![]() Small tweak of parameters, yielding some Elo. The cluster branch can now be considered to be in good shape. In local testing, it runs stable for >30k games. Performance benefits from an MPI implementation that is able to make asynchronous progress. The code should be run with 1 MPI rank per node, and threaded on the node. Performance against master has now been measured. Master has been given 1 node with 32 cores/threads in standard SMP, the cluster branch has been given N=2..20 of those nodes, running the corresponding number of MPI processes, each with 32 threads. Time control has been 10s+0.1s, Hash 8MB/core, the book 8moves_v3.pgn, the number of games 400. ``` Score of cluster-2mpix32t vs master-32t: 96 - 27 - 277 [0.586] 400 Elo difference: 60.54 +/- 18.49 Score of cluster-3mpix32t vs master-32t: 101 - 18 - 281 [0.604] 400 Elo difference: 73.16 +/- 17.94 Score of cluster-4mpix32t vs master-32t: 126 - 18 - 256 [0.635] 400 Elo difference: 96.19 +/- 19.68 Score of cluster-5mpix32t vs master-32t: 110 - 5 - 285 [0.631] 400 Elo difference: 93.39 +/- 17.09 Score of cluster-6mpix32t vs master-32t: 117 - 9 - 274 [0.635] 400 Elo difference: 96.19 +/- 18.06 Score of cluster-7mpix32t vs master-32t: 142 - 10 - 248 [0.665] 400 Elo difference: 119.11 +/- 19.89 Score of cluster-8mpix32t vs master-32t: 125 - 14 - 261 [0.639] 400 Elo difference: 99.01 +/- 19.18 Score of cluster-9mpix32t vs master-32t: 137 - 7 - 256 [0.662] 400 Elo difference: 117.16 +/- 19.20 Score of cluster-10mpix32t vs master-32t: 145 - 8 - 247 [0.671] 400 Elo difference: 124.01 +/- 19.86 Score of cluster-16mpix32t vs master-32t: 153 - 6 - 241 [0.684] 400 Elo difference: 133.95 +/- 20.17 Score of cluster-20mpix32t vs master-32t: 134 - 8 - 258 [0.657] 400 Elo difference: 113.29 +/- 19.11 ``` As the cluster parallelism is essentially lazyMPI, the nodes per second has been verified to scale perfectly to large node counts. Unfortunately, that is not necessarily indicative of playing strength. In the following 2min search from startPos, we reach about 4.8Gnps (128 nodes). ``` info depth 38 seldepth 51 multipv 1 score cp 53 nodes 576165794092 nps 4801341606 hashfull 1000 tbhits 0 time 120001 pv e2e4 c7c5 g1f3 d7d6 f1b5 c8d7 b5d7 d8d7 c2c4 b8c6 b1c3 g8f6 d2d4 d7g4 d4d5 c6d4 f3d4 g4d1 e1d1 c5d4 c3b5 a8c8 b2b3 a7a6 b5d4 f6e4 d1e2 g7g6 c1e3 f8g7 a1c1 e4c5 f2f3 f7f5 h1d1 e8g8 d4c2 c5d7 a2a4 a6a5 e3d4 f5f4 d4f2 f8f7 h2h3 d7c5 ``` |
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src | ||
tests | ||
.travis.yml | ||
appveyor.yml | ||
AUTHORS | ||
Copying.txt | ||
Readme.md | ||
Top CPU Contributors.txt |
Overview
Stockfish is a free, powerful UCI chess engine derived from Glaurung 2.1. It is not a complete chess program and requires a UCI-compatible GUI (e.g. XBoard with PolyGlot, Scid, Cute Chess, eboard, Arena, Sigma Chess, Shredder, Chess Partner or Fritz) in order to be used comfortably. Read the documentation for your GUI of choice for information about how to use Stockfish with it.
Files
This distribution of Stockfish consists of the following files:
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Readme.md, the file you are currently reading.
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Copying.txt, a text file containing the GNU General Public License version 3.
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src, a subdirectory containing the full source code, including a Makefile that can be used to compile Stockfish on Unix-like systems.
UCI parameters
Currently, Stockfish has the following UCI options:
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Debug Log File
Write all communication to and from the engine into a text file.
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Contempt
A positive value for contempt favors middle game positions and avoids draws.
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Analysis Contempt
By default, contempt is set to prefer the side to move. Set this option to "White" or "Black" to analyse with contempt for that side, or "Off" to disable contempt.
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Threads
The number of CPU threads used for searching a position. For best performance, set this equal to the number of CPU cores available.
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Hash
The size of the hash table in MB.
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Clear Hash
Clear the hash table.
