New engine releases & news H2 2022

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bastiball
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Re: New engine releases & news H2 2022

Post by bastiball »

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Re: New engine releases & news H2 2022

Post by Angle »

Incredibly fast systems miscount incredibly fast.
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Re: New engine releases & news H2 2022

Post by Angle »

Incredibly fast systems miscount incredibly fast.
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Re: New engine releases & news H2 2022

Post by jmcd »

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Re: New engine releases & news H2 2022

Post by Graham Banks »

jmcd wrote: Mon Jan 02, 2023 3:03 am Clovis v2.0
https://github.com/jonathanmcdermid/Clo ... Clovisv2.0
Roughly how much stronger?
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Re: New engine releases & news H2 2022

Post by Rebel »

Image


1. Much improved time control, especially the game in x levels.

2. Added permanent brain, also known as pondering.

3. The engine has increased somewhat in strength. We estimate an overall increase of 5-15 elo but on game in x levels 20-30 elo.

http://rebel13.nl/windows/rebel-16.html
90% of coding is debugging, the other 10% is writing bugs.
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Re: New engine releases & news H2 2022

Post by jmcd »

Graham Banks wrote: Mon Jan 02, 2023 4:57 am Roughly how much stronger?
My estimates always seem to be a ways off when I compare the results of my tests to the ones you guys get, but I'm expecting/hoping for around 2700 CCRL!
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Re: New engine releases & news H2 2022

Post by Werewolf »

Rebel wrote: Mon Jan 02, 2023 7:43 am Image


1. Much improved time control, especially the game in x levels.

2. Added permanent brain, also known as pondering.

3. The engine has increased somewhat in strength. We estimate an overall increase of 5-15 elo but on game in x levels 20-30 elo.

http://rebel13.nl/windows/rebel-16.html
Well done!

Any news on the new Tal engine?
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Re: New engine releases & news H2 2022

Post by adnoh »

Rebel wrote: Mon Jan 02, 2023 7:43 am Image


1. Much improved time control, especially the game in x levels.

2. Added permanent brain, also known as pondering.

3. The engine has increased somewhat in strength. We estimate an overall increase of 5-15 elo but on game in x levels 20-30 elo.

http://rebel13.nl/windows/rebel-16.html
Rebel 16.1 losing on time in CuteChess.

Code: Select all

Score of Rebel 16.1 vs Rebel 16a: 9 - 52 - 39 [0.285]
...      Rebel 16.1 playing White: 8 - 27 - 15  [0.310] 50
...      Rebel 16.1 playing Black: 1 - 25 - 24  [0.260] 50
...      White vs Black: 33 - 28 - 39  [0.525] 100
Elo difference: -159.8 +/- 55.1, LOS: 0.0 %, DrawRatio: 39.0 %
100 of 100 games finished.

Player: Rebel 16.1
   "Draw by 3-fold repetition": 30
   "Draw by adjudication: SyzygyTB": 6
   "Draw by fifty moves rule": 3
   "Loss: Black loses on time": 25
   "Loss: White loses on time": 27
   "Win: Black wins by adjudication": 1
   "Win: White wins by adjudication": 8
Player: Rebel 16a
   "Draw by 3-fold repetition": 30
   "Draw by adjudication: SyzygyTB": 6
   "Draw by fifty moves rule": 3
   "Loss: Black wins by adjudication": 1
   "Loss: White wins by adjudication": 8
   "Win: Black loses on time": 25
   "Win: White loses on time": 27
This was the time control I used. Do I have to use margin of 1000ms?
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Re: New engine releases & news H2 2022

Post by Rebel »

Yes, in our testing we use a timemargin of 1 second in cutechess.
90% of coding is debugging, the other 10% is writing bugs.