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Что такое двигатель гудини

Шахматный движок Houdini: краткий обзор программы

Автор: Дядя Валера

День добрый, дорогой друг!

О лидерах в компьютерных шахматах мы уже говорили. Стокфиш, Комодо, теперь появилось новое чудо техники Альфа Зеро. Сегодня в фокусе нашего внимания ближайший преследователь лидеров: Шахматный движок Houdini.

Более того, буквально намендни, в декабре этого года Гудини версии 6.03 переиграл в матче Komodo и был признан новым чемпионом TCEC, неофициальном первенстве мира среди движков. Счет матча 53:47.

Так что, в стане лидеров конкуренция возрастает. И это есть хорошо.

  • Что это за программа?
  • Особенности стиля
  • В какую силу играет движок?
  • Где можно скачать?
  • Как использовать?

Что это за программа?

Гудини/Houdini — компьютерная шахматный движок, предназначенный для ОС Windows. По заверениям авторов, Houdini подходит для любой не слишком старой версии Windows. Программа разработана известным специалистом-программистом Робером Ударом .

Робер «загорелся» интересом к шахматным программам еще в 80-х годах. Благодаря таланту и упорству ему удалось создать по истине уникальный продукт.

Год рождения Гудини — май 2010 года. Движок быстро снискал интерес благодаря убедительным результатам и оригинальной манере игры. Движок практически сразу вышел в лидеры в различных рейтингах, обогнав бывшую в то время во главе списка Rybka .

В начале 2011 года версия движка Houdini 1.5a обыграл Рыбку 23½ на 16½ и был признан лучшей шахматоной программой в начале 2011 года. Через пару месяцев матч-реванш с Rybka и снова успех за Houdini 22:18 .

В 2016 году появилась на свет Гудини версии 5 . По оценкам экспертов, в «пятерке» усилена оценочная составляющая (большая глубина оценки)

В сентябре 17 года появилась версия №6 . По словам автора, улучшены почти все характеристики и сила движка выросла примерно на 60 пунктов ЭЛО.

Поначалу Гудини был некоммерческим начинанием. Ранние версии распространялись бесплатно. Это можно сделать и сейчас на сайте разработчиков до версии движка 1.5 включительно. Следующие версии движка уже заявляются как платные.

Особенности стиля

«На вопрос «Если бы Вы должны были выбрать одного игрока представлять планету Земля в шахматном матче против инопланетян, то кто это был бы из действующих шахматистов?» гроссмейстер Пётр Свидлер, 7-кратный чемпион России, ответил коротко: «Houdini»

Особенность Houdini – удачное сочетание сильной позиционной оценки с лучшим алгоритмом поиска.

По словам автора, название Гудини был выбран из — за позиционного стиля движка, его упорству в защите и находчивости.

По мнению многих экспертов, Гудини уникален своей универсальностью и способностью оценивать множество факторов одновременно.

И самое главное – Houdini способен делать выбор! Он сразу отсекает заведомо невыгодные ходы и фокусируется только на лучших. Можно сказать, движок обладает интуицией. Отсюда репутация Гудини, как непревзойденного блицора.

В какую силу играет движок?

Рейтинг движков по одной из авторитетных версий выглядит так:

Рейтинг ELO 3383 в особых рекомендациях не нуждается. Полагаю, разница в рейтинге с сильнейшим «живым» шахматистом Магнусом Карлсеном ( 2834 ) в 550 пунктов, говорит сама за себя.

Это примерно столько же, сколько разница между мной и тем же Карлсеном.

Очевидно, что с рейтингом 3383 играет последняя версия движка. Однако и предыдущие версии не лыком шиты. Тягаться с такими движками, как Гудини в практической игре на результат , — дело не слишком благодарное.

Другое дело, когда движки бьются между собой. Вот пример:

Houdini Indie for GGJ Online!

Houdini Indie’s procedural node-based workflow offers a smarter way to create high quality game art. Houdini technology is used by AAA studios to take their games to the next level and now this procedural power is available FREE to teams participating in the 2021 Global Game Jam®.

As a game jammer, you are faced with the challenge of building visually rich content with limited time and resources. Houdini Indie’s procedural workflow can help you keep up as you automate repetitive tasks, making it easier to quickly generate larger amounts of quality content.

SideFX is pleased to be sponsoring this year’s game jam and is making a FREE 2-month Houdini Indie license available to help jammers get to the finish line faster!

This Houdini Indie for Global Game Jam license offer will expire at 5pm U.S. PST on Sunday, January 31st, 2021. If you’d like to use Houdini Indie for GGJ, be sure to follow the instructions before this date. Request your license as soon as possible so that you have the most time to learn and use Houdini before GGJ starts.

Please note: the two month period starts from when your request is processed, *not* from when you download the software.

