Lime_v66 release
Posted: 27 Jul 2008, 15:59
Hi,
After two years, I have a new version of Lime.
It's still weak - after a couple of rewrites and lots of testing, I've ended up back at square one and continuing with the structure used in v62.
It should be about 50 points stronger than v62.
So at least I'm improving at the same rate as Shredder .
One point to mention, I owe a "Thank you" to Richard Pijl, who wrote to me and was kind enough to point out the hash scoring bug that was causing Lime to throw away pieces.
Download link: http://www.geocities.com/taciturn_lemon/Lime_v66.zip
Changes from last version:
Move ordering redone
Pondering (I hope - it works on my machine)
Hash Bug fixed
Playing style:
It still loves to allow the opponent to create connected passed pawns.
It is overly optimistic about it's position.
Todo:
Proper SEE
Checks in Qsearch
New Eval
Thanks to everyone who is interested, tests, responds to questions, and keeps this community going.
Richard
After two years, I have a new version of Lime.
It's still weak - after a couple of rewrites and lots of testing, I've ended up back at square one and continuing with the structure used in v62.
It should be about 50 points stronger than v62.
So at least I'm improving at the same rate as Shredder .
One point to mention, I owe a "Thank you" to Richard Pijl, who wrote to me and was kind enough to point out the hash scoring bug that was causing Lime to throw away pieces.
Download link: http://www.geocities.com/taciturn_lemon/Lime_v66.zip
Changes from last version:
Move ordering redone
Pondering (I hope - it works on my machine)
Hash Bug fixed
Playing style:
It still loves to allow the opponent to create connected passed pawns.
It is overly optimistic about it's position.
Todo:
Proper SEE
Checks in Qsearch
New Eval
Thanks to everyone who is interested, tests, responds to questions, and keeps this community going.
Richard