Although i expected to participate in the open Dutch Computer Draughts Tournament 2012 , which will take place tomorrow (Sunday 16-September), i was unfortunately not able to finish the version 12 of the Damage Engine in time. Playing with an old (unmodified) version is for me neither an option nor fun.
Nevertheless I will miss my programmers friends, and wish them success tomorrow.
During my holiday period I made some major code changes. Normally i think about new architectures/ideas before the summer holiday, implement them in a few weeks , and after holiday i go into a huge test process.
So basically im now in the test (and sometimes disappointment

) phase.
The main basis for improvement goals and directions is based on test matches i play against Kingsrow. Thanks to Frank Mesander we are able to use the DXP-protocol, and thanks to Ed (whom i deeply respect !) we have access to the best Draughts program ever made. Only through multiple test-matches (based on 158 games) I learn the weakness of my program. Short matches ( or a few games) do not make sense, as i often encounter a sequence of many consecutive draws (maximum so far 40) in a row during a match, followed by some losses. You really need statistics here, and i guess that next year i need to switch to 3-move ballots to make more progress. I know Gerard with Damy is more into the thematic approach, which also might work. But as my Draughts knowledge is less compared with Gerard, I think the volume system works better for me.
The main learning points from these matches:
* KingsRow is extremely good !!
* Often completely out of the blue, late middle game with 7 - 8- 9 man on each side suddenly the KingsRow score explodes (in the wrong direction for Damage).
* Damage is often Outsearched by KingsRow
* I really dont see a major weakness in KingsRow, locks, breakthrough, outposts, it is all very balanced. I guess this is based on the fact that Ed (most likely) used Truus/Flits and also played zillions of games (manual as the DXP Truus/Flits server was not yet invented), and this way step by step improved the KingsRow evaluation (I assume the search was already superior based on the checkers experience).
* I see many flaws in Damage, but in seems to focus on 3 areas: SearchDepth, some positions are hard to evaluate and you need raw brute-force to get a clue. Long term breakthrough (run away man), the outpost on 24 for white ( and 27 black) and 2 specific locks which Damage does not seem to handle properly.
During Holiday I focused on search-depth and Breakthrough, I didn't touch the outpost- and lock-routine (yet).
Another change I wanted to make is to make the internal Damage architecture (more or less) agnostic for the coordinate system which I used. For a weird reason (but i started with computer draughts in 1970s) my 1 coordinate starts at white 46 (and the black promotion row is 50 )

. As I also wanted to use the search (and Movegenerator) of Damage in combination with the Horizon Evaluation, I wanted to basically hide the coordinate-system details for these routines.
I will post ( most likely) today the details of the new search routines, and share details/findings..
Bert