Update to Beowulf

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Update to Beowulf

Postby Dann Corbit » 04 Jun 2004, 07:43

Geschrieben von:/Posted by: Dann Corbit at 04 June 2004 08:43:31:

Source, projects, binary:
ftp://cap.connx.com/pub/chess-engines/n ... ocurve.zip
Just the new binary:
ftp://cap.connx.com/pub/chess-engines/n ... eowulf.exe
Beowulf Version 2.3b5



my ftp site {remove http:// unless you like error messages}
Dann Corbit
 

Re: Update to Beowulf

Postby Dann Corbit » 04 Jun 2004, 09:30

Geschrieben von:/Posted by: Dann Corbit at 04 June 2004 10:30:27:
Als Antwort auf:/In reply to: Update to Beowulf geschrieben von:/posted by: Dann Corbit at 04 June 2004 08:43:31:
Probably a revision soon. Not performing as well as yesterday's build.


my ftp site {remove http:// unless you like error messages}
Dann Corbit
 

Re: Update to Beowulf

Postby Claude Dubois » 04 Jun 2004, 09:52

Geschrieben von:/Posted by: Claude Dubois at 04 June 2004 10:52:19:
Als Antwort auf:/In reply to: Update to Beowulf geschrieben von:/posted by: Dann Corbit at 04 June 2004 08:43:31:
Hello Dann,
First, a big thank for you and Colin Frayn for your release.
I have a question.
The release Beowulf 3.2 date of the 11.02.2004 has 270336 bytes.
The last release Beowulf 3.2b5 has 1'241'088 bytes.
Can you give me why there is a great size for the last release.
Thanks for your answear
Best wishes
Claude



Le Système du Suisse
Claude Dubois
 

Re: Update to Beowulf

Postby Dann Corbit » 04 Jun 2004, 10:06

Geschrieben von:/Posted by: Dann Corbit at 04 June 2004 11:06:40:
Als Antwort auf:/In reply to: Re: Update to Beowulf geschrieben von:/posted by: Claude Dubois at 04 June 2004 10:52:19:
Hello Dann,
First, a big thank for you and Colin Frayn for your release.
I have a question.
The release Beowulf 3.2 date of the 11.02.2004 has 270336 bytes.
The last release Beowulf 3.2b5 has 1'241'088 bytes.
Can you give me why there is a great size for the last release.
Thanks for your answear
Best wishes
Claude
It's a beta release, but should be interesting.
I don't know why. Change to newer compiler, I think. Just a guess though.



my ftp site {remove http:// unless you like error messages}
Dann Corbit
 

Re: Update to Beowulf

Postby Fabien Letouzey » 04 Jun 2004, 10:49

Geschrieben von:/Posted by: Fabien Letouzey at 04 June 2004 11:49:13:
Als Antwort auf:/In reply to: Re: Update to Beowulf geschrieben von:/posted by: Dann Corbit at 04 June 2004 11:06:40:

It's a beta release, but should be interesting.
Do you mean the extra size is only due to the symbols beeing included?
Or is there some debug code as well?
Fabien.
Fabien Letouzey
 

Re: Update to Beowulf

Postby Dave David Dahlem » 04 Jun 2004, 17:34

Geschrieben von:/Posted by: Dave David Dahlem at 04 June 2004 18:34:56:
Als Antwort auf:/In reply to: Update to Beowulf geschrieben von:/posted by: Dann Corbit at 04 June 2004 08:43:31:
Does this version need a personality file? Or are all the evaluation weight values built in?
Dave
Dave David Dahlem
 

Re: Update to Beowulf

Postby Dann Corbit » 04 Jun 2004, 18:51

Geschrieben von:/Posted by: Dann Corbit at 04 June 2004 19:51:15:
Als Antwort auf:/In reply to: Re: Update to Beowulf geschrieben von:/posted by: Dave David Dahlem at 04 June 2004 18:34:56:
Does this version need a personality file? Or are all the evaluation weight values built in?
In every version the values are built in. But you can change them with a personality file.
The default values should be good values.


