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Re: Marauders

Posted: Fri Mar 22, 2024 4:08 pm
by Homayoun
minutka15 wrote:
Fri Mar 22, 2024 2:30 pm
Thank you Tanick

Here is my repack i made yesterday.
All these engines uses the same net "nn-979b0339f40f.nnue" and "nn-baff1ede1f90.nnue"
Size around 60 mb
You can use one or both path to install by selecting TAB abowe

nn-979b0339f40f.png

https://pixeldrain.com/u/nXkPQW8q
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Thanks,minutka.

Re: Marauders

Posted: Sat Mar 23, 2024 2:41 am
by OrgZ
minutka15 wrote:
Fri Mar 22, 2024 2:30 pm
Thank you Tanick

Here is my repack i made yesterday.
All these engines uses the same net "nn-979b0339f40f.nnue" and "nn-baff1ede1f90.nnue"
Size around 60 mb
You can use one or both path to install by selecting TAB abowe

nn-979b0339f40f.png

https://pixeldrain.com/u/nXkPQW8q
Thanks dear Minutka :D

Re: Marauders

Posted: Wed Apr 03, 2024 8:51 pm
by OrgZ
Marauders 3.1

Sources:
https://tests.stockfishchess.org/tests/ ... 0526c5db22
https://tests.stockfishchess.org/tests/ ... 5069f87957
https://tests.stockfishchess.org/tests/ ... 5069f87db5

For Human vs engine games, I have written the code
"["Time Per Move"] << Option(0, 0, 10000);", idea brought by dear Homayoun
For human adaptation(when you plan against the engine, you can set how you would like it to spend its time each move)

Heres how it works. For Engine vs engine leave it at 0. for humans you can adjust it anyhow you like...but from the values 1-6900 the engine plays fast(as if its using a book and makes lots of mistakes. from 7000-10000 it plays at a nice rate and strong.
so i recommend 7000-10000 if you want a strong engine for human play. at value 0 the engine is on default just like any other sf engine.

Nets:
nn-baff1ede1f90.nnue

nn-ae6a388e4a1a.nnue

https://pixeldrain.com/u/udiD94JU

Re: Marauders

Posted: Wed Apr 03, 2024 9:09 pm
by Cengiz-Baba
Thank you very much, Mr Tanick

Re: Marauders

Posted: Wed Apr 03, 2024 9:42 pm
by OrgZ
👍

Re: Marauders

Posted: Wed Apr 03, 2024 10:21 pm
by Homayoun
Thank you very much Tanick.
Best regards

Re: Marauders

Posted: Wed Apr 03, 2024 10:40 pm
by Ghppn
Thank you very much, OrgZ!

Re: Marauders

Posted: Thu Apr 04, 2024 12:06 am
by Triton6654
Thank you very much, Mr Tanick!!!

Re: Marauders

Posted: Thu Apr 04, 2024 9:18 am
by LION
OrgZ wrote:
Wed Apr 03, 2024 8:51 pm
Marauders 3.1

Sources:
https://tests.stockfishchess.org/tests/ ... 0526c5db22
https://tests.stockfishchess.org/tests/ ... 5069f87957
https://tests.stockfishchess.org/tests/ ... 5069f87db5

For Human vs engine games, I have written the code
"["Time Per Move"] << Option(0, 0, 10000);", idea brought by dear Homayoun
For human adaptation(when you plan against the engine, you can set how you would like it to spend its time each move)

Heres how it works. For Engine vs engine leave it at 0. for humans you can adjust it anyhow you like...but from the values 1-6900 the engine plays fast(as if its using a book and makes lots of mistakes. from 7000-10000 it plays at a nice rate and strong.
so i recommend 7000-10000 if you want a strong engine for human play. at value 0 the engine is on default just like any other sf engine.

Nets:
nn-baff1ede1f90.nnue

nn-ae6a388e4a1a.nnue

https://pixeldrain.com/u/udiD94JU
make[2]: *** [<builtin>: timeman.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[2]: Leaving directory '/Marauders 3.1/Marauders code'
make[1]: *** [Makefile:1072: gcc-profile-make] Error 2
make[1]: Leaving directory 'Marauders 3.1/Marauders code'
make: *** [Makefile:886: profile-build] Error 2

Re: Marauders

Posted: Sun Apr 21, 2024 10:02 am
by OrgZ
Marauders 3.3
https://pixeldrain.com/u/auJqNSpj

Nets:
nn-ae6a388e4a1a.nnue
nn-baff1ede1f90.nnue