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Legal details ------------- Fruit 2.1 Copyright 2004-2005 Fabien Letouzey. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See the file "copying.txt" for details. General ------- Today is 2005/06/17. This is Fruit 2.1 (Peach). Fruit is a UCI-only chess engine. This distribution comes up with Windows, Linux and Mac OS X executable files as well as an opening book and platform-independent source code. Sorry that the word "Fruit" looks like "Fritz" (it certainly sounds different in English). This is obviously unintentional (or is it not, yes? I don't know anymore)! PS: How would "Deep Fruit" sound? :) Official distribution URL ------------------------- The official distribution web site is Leo Dijksman's WBEC Ridderkerk: http://wbec-ridderkerk.nl/ This is where you should be looking for Fruit updates in the future. Version ------- "2.1, what's with the version number? I invested $1M on 2.5 at the stock market and now who's gonna bring my money back???" Not me! Version numbers have nothing to do with chess strength, but with the quantity of code change and the position of the program in long-term plans. I decided to enter the Massy tournament (2005/06/12) only two weeks beforehand, and I had to quickly decide for the version that would play. There were only 3 main changes as compared with Fruit 2.0, because I had also been working on other programming projects. After the tournament, "Fruit Massy" was tested and it appeared obvious that some strength had been gained. Fruit 2.1 is a "hurry release" of the tournament version. It took a few more days to fix an interface problem (hash-table size under Arena) and add opening-book code (compatible with PolyGlot). OK so in short I switched from 2.0 to 2.1 because there were few changes and I don't especially have plans for a 3.0, sorry for that. For a description of the main additions, see the History section. Files ----- The archive contains executable files for Windows, Linux and Mac OS X, as well as source code and a small opening book. The file "technical_10.txt" only concerns the - obsolete - version 1.0 of Fruit (because I am too lazy to edit it right now AND also was when releasing Fruit 2.0 AND also ...). The search part of it is still valid for Fruit 2.1 (except for the addition of history pruning). However the evaluation function has almost been completely re-written. Again, see the History section for a succinct description. Compiling --------- The distribution comes up with Windows, Linux and Mac OS X binaries. Compiling is therefore not necessary on those systems unless you want to make a change in the program. In any case this section describes the compiling procedure, it is safe to skip it. Fruit was developed on Linux using g++ (the GNU C++ compiler). The source code has also been successfully compiled on Windows using both MSVC and Intel C++ compilers. I do not know about FreeBSD/OpenBSD/NetBSD or other POSIX-compliant operating systems, but I don't expect many problems. If you had problems getting Fruit compiled on your system, but somehow managed it in the end, please let me know what changes were necessary (see the contact section for details). I have now included my Makefile for Unix systems. It is a bit weird (it uses GNU extensions), I hope it works on your OS (let me know if it doesn't). Associate the "-march" option with the appropriate value on your system, and type "make" in the "src" directory. If you find better optimisation options for g++ please let me know. XBoard / Winboard ----------------- Fruit is a UCI-only engine. This is unlikely to change in the future. Fruit and other UCI engines can be used with XBoard or WinBoard (or other xboard-compatible interfaces) with the help of PolyGlot (UCI-to-xboard adapter). You can download PolyGlot at http://wbec-ridderkerk.nl/ Opening book ------------ *** NEW *** Starting with version 2.1, Fruit handles an opening book, tada! (<- Windows 3.x sound for those old enough to remember). I cloned the code from my own software (assuming it was legal) "PolyGlot", sorry myself (it's OK /Ed). And some say that open-source is not useful! Now, I hear it already. Tournament directors will want me to designate an official book that they should use. To keep download overhead low, I decided to include only a small book in the main archive: it's called "book_small.bin". It is in fact the same as "fruit.bin" in the PolyGlot 1.3 release. However, I would prefer that Fruit has access to a larger book during tournaments. At the time I am writing this line, "book_corbit.bin" is planned to be made available on WBEC. You can build your own book from a PGN file by using PolyGlot on the command line. PolyGlot is available for download at http://wbec-ridderkerk.nl/ Tablebases ---------- Fruit does not use the so-called Nalimov tablebases, sorry for that. This is unlikely to change in the future. The reasons for my