my ftp site {remove http:// unless you like error messages}
Dann Corbit
 

Re: Update to Beowulf

Postby David Dahlem » 04 Jun 2004, 20:08

Geschrieben von:/Posted by: David Dahlem at 04 June 2004 21:08:00:
Als Antwort auf:/In reply to: Re: Update to Beowulf geschrieben von:/posted by: Dann Corbit at 04 June 2004 19:51:15:
Does this version need a personality file? Or are all the evaluation weight values built in?
In every version the values are built in. But you can change them with a personality file.
The default values should be good values.
Sorry, but i don't understand. :-(
In a previous post you said "For every evaluation weight (117 different terms), a computer decided what it;s value should be, not a human."
Wouldn't a default.per file overwrite the computer generated values?
Dave
David Dahlem
 

Re: Update to Beowulf

Postby Dann Corbit » 04 Jun 2004, 21:13

Geschrieben von:/Posted by: Dann Corbit at 04 June 2004 22:13:26:
Als Antwort auf:/In reply to: Re: Update to Beowulf geschrieben von:/posted by: David Dahlem at 04 June 2004 21:08:00:
Does this version need a personality file? Or are all the evaluation weight values built in?
In every version the values are built in. But you can change them with a personality file.
The default values should be good values.
Sorry, but i don't understand. :-(
In a previous post you said "For every evaluation weight (117 different terms), a computer decided what it;s value should be, not a human."
Wouldn't a default.per file overwrite the computer generated values?
Yes. If you do not use a default.per file, then all the values are those generated by the computer. You can change any or all of the values with your own default.per file.


my ftp site {remove http:// unless you like error messages}
Dann Corbit
 

Re: Update to Beowulf

Postby David Dahlem » 04 Jun 2004, 21:45

Geschrieben von:/Posted by: David Dahlem at 04 June 2004 22:45:16:
Als Antwort auf:/In reply to: Re: Update to Beowulf geschrieben von:/posted by: Dann Corbit at 04 June 2004 22:13:26:
Does this version need a personality file? Or are all the evaluation weight values built in?
In every version the values are built in. But you can change them with a personality file.
The default values should be good values.
Sorry, but i don't understand. :-(
In a previous post you said "For every evaluation weight (117 different terms), a computer decided what it;s value should be, not a human."
Wouldn't a default.per file overwrite the computer generated values?
Yes. If you do not use a default.per file, then all the values are those generated by the computer. You can change any or all of the values with your own default.per file.
Thanks, i understand now. Is there any way to know the computer generated values, such as a command to save a .per file with these values?
Regards
Dave
David Dahlem
 

