# Sample rcfile for Sjeng 11.x # # First number is size of hash table (transposition table) # An entry is about 16 bytes, and there are three tables, # so the total hash size is the number below times 48. # Normal, Bughouse, Crazyhouse, Losers # 100000 # # Evaluation cache entries # An entry is normally about 8 bytes # Normal, Bughouse, Crazyhouse, Losers # 4000 # # Proofnumber search buffer # In suicide/giveaway and losers Sjeng uses proofnumbersearch instead # of the more common alpha-beta search. If the buffer is filled # Sjeng will have to stop searching. Make this a large # number if you will play suicide or losers at slow timecontrols. # You can safely set this to 0 if you do not play suicide/giveaway # or losers. # Each entry is about 28 bytes. # Suicide/Giveaway and Losers only # 500000 # # Kingsafety scalefactor (range 0<->2.5) # This controls how much emphasis Sjeng will # put on kingattacks vs material gain. # The eval can be completely finetuned below. # Crazyhouse/bughouse only # 1.0 # # Development scaling (1=enabled/0=disabled) # Sjeng will put less emphasis on trying to # get pieces on good squares if it does not # have much material in hand. # Crazyhouse/bughouse only 1 # # Razor drop moves (1=enabled/0=disabled) # Sjeng will look less deep at # drop moves that seem passive. # Crazyhouse/bughouse only 1 # # Cut drop moves (1=enabled/0=disabled) # Sjeng will try to avoid looking at drop moves # where the dropped piece can be captured immediately. # EXPERIMENTAL # Crazyhouse/bughouse only 1 # # Book learning # Sjeng will adjust the openings it plays # depending on the outcome of the game. # All variants 1 # # Futility pruning/Limited Razoring (1=enabled/0=disabled) # Sjeng will try to avoid looking at positions # where it is materially lost, or will look at # them less deeply. # All variants 1 # # One-reply extension (1=enabled/0=disabeled) # Sjeng will loop deeper at very forcing lines. # This can cause Sjeng to see some tactics faster, # but it may reduce overall search depth. # Normal/Crazyhouse/Bughouse 1 # # Recapture extension (1=enabled/0=disabled) # Sjeng will treat a recapture like a forced move. # Normal/Crazyhouse/Bughouse 1 # # Use Smarteval (1=enabled/0=disabled) # This enables the use of an evalution # which can detect some typical threats, # but which will also slow the search down. # Crazyhouse and Bughouse only 1 # # Use Attackeval (1=enabled/0=disabled) # Sjeng will do a full calculation of # which squares near the king are threatened. # This will increase its awareness of # kingsafety, but will also cause it # to search slower, and hence look less deeply. # Crazyhouse and Bughouse only 1 # # Kingsafety (Crazyhouse/Bughouse only) # # The following tables are the 'tropisms'. # They are basically bonusses for having pieces # close to the opposing king. The closer our # pieces are, the better. First number is a # maximum distance of 1 file/rank. Second 2 etc... # # Pawn tropisms 40 20 10 3 1 1 0 # Bishop tropisms 50 25 15 5 2 2 2 # Knight tropisms 50 70 35 10 2 1 0 # Rook tropisms 50 40 15 5 1 1 0 # Queen tropisms 100 60 20 5 2 0 0 # # # KingAttacks table (Crazyhouse/Bughouse only) # # The following table is used to give penalties # depending on the number of squares around our # king that are attacked, taking into account # the pieces in our opponents hand. # # It is only used if AttackEval is also enabled # # # Columns are the number of squares that are attacked. # Rows are the number of points in the opponents hand. # -5 5 10 15 50 80 150 150 150 -5 15 20 25 70 150 200 200 200 -5 15 30 30 100 200 300 300 300 -10 20 40 40 100 200 300 300 400 -10 30 50 80 150 300 400 400 500 -10 35 60 100 200 250 400 400 500 -10 40 70 110 210 300 500 500 600 -10 45 75 125 215 300 500 600 700 -10 60 90 130 240 350 500 600 700 -15 60 95 145 260 350 500 600 700 -15 60 100 150 270 350 500 600 700 -15 60 110 160 280 400 600 700 800 -20 70 115 165 290 400 600 700 800 -20 80 120 170 300 450 700 800 900 -20 80 125 175 310 450 700 800 900