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 Enough is Enough

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texium




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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptyThu Sep 19, 2024 6:56 am

Perhaps adding some options to exclude pawn up positions, since lots of pawn up endgames are draws and we "ASSUME" engines to play perfect so pawn up might not be winning, and rook for knight can be a draw, so up 2 pts material I'm sure is both common for engines.

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pohl4711

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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptyThu Sep 19, 2024 9:20 am

texium wrote:
Perhaps adding some options to exclude pawn up positions, since lots of pawn up endgames are draws and we "ASSUME" engines to play perfect so pawn up might not be winning, and rook for knight can be a draw, so up 2 pts material I'm sure is both common for engines.

I did this already. With 2 pawns, the numbers of bad draws halfed for most of engines, the ranking considering EAS-points did (nearly) not change.

Everybody can change the EAS-tool as much as he likes.

Switching to 2 pawns advantage = bad draw is very easy: Open the EAS batch-file with any text-editor and find these lines in the code:

REM *** Find all draws, were engine had material advantage (=bad draw)
pgn-extract --quiet -Tw%engine% -y1_pawnsac_black enginedraws.pgn -abad_draws2.pgn >NUL
pgn-extract --quiet -Tb%engine% -y1_pawnsac_white enginedraws.pgn -abad_draws2.pgn >NUL

Now, change these lines to:
REM *** Find all draws, were engine had material advantage (=bad draw)
pgn-extract --quiet -Tw%engine% -y2_pawnsac_black enginedraws.pgn -abad_draws2.pgn >NUL
pgn-extract --quiet -Tb%engine% -y2_pawnsac_white enginedraws.pgn -abad_draws2.pgn >NUL

(only the -y1_pawnsac_black changed to -y2_pawnsac_black and -y1_pawnsac_white changed to -y2_pawnsac_white, rest stays unchanged - very easy)


This is done in just 1 minute!

Thats the good thing about programming in batch-language: Its just an interpreter-language and no compiler or development-environments-installments or anything else is needed. Anybody can change anything without knowing anything about compiling etc... Just use an editor and do it! All you need are programming skills on school-level (Python, Basic, Pascal or so). And learning the batch language a bit. Here a nice site for doing so:
https://www.tutorialspoint.com/batch_script/index.htm

And you should definitly know pgn-extract and its manual, of course. Otherwise, you will not understand, what the EAS-tool is doing.
https://www.cs.kent.ac.uk/people/staff/djb/pgn-extract/

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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptyFri Sep 20, 2024 8:51 am

pohl4711 wrote:
Another interesting point here is Stockfish final HCE, which is the only non-neural net engine in my UHO-full ratinglist: Stockfish final HCE has an enourmous high bad draw value (26.11%), which is 3x higher than Stockfish 16.1 and around 5x higher than the (much weaker!) Patricia engine. Why is that? That is exactly the point, where it gets interesting (and what even Ed sadly does not understand): A non-neural net engine has much less positional understanding. The neural-net engines understand, that just one pawn more in many endgames is not enough for a win. So, they try to avoid these endgames (a possible way is, to avoid captures (= avoid going towards endgame) until a second pawn was won). Stockfish final HCE doesnt have this understanding, so it believes in winning, when having one pawn more, no matter if it is an endgame or not). So, it has much higher number of bad draws, even though, Stockfish final HCE is a tactical monster and +114 Celo stronger than Revenge 1 and +261 Celo stronger than Patricia...

Oh.....Stefan, how dare you Very Happy Very Happy, you are going to eat  those words Very Happy Very Happy

Consider my version of the bad-draw-list.

Code:
Bad draw List [game decided margin = 300]            
                                                    
PGN database      : pgn\uho_ratinglist_games.pgn    
Count Bad Draws   : 58.100                          
                                                    
Engine                  Won Draw Loss   Perc    BAD  
RofChade 3.1 avx2      2291 7126 5583 39.0%     33  
CSTal 2.0 avx2         2939 7497 4564 44.6%     23  
Rebel EAS avx2         2263 7366 5371 39.6%     16  
Seer 2.7.0 avx2        2245 7139 5616 38.8%     16  
RubiChess 230918 av    3514 7477 4009 48.3%     15  
Revenge 3.0 avx2       1941 7292 5767 37.2%     14  
Uralochka 3.40a avx    2122 7108 5770 37.8%     12  
Koivisto 9.2 avx2      2599 7395 5006 42.0%     10  
Caissa 1.14 avx2       3153 7405 4442 45.7%      8  
Ethereal 14.25 nnue    4112 7521 3367 52.5%      7  
Clover 6 avx2          2239 7425 5336 39.7%      6  
Torch 1 popavx2        6527 7105 1368 67.2%      2  
Berserk 12 avx2        5377 7255 2368 60.0%      1  
Stockfish 231107 av    7439 6947  614 72.7%      0  
Stockfish 16 230630    7199 7100  701 71.7%      0  
KomodoDragon 3.3 av    5846 7230 1924 63.1%      0

Counted 163 bad draws, press a key to continue...

It does not need to look at the material imbalance, it ONLY uses the scores in the PGN.

When an engine X has a positive score of >=3 pawns for 5 consecutive moves and the opponent engine Y in the 5 consecutive moves is behind in score with 3 pawns and engine X only draws then that is a bad draw. Currently I only count them (no penalties yet) and as you can see it has not much to with aggressiveness but purely strength, Stockfish and Komodo have zero bad draws.

Besides the BAD column I need a second one called WORSE or so, surely there must be a few cases engine X has that winning score >= 3 pawns for 5 consecutive moves and even manages to lose the game.