Re: Update to Beowulf

Postby Dann Corbit » 04 Jun 2004, 22:21

Geschrieben von:/Posted by: Dann Corbit at 04 June 2004 23:21:48:
Als Antwort auf:/In reply to: Re: Update to Beowulf geschrieben von:/posted by: David Dahlem at 04 June 2004 22:45:16:
Does this version need a personality file? Or are all the evaluation weight values built in?
In every version the values are built in. But you can change them with a personality file.
The default values should be good values.
Sorry, but i don't understand. :-(
In a previous post you said "For every evaluation weight (117 different terms), a computer decided what it;s value should be, not a human."
Wouldn't a default.per file overwrite the computer generated values?
Yes. If you do not use a default.per file, then all the values are those generated by the computer. You can change any or all of the values with your own default.per file.
Thanks, i understand now. Is there any way to know the computer generated values, such as a command to save a .per file with these values?
You can see the values in pers.c
Here are the current defaults:
* Basic data for the parameters */
/* Name of the parameter, enum for the parameter, default, minimum, maximum: */
const phunk phunk_list[] = {
{"use_delta", person_use_delta, 0, 0, 1, &person.use_delta},
{"use_eval_sc", person_use_eval_sc, 0, 0, 1, &person.use_eval_sc},
{"use_hash", person_use_hash, 1, 0, 1, &person.use_hash},
{"use_history", person_use_history, 1, 0, 1, &person.use_history},
{"use_iid", person_use_iid, 1, 0, 1, &person.use_iid},
{"use_killers", person_use_killers, 1, 0, 1, &person.use_killers},
{"use_null", person_use_null, 1, 0, 1, &person.use_null},
{"use_razoring", person_use_razoring, 0, 0, 1, &person.use_razoring},
{"use_see", person_use_see, 1, 0, 1, &person.use_see},
{"use_verification", person_use_verification, 1, 0, 1, &person.use_verification},
{"use_window", person_use_window, 1, 0, 1, &person.use_window},
{"bishop_score", person_bishop_score, 352, 275, 375, &person.bishop_score},
{"knight_score", person_knight_score, 316, 270, 370, &person.knight_score},
{"queen_score", person_queen_score, 1050, 800, 1100, &person.queen_score},
{"rook_score", person_rook_score, 525, 450, 580, &person.rook_score},
{"avoidance_depth_razor", person_avoidance_depth_razor, 13, 6, 14, &person.avoidance_depth_razor},
{"avoid_null_mat", person_avoid_null_mat, 12, 0, 20, &person.avoid_null_mat},
{"avoid_null_pieces", person_avoid_null_pieces, 10, 0, 10, &person.avoid_null_pieces},
{"avoid_raz_num", person_avoid_raz_num, 4, 2, 8, &person.avoid_raz_num},
{"back_rank_unsafe", person_back_rank_unsafe, 5, 2, 9, &person.back_rank_unsafe},
{"backward_pawn_1", person_backward_pawn_1, 8, 2, 11, &person.backward_pawn_1},
{"backward_pawn_2", person_backward_pawn_2, 10, 4, 25, &person.backward_pawn_2},
{"backward_pawn_3", person_backward_pawn_3, 26, 9, 50, &person.backward_pawn_3},
{"base_incr", person_base_incr, 17, 10, 20, &person.base_incr},
{"bishop_enprise", person_bishop_enprise, 29, 15, 35, &person.bishop_enprise},
{"bishop_pinned", person_bishop_pinned, 9, 5, 25, &person.bishop_pinned},
{"bishop_trapped", person_bishop_trapped, 11, 0, 16, &person.bishop_trapped},
{"block_pawns", person_block_pawns, 6, 1, 15, &person.block_pawns},
{"centre_pawn_bonus", person_centre_pawn_bonus, 3, 1, 5, &person.centre_pawn_bonus},
{"check_extend", person_check_extend, 7, 0, 10, &person.check_extend},
{"cmthreat_extend", person_cmthreat_extend, 8, 0, 10, &person.cmthreat_extend},
{"connected_rooks", person_connected_rooks, 4, 0, 8, &person.connected_rooks},
{"dangerous_pp", person_dangerous_pp, 200, 10, 200, &person.dangerous_pp},
{"defended_pawn", person_defended_pawn, 3, 0, 20, &person.defended_pawn},
{"defended_q_attack", person_defended_q_attack, 7, 2, 9, &person.defended_q_attack},
{"delta_level", person_delta_level, 5853, 50, 10000, &person.delta_level},
{"doubled_pawns", person_doubled_pawns, 38, 6, 48, &person.doubled_pawns},
{"doubled_pawns_iso", person_doubled_pawns_iso, 9, 5, 15, &person.doubled_pawns_iso},
{"doubled_rooks", person_doubled_rooks, 6, 5, 15, &person.doubled_rooks},
{"draw_score", person_draw_score, 0, -50, 50, &person.draw_score},
{"drive_away_long", person_drive_away_long, 7, 2, 9, &person.drive_away_long},
{"drive_away_short", person_drive_away_short, 14, 3, 20, &person.drive_away_short},
{"early_queen", person_early_queen, 6, 0, 20, &person.early_queen},
{"early_queen_penalty", person_early_queen_penalty, 4, 0, 5, &person.early_queen_penalty},
{"early_rook_penalty", person_early_rook_penalty, 7, 0, 10, &person.early_rook_penalty},
{"easy_move_margin", person_easy_move_margin, 237, 150, 500, &person.easy_move_margin},
{"eval_futility", person_eval_futility, 150, 100, 10000, &person.eval_futility},
{"extend_scale", person_extend_scale, 8, 1, 10, &person.extend_scale},
{"extra_minor", person_extra_minor, 100, 0, 300, &person.extra_minor},
{"game_length", person_game_length, 50, 40, 70, &person.game_length},
