/etc/sjeng.rc is in sjeng 11.2-8+b2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 | # Sample rcfile for Sjeng 10.0
#
# 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
#
1000000
#
# 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
#
10000000
#
# 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
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