Moderator: Andres Valverde
Fernando JP Vasquez wrote:The link for Glaurung 0.2.3, source code, seems broken
Norm Polloc wrote:Is there a windows executable version available for the updated Glaurung?
uint32 FileMask[8] = {1, 2, 3, 8, 16, 32, 64, 128};
Jim Ablett wrote:I've compiled a Glaurung (MingW) Windows exe from your makefile, using just your optimizations. For those who can't wait for a super fast Corbit or Hoffmann one.
One thing I noticed, Glaurung shows as 0.21 when I run it in Arena.
id name Glaurung 0.2.3
id author Tord Romstad
option name Hash type spin default 32 min 1 max 1024
option name Aggressiveness type spin default 100 min 0 max 200
option name Cowardice type spin default 100 min 0 max 200
option name Passed pawns type spin default 120 min 0 max 200
option name Pawn structure type spin default 150 min 0 max 200
option name Static pruning depth type spin default 3 min 0 max 6
option name UCI_LimitStrength type check default false
option name UCI_Elo type spin default 2200 min 1600 max 2200
option name OwnBook type check default true
uciok
Michael Yee wrote:I compiled with cygwin and the version number shows up fine under arena.
By the way, Jim how did you compile with mingw? I tried that too and got an error about a missing gettimeofday function:
io.c:147: undefined reference to `gettimeofday'
You didn't have to modify anything?
I just downloaded Jim's executable. Because I don't run Windows, I cannot test it, but when running 'strings' on it reveals that Jim's executable indeed is the old 0.2.1. I suppose Jim must simply have compiled the wrong sources.
#include "timeoday.c"
Jim Ablett wrote:I just downloaded Jim's executable. Because I don't run Windows, I cannot test it, but when running 'strings' on it reveals that Jim's executable indeed is the old 0.2.1. I suppose Jim must simply have compiled the wrong sources.
I know what happened. When you forgot to include glaurung.h in the
source distribution I started messing around with an older one. I must have left it in by mistake.
I've re-compiled it correctly - available here.
http://homepages.tesco.net/henry.ablett ... ng_023.rar
In order to compile successfully with MingW I had to add the line >
- Code: Select all
#include "timeoday.c"
to "io.c".
Regards,
Jim.
I could not get your compiled version to install into the fritz8 gui.
Jim Ablett wrote:I just downloaded Jim's executable. Because I don't run Windows, I cannot test it, but when running 'strings' on it reveals that Jim's executable indeed is the old 0.2.1. I suppose Jim must simply have compiled the wrong sources.
I know what happened. When you forgot to include glaurung.h in the
source distribution I started messing around with an older one. I must have left it in by mistake.
I've re-compiled it correctly - available here.
http://homepages.tesco.net/henry.ablett ... ng_023.rar
I've just tested Glaurung 0.2.3 under Fritz 7 (I don't have Fritz 8) and it's working ok. Did you remember to also copy over the 'kpk.bin' file, it wont run without it.
Jim Ablett wrote:Hi Tord,
I've packed/stripped it down to 167kb. Please re-download it
if you want it - same link.
http://homepages.tesco.net/henry.ablett ... ng_023.rar
Michael Yee wrote:I have a quick question about glaurung's UCI support. When doing a constrained search (e.g., "go depth 12" or "go movetime 5000"), glaurung seems to always do a depth 2 search.
Am I doing something wrong here, or do you intend to support those "go" variations in the future?
The reason I ask is that I've been thinking about ways to use engines in a "training" or "coaching" mode (where they might deliberately try to allow a tactic at a certain depth). This extra adapter would need to get scores for particular depth searches.
If I undestand your idea correctly, it is similar to something I plan to include in future versions of Glaurung and Scatha. My current implementation of adjustable playing strength simply slows down the speed of thinking, and nothing else. I plan to replace this with a system moves are pruned randomly. The probability that a move is pruned will be rather low near the root of the search tree, but increase rapidly at the deeper levels of the tree. The pruning probability will also be higher for moves which looks counter-intuitive (for instance moves which appear to lose material). I hope such techniques will make it possible to emulate human tactical mistakes.
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