{"half_open_file", person_half_open_file, 13, 2, 18, &person.half_open_file},
{"half_open_file_k", person_half_open_file_k, 3, 0, 6, &person.half_open_file_k},
{"half_open_file_q", person_half_open_file_q, 6, 0, 9, &person.half_open_file_q},
{"hostile_blockade", person_hostile_blockade, 10, 3, 19, &person.hostile_blockade},
{"ignore_zugzwang", person_ignore_zugzwang, 32, 24, 72, &person.ignore_zugzwang},
{"isolated_pawn", person_isolated_pawn, 18, 9, 36, &person.isolated_pawn},
{"king_safety", person_king_safety, 6, 0, 36, &person.king_safety},
{"king_tropism", person_king_tropism, 2, 0, 10, &person.king_tropism},
{"knight_enprise", person_knight_enprise, 25, 15, 55, &person.knight_enprise},
{"knight_pinned", person_knight_pinned, 17, 5, 55, &person.knight_pinned},
{"knight_trapped", person_knight_trapped, 34, 10, 45, &person.knight_trapped},
{"late_queen_bonus", person_late_queen_bonus, 2, 0, 6, &person.late_queen_bonus},
{"lone_queen", person_lone_queen, 43, 0, 60, &person.lone_queen},
{"loss_scale", person_loss_scale, 106, 25, 150, &person.loss_scale},
{"max_extend", person_max_extend, 9, 0, 18, &person.max_extend},
{"max_qui", person_max_qui, 18, 2, 25, &person.max_qui},
{"min_left", person_min_left, 30, 20, 40, &person.min_left},
{"no_centre_pawns", person_no_centre_pawns, 9, 3, 19, &person.no_centre_pawns},
{"no_king_threat", person_no_king_threat, 2, 0, 50, &person.no_king_threat},
{"no_pawns", person_no_pawns, 6, 0, 12, &person.no_pawns},
{"onereply_extend", person_onereply_extend, 8, 4, 8, &person.onereply_extend},
{"open_file", person_open_file, 14, 0, 28, &person.open_file},
{"open_file_k", person_open_file_k, 4, 1, 8, &person.open_file_k},
{"open_file_q", person_open_file_q, 3, 1, 8, &person.open_file_q},
{"overstretched", person_overstretched, 14, 5, 25, &person.overstretched},
{"pawn_block", person_pawn_block, 4, 0, 10, &person.pawn_block},
{"pawnpush_extend", person_pawnpush_extend, 8, 0, 18, &person.pawnpush_extend},
{"piece_blockade", person_piece_blockade, 3, 0, 12, &person.piece_blockade},
{"pp_attacked", person_pp_attacked, 10, 0, 20, &person.pp_attacked},
{"pp_storm", person_pp_storm, 40, 0, 50, &person.pp_storm},
{"queen_7th_rank", person_queen_7th_rank, 15, 7, 28, &person.queen_7th_rank},
{"queen_attack", person_queen_attack, 6, 0, 9, &person.queen_attack},
{"queen_attack_def", person_queen_attack_def, 13, 5, 20, &person.queen_attack_def},
{"queen_enprise", person_queen_enprise, 67, 30, 90, &person.queen_enprise},
{"queen_immobile", person_queen_immobile, 3, 0, 20, &person.queen_immobile},
{"queen_mobile", person_queen_mobile, 15, 0, 20, &person.queen_mobile},
{"queen_occupied", person_queen_occupied, 92, 40, 120, &person.queen_occupied},
{"queen_pinned", person_queen_pinned, 18, 10, 60, &person.queen_pinned},
{"queen_trapped", person_queen_trapped, 0, -10, 20, &person.queen_trapped},
{"razor_harsh", person_razor_harsh, 122, 50, 200, &person.razor_harsh},
{"razor_margin", person_razor_margin, 1, 0, 10, &person.razor_margin},
{"razor_scale", person_razor_scale, 21, 10, 50, &person.razor_scale},
{"recap_extend", person_recap_extend, 6, 2, 8, &person.recap_extend},
{"revcheck_extend", person_revcheck_extend, 8, 0, 18, &person.revcheck_extend},
{"reward_castle", person_reward_castle, 16, 0, 26, &person.reward_castle},
{"rook_7th_rank", person_rook_7th_rank, 36, 6, 56, &person.rook_7th_rank},
{"rook_attack", person_rook_attack, 4, 0, 14, &person.rook_attack},
{"rook_behind_pp", person_rook_behind_pp, 10, 8, 32, &person.rook_behind_pp},
{"rook_blocked", person_rook_blocked, 4, 0, 15, &person.rook_blocked},
{"rook_boxed_in", person_rook_boxed_in, 8, 0, 80, &person.rook_boxed_in},
{"rook_enprise", person_rook_enprise, 38, 10, 80, &person.rook_enprise},
{"rook_occupied", person_rook_occupied, 60, 25, 80, &person.rook_occupied},
{"rook_pinned", person_rook_pinned, 15, 5, 30, &person.rook_pinned},
{"rook_trapped", person_rook_trapped, 40, 10, 60, &person.rook_trapped},
{"shield_one", person_shield_one, 9, 0, 18, &person.shield_one},
{"shield_two", person_shield_two, 2, 0, 4, &person.shield_two},
{"shield_zero", person_shield_zero, 8, 0, 16, &person.shield_zero},
{"side_attack", person_side_attack, 5, 0, 6, &person.side_attack},
{"space_defended", person_space_defended, 7, 0, 16, &person.space_defended},
{"space_won", person_space_won, 3, 0, 8, &person.space_won},
{"spoilt_castle_1", person_spoilt_castle_1, 11, 4, 16, &person.spoilt_castle_1},
{"spoilt_castle_2", person_spoilt_castle_2, 13, 4, 16, &person.spoilt_castle_2},
{"two_bishops", person_two_bishops, 18, 5, 35, &person.two_bishops},
{"undeveloped", person_undeveloped, 10, 0, 20, &person.undeveloped},
{"unstoppable_pp", person_unstoppable_pp, 400, 100, 900, &person.unstoppable_pp},
{"v_dangerous_pp", person_v_dangerous_pp, 150, 75, 300, &person.v_dangerous_pp},
{"window", person_window, 35, 10, 80, &person.window},
{NULL, person_oops_too_far, 0, 0, 0, 0}
};


