Difference between revisions of "Much"

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(Created page with "'''Home * Engines * Much''' '''Much''', (MUCH)<br/> the Maastricht University Chess Program by primary authors Roger Hünen, Harry Nefkens, To...")
 
 
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=Description=
 
=Description=
 
based on [[WCCC 1989]] booklet <ref>[https://www.computerhistory.org/chess/doc-434fea055cbb3/ Kings Move - Welcome to the 1989 AGT World Computer Chess Championship.] Edmonton, Alberta, Canada, Courtesy of [[Peter Jennings]], hosted by[[The Computer History Museum]]</ref>:
 
based on [[WCCC 1989]] booklet <ref>[https://www.computerhistory.org/chess/doc-434fea055cbb3/ Kings Move - Welcome to the 1989 AGT World Computer Chess Championship.] Edmonton, Alberta, Canada, Courtesy of [[Peter Jennings]], hosted by[[The Computer History Museum]]</ref>:
  Much consists of several programs. The [[User Interface|user-interface]] program accepts a move from the operator and subsequently generates [[Piece-Square tables|evaluation tables]] for the [[Search|search program]].  The user-interface program also handles [[Time Management|time control]], the [[Opening Book|opening library]], and the [[Endgame Tablebases|endgame library]]. The [[Search|search program]] receives the [[Chess Position|board position]] and [[Piece-Square tables|evaluation tables]] from the user-interface program. The evaluation tables are tuned with the opening played. Before each move they are [[Incremental Updates|incrementally updated]] according to the board position (strategical evaluation of squares), but also bonus points are provided to undeveloped pieces, the [[Bishop Pair|pair of Bishops]] in open positions ([[Middlegame|middlegame]]/[[Endgame|endgame]]), the Color of the Pawns and Bishop on the board (endgame). Moreover, several [[Planning|plans]] are encouraged. The configuration belonging to the execution of a plan is supplied with bonus points such that every piece and pawn involved tries to reach the plan-ideal square. The plan as a whole, once started to be carried out, increases the bonus points for every piece/pawn to be played at each move. Much then searches until it is interrupted by the user-interface program. The search program, based on the [[Alpha-Beta|alpha-beta]] algorithm and its refinements, uses [[Principal Variation Search|PVS-search]], [[Killer Heuristic|killer]] and [[Transposition Table|transposition tables]]. [[Move Generation|Move generation]] is done incrementally. Much uses specialized sub-programs to handle the KBBK, [[KBNK Endgame|KBNK]], KBPK and KNPK endgames. These programs use a goal-directed search.
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  Much consists of several programs. The [[User Interface|user-interface]] program accepts a move from the operator and subsequently generates [[Piece-Square Tables|evaluation tables]] for the [[Search|search program]].  The user-interface program also handles [[Time Management|time control]], the [[Opening Book|opening library]], and the [[Endgame Tablebases|endgame library]]. The [[Search|search program]] receives the [[Chess Position|board position]] and [[Piece-Square Tables|evaluation tables]] from the user-interface program. The evaluation tables are tuned with the opening played. Before each move they are [[Incremental Updates|incrementally updated]] according to the board position (strategical evaluation of squares), but also bonus points are provided to undeveloped pieces, the [[Bishop Pair|pair of Bishops]] in open positions ([[Middlegame|middlegame]]/[[Endgame|endgame]]), the Color of the Pawns and Bishop on the board (endgame). Moreover, several [[Planning|plans]] are encouraged. The configuration belonging to the execution of a plan is supplied with bonus points such that every piece and pawn involved tries to reach the plan-ideal square. The plan as a whole, once started to be carried out, increases the bonus points for every piece/pawn to be played at each move. Much then searches until it is interrupted by the user-interface program. The search program, based on the [[Alpha-Beta|alpha-beta]] algorithm and its refinements, uses [[Principal Variation Search|PVS-search]], [[Killer Heuristic|killer]] and [[Transposition Table|transposition tables]]. [[Move Generation|Move generation]] is done incrementally. Much uses specialized sub-programs to handle the KBBK, [[KBNK Endgame|KBNK]], KBPK and KNPK endgames. These programs use a goal-directed search.
  
 
=See also=
 
=See also=
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'''[[Engines|Up one level]]'''
 
'''[[Engines|Up one level]]'''
 
[[Category:Acronym]]
 
[[Category:Acronym]]
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[[Category:SPARC]]
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[[Category:Sun-4]]

Latest revision as of 16:58, 26 December 2019

Home * Engines * Much

Much, (MUCH)
the Maastricht University Chess Program by primary authors Roger Hünen, Harry Nefkens, Tom Pronk and Jaap van den Herik [1], represented and operated at the WCCC 1989 by Jos Uiterwijk and Harm Bakker. Much was written in C, and run on a Sun-4 workstation.

Authors

Description

based on WCCC 1989 booklet [2]:

Much consists of several programs. The user-interface program accepts a move from the operator and subsequently generates evaluation tables for the search program.  The user-interface program also handles time control, the opening library, and the endgame library. The search program receives the board position and evaluation tables from the user-interface program. The evaluation tables are tuned with the opening played. Before each move they are incrementally updated according to the board position (strategical evaluation of squares), but also bonus points are provided to undeveloped pieces, the pair of Bishops in open positions (middlegame/endgame), the Color of the Pawns and Bishop on the board (endgame). Moreover, several plans are encouraged. The configuration belonging to the execution of a plan is supplied with bonus points such that every piece and pawn involved tries to reach the plan-ideal square. The plan as a whole, once started to be carried out, increases the bonus points for every piece/pawn to be played at each move. Much then searches until it is interrupted by the user-interface program. The search program, based on the alpha-beta algorithm and its refinements, uses PVS-search, killer and transposition tables. Move generation is done incrementally. Much uses specialized sub-programs to handle the KBBK, KBNK, KBPK and KNPK endgames. These programs use a goal-directed search.

See also

External Links

References

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