6. Qg5
