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       #Post#: 474--------------------------------------------------
       Re: Who are Today's World Champions in Variant Chess?
       By: Panzerschiff Date: February 16, 2018, 7:42 am
       ---------------------------------------------------------
       It has been a long time and hard to use the word "current" for
       this, but Cyber World Championships were held for Grand Chess
       through the inventor's (Christian Freeling) web site in 1997,
       1999 and 2001.  No Cyber tournament took place after 2001 to my
       knowledge.  Consequently, I guess I would be still be the
       current Cyber World Champion (Equivalent to correspondence chess
       or similar turn based games conducted through a server) for
       Grand Chess. (10x10 variant).  Panzerschiff (John Vehre)  Wayne
       Schmittberger won the first two tournaments.
       #Post#: 476--------------------------------------------------
       Re: Who are Today's World Champions in Variant Chess?
       By: Greg Strong Date: February 16, 2018, 11:06 am
       ---------------------------------------------------------
       [quote author=HGMuller link=topic=43.msg221#msg221
       date=1516822842]as far as I know there has been no development
       of engines that could play Gothic Chess at all, since
       then.[/quote]
       There's the new ChessV.  Say, what ever happened to Spartacus?
       #Post#: 480--------------------------------------------------
       Re: Who are Today's World Champions in Variant Chess?
       By: HGMuller Date: February 16, 2018, 12:17 pm
       ---------------------------------------------------------
       True, but I understood it is not WB compatible as an engine yet.
       Spartacus is sort of in a sorry state. It seems I inadvertently
       forked the development. (I was not using version control at the
       time.) So I have two different versions of the executable, one
       obviously broken for Spartan Chess (it gives +1.80 in the
       initial position), the other for normal Chess. And there aren't
       ay source-code files that correspond to their creation date.
       Spartacus was supposed to be a varaiant-capable engine based on
       an incrementally updated attack map. At one time I had that
       working for normal Chess, but then I changed the board size from
       32x8 to 24x10 in order to support Grand Chess, and that broke
       the incremental update, so that I temporarily disabled it.
       I suppose I could fix that, but in the mean time my ideas for
       how to incrementally update an attack map have evolved a lot,
       and even if I could get Spartacus working as designed, I would
       be quite unhappy with it. I applied my new design for the attack
       map in my Tenjiku-Shogi engine, and it works like a charm there.
       So it seems my time would be better spent to completely rewrite
       Spartacus, based on the same principles.
       #Post#: 481--------------------------------------------------
       Re: Who are Today's World Champions in Variant Chess?
       By: Greg Strong Date: February 16, 2018, 10:39 pm
       ---------------------------------------------------------
       [quote author=HGMuller link=topic=43.msg480#msg480
       date=1518805063]
       True, but I understood it is not WB compatible as an engine
       yet.[/quote]
       Well, you didn't specifically stipulate that  ;D
       [quote author=HGMuller link=topic=43.msg480#msg480
       date=1518805063]Spartacus is sort of in a sorry state. It seems
       I inadvertently forked the development. (I was not using version
       control at the time.) So I have two different versions of the
       executable, one obviously broken for Spartan Chess (it gives
       +1.80 in the initial position), the other for normal Chess. And
       there aren't ay source-code files that correspond to their
       creation date.
       Spartacus was supposed to be a varaiant-capable engine based on
       an incrementally updated attack map. At one time I had that
       working for normal Chess, but then I changed the board size from
       32x8 to 24x10 in order to support Grand Chess, and that broke
       the incremental update, so that I temporarily disabled it.
       I suppose I could fix that, but in the mean time my ideas for
       how to incrementally update an attack map have evolved a lot,
       and even if I could get Spartacus working as designed, I would
       be quite unhappy with it. I applied my new design for the attack
       map in my Tenjiku-Shogi engine, and it works like a charm there.
       So it seems my time would be better spent to completely rewrite
       Spartacus, based on the same principles.
       [/quote]
       Sorry to hear that.  I'm revisiting Quadrox now but it's been so
       long and I have so many old hard drives lying around I'm not at
       all sure that the code I'm looking at was the latest, so I can
       sympathize.  Although if you've discovered a better approach in
       the meantime, maybe it's not too much of a loss.  I hope you get
       back to it.  We could really use another strong universal chess
       engine.  Fairy-Max may be a weak engine, and yet it remains one
       of the strongest universal engines ...