So indeed, we trust the NNUE score a lot more than the HCE score and BTW the margin of 3 pawns of course is flexible and user defined.
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptyFri Sep 20, 2024 10:23 am

Admin wrote:
pohl4711 wrote:
Another interesting point here is Stockfish final HCE, which is the only non-neural net engine in my UHO-full ratinglist: Stockfish final HCE has an enourmous high bad draw value (26.11%), which is 3x higher than Stockfish 16.1 and around 5x higher than the (much weaker!) Patricia engine. Why is that? That is exactly the point, where it gets interesting (and what even Ed sadly does not understand): A non-neural net engine has much less positional understanding. The neural-net engines understand, that just one pawn more in many endgames is not enough for a win. So, they try to avoid these endgames (a possible way is, to avoid captures (= avoid going towards endgame) until a second pawn was won). Stockfish final HCE doesnt have this understanding, so it believes in winning, when having one pawn more, no matter if it is an endgame or not). So, it has much higher number of bad draws, even though, Stockfish final HCE is a tactical monster and +114 Celo stronger than Revenge 1 and +261 Celo stronger than Patricia...

Oh.....Stefan, how dare you Very Happy Very Happy, you are going to eat  those words Very Happy Very Happy

Consider my version of the bad-draw-list.

Code:
Bad draw List [game decided margin = 300]            
                                                    
PGN database      : pgn\uho_ratinglist_games.pgn    
Count Bad Draws   : 58.100                          
                                                    
Engine                  Won Draw Loss   Perc    BAD  
RofChade 3.1 avx2      2291 7126 5583 39.0%     33  
CSTal 2.0 avx2         2939 7497 4564 44.6%     23  
Rebel EAS avx2         2263 7366 5371 39.6%     16  
Seer 2.7.0 avx2        2245 7139 5616 38.8%     16  
RubiChess 230918 av    3514 7477 4009 48.3%     15  
Revenge 3.0 avx2       1941 7292 5767 37.2%     14  
Uralochka 3.40a avx    2122 7108 5770 37.8%     12  
Koivisto 9.2 avx2      2599 7395 5006 42.0%     10  
Caissa 1.14 avx2       3153 7405 4442 45.7%      8  
Ethereal 14.25 nnue    4112 7521 3367 52.5%      7  
Clover 6 avx2          2239 7425 5336 39.7%      6  
Torch 1 popavx2        6527 7105 1368 67.2%      2  
Berserk 12 avx2        5377 7255 2368 60.0%      1  
Stockfish 231107 av    7439 6947  614 72.7%      0  
Stockfish 16 230630    7199 7100  701 71.7%      0  
KomodoDragon 3.3 av    5846 7230 1924 63.1%      0

Counted 163 bad draws, press a key to continue...

It does not need to look at the material imbalance, it ONLY uses the scores in the PGN.

When an engine X has a positive score of >=3 pawns for 5 consecutive moves and the opponent engine Y in the 5 consecutive moves is behind in score with 3 pawns and engine X only draws then that is a bad draw. Currently I only count them (no penalties yet) and as you can see it has not much to with aggressiveness but purely strength, Stockfish and Komodo have zero bad draws.

Besides the BAD column I need a second one called WORSE or so, surely there must be a few cases engine X has that winning score >= 3 pawns for 5 consecutive moves and even manages to lose the game.

So indeed, we trust the NNUE score a lot more than the HCE score and BTW the margin of 3 pawns of course is flexible and user defined.

To be honest, I really dont like the idea, to use any engine evals in the EAS-tool. Not only, because evals can be very different - depending on the engine, but also not all games have evals in the comments and doing any evaluations in the EAS-tool would be way too slow. And nobody can be sure about how any GUIs in the future will write the evals in the pgn-comments (text-format, Point of View (White or color of the engine), or change of evals to WDL-scores as new standard - how knows?). So, this approach of using engine-evals can heavily fail in the future. My EAS-tool will not, as it considers only the played moves and the game result. And this will work, as long as the pgn-format itself stays unchanged...
And, addtionally, the EAS-tool as it is can be used for human games, too (even though, the sac-search can lead to some false finds, when humans blunder or lose on time).
So, for me, engine evals are taboo for my EAS-tool. Of course, you can do, whatever you want in your tool. But I strongly recommend not to use engine evals.
Not using any evals is one of the best features of all of my tools, IMHO.


Last edited by pohl4711 on Fri Sep 20, 2024 10:29 am; edited 1 time in total
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texium




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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptyFri Sep 20, 2024 10:28 am

pohl4711 wrote:
Admin wrote:
pohl4711 wrote:
Another interesting point here is Stockfish final HCE, which is the only non-neural net engine in my UHO-full ratinglist: Stockfish final HCE has an enourmous high bad draw value (26.11%), which is 3x higher than Stockfish 16.1 and around 5x higher than the (much weaker!) Patricia engine. Why is that? That is exactly the point, where it gets interesting (and what even Ed sadly does not understand): A non-neural net engine has much less positional understanding. The neural-net engines understand, that just one pawn more in many endgames is not enough for a win. So, they try to avoid these endgames (a possible way is, to avoid captures (= avoid going towards endgame) until a second pawn was won). Stockfish final HCE doesnt have this understanding, so it believes in winning, when having one pawn more, no matter if it is an endgame or not). So, it has much higher number of bad draws, even though, Stockfish final HCE is a tactical monster and +114 Celo stronger than Revenge 1 and +261 Celo stronger than Patricia...

