Fruit and derivatives list !

Discussion of anything and everything relating to chess playing software and machines.

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De Noose Daniel
Posts: 29
Joined: Tue Dec 13, 2016 10:36 am

Re: Fruit and derivatives list !

Post by De Noose Daniel »

+1 ... I agree ... ;-)
Dann Corbit wrote: Sun Sep 01, 2019 4:26 pm I guess that in some sense, every engine is a fruit (and Stockfish) derivative.
Not a copy, of course, but the ideas contained have migrated outward.
The great lesson of Fabian's fruit is writing solid, bug free code (his use of assert() is masterful).
Is there a modern engine that does not use LMR?

More than any others, we can thank Fabian and Tord and the SF team.

But of course, that is how it should be'
Those engines were open source

I do not mean to dismiss the efforts of the other open source engines, which are all valuable
And I do not mean to dismiss all of the teaching sites (the first great one of which was Bruce Moreland's)

And the great lesson of Vas (zillions of fast games to test a feature). Yes, I know others were already doing this, but he was the one who spilled the beans.
imo-ymmv
De Noose Daniel
Posts: 29
Joined: Tue Dec 13, 2016 10:36 am

Re: Fruit and derivatives list !

Post by De Noose Daniel »

Thanks Ed for all this useful material ...

I'll take a deeper look to those ones !
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Ovyron
Posts: 4562
Joined: Tue Jul 03, 2007 4:30 am

Re: Fruit and derivatives list !

Post by Ovyron »

carldaman wrote: Sun Sep 01, 2019 6:15 am
BrendanJNorman wrote: Sun Sep 01, 2019 3:03 am
CMCanavessi wrote: Sun Sep 01, 2019 1:33 am You forgot Rybka


/me runs away fast
:lol: Nice to see some humor on this, at times, dull forum.
+1 Yes, and he beat me to it. I had the same joke in mind. :lol:
The one I was going to make:

"You forgot Crafty :lol: "

I guess it's no longer funny after Dann's comment, but it's true.
Your beliefs create your reality, so be careful what you wish for.
karger
Posts: 218
Joined: Tue Feb 02, 2010 2:27 am
Full name: John Karger

Re: Fruit and derivatives list !

Post by karger »

This subject of derivatives & clones & who came from what has really been run into the ground on this forum & everywhere else on the net for years & years & years ... ZZZZZZZZZZZZZZ ...
BrendanJNorman
Posts: 2584
Joined: Mon Feb 08, 2016 12:43 am
Full name: Brendan J Norman

Re: Fruit and derivatives list !

Post by BrendanJNorman »

karger wrote: Tue Sep 03, 2019 9:28 am This subject of derivatives & clones & who came from what has really been run into the ground on this forum & everywhere else on the net for years & years & years ... ZZZZZZZZZZZZZZ ...
Yet...you still felt the need to comment on the latest thread. :lol:
karger
Posts: 218
Joined: Tue Feb 02, 2010 2:27 am
Full name: John Karger

Re: Fruit and derivatives list !

Post by karger »

😱😱😱
RoySawyer
Posts: 7
Joined: Tue May 09, 2023 7:11 pm
Full name: Roy Sawyer

Re: Fruit and derivatives list !

Post by RoySawyer »

Since there seems to be something of a shortage,
here is another Fruit derivative engine.

Toga_II_40_ls is a UCI_LimitStrength engine with variety of play
and variable time controls for blitz games.

The original Toga_II_40 engine is a Fruit derivative written by Jerry Donald Watson.

I have been working on a < Rated game > feature for the lastest version of
the Nimzo_3d Chess GUI and I was collecting UCI_LimitStrength engines to use with it.

I found a version of the GambitFruit engine written by Ryan Benitez
that has nodes per second adjustments to limit the playing strength.

