Marauders

Discussion about chess-playing software (engines, hosts, opening books, platforms, etc...)
Post Reply
Homayoun
Posts: 1545
Joined: Tue Mar 21, 2023 4:57 pm
Real Name: Homayoun

Re: Marauders

Post by Homayoun » Fri Mar 22, 2024 4:08 pm

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
[/quot
Thanks,minutka.

User avatar
OrgZ
Posts: 944
Joined: Thu Feb 16, 2023 2:15 pm

Re: Marauders

Post by OrgZ » Sat Mar 23, 2024 2:41 am

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

User avatar
OrgZ
Posts: 944
Joined: Thu Feb 16, 2023 2:15 pm

Re: Marauders

Post by OrgZ » 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

Cengiz-Baba
Posts: 103
Joined: Mon Dec 11, 2023 12:28 am
Real Name: Fringe

Re: Marauders

Post by Cengiz-Baba » Wed Apr 03, 2024 9:09 pm

Thank you very much, Mr Tanick

User avatar
OrgZ
Posts: 944
Joined: Thu Feb 16, 2023 2:15 pm

Re: Marauders

Post by OrgZ » Wed Apr 03, 2024 9:42 pm

👍

Homayoun
Posts: 1545
Joined: Tue Mar 21, 2023 4:57 pm
Real Name: Homayoun

Re: Marauders

Post by Homayoun » Wed Apr 03, 2024 10:21 pm

Thank you very much Tanick.
Best regards

Ghppn
Posts: 111
Joined: Mon Apr 25, 2022 1:39 pm

Re: Marauders

Post by Ghppn » Wed Apr 03, 2024 10:40 pm

Thank you very much, OrgZ!

Triton6654
Posts: 75
Joined: Tue Nov 02, 2021 4:14 am

Re: Marauders

Post by Triton6654 » Thu Apr 04, 2024 12:06 am

Thank you very much, Mr Tanick!!!

LION
Posts: 24
Joined: Tue Aug 22, 2023 5:24 am
Real Name: LION

Re: Marauders

Post by LION » Thu Apr 04, 2024 9:18 am

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

User avatar
OrgZ
Posts: 944
Joined: Thu Feb 16, 2023 2:15 pm

Re: Marauders

Post by OrgZ » Sun Apr 21, 2024 10:02 am

Marauders 3.3
https://pixeldrain.com/u/auJqNSpj

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

Post Reply