Oh.....Stefan, how dare you Very Happy Very Happy, you are going to eat  those words Very Happy Very Happy

Consider my version of the bad-draw-list.

Code:
Bad draw List [game decided margin = 300]            
                                                    
PGN database      : pgn\uho_ratinglist_games.pgn    
Count Bad Draws   : 58.100                          
                                                    
Engine                  Won Draw Loss   Perc    BAD  
RofChade 3.1 avx2      2291 7126 5583 39.0%     33  
CSTal 2.0 avx2         2939 7497 4564 44.6%     23  
Rebel EAS avx2         2263 7366 5371 39.6%     16  
Seer 2.7.0 avx2        2245 7139 5616 38.8%     16  
RubiChess 230918 av    3514 7477 4009 48.3%     15  
Revenge 3.0 avx2       1941 7292 5767 37.2%     14  
Uralochka 3.40a avx    2122 7108 5770 37.8%     12  
Koivisto 9.2 avx2      2599 7395 5006 42.0%     10  
Caissa 1.14 avx2       3153 7405 4442 45.7%      8  
Ethereal 14.25 nnue    4112 7521 3367 52.5%      7  
Clover 6 avx2          2239 7425 5336 39.7%      6  
Torch 1 popavx2        6527 7105 1368 67.2%      2  
Berserk 12 avx2        5377 7255 2368 60.0%      1  
Stockfish 231107 av    7439 6947  614 72.7%      0  
Stockfish 16 230630    7199 7100  701 71.7%      0  
KomodoDragon 3.3 av    5846 7230 1924 63.1%      0

Counted 163 bad draws, press a key to continue...

It does not need to look at the material imbalance, it ONLY uses the scores in the PGN.

When an engine X has a positive score of >=3 pawns for 5 consecutive moves and the opponent engine Y in the 5 consecutive moves is behind in score with 3 pawns and engine X only draws then that is a bad draw. Currently I only count them (no penalties yet) and as you can see it has not much to with aggressiveness but purely strength, Stockfish and Komodo have zero bad draws.

Besides the BAD column I need a second one called WORSE or so, surely there must be a few cases engine X has that winning score >= 3 pawns for 5 consecutive moves and even manages to lose the game.

So indeed, we trust the NNUE score a lot more than the HCE score and BTW the margin of 3 pawns of course is flexible and user defined.

To be honest, I really dont like the idea, to use any engine evals in the EAS-tool. Not only, because evals can be very different - depending on the engine, but also not all games have evals in the comments and doing any evaluations in the EAS-tool would be way too slow. And nobody can be sure about how any GUIs in the future will write the evals in the pgn-comments (text-format, Point of View (White or color of the engine), or change of evals to WDL-scores as new standard - how knows?). So, this approach of using engine-evals can heavily fail in the future. My EAS-tool will not, as it considers only the played moves and the game result. And this will work, until the pgn-format itself stays unchanged...
And, addtionally, the EAS-tool as it is can be used for human games, too (even though, the sac-search can lead to some false finds, when humans blunder or lose on time).
So, for me, engine evals are taboo for my EAS-tool. Of course, you can do, whatever you want in your tool. But I strongly recommend not to use engine evals.
Not using any evals is one of the best features of all of my tools, IMHO.
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptyFri Sep 20, 2024 10:29 am

I also worked on the shorties, same 3 pawn principle, when an engine X on move 30 has a positive score of >=3 pawns for 5 consecutive moves and the opponent engine Y in the 5 consecutive moves is behind in score with 3 pawns and engine X wins then move 30 is used to calculate an EAS score. Rule is that the winning position must occur before move 40 else it can not count as a shortie.

EAS points are based on move number, in our example case move 30.

Code:
        int shorties[] = {
           1000,1000,1000,1000,1000,1000,1000,1000,1000,1000,   // 00-09
            999, 999, 999, 999, 999, 999, 999, 999, 999, 999,   // 10-19
            999, 900, 800, 700, 600, 500, 450, 400, 350, 300,   // 20-29
            250, 210, 180, 150, 120,  95,  70,  50,  35,  25};  // 30-39

So move 30 gets a bonus of 250 points.

Examples on - https://drive.google.com/file/d/1DJiWi51yLvn8OFfJwq2FOX-cLj8UFHNU/view?usp=drive_link

Last, I have looked into the sacrifices part, I think I can't do that better.
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptyFri Sep 20, 2024 10:32 am

texium wrote:

Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?

IMHO this would defintily fail, because of a lot too much players (EAS-Tool is limited to 950 different players in one database). But what can be done is:

Filtering all games of one player. Put these games in one new pgn-file and then use the Gauntlet-version of my EAS-Tool to get the EAS-score of this player. (The Gauntlet version of the EAS-Tool only evaluates the player with the most games in the pgn-gamebase)

Repeat this for different players, you are interested in, and then compare these EAS-scorings.
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptyFri Sep 20, 2024 10:37 am

Admin wrote:

Last, I have looked into the sacrifices part, I think I can't do that better.

I doubt that. As I mentioned before, a C++ solution could be much better, than mine:

"You just have to count material in pawn-units after each ply and look, if the winning color has less pawn-units on the board for 8 consecutive plies. This would work even better than my solution, because in pgn-extract, there are some different piece-patterns with the same amount of pawn-units less (or more) for one color, and switching between them, resets the counter of consecutive plies, which can lead to overlooking some sacs... no way to avoid this for me, because of pgn-extract. But a pure "pawn-unit-counting"-solution in C++ would avoid these problem."
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptyFri Sep 20, 2024 11:01 am

texium wrote:
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?