decision are: - the source code by Eugene Nalimov is not "free of use" (although you don't have to pay for it) - the design of the code does not work well with Fruit's "small memory footprint" requirement (for example the executable file would be at least twice as large with the TB code). It must be said though that I have great respect for Eugene's contribution to the computer-chess community. As for Fruit I plan on using selected "bitbases" in the (very far) future. For now some draws are recognised by the evaluation function, and - despite the errors - this somewhat reduces the penalty for not using tablebases. UCI options ----------- You are advised to skip this section unless you are completely crazy about computer chess. Here I give you another chance to skip the section, as you should not be reading this ... Well you have downloaded Fruit in the first place so I suppose I can't do anything for you anyway ... I give up! - "NullMove Pruning" (Always/Fail High/Never, default: Fail High) "Always" actually means the usual conditions (not in check, etc ...). "Fail High" adds the condition that the static evaluation fails high. Never use "Never" (ever)! OK you can use "Never" to test a Zugzwang problem, but ask your Momma first! I expect that this option has little effect (assuming the first two choices only). I only added it because most engines do not use the fail-high condition. - "NullMove Reduction" (1-3 plies, default: 3) 3 is rather aggressive, especially in the endgame. It seems better than always using 2 though. I have not experimented with adaptive solutions. - "Verification Search" (Always/Endgame/Never, default: Endgame) This tries to solve some Zugzwang-related problems. I expect it to hardly have any effect in games. The default value should be sufficient for most-common Zugzwang situations. - "Verification Reduction" (1-6 plies, default: 5) 5 guarantees that the cost of verification search is negligible in most cases. Of course it means Zugzwang problems need a lot of depth to get solved, if ever! With such a reduction, verification search is similar to Vincent Diepeveen's "double null move". - "History Pruning" (true/false, default: true) A bit dodgy, but fun to experiment with. I added it in Fruit 2.0, and I still haven't found the time to test it seriously ... It should help in blitz, but it's possible it actually hurts play in longer games(!!!). One day, I should check this. One day ... - "History Threshold" (percentage, default: 60%) This is the thing, as it affects the search tree! Lower values are safer, and higher values more aggressive. THIS VALUE HAS NOT BEEN TUNED! There is a good chance Fruit's strength can be improved by changing this option. - "Futility Pruning" (true/false, default: false) Very common but controversial. Makes the engine a tiny bit better at tactics but slightly weaker positionally. It might be beneficial by a very small amount, but has not been tested in conjunction with history pruning yet. - "Futility Margin" (centipawns, default: 100) This value is somewhat aggressive. It could lead to problems in the endgame. Larger values prune less but will lead to fewer positional errors. - "Delta Pruning" (true/false, default: false) Similar to futility pruning. Probably safer because it is used mainly during the middlegame. Has not been tested with history pruning either. - "Delta Margin" (centipawns, default: 50) Same behaviour as futility margin. This one is probably safe. - "Quiescence Check Plies" (0-2 plies, default: 1) Fruit tries safe (SEE >= 0) checks at the first plies of the quiescence search. 0 means no checks at all (as in most older engines). 1 is the same as previous versions of Fruit. 2 is probably not worth the extra cost. It could be interesting when solving mate problems though. - evaluation options (percentage, default: 100%) These options are evaluation-feature multipliers. You can modify Fruit's playing style to an extent or make Fruit weaker for instance by setting "Material" to a low value. "Material" is obvious. It also includes the bishop-pair bonus. "Piece Activity": piece placement and mobility. "King Safety": mixed features related to the king during early phases "Pawn Structure": all pawn-only features (not passed pawns). "Passed Pawns": ... can you guess? I think "Pawn Structure" is not an important parameter. Who knows what you can obtain by playing with others? History ------- 2004/03/17 Fruit 1.0, first stable release ------------------------------------------ Fruit was written in early 2003, then hibernated for many months. I suddenly decided to remove some dust from it and release it after seeing the great WBEC web site by Leo Dijksman! Note that Fruit is nowhere near ready to compete there because of the lack of xboard support and opening book. Note from the future: these limitations seem not to be a problem anymore. Fruit 1.0 is as close to the original program as possible, with the main exception of added UCI-handling code (Fruit was using a private protocol before). It is a very incomplete program, released "as is", before I start heavily modifying the code (for good or bad). You can find a succinct description of some algorithms that Fruit uses in the file "technical_10.txt" (don't expect much). 