Update thread for the development of linn, my Tablut engine. You can try the most recent version here.
v0.1.9 released
- Wins ~20% more games against
v0.1.3 - Completely overhauled ordered move generation
- ~40% faster than
v0.1.3 - Generates moves lazily, such that most moves that end up being pruned are never generated
- Complex state machine which separates cleanly into loud / quiet move generation
- ~40% faster than
- Quiescence Search
- With the new move generator, it was possible to re-enable (the previously disabled) quiescence search
- Completely erases the horizon effect (so no more jumping evaluations)
- Considers and resolves the following moves: Captures, King moves toward unprotected edges and corners, direct capture threats to the King
Try the latest version here.
On testing.linntafl.org/local/play you can now play against the engine in a time format. You can also select which side to play, and set a starting position. I will add a board editor soon so handcrafting fen strings won’t be necessary anymore.
v0.2.1 released
- Implemented Aspiration Windows
- Allows for deeper searches in less time
- Added two new move ordering heuristics
- Countermove Heuristic
- Followup Heuristic
- Reduced nodecounts at depth 10 up to 50% in some positions
- This means the engine more often than not reaches depth 11 in the same time that
v0.1.9needed to reach depth 10
- This means the engine more often than not reaches depth 11 in the same time that
- Breaking change: FEN strings now include the destination square of the last move
- This is necessary because detecting king capture is not possible just from looking at the pieces, since the king is allowed to move into a sandwich without being captured
The new version is already live: Linntafl - Play against Tablut AI.