A complete mega base might take days, an elite base is recommended.

https://www.pgnmentor.com/files.html#players

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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 21, 2024 8:00 am

From https://www.pgnmentor.com/files.html#players

Code:
Player                   EAS
Steinitz, William      114.355
Lasker, Emanuel        100.654
Carlsen, Magnus         82.632
Alekhine, Alexander     82.401
Fischer, Robert James   70.500
Capablanca, Jose Raul   58.828
Euwe, Max               53.967
Rubinstein, Akiba       52.981
Tal, Mihail             51.900
Kasparov, Gary          45.600
Bronstein, David        44.533
Botvinnik, Mikhail      44.222
Anand,V                 43.820
Spassky, Boris V        40.075
Nimzowitsch, Aaron      39.243
Karpov, Anatoly         27.636
Smyslov, Vassily        26.959
Petrosian, Tigran V     26.739

Code:
Morphy, Paul           195.323   Not enough games, EAS-score not reliable [50+ wins and 30+ draws needed]

Sadly.

Lemme know which other players (from the link!) should be added to the list.
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 21, 2024 8:11 am

Admin wrote:
texium wrote:
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?

A complete mega base might take days, an elite base is recommended.

https://www.pgnmentor.com/files.html#players

Great site, thanks Ed!

I downloaded some famous players and made an EAS-Ratinglist (on my Experiments-subsite):

https://www.sp-cc.de/experiments.htm
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 21, 2024 8:26 am

pohl4711 wrote:
Admin wrote:

Last, I have looked into the sacrifices part, I think I can't do that better.

I doubt that. As I mentioned before, a C++ solution could be much better, than mine:

"You just have to count material in pawn-units after each ply and look, if the winning color has less pawn-units on the board for 8 consecutive plies. This would work even better than my solution, because in pgn-extract, there are some different piece-patterns with the same amount of pawn-units less (or more) for one color, and switching between them, resets the counter of consecutive plies, which can lead to overlooking some sacs... no way to avoid this for me, because of pgn-extract. But a pure "pawn-unit-counting"-solution in C++ would avoid these problem."

I know, but... say you have discovered one less pawn-unit and start to check it for 8 consecutive moves (not plies) and while in the process of doing so you discover 4 less pawn-units, how do you go from there?
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 21, 2024 8:30 am

pohl4711 wrote:
Admin wrote:
texium wrote:
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?

A complete mega base might take days, an elite base is recommended.

https://www.pgnmentor.com/files.html#players

Great site, thanks Ed!

I downloaded some famous players and made an EAS-Ratinglist (on my Experiments-subsite):

https://www.sp-cc.de/experiments.htm

How odd, we have different results, I am still using version 5.21
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 21, 2024 8:32 am

Admin wrote:
pohl4711 wrote:
Admin wrote:

Last, I have looked into the sacrifices part, I think I can't do that better.

I doubt that. As I mentioned before, a C++ solution could be much better, than mine:

"You just have to count material in pawn-units after each ply and look, if the winning color has less pawn-units on the board for 8 consecutive plies. This would work even better than my solution, because in pgn-extract, there are some different piece-patterns with the same amount of pawn-units less (or more) for one color, and switching between them, resets the counter of consecutive plies, which can lead to overlooking some sacs... no way to avoid this for me, because of pgn-extract. But a pure "pawn-unit-counting"-solution in C++ would avoid these problem."

I know, but... say you have discovered one less pawn-unit and start to check it for 8 consecutive moves (not plies) and while in the process of doing so you discover 4 less pawn-units, how do you go from there?

I am not sure, that I understand you.
Do you mean these lines in the 1_pawnsac files?
12 q1r1-l4-p* q=r=l=p1>=
12 q1r2l4p5- q=r=l=p1>=
12 q1r2l3p6- q=r=l=p1>=
12 q1r2l2-p* q=r=l=p1>=

The idea is, to try to avoid giving EAS-points for gambits in the opening, if the pawn can be recaptured soon. These lines mean: When the board is still nearly full, then a pawn-sac is detected after 12 plies, not 8.
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 21, 2024 8:33 am

Admin wrote:
pohl4711 wrote:
Admin wrote:
texium wrote:
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?

A complete mega base might take days, an elite base is recommended.

https://www.pgnmentor.com/files.html#players

Great site, thanks Ed!

I downloaded some famous players and made an EAS-Ratinglist (on my Experiments-subsite):

https://www.sp-cc.de/experiments.htm

How odd, we have different results, I am still using version 5.21

I used the Gambit-EAS Tool and fixed the short-wins bonus-point-limit to 40 moves. In the folder for engine developers, the EAS-Tools have the option to hardcode this limit:
REM **************************************************************************************
REM *** special hardcoded shortwin_movelimit here, change to other values, if you want ***
REM *** set it to 0, to deactivate the hardcode-override
set /A hardlimit=40
REM **************************************************************************************
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 21, 2024 10:42 am

