Frittle is an open source amateur Java Chess Engine that supports the XBoard/WinBoard Chess Engine Communication Protocol (version 2).
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FRITTLE - COMPUTER CHESS ENGINE =============================== [version 0.3 - July 1, 2009] New: - Quiesence Search - Principal Variation Search - Killer moves heuristic Changes: - Cleaned out the source code, separated classes into packages - Faster move generation - Added pawn structure analysis to static evaluation - In 'Show Thinking' mode, full length principal variation is now displayed Known Issues: - Pondering is still unstable - Time is not efficiently managed Future plans: - Null move pruning - Late move reductions - Endgame analysis - Polyglot book format - AI draw handling - UCI support - SAN/PGN support [version 0.2 - May 02, 2009] Changes: - Added Perft component to test move generation - Rewritten major part of the source to optimize performance - Nodes per second of search increased 10-fold - Transposition Table can hold 4 times as many positions - Using smaller book (only about 5MB) - Basic time controls - Tournament mode - Fischer mode [UNSTABLE] - Multi-threaded the program - Support for '?' (move now!) command - Pondering on opponent's time [UNSTABLE] - Improved evaluation function slightly - Simple endgame detection and change only in positional value - Improved checkmate detection, resign if forced to mate in N - Static exchange evaluation - New and original move ordering and move hashing technique - Friendly command line interface - Useful commands such as 'moves' and 'history' - 'help' displays list of commands Short term goals: - Draw recognition - Principal Variation Search - Quiescence Search - Killer moves heuristic - History heuristic - A better evaluation function (based on pawn structure, king safety, etc.) Long term goals: - Null-move pruning - Endgame Tablebases - Machine Learning - UCI compatibility - SAN/PGN support [version 0.1 - April 24, 2009] Features: - XBoard/WinBoard compatible - Clean and well documented Java source code - Support for FEN - Uses co-ordinate notation for moves (eg. e2e4) - Amateur artificial intelligence using the following: - Negamax search - Alpha-Beta pruning - Iterative Deepening - Transposition Tables - Opening Book - Simple materialistic evaluation (only considering material value and positional advantage) All this lets Frittle search upto 4 ply in a couple of seconds. Known issues: - No clock support at all - No support for draw except stalemate - Currently single-threaded... So while the AI thinks, you cannot type in any commands or interrupt it in any way
FRITTLE - COMPUTER CHESS ENGINE =============================== [version 0.3 - July 1, 2009] New: - Quiesence Search - Principal Variation Search - Killer moves heuristic Changes: - Cleaned out the source code, separated classes into packages - Faster move generation - Added pawn structure analysis to static evaluation - In 'Show Thinking' mode, full length principal variation is now displayed Known Issues: - Pondering is still unstable - Time is not efficiently managed Future plans: - Null move pruning - Late move reductions - Endgame analysis - Polyglot book format - AI draw handling - UCI support - SAN/PGN support [version 0.2 - May 02, 2009] Changes: - Added Perft component to test move generation - Rewritten major part of the source to optimize performance - Nodes per second of search increased 10-fold - Transposition Table can hold 4 times as many positions - Using smaller book (only about 5MB) - Basic time controls - Tournament mode - Fischer mode [UNSTABLE] - Multi-threaded the program - Support for '?' (move now!) command - Pondering on opponent's time [UNSTABLE] - Improved evaluation function slightly - Simple endgame detection and change only in positional value - Improved checkmate detection, resign if forced to mate in N - Static exchange evaluation - New and original move ordering and move hashing technique - Friendly command line interface - Useful commands such as 'moves' and 'history' - 'help' displays list of commands Short term goals: - Draw recognition - Principal Variation Search - Quiescence Search - Killer moves heuristic - History heuristic - A better evaluation function (based on pawn structure, king safety, etc.) Long term goals: - Null-move pruning - Endgame Tablebases - Machine Learning - UCI compatibility - SAN/PGN support [version 0.1 - April 24, 2009] Features: - XBoard/WinBoard compatible - Clean and well documented Java source code - Support for FEN - Uses co-ordinate notation for moves (eg. e2e4) - Amateur artificial intelligence using the following: - Negamax search - Alpha-Beta pruning - Iterative Deepening - Transposition Tables - Opening Book - Simple materialistic evaluation (only considering material value and positional advantage) All this lets Frittle search upto 4 ply in a couple of seconds. Known issues: - No clock support at all - No support for draw except stalemate - Currently single-threaded... So while the AI thinks, you cannot type in any commands or interrupt it in any way