Then I found the following formula by Ferdinand Mosca that converts
an elo rating into an approximate value for the number of nodes per second
which can then be used in a delay loop.

nodes_per_second = (int)(pow(2.718, ((uci_elo_rating + nps_elo_adjustment) / 297.12)));

I made the addtion adjustment in the original formula into a variable
< nps_elo_adjustment > in order to fine tune the conversion formula.
This can be set by the user in engine parameters.

So I combined all of these elements to produce an engine with UCI_LimitStrength.
I also added variety of play and variable time controls for blitz games.

Some chess GUIs filter out the options < UCI_LimitStrength > and < UCI_Elo >
So I have added the following aliases for these options
< Use reduced strength > and < Reduced strength elo rating >

The engine seems to work well on the following GUIs -
Tarrasch, Nimzo_3d, Fritz, Banksia and Shredder.

All files were checked and found free of viruses with -

Avast free antivirus
Version 25.9.10453g
Virus definitions version 251013-0

The engine can be downloaded from the following links -

https://www.mediafire.com/file/llameiki ... ls.7z/file

https://drive.proton.me/urls/D5WZ44PT7W#PSCsJ6Z0fr6I


Roy Sawyer
User avatar
Marek Soszynski
Posts: 587
Joined: Wed May 10, 2006 7:28 pm
Location: Birmingham, England

Re: Fruit and derivatives list !

Post by Marek Soszynski »

Fruit 2.1 bruteforce

https://e4e6.com/download/
Marek Soszynski
Jjaw
Posts: 88
Joined: Thu Jul 29, 2021 4:48 pm
Full name: Joe Louvier

Re: Fruit and derivatives list !

Post by Jjaw »

Could anyone please share a copy of Toga Legend by Denis Mendoza ? I've been looking a long time with no luck. Thanks John W.
Rowen
Posts: 108
Joined: Tue Nov 15, 2016 1:19 pm
Location: Cheshire, England

Re: Fruit and derivatives list !

Post by Rowen »

RoySawyer wrote: Mon Oct 13, 2025 9:34 am Since there seems to be something of a shortage,
here is another Fruit derivative engine.

Toga_II_40_ls is a UCI_LimitStrength engine with variety of play
and variable time controls for blitz games.

The original Toga_II_40 engine is a Fruit derivative written by Jerry Donald Watson.

I have been working on a < Rated game > feature for the lastest version of
the Nimzo_3d Chess GUI and I was collecting UCI_LimitStrength engines to use with it.

I found a version of the GambitFruit engine written by Ryan Benitez
that has nodes per second adjustments to limit the playing strength.

Then I found the following formula by Ferdinand Mosca that converts
an elo rating into an approximate value for the number of nodes per second
which can then be used in a delay loop.

nodes_per_second = (int)(pow(2.718, ((uci_elo_rating + nps_elo_adjustment) / 297.12)));

I made the addtion adjustment in the original formula into a variable
< nps_elo_adjustment > in order to fine tune the conversion formula.
This can be set by the user in engine parameters.

So I combined all of these elements to produce an engine with UCI_LimitStrength.
I also added variety of play and variable time controls for blitz games.

Some chess GUIs filter out the options < UCI_LimitStrength > and < UCI_Elo >
So I have added the following aliases for these options
< Use reduced strength > and < Reduced strength elo rating >

The engine seems to work well on the following GUIs -
Tarrasch, Nimzo_3d, Fritz, Banksia and Shredder.

All files were checked and found free of viruses with -

Avast free antivirus
Version 25.9.10453g
Virus definitions version 251013-0

The engine can be downloaded from the following links -

https://www.mediafire.com/file/llameiki ... ls.7z/file

https://drive.proton.me/urls/D5WZ44PT7W#PSCsJ6Z0fr6I


Roy Sawyer
Thanks for sharing. Seems useful for training/sparing. Always good to get more parameters. Quick question the parameters Max NPS1 , Max NPS2 up to NPS5 in the included Gambit Fruit what do they control (I know what NPS is. just the numbers ? ) Thanks