Code:
Bad draw List [game decided margin = 300]             |     
                                                      |
PGN database      : pgn\uho_ratinglist_games.pgn      |
Count Bad Draws   : 58.100                            |                                  bad  avg.win
                                                      | Rank  EAS-Score  sacs   shorts  draws  moves  Engine/player
Engine                  Won Draw Loss   Perc    BAD   | -----------------------------------------------------------
RofChade 3.1 avx2      2291 7126 5583 39.0%     33    |    1     90601      08.46%   71   Stockfish 231107 avx2  
CSTal 2.0 avx2         2939 7497 4564 44.6%     23    |    2     84681      09.65%   71   Stockfish 16 230630  
Rebel EAS avx2         2263 7366 5371 39.6%     16    |    3     64516      13.78%   69   Torch 1 popavx2  
Seer 2.7.0 avx2        2245 7139 5616 38.8%     16    |    4     56169      15.78%   76   Uralochka 3.40a avx2  
RubiChess 230918 av    3514 7477 4009 48.3%     15    |    5     56169      15.72%   74   Revenge 3.0 avx2  
Revenge 3.0 avx2       1941 7292 5767 37.2%     14    |    6     56169      15.01%   72   KomodoDragon 3.3 avx2  
Uralochka 3.40a avx    2122 7108 5770 37.8%     12    |    7     51984      16.49%   87   Ethereal 14.25 nnue  
Koivisto 9.2 avx2      2599 7395 5006 42.0%     10    |    8     51984      16.06%   75   RubiChess 230918 avx2  
Caissa 1.14 avx2       3153 7405 4442 45.7%      8    |    9     48400      17.85%   82   CSTal 2.0 avx2  
Ethereal 14.25 nnue    4112 7521 3367 52.5%      7    |   10     44944      18.65%   80   Berserk 12 avx2  
Clover 6 avx2          2239 7425 5336 39.7%      6    |   11     41616      19.03%   84   Rebel EAS avx2  
Torch 1 popavx2        6527 7105 1368 67.2%      2    |   12     38809      20.66%   86   Koivisto 9.2 avx2  
Berserk 12 avx2        5377 7255 2368 60.0%      1    |   13     38809      20.31%   79   Caissa 1.14 avx2  
Stockfish 231107 av    7439 6947  614 72.7%      0    |   14     35721      21.24%   78   Clover 6 avx2  
Stockfish 16 230630    7199 7100  701 71.7%      0    |   15     30625      23.35%   79   RofChade 3.1 avx2  
KomodoDragon 3.3 av    5846 7230 1924 63.1%      0    |   16     26244      25.98%   75   Seer 2.7.0 avx2  

Counted 163 bad draws, press a key to continue...

A comparison between your bad draws code and mine, the results are very similar. What they also have in common is that's it's not about aggressiveness but about playing strength, weaker engines out-searched as best guess.

Other that that it's ~10 times faster in C++ and I wrote the code in 15 minutes.
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 21, 2024 10:47 am

pohl4711 wrote:
Admin wrote:
pohl4711 wrote:
Admin wrote:
texium wrote:
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?

A complete mega base might take days, an elite base is recommended.

https://www.pgnmentor.com/files.html#players

Great site, thanks Ed!

I downloaded some famous players and made an EAS-Ratinglist (on my Experiments-subsite):

https://www.sp-cc.de/experiments.htm

How odd, we have different results, I am still using version 5.21

I used the Gambit-EAS Tool and fixed the short-wins bonus-point-limit to 40 moves. In the folder for engine developers, the EAS-Tools have the option to hardcode this limit:
REM **************************************************************************************
REM *** special hardcoded shortwin_movelimit here, change to other values, if you want ***
REM *** set it to 0, to deactivate the hardcode-override
set /A hardlimit=40
REM **************************************************************************************

Okay, downloaded and will use the latest version.
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 21, 2024 11:01 am

pohl4711 wrote:
Admin wrote:
pohl4711 wrote:
Admin wrote:

Last, I have looked into the sacrifices part, I think I can't do that better.

I doubt that. As I mentioned before, a C++ solution could be much better, than mine:

"You just have to count material in pawn-units after each ply and look, if the winning color has less pawn-units on the board for 8 consecutive plies. This would work even better than my solution, because in pgn-extract, there are some different piece-patterns with the same amount of pawn-units less (or more) for one color, and switching between them, resets the counter of consecutive plies, which can lead to overlooking some sacs... no way to avoid this for me, because of pgn-extract. But a pure "pawn-unit-counting"-solution in C++ would avoid these problem."

I know, but... say you have discovered one less pawn-unit and start to check it for 8 consecutive moves (not plies) and while in the process of doing so you discover 4 less pawn-units, how do you go from there?

I am not sure, that I understand you.
Do you mean these lines in the 1_pawnsac files?
12 q1r1-l4-p* q=r=l=p1>=
12 q1r2l4p5- q=r=l=p1>=
12 q1r2l3p6- q=r=l=p1>=
12 q1r2l2-p* q=r=l=p1>=

The idea is, to try to avoid giving EAS-points for gambits in the opening, if the pawn can be recaptured soon. These lines mean: When the board is still nearly full, then a pawn-sac is detected after 12 plies, not 8.

Yes, we should avoid short tactical sacrifices, they are not real.

I mean these kind of situations, consider an example -

14. e5 (pawn sac) dxe5 15. Bd3 c5; 16.Bxh7+ (bishop sac)

How does pgn-extract handle this?
1. Does it still check 14.e5 for 12 plies?
2. Does it also checks 16.Bxh7+ for 12 plies?

