Vitruvius is not a clone, but that's what in the technical term is called "fork". A "clone" is, by definition, a program identical to another, or has minimal changes (or insignificant) than the original. Vitruvius derives directly from the programs of the "Ippolit series", for the precision comes from a early version of of Ivanhoe, but I have changed many things, such as in: main.c, input.c, control.c, low_depth.c, root_node.c, evaluation.c, pawn_eval.c, cut_node.c, etc.. etc..
Vitruvius had a development independent of its ... Father! Its main goal has always been to get a game as near as possible to the "human style". Why this? First of all, it's more fun and enjoyable! But mostly, I wanted to provide chess player, a tool for finding new lines of play, fairly aggressive, but tactically justified. The style of play of Vitruvius is highly speculative and strategic: to obtain a positional advantage, he is willing to sacrifice the material (one or two pawns, often the quality, sometimes a piece). This style seems easy to achieve: just lower the value of the pieces, and raise that of the positional elements and ... Hoplà! The game is made! In fact, an engine of this kind will have a biased view of the situation on the chessboard. He will sacrifice the material recklessly, and what is worse, he deems to be in advantage. The sacrifices of Vitruvius, instead, despite being risky (speculativi!), often prove correct. This has been demonstrated in many test games.
Vitruvius, of course, is not perfect! There is still much work to do, but I think this is a way to try, and especially not to be despised...
Kind regards,
Roberto Munter (aka "carotino")
P.S. "HEM version" is for high end cpus (i.e. Intel Core-i7, or AMD Phenom). It supports the following hardware features: avx, aes, SSE4.1, SSE4.2 and, especially, popcnt. This translates into a significant increase of speed (15%, 20%, in some cases even more), and then of "playing strength".