my ftp site {remove http:// unless you like error messages}
Dann Corbit
 

Re: Update to Beowulf

Postby Dann Corbit » 04 Jun 2004, 22:24

Geschrieben von:/Posted by: Dann Corbit at 04 June 2004 23:24:14:
Als Antwort auf:/In reply to: Re: Update to Beowulf geschrieben von:/posted by: Dann Corbit at 04 June 2004 23:21:48:
Does this version need a personality file? Or are all the evaluation weight values built in?
In every version the values are built in. But you can change them with a personality file.
The default values should be good values.
Sorry, but i don't understand. :-(
In a previous post you said "For every evaluation weight (117 different terms), a computer decided what it;s value should be, not a human."
Wouldn't a default.per file overwrite the computer generated values?
Yes. If you do not use a default.per file, then all the values are those generated by the computer. You can change any or all of the values with your own default.per file.
Thanks, i understand now. Is there any way to know the computer generated values, such as a command to save a .per file with these values?
You can see the values in pers.c
Here are the current defaults:
* Basic data for the parameters */
/* Name of the parameter, enum for the parameter, default, minimum, maximum: */
const phunk phunk_list[] = {
{"use_delta", person_use_delta, 0, 0, 1, &person.use_delta},
Explanation:
"use_delta" is the readable name of the feature
person_use_delta is the enum that defines the feature
{0, 0, 1} is {default, minimum allowed, maximum allowed}
&person.use_delta is the address of the default value (used in the calibration command)



my ftp site {remove http:// unless you like error messages}
Dann Corbit
 


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