http://uacomps.dnsdojo.com:7159
It's running the hunchentoot webserver on a 500MHz Pentium II so don't
expect fast responses :)
For anyone familiar with game trees, it uses Alpha-Beta pruning and
iterative deepening depth first search. I haven't implemented
transposition tables yet, and plan on doing so. Also, the evaluation
function is very minimal and doesn't account for king safety (I
haven't seen the computer castle once). But the AI is only 1500 lines
of code! Hurray Lisp!
On Dec 23, 3:19 pm, jrwats <······@gmail.com> wrote:
> http://uacomps.dnsdojo.com:7159
>
Nice ajaxey interface... maybe use standard PGN and add the ability to
save games?
The PGN for 1. PE4 should just be 1. e4
On Sun, 23 Dec 2007 12:19:24 -0800 (PST), jrwats <······@gmail.com> tried to
confuse everyone with this message:
>http://uacomps.dnsdojo.com:7159
>
>It's running the hunchentoot webserver on a 500MHz Pentium II so don't
>expect fast responses :)
>
>For anyone familiar with game trees, it uses Alpha-Beta pruning and
>iterative deepening depth first search. I haven't implemented
>transposition tables yet, and plan on doing so. Also, the evaluation
>function is very minimal and doesn't account for king safety (I
>haven't seen the computer castle once). But the AI is only 1500 lines
>of code! Hurray Lisp!
Hmm, /js/chess.js says that it "is a complete chess AI written entirely in
JavaScript"
Is there actually anything related to Lisp besides the webserver
it runs on?
--
|Don't believe this - you're not worthless ,gr---------.ru
|It's us against millions and we can't take them all... | ue il |
|But we can take them on! | @ma |
| (A Wilhelm Scream - The Rip) |______________|
On Dec 23, 3:46 pm, ····@mail.ru (Timofei Shatrov) wrote:
> On Sun, 23 Dec 2007 12:19:24 -0800 (PST), jrwats <······@gmail.com> tried to
> confuse everyone with this message:
>
> >http://uacomps.dnsdojo.com:7159
>
> >It's running the hunchentoot webserver on a 500MHz Pentium II so don't
> >expect fast responses :)
>
> >For anyone familiar with game trees, it uses Alpha-Beta pruning and
> >iterative deepening depth first search. I haven't implemented
> >transposition tables yet, and plan on doing so. Also, the evaluation
> >function is very minimal and doesn't account for king safety (I
That was written a while back. I need to remove that. I had
aspirations of writing it entirely in JS, but soon realized it'd be
frustratingly slow to play. The interface is in JS. All AI is Lisp.
> >haven't seen the computer castle once). But the AI is only 1500 lines
> >of code! Hurray Lisp!
>
> Hmm, /js/chess.js says that it "is a complete chess AI written entirely in
> JavaScript"
>
> Is there actually anything related to Lisp besides the webserver
> it runs on?
>
> --
> |Don't believe this - you're not worthless ,gr---------.ru
> |It's us against millions and we can't take them all... | ue il |
> |But we can take them on! | @ma |
> | (A Wilhelm Scream - The Rip) |______________|
On Dec 23, 10:19 pm, jrwats <······@gmail.com> wrote:
> http://uacomps.dnsdojo.com:7159
>
> It's running the hunchentoot webserver on a 500MHz Pentium II so don't
> expect fast responses :)
>
> For anyone familiar with game trees, it uses Alpha-Beta pruning and
> iterative deepening depth first search. I haven't implemented
> transposition tables yet, and plan on doing so. Also, the evaluation
> function is very minimal and doesn't account for king safety (I
> haven't seen the computer castle once). But the AI is only 1500 lines
> of code! Hurray Lisp!
It looks cool!
BTW, on level 1, I have won! Unfortunately, the server did not
confirm this,
and it went thinking forever:
White Black
1: E4 D5
2: D3 xE4
3: xE4 QxD1!
4: KxD1 E5
5: NF3 BE6
6: NxE5 BxA2
7: NA3 BxA3
8: xA3 BD5
9: BD3 BxE4
10: BxE4 NC6
11: F4 NxE5
12: xE5 NF6
13: xF6 xF6
14: BF4 C6
15: RE1 KD8
16: C4 KC8
17: BF5! KD8
18: KC2 RB8
19: RD1!
On Dec 23, 12:19 pm, jrwats <······@gmail.com> wrote:
> http://uacomps.dnsdojo.com:7159
>
> It's running the hunchentoot webserver on a 500MHz Pentium II so don't
> expect fast responses :)
>
> For anyone familiar with game trees, it uses Alpha-Beta pruning and
> iterative deepening depth first search. I haven't implemented
> transposition tables yet, and plan on doing so. Also, the evaluation
> function is very minimal and doesn't account for king safety (I
> haven't seen the computer castle once). But the AI is only 1500 lines
> of code! Hurray Lisp!
Very nice congratulation.
Slobodan
On Sun, 23 Dec 2007 12:19:24 -0800 (PST)
jrwats <······@gmail.com> wrote:
> http://uacomps.dnsdojo.com:7159
>
> It's running the hunchentoot webserver on a 500MHz Pentium II so don't
> expect fast responses :)
>
> For anyone familiar with game trees, it uses Alpha-Beta pruning and
> iterative deepening depth first search. I haven't implemented
> transposition tables yet, and plan on doing so. Also, the evaluation
> function is very minimal and doesn't account for king safety (I
> haven't seen the computer castle once). But the AI is only 1500 lines
> of code! Hurray Lisp!
Congrats! That looks really cool.
Would you mind sharing the source for educational purposes?