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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 21, 2024 11:50 am

Code:
Engine Shorties List [game decided margin = 300]   |
                                                   |
PGN database      : pgn\uho_ratinglist_games.pgn   |
Calculate EAS     : 61.800                         |
                                                   |
Engine                  Won Loss   Perc    EAS     |
Stockfish 231107 av    7439  614  92.4%  15588     |  1     54468    26.93%     69   Torch 1 popavx2  
Stockfish 16 230630    7199  701  91.1%  15039     |  2     47939    23.43%     71   Stockfish 16 230630  
Uralochka 3.40a avx    2122 5770  26.9%  12346     |  3     46014    22.58%     71   Stockfish 231107 avx2
Rebel EAS avx2         2263 5371  29.6%  11600     |  4     38673    21.14%     72   KomodoDragon 3.3 avx2
Torch 1 popavx2        6527 1368  82.7%  11505     |  5     35802    22.77%     74   Revenge 3.0 avx2  
KomodoDragon 3.3 av    5846 1924  75.2%  11001     |  6     32352    19.13%     76   Uralochka 3.40a avx2
Revenge 3.0 avx2       1941 5767  25.2%  10888     |  7     23921    17.76%     75   RubiChess 230918 avx2
CSTal 2.0 avx2         2939 4564  39.2%  10300     |  8     19767    15.32%     75   Seer 2.7.0 avx2  
Caissa 1.14 avx2       3153 4442  41.5%   9954     |  9     12230    12.64%     78   Clover 6 avx2  
Seer 2.7.0 avx2        2245 5616  28.6%   9634     | 10     10752    11.61%     79   Caissa 1.14 avx2  
Koivisto 9.2 avx2      2599 5006  34.2%   9264     | 11     10572    12.13%     79   RofChade 3.1 avx2  
Clover 6 avx2          2239 5336  29.6%   9002     | 12      8623    10.79%     82   CSTal 2.0 avx2  
Ethereal 14.25 nnue    4112 3367  55.0%   7588     | 13      6789    09.47%     80   Berserk 12 avx2  
RubiChess 230918 av    3514 4009  46.7%   7313     | 14      6223    10.43%     84   Rebel EAS avx2  
RofChade 3.1 avx2      2291 5583  29.1%   7282     | 15       436    08.44%     87   Ethereal 14.25 nnue  
Berserk 12 avx2        5377 2368  69.4%   6354     | 16         0    06.89%     86   Koivisto 9.2 avx2
                                                   |
Counted 24015 shorties, press a key to continue... |

A comparison between your shorties code and mine, while the results are similar there are a couple of exceptions.

1. In your list Torch tops, in mine REBEL EAS is above Torch.
2. My list is more kinder towards Koivisto Very Happy, probably because my list counts 2.5 x more shorties.
3. Uralochka (26.9%) and Revenge (25.2%) very high listed despite their bad performance in this elo pool, great, that's what EAS is about also.

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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 21, 2024 12:31 pm

Admin wrote:

Yes, we should avoid short tactical sacrifices, they are not real.

I mean these kind of situations, consider an example -

14. e5 (pawn sac) dxe5 15. Bd3 c5; 16.Bxh7+ (bishop sac)

How does pgn-extract handle this?
1. Does it still check 14.e5 for 12 plies?
2. Does it also checks 16.Bxh7+ for 12 plies?

You should not try to copy my piece-patterns exactly. Additionally I am not 100% sure, if other 08-ply-filtering piece patterns do not "override" these 4 lines with 12 plies in some cases.

You should instead realize just the idea behind my (bad) solution. For you, this is much easier, because you are just counting the pawn-units, both sides have on the board. IMHO, you should do it like this:

If the winning color of the game has exactly one pawn less than the loosing color, you must count, how many pawn-units overall are still on the board. (Maximum is (no Kings!) (queens) 9*2, (rooks) 5*4, (Bishop/Knights) 3*8, (pawns) 1*16 = 78 pawnunits).
If 10 (or 9 or so) pawn-units or less have already disappeared, you should count up to 12 plies (because the board is still very full = early phase of the game = opening), in all other cases only up to 8 plies. Thats it!

All other (and higher) sacs, also counting up to 8 plies. Of course.

That realizes my idea: 1 pawn-sac in the opening: 12 consecutive plies. And 8 consecutive plies for all other sacs in all other game-phases.
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySun Sep 22, 2024 10:53 am

Your sac system is not stupid.

The definition of a sacrifice is not simple and the info in the PGN is not sufficient for a 100% solution, it would have been helpful if each move should contain the full mainline, but that's impossible with cutechess.

I will give it a try reading the PGN into memory and make it one big mainline and see if I can extract something useful from it.

And this is not going to be a 15 minutes job.  scratch

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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptyFri Sep 27, 2024 8:45 am

@Sfefan, I have been working on the sac part of the EAS util and so far get total different results than you.

https://drive.google.com/file/d/1Wv9wJXRalIOyRVHcMPtqIpj9x1fcH4v7/view?usp=drive_link

It's an older rating list, 120.000 games.

Code:
Rank  EAS-Score  sacs   shorts  draws  moves  Engine/player
-----------------------------------------------------------
   1     56520  21.92%       71   Stockfish 231107 avx2  
   2     52760  21.16%       71   Stockfish 16 230630  
   3     37975  14.61%       76   Uralochka 3.40a avx2  
   4     35885  18.34%       84   Rebel EAS avx2  
   5     35090  16.07%       69   Torch 1 popavx2  
   6     27445  13.91%       74   Revenge 3.0 avx2  
   7     25705  16.73%       75   RubiChess 230918 avx2  
   8     25240  16.25%       72   KomodoDragon 3.3 avx2  
   9     24410  11.64%       82   CSTal 2.0 avx2  
  10     22180  14.30%       87   Ethereal 14.25 nnue  
  11     20190  08.49%       78   Clover 6 avx2  
  12     17430  11.45%       79   Caissa 1.14 avx2  
  13     17155  09.84%       80   Berserk 12 avx2  
  14     15935  06.85%       86   Koivisto 9.2 avx2  
  15     11400  07.62%       75   Seer 2.7.0 avx2  
  16      9825  09.78%       79   RofChade 3.1 avx2

Rebel EAS is fourth, but I can not comprehend that with the data in the 6 sac pgns.

