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18

Probably, as you pointed out, Bb5 instead of Bc4. The Ruy Lopez is considered very very marginally better/more critical than the Italian by humans, so it'd make sense that the engine used here'd agree. Certainly, however, the Italian is fine, and the difference is very marginal.


7

I have tried using MCTS before for a chess engine and the results were not very good. The problem was that the results when playing out a game with only random moves were basically just that: random. Most of the results would only be reached after over 100 plies so the initial position had little to do with the result. I had better results when I cutoff the ...


6

Well, we can trust the engine in some cases when they analyse, but in this case, we are looking at book moves. Since the Italian Game is perfectly reasonable, don't worry about the 0.3% off.


6

The number of board states is on the order of 10^45. That's within a few orders of magnitude of the number of water molecules in the Earth's oceans. So solving chess by exhaustively searching the possible board states is not currently considered computationally feasible. Instead you're proposing Monte Carlo Tree Search. In this approach, you would use random ...


5

When you shut off the engine and turn it back on, its transposition table has been cleared. In order to continue using the saved positions, a database of some sort would be needed. This would keep getting bigger and bigger the more you used the engine though, and could become very inefficient for the engine to actually use to the sheer size. If by a new game ...


4

I think NN's brought us 3 main types of knowledge about chess: Specific good types of positions, that playing positionally is viable at a high level, and that we are nowhere near creating a perfect chess engine. Fawn pawns (6th rank pawns that are safely nested in opponent pawns) are the clearest example here. Another example would be the strength of a pair ...


4

I think that when you started a new game you accidentally choose the Variant "Suicide" or "Losers". (It might be preselected now that you have selected it once.) Why would this explain the situation? In these Variations of chess (you might know them as antichess, the losing game, giveaway chess, suicide chess, killer chess, must-kill, ...


3

Try the TCEC adjudication rules, adapted for your situation. You can use more aggressive (or less aggressive) adjudication rules if you need them, e.g. by changing the threshold eval needed for adjudication. Win adjudication: Game ends in a win if there is a mate, engine resigns, time runs out, there is a crash, illegal move, by 6-men TB adjudication, or by ...


2

The gameplay accuracy is a scale from 0 to 100 and it is calculated based on the accuracy of each of your moves. Chess.com collects a lot of data from played games that they use to evaluate which moves are more important for the final accuracy. The final accuracy is a weighted average and that explains when you play a game with two book moves and a blunder ...


2

What are the most common checks which occur in chess? Back rank checks (and check mates) must be the number one. I would suspect that bishop checks from h2/h7 on the castled king should also be up there in the top 10 if not number two.


1

If you go to this site: https://ccrl.chessdom.com/ccrl/4040/games.html You should be able to download pgns of games by month, or games played by any specific engine of your choosing. Also on the home page: https://ccrl.chessdom.com/ccrl/4040/ You can search around and find stats of how certain engines score against each other.


1

MCTS is over-hyped. In general to make a computer player for such turn-based abstract games, you would need to use negamax/minimax plus alpha-beta pruning (see this post for an explanation of its correctness), together with a couple of heuristics: Position-evaluation functions: Estimates the true value of the given position. Must be used at the leaves of ...


1

Try the chess.com website. They have plenty of resources available. They also have a fully trained neural net which evaluated and scores your games with the aim to improve the player and facilitate their learning process.


1

On my old laptop with an i5 processor, running on a single thread, a recent version of Stockfish (written in CPP) makes around 1 million nodes per second (1Mnps). You must take into account that these nodes are not just the move generator, but the engine is also using its evaluation, so Stockfish's move generator should be much faster than that My very ...


1

Lots of them let you pay zero per use. Download your own program and you only pay once.


1

Im only 1000 in blitz and get 90 - 95 games at least 5 times each day, no it doesn't mean someone is cheating, grandmasters get high nineties every single game.


1

Check the program pgn-extract (https://www.cs.kent.ac.uk/~djb/pgn-extract). It has what you probably need. Here I copy a fragment of its help: Include a position evaluation after each move (--evaluation) The --evaluation argument causes a comment to be appended to every move, which contains an evaluation of the position immediately following that move. The ...


1

Yes. I did it a little while ago. It's of course possible. You will need to be technical capable of doing it as it won't be like a one-click installer.


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