Do you till have those games, and can you post them here?Pippo wrote:A bug (two times) with JBKvRBK: "forfeit due to invalide mode" after a simple chech by R.![]()
I noticed there sometimes was a problem when setting up positions when using 'Paste Position' in WinBoard. I fixed that now, but I did not post the fixed binary yet.
My guess is that the Joker sort of adapts to the value of the opponent pieces. When playing against Rooks, it would move most of the time as a Rook, so it makes sense that its value approaches that of a Rook. But Fairy-Max is designed with fixed values for the pieces. I think that under those conditions it would be safest to value Joker slightly above a minor.
But of course this can be tested. Note that you can easily change the value of the Joker yourself, in the fmax.ini file with game definitions. Near the end, in the definition that starts with "Game: joker", the last piece definition starts with
j:333 ...
and the 333 is the value in centi-Pawn (it uses P=74 and R=444). Change that number and you have a version that uses another value for the Joker. You could copy jmax.exe and fmax.ini to another folder, change the Joker value ther, install this copy in XBoard with a nickname of your choice (like J500 when you set the Joker value to 500), and then plays the original jmax.exe as first engine against J500 as second engine in a Machine Match' of a few hundred games (like 1 min/40 moves) to see which Joker value does better. You would need several hundred games to get meaning ful statistics, though; the result of just a handful of games would not mean much.
If Fairy-Max is too strong for you to beat, you can dumb it down a bit by specifying a 'time odds' in the Time Control dialog: when you put 10 for the first engine, and set the TC to (say) 40 moves/30 min, it means you get 30 min, but Fairy-Max gets only 3 min. (Of course you could also set a very short TC, and switch off Auto Flag, so that you can think as long as you want.)