Can you shed your light on that?
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptyFri Sep 27, 2024 10:19 am

Admin wrote:
@Sfefan, I have been working on the sac part of the EAS util and so far get total different results than you.

https://drive.google.com/file/d/1Wv9wJXRalIOyRVHcMPtqIpj9x1fcH4v7/view?usp=drive_link

It's an older rating list, 120.000 games.

Code:
Rank  EAS-Score  sacs   shorts  draws  moves  Engine/player
-----------------------------------------------------------
   1     56520  21.92%       71   Stockfish 231107 avx2  
   2     52760  21.16%       71   Stockfish 16 230630  
   3     37975  14.61%       76   Uralochka 3.40a avx2  
   4     35885  18.34%       84   Rebel EAS avx2  
   5     35090  16.07%       69   Torch 1 popavx2  
   6     27445  13.91%       74   Revenge 3.0 avx2  
   7     25705  16.73%       75   RubiChess 230918 avx2  
   8     25240  16.25%       72   KomodoDragon 3.3 avx2  
   9     24410  11.64%       82   CSTal 2.0 avx2  
  10     22180  14.30%       87   Ethereal 14.25 nnue  
  11     20190  08.49%       78   Clover 6 avx2  
  12     17430  11.45%       79   Caissa 1.14 avx2  
  13     17155  09.84%       80   Berserk 12 avx2  
  14     15935  06.85%       86   Koivisto 9.2 avx2  
  15     11400  07.62%       75   Seer 2.7.0 avx2  
  16      9825  09.78%       79   RofChade 3.1 avx2

Rebel EAS is fourth, but I can not comprehend that with the data in the 6 sac pgns.

Can you shed your light on that?

First of all: Why not using my new UHO-Top15 Ratinglist games, for a comparison to my EAS-results?

https://drive.google.com/file/d/1R_5ko7gOws4JbQzDqhT2PRNFfDXheZBW/view?usp=sharing

Sencond: The results seem not so different, when I look at Stockfish (always around 21% sacs, same as here). Sacs of Ethereal fit also well (14%). KomodoDragon is around 15-16%. Torch 1 has 15.6% in my full EAS-ratinglist and 16% here. A real comparison would need you to calculate my actual UHO-Top15 gamebase, not a complete outdated gamebase, IMHO.

As I mentioned before: My sac-search depends on a lot of different piece-distribution-patterns (152 for one pawn sacs !!!) in pgn-extract. When one of this patterns matches, but in the 8 ply range there is another capture, this sac can be
a) missed completely (because the ply-counter is resetted to 0 after a capture)
b) sac is (wrongly) recognized being a lower or higher sac, than it is in reality (= too less or too much EAS-points)

Not good, but this error will hit all engines at the same range, when enough games are played...

For my tool, this is not avoidable. But for your tool it is, when just counting pawn-units for each color, instead looking for many different piece-distribution-patterns.

And I would say, you should not try to get the same EAS-scores than my EAS-tool. This will never really happen (see above). Better build you own tool. Without pgn-extract and in a real programming-language, a copy & paste of my work will definitly fail. Just copy & paste my ideas and make a better coding of these ideas. This will definitly lead to different EAS-scores. But I am confident, the ranking of engines in the EAS-lists of your tool and my tool should not be very different. Fingers crossed...
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PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 28, 2024 10:24 am

Thanks Stefan for all the information, I made up my mind, it's my opinion your sac code is more than good, there are some exceptions but they are rare and thus because of the volume won't make a difference and we never get it 100% right, me neither, I had a case of a queen sacrifice with a mate announcement of 12 moves (or so), is this really a queen sac? Opinions may differ. Let's say 95% of your cases are right. Good enough. The same applies for the shorties, I think I have something better, see below, but it ain't much. Something else are the bad draws, I think we will never agree Very Happy

Some data, the shorties first, my code left, your code on the right side.

Code:
|Engine Shorties List [game decided margin = 300]    |                                          
|                                                    |                                          
|PGN database      : pgn\uho_ratinglist_games.pgn    |   Engine Shorties List [Stefan]          
|Calculate EAS     : 61.800                          |                                          
|                                                    |   Rank      EAS      shorts              
|Engine                  Won Loss   Perc    EAS      |   ----------------------------------------
|Stockfish 231107 av    7439  614  92.4%  15588      |      1     54468     Torch 1 popavx2      
|Stockfish 16 230630    7199  701  91.1%  15039      |      2     47939     Stockfish 16 230630  
|Uralochka 3.40a avx    2122 5770  26.9%  12346      |      3     46014     Stockfish 231107 avx2
|Rebel EAS avx2         2263 5371  29.6%  11600      |      4     38673     KomodoDragon 3.3 avx2
|Torch 1 popavx2        6527 1368  82.7%  11505      |      5     35802     Revenge 3.0 avx2    
|KomodoDragon 3.3 av    5846 1924  75.2%  11001      |      6     32352     Uralochka 3.40a avx2
|Revenge 3.0 avx2       1941 5767  25.2%  10888      |      7     23921     RubiChess 230918 avx2
|CSTal 2.0 avx2         2939 4564  39.2%  10300      |      8     19767     Seer 2.7.0 avx2      
|Caissa 1.14 avx2       3153 4442  41.5%   9954      |      9     12230     Clover 6 avx2        
|Seer 2.7.0 avx2        2245 5616  28.6%   9634      |     10     10752     Caissa 1.14 avx2    
|Koivisto 9.2 avx2      2599 5006  34.2%   9264      |     11     10572     RofChade 3.1 avx2    
|Clover 6 avx2          2239 5336  29.6%   9002      |     12      8623     CSTal 2.0 avx2      
|Ethereal 14.25 nnue    4112 3367  55.0%   7588      |     13      6789     Berserk 12 avx2      
|RubiChess 230918 av    3514 4009  46.7%   7313      |     14      6223     Rebel EAS avx2      
|RofChade 3.1 avx2      2291 5583  29.1%   7282      |     15       436     Ethereal 14.25 nnue  
|Berserk 12 avx2        5377 2368  69.4%   6354      |     16         0     Koivisto 9.2 avx2