       Incrementally updated attack maps are an interesting idea that
       I've thought about from time to time for at least a decade.  For
       large board variants at least I think the idea has great
       promise.  But when I think deeply about it and try to nail down
       all the details, I see it's pretty complicated and I'm not
       confident I can get it working correctly without spending a
       *TON* of time developing and debugging, so I keep putting it
       off.  I've been able to create some decent engines, but I'm not
       the bad-ass programmer you are.  (not being sarcastic.)
       #Post#: 482--------------------------------------------------
       Re: Who are Today's World Champions in Variant Chess?
       By: HGMuller Date: February 17, 2018, 4:10 am
       ---------------------------------------------------------
       True, the incremental update was hard, and especally hard in the
       case of Tenjiku Shogi, where you have to deal with jumping
       generals, Fire-Demon burning, area moves... I did make some
       allowences there. E.g. the attack map only indicates which
       victims are in area-move range, and whether the capture is
       actualy possible is the verified from scratch during move
       generation. And Demon burns are generated from scratch in every
       node, assisted by an incremetally updated set of white/black
       'bitstrips' (partial bitboards covering 3 files). I am still
       puzzling on how to incremetally do hook movers, so that the
       engine could do the larger variants as well.
       I just started with a routine to generate the attack map from
       scratch, and compared that map with the incrementally updated
       one in every node of a perft. But I was surprised how quickly I
       got it working. Just a few cases of non-terminating loops,
       because I forgot to increment the index, and such. And throwing
       out all the stuff specific for Tenjiku would be quite easy.
       The problem is that the number of Chess-programming projects I
       have is increasing, and especially the number of 'nearly
       finished' projects is increasing. 'Inferno' (the Tenjiku engine)
       has not been released at all, and is waiting for addition of an
       evaluation term that is crucial in the opening phase. And
       'CrazyWa' (my engine for variants with drops on boards up to
       11x11) is still waiting for a release of a cleaned-up source
       code, and addition of some variants of interest (mainly Kyoto
       Shogi). And I just started on writing a Chess program in
       assembler for the 'Gigatron' retro computer.
       I also would like to equip the 'Interactive Diagram' (written in
       JavaScript) with an AI. And develop (and in particular tune) an
       engine for Peace Chess (Paco Shako), where no clue exists for
       what is optimal strategy, so that it would have to be some
       self-learning thing. Perhaps Alpha Zero can provide some
       inspiration for that. It would be cool to write a program that
       learns to play just from the rules anyway.
       Working on a program for 'ordinary chess variants' has become a
       somewhat boring task in comparison...
       #Post#: 483--------------------------------------------------
       Re: Who are Today's World Champions in Variant Chess?
       By: GothicChessInventor Date: February 17, 2018, 10:18 am
       ---------------------------------------------------------
       [quote author=chilipepper link=topic=43.msg228#msg228
       date=1516836018]
       Here is an update on some of the star players based on
       information posted on this thread. I didn't yet add the
       information from ebinola's post, but plan to do so soon (within
       a few days). :o
       [/quote]
       There are many Gothic Chess programs that are not on the list.
       The oldest = CapaGNU Modified, which was a DOS program that
       played Capablanca Chess which could be modified to play Gothic
       Chess.
       Zillions of Games has a Gothic Chess implementation.
       Gothic Vortex was the creation of a "Dream Team" of programmers
       where I was the lead developer. Derived from Robert Hyatt's
       Crafty 19.something, with programmers Gil Dodgen, Steven Dodgen,
       Ed Trice, Eugene Nalimov, Marc Bourzutschky, and Andrew Kadatch.
       TSCP Gothic was a modified version of Tom's Simple Chess Program
       (by Tom Kerrigan) made by Dutch programmer Michel Langeveld.
       S.M.I.R.F.  ("Strategiespielprogramm Mit Intelligent
       Rückkoppelnden Funktionen" which is Strategic Game Program With
       Intelligent Recursing Facilities in German) by Reinhard
       Scharnagl.
       Joker80 by H.G. Muller
       FairyMax by H.G. Muller
       Variant Pulverizer, originally named "Variant Shredder" but a
       strongly worded communication from Stefan Meyer-Kahlen (the
       programmer of the "Shredder" chess engine) quickly disavowed
       authorship and requested me to contact that program's author to
       insist he change the name. (He did so, then withdrew his program
       from all future events after a strong showing.)