2004/06/04 Fruit 1.5, halfway through the code cleanup ------------------------------------------------------ In chronological order: - added mobility in evaluation (makes Fruit play more actively) - added drawish-material heuristics (makes Fruit look a bit less stupid in some dead-draw endgames) - tweaked the piece/square tables (especially for knights) - added time management (play easy moves more quickly, take more time when unsure) - enabled the single-reply extension (to partly compensate for the lack of king safety) - some speed up (but bear in mind mobility is a costly feature, when implemented in a straightforward way as I did) 2004/12/24 Fruit 2.0, the new departure --------------------------------------- The main characteristic of Fruit 2.0 is the "completion" of the evaluation function (addition of previously-missing major features). In chronological order: - separated passed-pawn evaluation from the pawn hash table, interaction with pieces can now be taken into account - added a pawn-shelter penalty; with king placement this forms some sort of a simplistic king-safety feature - added incremental move generation (Fruit was starting to be too slow for my taste) - added futility and delta pruning (not tested in conjunction with history pruning and hence not activated by default) - improved move ordering (bad captures are now postponed) - added history pruning (not tested seriously at the time I write this yet enabled by default, I must be really dumb) - cleaned up a large amount of code (IMO anyway), this should allow easier development in the future 2005/06/17 Fruit 2.1, the unexpected ------------------------------------ Unexpected because participation in the Massy tournament had not been planned. What you see is a picture of Fruit right in the middle of development. There may even be bugs (but this is a rumour)! I have completed the eval "even more", not that it's ever complete anyway. I have to admit that I had always been too lazy to include king attacks in previous versions. However, some programs had fun trashing Fruit 2.0 mercilessly in 20 moves, no doubt in order to make me angry. Now they should need at least 25 moves, don't bother me again! - added rook-on-open file bonus; thanks to Vincent Diepeveen for reminding me to add this. Some games look less pathetic now. - added pawn storms; they don't increase strength but they are so ridiculous that I was unable to deactivate them afterwards! - added PV-node extensions (this is from Toga), e.g. extending recaptures only at PV nodes. Not sure if these extensions help; if they do, we all need to recognise Thomas Gaksch's contribution to the community! - added (small) king-attack bonus, the last *huge* hole in the eval; now only large holes remain, "be prepared" says he (to himself)! - added history-pruning re-search; does not help in my blitz tests, but might at longer time control; it's also safer in theory, everybody else is using it and I was feeling lonely not doing like them. OK, Tord told me that it helped in his programs ... - added opening book (compatible with PolyGlot 1.3 ".bin" files) - fixed hash-size UCI option, it should now be easy to configure using all interfaces (there used to be problems with Arena, entirely by my fault) Breakpoint ---------- Why a breakpoint now? For the first time of its life, after the recent addition of king attacks, Fruit has all major (but admittedly few others) evaluation components. Don't get me wrong: they all need a lot of refinement, but the code layout is there. When Fruit 1.0 was released, some programmers told their surprise that the program was playing OK-ish (not that I agreed) despite having virtually no eval. They might have wondered whether their larger code was really useful. Since then, I have mostly added classical evaluation features. I believe that Fruit has gained overall 150 to 200 Elo points by evaluation alone. Here I just want to explain that the minimalism of Fruit 1.0 was never a goal, but the consequence of the "as is" state of the distribution. In the end, the moral is safe: eval is good for you! Also "don't jump at conclusions" seems appropriate. Future? ------- Because of this "hurry release", I haven't had the time to continue cleaning up the code. This is the main reason why the version number is only 2.1 I hope to provide a cleaner alternative, perhaps tuned a little, in a few months. Maybe it is time to consider adding features like MultiPV. Although I believe I could keep on increasing strength by adding more and more eval terms, I have little interest in doing so. I would not learn anything in the process, unless