Pachi 11.x for Windows, 32/64-bit (14 june 2016)

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Re: Pachi 11.0 for Windows, 32-bit and 64-bit

Post by Babelardus »

The zip-archive in the first post has been updated.

Pachi was compiled on a very new CPU, with all optimization options enabled. Therefore it would not run on older CPU's, or lower-end CPU's with less features. Starting this version on such a CPU would crash the engine.

There are now three versions of Pachi included:

pachi_modern_cpu.exe (For the newest cpu's. Might not run on yours.)
pachi_older_cpu.exe (Optimized for Core2Duo, which is now 10 years old.)
pachi_generic_cpu (i686, 32-bit only; this should run on basically everything since the Pentium2 or so.)

If the version of Pachi in the previous archive runs fine on your computer, and you don't intend to use it on an older/lower end computer, there is no need to redownload the engine.

http://asmoda.net/files/pachi_11_0_win32_win64.zip
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Re: Pachi 11.0 for Windows, 32-bit and 64-bit

Post by Jnkstry »

whats the difference between the 3 opening books fuego/pro 6dan/pro only???
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Re: Pachi 11.0 for Windows, 32-bit and 64-bit

Post by Babelardus »

Jnkstry wrote:whats the difference between the 3 opening books fuego/pro 6dan/pro only???


Size of the opening encyclopedia.

The Fuego book is the one that originally came with Fuego.
The Pro Only book contains openings played in professional games.
The Pro6dan book contains the same openings as Pro Only, plus openings played by KGS players, where both players where 6 dan or higher.

You have to choose one of the books, and put it in Fuego's main folder. Delete 'book.dat' if there is one there already, and then rename the book you chose to 'book.dat'.
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Re: Pachi 11.0 for Windows, 32-bit and 64-bit

Post by Jnkstry »

Babelardus wrote:
Jnkstry wrote:whats the difference between the 3 opening books fuego/pro 6dan/pro only???


Size of the opening encyclopedia.

The Fuego book is the one that originally came with Fuego.
The Pro Only book contains openings played in professional games.
The Pro6dan book contains the same openings as Pro Only, plus openings played by KGS players, where both players where 6 dan or higher.

You have to choose one of the books, and put it in Fuego's main folder. Delete 'book.dat' if there is one there already, and then rename the book you chose to 'book.dat'.



i won't use them in fuego. i love pachi :-) thanks for the explanation
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Re: Pachi 11.0 for Windows, 32-bit and 64-bit

Post by Babelardus »

Jnkstry wrote:i won't use them in fuego. i love pachi :-) thanks for the explanation


They also work in Oakfoam. I'm compiling the different versions of that engine now :)

Maybe I'll also create opening books using some of the freely available databases. Something like: "Openings before 1900", "Openings between 1925 and 1950", "Openings by <famous player>", or something like that :)
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Re: Pachi 11.0 for Windows, 32/64-bit (update: 14 june 2016)

Post by Babelardus »

Pachi's repository has just been updated. The version number is now 11.99; maybe we're very close to a version 12 now :) You can download the latest Windows versions here:

Pachi 11.0 Retsugen, official release: http://asmoda.net/files/pachi_11_0_win32_win64.zip
Pachi 11.99 (bèta), 14-06-2016: http://asmoda.net/files/pachi_11_99_201 ... _win64.zip

All instructions in the first post still apply.

Note: I have compiled all versions for SSE3 CPU's. They should run on anything since the Pentium 4 Prescott from 2004. I've tested several versions, and creating versions specifically optimized for newer CPU's is of no use, at least not for Pachi. The engine doesn't get any faster. Even 64-bit does not make a speed difference in that regard. 64-bit DOES break the 2GB memory barrier limit of the 32-bit version though, which does make the engine stronger and able to use larger patterns and opening books.

PS: This is still a Cygwin version. Though I got this version to compile without errors under MSYS2/MinGW (which could make the engine faster, due to removal of the Cygwin layer), that version just froze up as soon as it was its turn to move.
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Re: Pachi 11.x for Windows, 32/64-bit (14 june 2016)

Post by Jnkstry »

I have a problem:

i use sabaki and pachi. pachi stops playing moves after about 40-45 moves.

i have an Intel Xeon E3-1230v3 and 32GB Ram. Any ideas? i reduced threads for pachi to 1 and tree size down to 400.
i tried the newest 11.99 but still same issue.

besides that i love the "natural" playing style of pachi. is there any info how one can set pachi on a specific rank of strength?
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Re: Pachi 11.x for Windows, 32/64-bit (14 june 2016)

Post by Babelardus »

Jnkstry wrote:I have a problem:

i use sabaki and pachi. pachi stops playing moves after about 40-45 moves.

i have an Intel Xeon E3-1230v3 and 32GB Ram. Any ideas? i reduced threads for pachi to 1 and tree size down to 400.
i tried the newest 11.99 but still same issue.