       There are others that I am forgetting, and H.G. can certainly
       add the ones from his own "Battle of the Goths" events he
       hosted.
       As for "World Champions" of Gothic Chess, or other variants, I
       am hesitant to use any such title because it really pales in
       comparison to how the FIDE title is organized. I would say, in
       the absence of a World Governing Body where the variant is
       played in live, over-the-board tournaments in multiple
       countries, with certified tournament directors and a
       diligently-maintained ratings list, we should avoid such a
       title.
       Instead, I propose using the label: Recognized Strongest Player
       From my involvement with Gothic Chess, here is my list of known
       "RSP" based on their years of activity
       2000 Ed Trice
       2001 Larry Kaufmann (I played over-the-board with Larry. He
       consistently swapped into winning chess positions and killed
       me).
       2002 Michael De La Maza (scored 7 wins and 2 draws in the under
       2000 section of the 8x8 chess World Open in the year 2001)
       2003 Ed Trice
       2004 John Vehre
       2005 Bobby Fischer (played online at GothicChessLive.com under
       the pseudonym of "Umbra")
       2006 Susan Polgar (Fischer came online less and less frequently,
       and Susan beat me pretty bad)
       2007 Bobby Fischer
       2008 Anatoly Karpov (was preparing to face Fischer, safe to say
       he was the best)
       2009-2015 No activity while I built a Supercomputer Design Firm
       2016 Ed Trice
       2017 Ed Trice
       It should be further noted that this is no way implies a "line
       of succession." In 2000 and 2001, we were still a fledgling
       variant, and even 1 game with 1 person showcasing dominance is
       clearly enough to convince me who belongs on the list. My 2
       games with Larry Kaufman in 2001 were enough to convince me of
       that, and watching Michael De La Maza manhandle some players in
       the earliest version of our online playing site in 2002 led me
       to believe I would not outlast him in a set match. Both of these
       players were not active beyond this time, so players coming
       after had not crossed swords with either of them. John Vehre
       played a correspondence game with me, and I learned very quickly
       you can't rely on e4 in Gothic Chess the way you can in 8x8
       chess. Fischer was destroying everyone online, giving them 10
       minute vs. 1 minute odds and mopping them up. He died 6 months
       before the match between he and Karpov was slated to take place.
       In Fischer's absence, Karpov was clearly at the top of the list.
       It was also the start of a period of Gothic Chess decline,
       because I owed the match financiers over $800,000. They
       stipulated that should Fischer not appear and play, for whatever
       reason, I had to pay them back TWICE the interest that accrued
       on their portion of the $15,000,000 that was raised for the
       match. Well, over a 21-month period of time, this interest
       totalled $400,000, so double that, and that is what I paid back
       (painfully!) So you can see why I was not interested in playing
       much for a long, long time. In between that, Susan Polgar played
       me in 2006, and won in convincing style. She would be awesome in
       just about any variant I would imagine. In the absence of the
       Titans, and going over all of the 500+ games I have played, I
       improved considerably. Without a doubt, I am also at a plateau,
       and the next strong chess player who comes along could probably
       knock me off the perch.
       #Post#: 490--------------------------------------------------
       Re: Who are Today's World Champions in Variant Chess?
       By: GothicChessInventor Date: February 18, 2018, 11:42 pm
       ---------------------------------------------------------
       [quote author=HGMuller link=topic=43.msg221#msg221
       date=1516822842]
       Indeed, the Gothic tournaments were great. The last Battle of
       the Goths event is already quite some time ago, but as far as I
       know there has been no development of engines that could play
       Gothic Chess at all, since then. Bihasa won the last tourney
       convincing. (But of course only WinBoard-compatible engines
       could compete, so Gothic Vortex wasn't there.)
       [/quote]
       I recently heard from someone named "Fernando" who said he is
       the author of Bihasa. He contacted me through the TalkChess
       Forum.
       Over the years, I have heard from other engine developers, or I
       should say, programmers who started developing Gothic Chess
       engines to various degrees. Usually they would ask about the
       piece values for the new pieces, and/or how to adjust the values
       for the chess pieces on the 8x8 board to the 10x8 configuration.