FRITTLE - COMPUTER CHESS ENGINE =============================== [version 0.2 - May 02, 2009] Changes - Added Perft component to test move generation - Rewritten major part of the source to optimize performance - Nodes per second of search increased 10-fold - Transposition Table can hold 4 times as many positions - Using smaller book (only about 5MB) - Basic time controls - Tournament mode - Fischer mode [UNSTABLE] - Multi-threaded the program - Support for '?' (move now!) command - Pondering on opponent's time [UNSTABLE] - Improved evaluation function slightly - Simple endgame detection and change only in positional value - Improved checkmate detection, resign if forced to mate in N - Static exchange evaluation - New and original move ordering and move hashing technique - Friendly command line interface - Useful commands such as 'moves' and 'history' - 'help' displays list of commands Short term goals: - Draw recognition - Principal Variation Search - Quiescence Search - Killer moves heuristic - History heuristic - A better evaluation function (based on pawn structure, king safety, etc.) Long term goals: - Null-move pruning - Endgame Tablebases - Machine Learning - UCI compatibility - SAN/PGN support [version 0.1 - April 24, 2009] Features - XBoard/WinBoard compatible - Clean and well documented Java source code - Support for FEN - Uses co-ordinate notation for moves (eg. e2e4) - Amateur artificial intelligence using the following: - Negamax search - Alpha-Beta pruning - Iterative Deepening - Transposition Tables - Opening Book - Simple materialistic evaluation (only considering material value and positional advantage) All this lets Frittle search upto 4 ply in a couple of seconds. Known issues: - No clock support at all - No support for draw except stalemate - Currently single-threaded... So while the AI thinks, you cannot type in any commands or interrupt it in any way
FRITTLE - COMPUTER CHESS ENGINE =============================== [version 0.2 - May 02, 2009] Changes - Added Perft component to test move generation - Rewritten major part of the source to optimize performance - Nodes per second of search increased 10-fold - Transposition Table can hold 4 times as many positions - Using smaller book (only about 5MB) - Basic time controls - Tournament mode - Fischer mode [UNSTABLE] - Multi-threaded the program - Support for '?' (move now!) command - Pondering on opponent's time [UNSTABLE] - Improved evaluation function slightly - Simple endgame detection and change only in positional value - Improved checkmate detection, resign if forced to mate in N - Static exchange evaluation - New and original move ordering and move hashing technique - Friendly command line interface - Useful commands such as 'moves' and 'history' - 'help' displays list of commands Short term goals: - Draw recognition - Principal Variation Search - Quiescence Search - Killer moves heuristic - History heuristic - A better evaluation function (based on pawn structure, king safety, etc.) Long term goals: - Null-move pruning - Endgame Tablebases - Machine Learning - UCI compatibility - SAN/PGN support [version 0.1 - April 24, 2009] Features - XBoard/WinBoard compatible - Clean and well documented Java source code - Support for FEN - Uses co-ordinate notation for moves (eg. e2e4) - Amateur artificial intelligence using the following: - Negamax search - Alpha-Beta pruning - Iterative Deepening - Transposition Tables - Opening Book - Simple materialistic evaluation (only considering material value and positional advantage) All this lets Frittle search upto 4 ply in a couple of seconds. Known issues: - No clock support at all - No support for draw except stalemate - Currently single-threaded... So while the AI thinks, you cannot type in any commands or interrupt it in any way
FRITTLE - COMPUTER CHESS ENGINE =============================== [version 0.2 - May 02, 2009] Changes - Added Perft component to test move generation - Rewritten major part of the source to optimize performance - Nodes per second of search increased 10-fold - Transposition Table can hold 4 times as many positions - Using smaller book (only about 5MB) - Basic time controls - Tournament mode - Fischer mode [UNSTABLE] - Multi-threaded the program - Support for '?' (move now!) command - Pondering on opponent's time [UNSTABLE] - Improved evaluation function slightly - Simple endgame detection and change only in positional value - Improved checkmate detection, resign if forced to mate in N - Static exchange evaluation - New and original move ordering and move hashing technique - Friendly command line interface - Useful commands such as 'moves' and 'history' - 'help' displays list of commands Short term goals: - Draw recognition - Principal Variation Search - Quiescence Search - Killer moves heuristic - History heuristic - A better evaluation function (based on pawn structure, king safety, etc.) Long term goals: - Null-move pruning - Endgame Tablebases - Machine Learning - UCI compatibility - SAN/PGN support [version 0.1 - April 24, 2009] Features - XBoard/WinBoard compatible - Clean and well documented Java source code - Support for FEN - Uses co-ordinate notation for moves (eg. e2e4) - Amateur artificial intelligence using the following: - Negamax search - Alpha-Beta pruning - Iterative Deepening - Transposition Tables - Opening Book - Simple materialistic evaluation (only considering material value and positional advantage) All this lets Frittle search upto 4 ply in a couple of seconds. Known issues: - No clock support at all - No support for draw except stalemate - Currently single-threaded... So while the AI thinks, you cannot type in any commands or interrupt it in any way
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