Playing Strength
As mentioned in the preface of this book, writing a chess engine can be a rewarding endeavour. It takes a long time to write a very strong engine, especially if you are just starting out. It takes some knowledge about programming and chess, lots of time, and often, perseverance, to get the first basic version up and running. After this version works and plays legal and somewhat decent chess, it can be improved incrementally. If done correctly, each new feature will add playing strength.
This is no different with Rustic. The first version, Alpha 1, is the baseline version. It only has the minimal amount of features to play legal, but decent chess:
- The board representation (Bitboards)
- Move generator (Fancy Magic Bitboards)
- Make/Unmake move on the board
- Alpha-Beta search
- Quiescence search
- Check extension
- MVV-LVA move sorting
- Evaluation (Material counting and PST's)
- UCI communication protocol
All other versions build on top of the previous version. The table below provides an overview of the added features per version and the gain in playing strength they provide. The strength gain is measured by playing the new Rustic version against the previous version. Please note that the results obtained in my tests will be different compared to your own, because each engine is different. Also, adding features in a different order will give different results.
Also take into account that results by self-play are inflated. Because one engine has a feature the other doesn't have, with that feature being the only difference, the newer engine will (ab)use this feature constantly. In the end the real increase in playing strength can only be measured in large tournaments. Self-play is used to prove that the newer engine is stronger than the previous version, not to obtain a rating. As a rule of thumb, at least for Rustic, it seems that 60% of the rating improvement obtained in self-play will 'stick' when running in a tournament.
Side note: A notable difference seems to be the tapered and tuned evaluation, and the refactors and optimizations done thereafter. They provide an improvement of 300 Elo in self-play, and the entire gain seems to carry over into gauntlets and tournaments, instead of the expected 60%. Hopefully the improvement will also carry over when playing more different engines for the CCRL rating list.
In the table below, we start by writing the baseline version, which is then known as version Alpha 1. CCRL tested this version with a result of 1675 ELo in their Blitz list.
The feature "TT cuts only" was built on top of Alpha 1. The rating increase in self-play against Alpha 1 was +42 Elo. Then the "TT Move Ordering" feature was built on top of the "TT Cuts Only" version, and this gained another +100 Elo in self-play. This completes the transposition table. This version became Alpha 2, which was tested in the CCRL list at 1815 Elo. Then "Killer moves" were built on top of Alpha 2... and so on.
Progress per feature and version
Version | Feature | Improvement | CCRL |
---|---|---|---|
Writing baseline... | |||
Alpha 1 | Baseline | 1675 | |
TT cuts only | 42 | ||
TT Move sorting | 103 | ||
Alpha 2 | 1815 | ||
Killer Moves | 56 | ||
PVS | 55 | ||
Alpha 3.0.0 | 1865 | ||
Alpha 3.1.112 | |||
Tapered & tuned eval | 248 | ||
Refactor / Optimize / Fix | 52 | ||
Later... | |||
Aspiration Window | ? | ||
History Heuristic | ? | ||
Null move pruning | ? | ||
... ? | ? |
Determining progression in actual playing strength
It is impossible to define the strength of a chess engine, or a human player for that matter, by an exact number. This is because of how the Elo-rating system works. The rating system works with a pool of players, and it determines their relative strength, from one player to another. Not every player can play every opening or time control equally well. It also happens that a certain player A consistently performs better against B than expected, but also consistently plays worse than expected against player C.
Chess engine testing is also not transitive, especially if the tested engines are fairly close in strength. This means that if engine A almost always wins matches against engine B, while engine B consistently wins matches against engine C, it is NOT the case that engine A will for certain consistently win against engine C.
If you test engines in your own gauntlets, it is therefore impossible and unadvisable to compare the results of your gauntlet against something like the CCRL rating list. The time control is different (and even if it's exactly the same, your computer is different), the opening books are different, and you are likely choosing different opponents. Your pool of engines to test is also smaller. All these factors will cause your gauntlet to have different ratings for each engine, including your own.
The only thing you can use your gauntlet for is to determine if "new engine" is stronger than "old engine", if both "new" and "old" play the same opponents, under the same time controls, with the same opening book, on the same computer, and with the same settings. The one conjecture you can make is that if "new" is 100 Elo stronger than "old" in your own gauntlets, then "new" will probably (but not certainly) be roughly 100 Elo stronger than "old" in a CCRL test. But they might accidentally choose an opponent against which your engine fares exceptionally well or very badly, while you did not have that opponent in your pool. This will lead to a higher or lower rating than expected.