       Of the dozen queries only 3 made it across the finish line. I
       would inevitably get a request to play a game with the engine
       over the phone, which I would accept. Incidentally, nobody ever
       gave me the white pieces :)
       In retrospect, I probably should have thrown a game or two along
       the way. After blanking their digital offspring a few times, I
       would no longer hear back from them.
       I understand their plight. I can't count the number of programs
       I have started and never finished. Perhaps it was just an
       interesting distraction for them, knowing full well how hard it
       would be to create a strong chess engine with so much
       competition that is out there right now. Anyway, who knows what
       lies beneath the surface. Another great engine might be lurking
       out there somewhere.
       #Post#: 493--------------------------------------------------
       Re: Who are Today's World Champions in Variant Chess?
       By: HGMuller Date: February 19, 2018, 5:14 am
       ---------------------------------------------------------
       Actually his name is Ferdinand (or Ferdy) Mosca, from the
       Philippines. Fernando is another guy, who frequently posts in
       the CTF sub-forum. Ferdinand is a very talented chess
       programmer, and a real asset for the community of chess
       variants. He has very many engines to his name, all dedicated to
       a different chess variant. (Presumably they are all derived from
       the same code base.) And he offers free download of their
       executables, see:
  HTML https://sites.google.com/site/deuteriumengine/files
       And his engines are quite strong, not at all comparable with
       simple, minimalistic general-purpose codes like Fairy-Max.
       Although the state of the art for chess variants is not nearly
       as advanced as that in orthodox chess.
       Recently there is also a project to convert Stockfish, the
       absolute top engine for orthodox Chess, to play Chess variants.
       With amazing success: in Crazyhouse it blows away all
       competition, even Ferdy's engine 'Immortal'. The Stockfish code
       depends very heavily on the board being 8x8, however. So it is
       unlikely it will ever be able to do Gothic Chess. They are
       working on Seirawan Chess, however, which also supplements the
       FIDE piece set with an ArchBishop and Chancellor, but on 8x8.
       (Too crowded, for my taste.)
       #Post#: 494--------------------------------------------------
       Re: Who are Today's World Champions in Variant Chess?
       By: GothicChessInventor Date: February 19, 2018, 9:03 am
       ---------------------------------------------------------
       [quote author=HGMuller link=topic=43.msg493#msg493
       date=1519038847]
       The Stockfish code depends very heavily on the board being 8x8,
       however. So it is unlikely it will ever be able to do Gothic
       Chess.
       [/quote]
       That's what they told me about Crafty, but Gil Dodgen and Steve
       Dodgen had a clever idea: Use "operator overloading" to convert
       the 8x8 operations to 10x8. All of the 64-bit variables were
       converted to structs with a 16-bit component and a 64-bit
       component. The flow from one field to the other was done in the
       operator overloading definitions. The hard part was changing the
       indices of all of the crafty "rotated bitboards" to their
       80-square counterparts. I put this in the multi-screen About Box
       to Gothic Vortex...
  HTML https://i.imgur.com/nO4m2Dc.jpg
       #Post#: 496--------------------------------------------------
       Re: Who are Today's World Champions in Variant Chess?
       By: chilipepper Date: February 19, 2018, 12:29 pm
       ---------------------------------------------------------
       [quote author=Panzerschiff link=topic=43.msg474#msg474
       date=1518788571]
       It has been a long time and hard to use the word "current" for
       this, but Cyber World Championships were held for Grand Chess
       through the inventor's (Christian Freeling) web site in 1997,
       1999 and 2001.  No Cyber tournament took place after 2001 to my
       knowledge.  Consequently, I guess I would be still be the
       current Cyber World Champion (Equivalent to correspondence chess
       or similar turn based games conducted through a server) for
       Grand Chess. (10x10 variant).  Panzerschiff (John Vehre)  Wayne
       Schmittberger won the first two tournaments.
       [/quote]
       What was the format for the Grand Chess Cyber World
       Championship? Is that a variant chess-engine tournament, or
       engine-assisted play?
       The listing that I've produced is intended to show the World
       Champions for strictly human-play. But engine vs. engine play is
       interesting and I enjoy reading about it. Not sure if anyone has
       started a thread specifically for that topic yet. It's awesome
       to see how engines have improved and see who has developed the
       best code, particularly for individual games. :)
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