The Site ratings at slow time controls can be quite reliable for servers where strong players congregate (ICC, FICS to name a few) as the ratings VERY closely reflect your true playing strength if you've played enough games. For very standardized rating systems such as USCF and FIDE/ELO, you will notice that the different rating classes tend to point to the ...
TPR calculators and expected rating change.
Basically Performance rating is the average of your opponent's ratings with an adjustment based on the score of the game. For each win, you add your opponent's rating + 400, a draw is just your ...
For a very accurate rank of a player's quality, you can use the excellent tool provided by www.chess-db.com. It lets you upload your games and after some minutes it outputs the quality of both players in percentage compared with the best moves of a strong engine.
This is the page to upload a PGN file:
And this is ...
A: Let's use bishop for our example. xrayBishopAttacks works if we have the following position:
but it doesn't work if you have this:
The f3 knight is not pinned because there is something else behind it. obstructed takes this into consideration.
B: Once you get the pinned pieces, you can just do XAND to check if the piece you want to move is pinned. If ...
Yes, a double check is when two pieces give check at the same time. It doesn't matter how you got to that position. As to whether there's an error on that wiki, it's probably best to try to ask its author. Maybe they can provide the full list of positions for you to compare.
I can think of two ways of giving double check while promoting. One is where you ...
Under FIDE rules, the performance rating is calculated by taking the average of your opponent's ratings, and then adding a factor from a table based on performance. Let's say you played 5 games, against people rated 1380, 1390, 1400, 1430, and 1900, and had 3 wins and 2 losses. You scored 60%, or 0.6. According to the table in section 1.49 of this ...
The real speed in bitboards is created by precomputing the bitboards for every instance. This means that you already have the attacked squares for a rook on d4 and every other piece on every square. Even faster is to use magic bitboards, but that is too complicated for a forum. Although both are written in c, I suggest Crafty to understand bitboards ...
The bigger weights file corresponds to a larger Neural Network, which means more computation per node, but better evaluation per node.This is expected, and there is nothing that can make a bigger NN as fast as a smaller NN. The best solution is to use a small NN for blitz time control. I would personally recommend LD2 (available at Lc0.org/LD2)
Given the new requirements, I tried to do a calculation. I couldn't find one on the internet suitable for this task, but this one suggests that for one game between a 2150 and a 2450 player, the following probabilities hold (from the standpoint of the weaker player):
To get a score of 4.5 or more, which is needed to score a ...
Section 1.48 of the FIDE Title Regulations effective from 1 July 2017 specifies how the performance rating is calculated. The average rating of the opponents is adjusted by a value determined by looking up the percentage score in a table.
For example, after Round 12 of the 2018 Candidates Tournament, Ding Liren had 6.5 out of 12 points, for a rounded ...
Caffeine increases 'manual productivity' while decreasing creativity commensurately. That is, if you're packing groceries or stocking shelves, tank up. If you need to think, ease up. YMMV of course.
There is no silver bullet. Eat right, sleep plenty, and exercise.
Your code looks fine. We can't really give you the exact cause, but we can give you some hints.
Q: How did you generate sliding pieces?
Sliding piece generation is typically the slowest because we need to check the enemy pieces. Stockfish uses magic bitboard, which is also used by Houdini and Komodo.
Q: How did you generate legal moves?
Stockfish always ...
At least for some players, yes, although how many games, the type of games, and in what period of time, causes burn out, I would assume varies from player to player. I've been reading "Bent Larsen's Best Games," and he mentions how he was drained after playing several consecutive events, but after a month's vacation, came back refreshed.
Performance rating doesn't make sense for a single game, it only makes sense if you play a bunch of games (at least 4 or 5) in a chess event. For example, in a round robin tournament with 4 players, where every player plays twice against every opponent (with White and Black), every player plays 6 games in total, and the performance rating will give useful ...
The menu for the analysis board has sliders for CPUs and memory (see screenshot below). Have you tried adjusting those? Maybe whether they actually work or not depends on which browser you are using. If they don't, I think this question would be best suited for the Lichess feedback forum, since it might be a bug.
It probably depends on the person and how often you drink energy drinks to begin with. If you don't ordinarily drink them, I would advise against it. I made the mistake of taking an energy drink before a tournament even though i ordinarily didn't drink them. It increased my energy at the expense of focus. My mind was racing and i couldn't concentrate. ...
Answering my own question here. I've managed to increase the speed of the move generation code, by implementing the pinnedPices() routine.
The C++ version runs Perft (start_pos, 6) under ~3.5 secs, including hash updates.
Here's some Java code for reference (messy indentation, sorry):
//return bitboard of pinned pieces for player side
public static long ...
It looks like your engine is using very simple for loop and arrays. Your code simply loop over again and again, possibly repeat each search iteration.
That’s obviously not good. Chess engine can’t run fast if it has to loop like that. If the position had no check surely all CPU time wasted?
My recommendation is change your data structure to a bitboard. ...
It may help to keep a list of each piece and the squares it attacks for the position.
Then when a move occurs, you can reduce the work calculating for the pieces that don't move. Non-moving kings, knights, and pawns will attack the same squares as before. Non-moving queens, bishops, and rooks only need to be recalculated if a piece moved to or away from a ...
Yes, the case you mentioned would also qualify as a double check.
But it also depends on what your definitions are. If the Perft result does consider that to not be a double check, it doesn't mean you have to abide by it.
chess.com CAPS. Compare CAPS score from chess.com (requires subscription), to table found in a graphic on this:
Also of interest:
Note of caution: Caps scores for anyone particular game ...
What you're asking does not exist by my knowledge. However, this is my idea:
You'll need samples with the following features, (1) Chess position, (2) Move made in the position, (3) Rating of the player that made the move.
Let's say you have 1 billion samples. You can train a computer algorithm on these samples that can predict for each move in a position ...
I found these sources for "meditation" among the past 2 worlds champions:
Q : Do you practise meditation and if so, how effective do you find it?
A: I don’t meditate regularly and hence I do not know the extent to which it can help.
Just to answer my own question, the bug I had is better explained here:
My make/undo/perft code are correct, the problem was that the board state (castle rights and ep square) were being destroyed in the recursion. For example:
1 e2-e4 a7-a6
2 e4-e5 d7-d5 // ep ...
I wouldn't code up a new divide function because if you have a bug in your code, your new function will also be buggy.
Why don't you use Stockfish? Do you know you can run perft on Stockfish?
In Stockfish, run the following:
position fen r3k2r/1b4bq/8/8/8/8/7B/R3K2R w KQkq - 0 1
You should get the following:
Disclaimer: I can't support my claims with numbers. I don't have your engine to profile. It is mostly gut feelings.
It looks like a performance killer is a castling test.
Testing for canCastle*S (it looks like it is about King and Rook didn't move, and nothing is in between) is way cheaper than testing for King becoming exposed, so swap the tests order. C++...
Regarding B, the classic trap is not undoing all the changes one makes to the board in the unmake move. One thing that I do when debugging is to make a copy of the board before making & unmaking moves, and testing equality later. (I override the copy constructor & equality operator for my Board class)
The fluctuation within a range but never breaking out of the range means you have hit a ceiling and are flatlining. Think of it like the stock martet whereby you are consolidating, and take this opportunity to study and change your way of thinking about the opening, middle-game, and endgame. Get outside your comfort zone. read a difficult chess book that ...