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. https://pixeldrain.com/u/NFz3h7Fb
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OrgZ
Posts : 41 Join date : 2023-05-13
Subject: Re: Tanick Ramz Engines Sat Mar 30, 2024 1:11 pm
Raid v3.5 Leave Gear shift value as it is, DON'T MESS WITH THAT FEATURE, UNLESS YOU WANT TODESTABALIZE the entire Search algorithm
RaidLimit is similar to minimum thinking that is to say they function similarly but priorities on how time should be utilized differs differ! https://pixeldrain.com/u/cVqGBkx4
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.