Difference are not much except for Uralochka and Rebel that profit more.

BTW, speaking of Rebel, that's why I (for the moment) keep using the older version because they contain Cstal and Rebel EAS because I happen to know something about these two, what they can and what they can't. And secondly, Cstal is about 30 elo stronger than Rebel EAS, also an important fact for my judgements.

Oh, and then the bad-draws.......

Code:
|Bad draw List [game decided margin = 300]           |                                                      
|                                                    |   Bad draw List [Stefan]                            
|PGN database      : pgn\uho_ratinglist_games.pgn    |                                                      
|Count Bad Draws   : 58.100                          |                        bad                          
|                                                    |   Rank  EAS-Score     draws     Engine/player        
|Engine                  Won Draw Loss   Perc    BAD |   ---------------------------------------------------
|RofChade 3.1 avx2      2291 7126 5583 39.0%     33  |      1     90601      08.46%    Stockfish 231107 avx2
|CSTal 2.0 avx2         2939 7497 4564 44.6%     23  |      2     84681      09.65%    Stockfish 16 230630  
|Rebel EAS avx2         2263 7366 5371 39.6%     16  |      3     64516      13.78%    Torch 1 popavx2      
|Seer 2.7.0 avx2        2245 7139 5616 38.8%     16  |      4     56169      15.78%    Uralochka 3.40a avx2
|RubiChess 230918 av    3514 7477 4009 48.3%     15  |      5     56169      15.72%    Revenge 3.0 avx2    
|Revenge 3.0 avx2       1941 7292 5767 37.2%     14  |      6     56169      15.01%    KomodoDragon 3.3 avx2
|Uralochka 3.40a avx    2122 7108 5770 37.8%     12  |      7     51984      16.49%    Ethereal 14.25 nnue  
|Koivisto 9.2 avx2      2599 7395 5006 42.0%     10  |      8     51984      16.06%    RubiChess 230918 avx2
|Caissa 1.14 avx2       3153 7405 4442 45.7%      8  |      9     48400      17.85%    CSTal 2.0 avx2      
|Ethereal 14.25 nnue    4112 7521 3367 52.5%      7  |     10     44944      18.65%    Berserk 12 avx2      
|Clover 6 avx2          2239 7425 5336 39.7%      6  |     11     41616      19.03%    Rebel EAS avx2      
|Torch 1 popavx2        6527 7105 1368 67.2%      2  |     12     38809      20.66%    Koivisto 9.2 avx2    
|Berserk 12 avx2        5377 7255 2368 60.0%      1  |     13     38809      20.31%    Caissa 1.14 avx2    
|Stockfish 231107 av    7439 6947  614 72.7%      0  |     14     35721      21.24%    Clover 6 avx2        
|Stockfish 16 230630    7199 7100  701 71.7%      0  |     15     30625      23.35%    RofChade 3.1 avx2    
|KomodoDragon 3.3 av    5846 7230 1924 63.1%      0  |     16     26244      25.98%    Seer 2.7.0 avx2      
|                                                    |                                                      
|Counted 163 bad draws, press a key to continue...   |  

Differences.

1. I only counted 163 bad draws, you thousands and thousands, even Stockfish 16 has almost 10%.
2. I my case S16 has zero bad draws, because once it has a won position, it simply wins and never draws.
3. And that's what I measure, the moment an engine has a won position.

Where does this leave us is a good question, I don't know.

PS, I will create a similar overview with your current database.

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pohl4711

pohl4711


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Enough is Enough - Page 3 Empty
PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 EmptySat Sep 28, 2024 10:43 am

I think, we just mean something different, when using the term bad draw. But this is totally fine (but perhaps  little bit confusing for others...). Would be boring, if you just reprogram my way of doing an EAS Tool. 2 different tools, measuring aggressiveness, are better than just one, built in 2 different programming languages... So, I cant wait to see your first release of your EAS Tool.
I have no doubt, your Tool will be much better than mine... My consolation will be, that I was the guy, who had the idea of an EAS Tool and made the first one, which already works quite good and fast. Which is the same for UHO Openings: Stockfish devs made their own, much bigger UHO set, but they made it, following my ideas and concept of UHO/gamepairs.

Please make a LINUX build, when you are done. In Stockfish Discord Vondele already asked for a Linux-version of my EAS Tool, which is of course impossible to do. But your tool could take over here and let the Stockfish devs perhaps tune Stockfish to more aggressive play or add an additional, smaller nnue-net, which is playing aggressive. It could be switched on/off with an UCI-option by the users. That would be just awesome, IMHO.

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Enough is Enough - Page 3 Empty
PostSubject: Re: Enough is Enough   Enough is Enough - Page 3 Empty

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