I have not tried Sabaki yet. Pachi outputs a lot of information besides its moves. Maybe Sabaki doesn't handle that correctly yet, in some way.

Pachi works fine in Drago; at least the 11.0 version does. I'll have to test the 11.99 version more to see if it works until the end of the game.

I'll play some full games in Drago again, using both Pachi 11.0 and 11.99 as soon as I can, and see if it completes them.

Pachi does have some problems; the 32-bit Windows version that is on the official site is crash prone, and when compiled using MinGW as a native Windows program, it always hangs on the first move. I have tried several Pachi versions/revisions, and several MinGW versions. Maybe I'll try a different compiler to see what happens there.

As of yet though, I have had no problems with the Cygwin version, apart from the fact that Pachi is not 100% compatible with GoGui's scoring commands, as noted earlier. You'll have to click the "Score" menu, and then indicate dead groups, with 11.0; I have not yet fully tested 11.99.

besides that i love the "natural" playing style of pachi. is there any info how one can set pachi on a specific rank of strength?


I don't know of any, except limiting time to the absolute minimum, and/or taking handicap stones.
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Re: Pachi 11.0 for Windows, 32/64-bit (update: 14 june 2016)

Post by avysk »

Babelardus wrote:PS: This is still a Cygwin version. Though I got this version to compile without errors under MSYS2/MinGW (which could make the engine faster, due to removal of the Cygwin layer), that version just froze up as soon as it was its turn to move.


Did you try just from the command line? There's some problem with end-of-line characters when pachi is compiled Windows-native and run without "-d 0" option. What I saw is that it outputs the board and right next to it (not on the next line) the move; and GUIs are not able to grok it.
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Re: Pachi 11.x for Windows, 32/64-bit (14 june 2016)

Post by Babelardus »

Jnkstry wrote:I have a problem:

i use sabaki and pachi. pachi stops playing moves after about 40-45 moves.

i have an Intel Xeon E3-1230v3 and 32GB Ram. Any ideas? i reduced threads for pachi to 1 and tree size down to 400.
i tried the newest 11.99 but still same issue.


Reducing memory or threads does nothing to resolve this issue. I just played a blitz game against Pachi 11.0 from this thread. Settings where 6 threads, 16 GB of RAM, largest opening book, and patterns. That constitutes Pachi at nearly full strength on this system. (I could give it 7 threads and 24GB of RAM if I wanted to.)

I set Pachi to play at 5 seconds per move, and didn't take much more time myself. My cunning plan was to take all four of the corners, extend as much as possible along the sides taking territory there as well, and then try to wreck the middle. It didn't work as planned: I didn't get the lower left corner, and lost by 18.5 points :p For completeness sake, I'll post the game here.

If Sabaki isn't able to finish a game, there is some incompatibility between it and Pachi, just like there is between GoGui and Pachi with regard to scoring.

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Re: Pachi 11.x for Windows, 32/64-bit (14 june 2016)

Post by Babelardus »

avysk wrote:
Babelardus wrote:Did you try just from the command line? There's some problem with end-of-line characters when pachi is compiled Windows-native and run without "-d 0" option. What I saw is that it outputs the board and right next to it (not on the next line) the move; and GUIs are not able to grok it.


I always forget that I can actually enter moves at the commandline and 'play' a game. I also forgot the -d 0 option. So that's the one that could fix this issue. I'll try it, and see if Pachi compiled with MinGW is faster that the one compiled with Cygwin.
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Re: Pachi 11.x for Windows, 32/64-bit (14 june 2016)

Post by d7urban »

Thread revival time!
Seems asmoda.net is no longer in business. Are the pachy binaries, specifically the dcnn version, available anywhere else?
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Re: Pachi 11.x for Windows, 32/64-bit (14 june 2016)

Post by lemonsqueez »

d7urban wrote:Thread revival time!
Seems asmoda.net is no longer in business. Are the pachy binaries, specifically the dcnn version, available anywhere else?
Yes, i've been working on the mingw build and it's looking very good.
dcnn is working and most of the performance issues with 11.00 are gone.

There will be a Pachi 12.00 release pretty soon, should probably create a new thread instead of posting here actually.

Beta releases can be downloaded from there.
(I'm posting the betas in my repo right now, the official releases will be available in Pachi's repo once 12.00 comes out)
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