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Ponder
Let Stockfish ponder its next move while the opponent is thinking.
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MultiPV
Output the N best lines (principal variations, PVs) when searching. Leave at 1 for best performance.
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Skill Level
Lower the Skill Level in order to make Stockfish play weaker.
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Move Overhead
Assume a time delay of x ms due to network and GUI overheads. This is useful to avoid losses on time in those cases.
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Minimum Thinking Time
Search for at least x ms per move.
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Slow Mover
Lower values will make Stockfish take less time in games, higher values will make it think longer.
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nodestime
Tells the engine to use nodes searched instead of wall time to account for elapsed time. Useful for engine testing.
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UCI_Chess960
An option handled by your GUI. If true, Stockfish will play Chess960.
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UCI_AnalyseMode
An option handled by your GUI.
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SyzygyPath
Path to the folders/directories storing the Syzygy tablebase files. Multiple directories are to be separated by ";" on Windows and by ":" on Unix-based operating systems. Do not use spaces around the ";" or ":".
Example:
C:\tablebases\wdl345;C:\tablebases\wdl6;D:\tablebases\dtz345;D:\tablebases\dtz6
It is recommended to store .rtbw files on an SSD. There is no loss in storing the .rtbz files on a regular HD.
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SyzygyProbeDepth
Minimum remaining search depth for which a position is probed. Set this option to a higher value to probe less agressively if you experience too much slowdown (in terms of nps) due to TB probing.
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Syzygy50MoveRule
Disable to let fifty-move rule draws detected by Syzygy tablebase probes count as wins or losses. This is useful for ICCF correspondence games.
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SyzygyProbeLimit
Limit Syzygy tablebase probing to positions with at most this many pieces left (including kings and pawns).
What to expect from Syzygybases?
If the engine is searching a position that is not in the tablebases (e.g. a position with 8 pieces), it will access the tablebases during the search. If the engine reports a very large score (typically 153.xx), this means that it has found a winning line into a tablebase position.
If the engine is given a position to search that is in the tablebases, it will use the tablebases at the beginning of the search to preselect all good moves, i.e. all moves that preserve the win or preserve the draw while taking into account the 50-move rule. It will then perform a search only on those moves. The engine will not move immediately, unless there is only a single good move. The engine likely will not report a mate score even if the position is known to be won.
It is therefore clear that this behaviour is not identical to what one might be used to with Nalimov tablebases. There are technical reasons for this difference, the main technical reason being that Nalimov tablebases use the DTM metric (distance-to-mate), while Syzygybases use a variation of the DTZ metric (distance-to-zero, zero meaning any move that resets the 50-move counter). This special metric is one of the reasons that Syzygybases are more compact than Nalimov tablebases, while still storing all information needed for optimal play and in addition being able to take into account the 50-move rule.
Compiling Stockfish yourself from the sources
On Unix-like systems, it should be possible to compile Stockfish directly from the source code with the included Makefile.
Stockfish has support for 32 or 64-bit CPUs, the hardware POPCNT instruction, big-endian machines such as Power PC, and other platforms.
In general it is recommended to run make help
to see a list of make
targets with corresponding descriptions. When not using the Makefile to
compile (for instance with Microsoft MSVC) you need to manually
set/unset some switches in the compiler command line; see file types.h
for a quick reference.
Understanding the code base and participating in the project
Stockfish's improvement over the last couple of years has been a great community effort. There are a few ways to help contribute to its growth.
Donating hardware
Improving Stockfish requires a massive amount of testing. You can donate your hardware resources by installing the Fishtest Worker and view the current tests on Fishtest.
Improving the code
If you want to help improve the code, there are several valuable ressources:
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In this wiki, many techniques used in Stockfish are explained with a lot of background information.
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The section on Stockfish describes many features and techniques used by Stockfish. However, it is generic rather than being focused on Stockfish's precise implementation. Nevertheless, a helpful resource.
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The latest source can always be found on GitHub. Discussions about Stockfish take place in the FishCooking group and engine testing is done on Fishtest. If you want to help improve Stockfish, please read this guideline first, where the basics of Stockfish development are explained.
Terms of use
Stockfish is free, and distributed under the GNU General Public License version 3 (GPL v3). Essentially, this means that you are free to do almost exactly what you want with the program, including distributing it among your friends, making it available for download from your web site, selling it (either by itself or as part of some bigger software package), or using it as the starting point for a software project of your own.
The only real limitation is that whenever you distribute Stockfish in some way, you must always include the full source code, or a pointer to where the source code can be found. If you make any changes to the source code, these changes must also be made available under the GPL.
For full details, read the copy of the GPL v3 found in the file named Copying.txt.