I develop new tuning/testing techniques. Ideally I would like to spend more time in alternative software, like my own GUI perhaps (specific to engine testing/matches). Nonetheless, a lot can be done like tuning existing code or building an adapted opening book. Therefore, don't hesitate to contact me if you are interested in giving a hand. Computer testing time is especially welcome, but be warned that I am quite demanding. "I can include test versions in my Fritz-GUI swiss tournament." -> forget it, as well as my email address please, thanks a lot! Lastly, don't take it too seriously. I am tired and always under big pressure before a release, because I want everything to go smoothly. Who knows what I will think in a month? Bug fixes --------- Contrary to Fruit 2.0, Fruit 2.1 checks the legality of the hash-table move before playing it. This could make Fruit 2.0 crash in rare occasion (like once every 10000 games). This means that if Fruit 2.1 crashes, the bug is somewhere else. Fruit 2.1 will now tolerate a hash-table resize after initialisation. This seems especially important for use with Arena. Unfortunately, it also raises the notorious 1MB problem of some "bug"-full interface ... Known bugs ---------- Fruit always claims that CPU is 100% used. This is apparently a problem in the standard C libraries on Windows. Mailbomb me if fixing this would save lives (especially children)! I prefer waiting for late users to throw away Windows 95/98/ME before adding an NT/2000/XP/... solution. Thanks ------ Big thanks go to: - Joachim Rang and Robert W. Allgeuer for spending so much time testing different versions/settings of Fruit and getting actively involved in the project in general. I don't know why they got interested in Fruit but the current version would definitely NOT exist without them. - Bryan Hofmann for compiling Fruit (and other engines) for Windows - Aaron Gordon for the Linux binary and long-term friendship; he's the one who showed me CCC years ago! - George Sobala for the Mac OS X executable - Leo Dijksman for hosting the Fruit distribution (and also the PolyGlot adapter) on his web site (see Links) and all the rest: tournament, testing, documentation, etc, ... For those who have not noticed (e.g. people still using a TRS-80), Leo is EXTREMELY serious in what he is doing. A reference in behaviour! - Ernest Bonnem for making it possible for Fruit to play in the Massy 2005 tournament - Tord Romstad for being my virtual twin brother; who knows if we can materialise in the same place some day? - You, for having patiently waited for this release and still being reading this file (don't worry, it's nearly finished) As usual there are dozens missing, it is simply impossible to include everybody. Links ----- - engine lists, and much more: Leo Dijksman's WBEC Ridderkerk: http://wbec-ridderkerk.nl/ Alex Schmidt's UCIengines.de: http://www.uciengines.de/ - free chess GUIs: Tim Mann's Chess Pages: http://www.tim-mann.org/xboard.html Arena: http://www.playwitharena.com/ - computer-chess fora: The Computer Chess Club (CCC): http://www.talkchess.com/ Volker Pittlik's Winboard Forum: http://wbforum.volker-pittlik.name/ - mostly programmer stuff (if you have several lives to spend): Dann Corbit's FTP: ftp://cap.connx.com (do *not* use passive mode) Sorry for the dozens I simply had to leave away (but you know them if you went that far) ... Contact me ---------- You can contact me at [email protected] For a long time, I have been waiting in vain for the "Fruit Fan Club" T-shirts and donations of source-code improvements of several hundreds Elo points I had been asking for. About the latter I have to say that it is not very smart to delay much further: the more you wait and the more difficult it will be, but I suppose that it had not yet been challenging enough ... Anyway, I have decided to launch a new initiative. What's more boring than reading one's own code at 3am tracking down a bug that might not even exist, know what I mean? I have the solution: let's fix each others bugs! The new operation is called "Fix my Bugs and I Fix Yours!" (patent pending). It works as follows: 1) You fix one of my bugs (excluding null move) before 2005/09/01 00:00 UTC (the acronym that does not mean anything in either English or French, so that both parties are equally disappointed). 2) I select the most artistic bug fix after the date limit. A jury will be nominated if necessary. 3) I fix a bug of your choice in your program (excluding "it plays bad moves"), it's that simple! This is not irony: contrary to popular belief, there really are bugs in Fruit. Even search bugs. I just couldn't be bothered with fixing them so far. Sorry that I can't give you more hints, for now I am using them to find clones effortlessly. See you in September!!! The end ------- Thanks for listening, and have fun with Fruit! Fabien Letouzey, 2005/06/17.
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