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============================== My email: jotes@go2.pl



Chess engine for MacOS: Midnight v7

 


Midnight - UCI Engines
Author: Archishmaan Peyyety  Rating CEDR=??? (windows=3030)

File structure
  • ChessEngine contains the C++ chess engine. It produces moves in uci format.
  • ChessEngine/ChessEngine_lib contains the core library including move search and evaluation.
  • ChessEngine/ChessEngine_tests contains the unit tests to verify that function in the lib work as expected. 
  • uci-gui contains a python module that produces a chess gui that a human can play with and interfaces with the chess engine built. Hosted on localhost and built using flask. Most of this is code I took from [here](https://github.com/maksimKorzh/uci-gui). I take no credit for it, just something so that I can play against my engine!

v.7:
This marks the 7th version of the Midnight Chess Engine. Development has slowed significantly as Midnight has gotten stronger and as I've gotten busier with other projects. This version of Midnight includes a major bug fix to Moves To Go time controls that should allow Midnight to perform with comparable strength to its shorter time control results. I expect Midnight v7 to be around ~3150 CCRL ELO.

LTC Progression Test
ELO   | 100.33 +- 14.30 (95%)
CONF  | 40.0+0.40s Threads=1 Hash=128MB
GAMES | N: 1000 W: 363 L: 82 D: 555
https://chess.swehosting.se/test/2435/

Summarized Changelog
All patches
ELO gaining patches
Refactors
Detailed Changelog
Refactor Move-Gen by @archishou in #38
Move evaluation into cpp files by @archishou in #39
Internal Iterative Reductions by @archishou in #40
Fix some missing includes by @archishou in #42
Refactor LMR by @archishou in #43
Quiet Late Move Reduction by @archishou in #44
New LMR Constants by @archishou in #45
Razoring by @archishou in #46
King Line Evaluation by @archishou in #47
Fix undefined behavior for key enumerations by @archishou in #48
Use more time by @archishou in #49
Bug fix MTG time allocation by @archishou in #51
Smaller divisor for hard limit by @archishou in #52
Use nodes spent to scale soft time bounds by @archishou in #53
Improving by @archishou in #54
Improving for LMR by @archishou in #55
Fix node counting by @archishou in #56
Forward Mobility Evaluation by @archishou in #57
Refactor more safely by @archishou in #58
Refactor some more by @archishou in #59
Better Texel Tuning QOL by @archishou in #60
Refactor Texel for generic parameter coeff and printing by @archishou in #62
Retune by @archishou in #64
Refactor by @archishou in #61
King Ring eval based upon enemy king openess by @archishou in #65
Scale eval based on remaining material by @archishou in #66


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