[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]
Single Comment
First about the potential bug:
I am afraid that I need more information to figure out what exactly was
the problem. This is not a plain move-generator bug; when I feed the game
to to my version of Joker80 here (which is presumably the same as that you
are using), it accepts the move without complaints. It would be
unconceivable anyway that a move-generator bug in such a common move would
not have manifested itself in the many hundreds of games I had it play
against other engines.
OTOH, Human vs. engine play is virtually untested. Did you at any point of
the game use 'undo' (through the WinBoard 'retract move')? It might be
that the undo is not correctly implemented, and I would not notice it in
engine-engine play. In fact it is very likely to be broken fter setting up
a position, as I implemented it by resetting to the opening position and
replaying all moves from there. But this won't work after loading a FEN
(a feature I added only later). This is indeed something I should fix, but
the current work-around would be not to use 'undo'.
To make sure what happened, I would have to see the winboard.debug file
(which records all communication between engine and GUI, including a lot
of debug output from the engine itself). Unfortunately this file is not
made by default. You would have to start WinBoard with the command-line
option /debug, or press + + after starting WinBoard. And
then immediately rename the winboard.debug to something else if a bug
manisfests itself, to prevent it from being overwritten when you run
WinBoard again.
Joker80 also makes a log file 'jokerlog.txt', but this also is
overwritten each time you re-run it. If you didn't run Joker80 since the
bug, it might help if you sent me that file. Otherwise, I am afraid that
there is little I can do at the moment; we would have to wait until the
problem occurs again, and examine the recorded debug information.
About the piece values:
I could make a Joker80 version that reads the piece base values from a
file 'joker.ini' at startup. Then you could change them to anything you
want to test, without the need to re-compile. Would that satisfy your
needs?
Note that currently Joker80 is not really able to play CRC, as it only
supports normal castling