Game Jam Pro Tip: Make sure you download and install Houdini Indie and run through some tutorials BEFORE the game jam begins. Game jam time is very precious and you want to be prepared!

GETTING STARTED WITH HOUDINI INDIE

  • Learn more about Houdini for Game Dev
  • Learn More about Houdini Engine
  • Getting Started with Houdini
  • Houdini Tutorials on SideFX.com
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GAME JAM STARTER KIT

SideFX has created a set of procedural game art tools that can be used in Houdini, Unreal Engine, and Unity. This starter kit provides a variety of bread and butter tools that you can use right away to enhance your game environments. These tools can be used inside these host applications using the Houdini Engine plug-ins which you can install at the same time you install Houdini. You can download the Game Jam Starter Kits for free below:

MADE-WITH-HOUDINI GAME JAM VIDEOS

Check out some of the Global Game Jam 2020 games that were made with Houdini!

Check out these interviews with the Houdini Game Jam 2020 winning teams to learn how they used Houdini to build their games in just one week!

Automated Asset Reviews with Shotgun

The next thing we will be looking at is the automation of rendering, uploading & updating asset thumbnails on Shotgun, once again using PDG. Assets can (and will) change a lot during development — and each asset’s thumbnails should also change so you can easily find which is the right asset using the latest information. A popular and frequently used tool to manage and review assets at a large scale is Shotgun. From their website: “Shotgun is software that simplifies creative project management and unifies visual effects (VFX), animation, and games teams of all sizes.”

Artists make many small fixes and tweaks to data whenever some issue or new requirement arises during development, and when on tight deadlines they might not always take the time to update the status on Shotgun or other similar platforms. So, similar to the Asset Validation covered earlier, this process needs to be automated as much as possible.

Thankfully Paul Lemeshko did a talk at the Houdini 18.5 HIVE about PDG interfacing with Shotgun using the “Publisher Tool” to render CG assets with multiple light rigs and publish them immediately.

In his talk, he shows a spaceship being rendered using several different light rigs. This leaves artists with two approaches for automating this process: (1) Running the Shotgun publishing tool manually with highly art-directable settings (be able to tweak lights and camera placement specific to the current asset), or (2) Generating thumbnails / turntables automatically for an asset database similar like the Asset Validation example.

Being able to do this automatically will once again massively improve the iteration speed of the artists, since they do not need to spend a lot of time on mundane tasks such as updating asset status.

The Houdini of CSS

Julian Wilkison-Duran

I have been a full stack developer at Blue Triangle for a little over a year. Previously I worked in the government and healthcare sectors as a Scientist and Engineer.

As a website developer, when I hear about multimedia technology on the web, I conjure up memories of things like Java Applets and Flash sites. They made the internet look more aesthetically pleasing and functional but also introduced significant performance and security issues. Flash brought 2D animation to the web since the beginning of the web, and Java Applets brought 3D graphics to the web and even at one-point outperformed JavaScript and HTML elements. So why did these technologies die?

The introduction of HTML 5 on October 28, 2014, killed the need to have external plugins for multimedia objects. HTML 5 introduced web application programming interfaces (API) for multimedia objects controlled directly by the browser. JavaScript now had access to the WebGL 3D interfaces that Java Applets had as well as a safer API to access files. This is what removed the need to have Java Applets that year. The new APIs also included a means to manipulate 2D images and create simple animations. This would have replaced Flash, except for the fact that it had a huge following, a better user interface, and interactivity built-in. What eventually killed Flash was Apple’s refusal to support the plugin on their mobile phone browsers. As of last year, Adobe has stopped support completely for Flash. So how do developers add multimedia sites today?

Today web developers rely on HTML 5 web APIs for multimedia aspects on their sites. The problem with these APIs is compatibility between various web browsers and even web browser versions. Many of these APIs were not fully supported by browsers until the beginning of this year. JavaScript has been at the forefront of this. Modern JavaScript frameworks like Angular and React have made these APIs much easier to use and have polyfills for browsers that do not support specific APIs. This has taken JavaScript from just a DOM manipulator to a Graphic’s manipulator. But what if you did not have to wait for browsers to adopt a particular feature without polyfills? What if you had direct access to the browser rendering engine? Then you could render virtually anything in the browser at breakneck speeds.

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Enter Houdini, the JavaScript APIs that give direct access to the browser’s CSS rendering engine. Houdini allows developers to access the CSS Object Model (CSSOM) much like they would the DOM in JavaScript. The Houdini code does not wait for the first render like inline styles; instead, it occurs during the first render of the page. Developers can create renderable styles before any other scripts load. Its StylePropertyMap can access every element and style sheet in the DOM. To create a Houdini script to manipulate the CSSOM, you must implement a worklet. A worklet is much like a JavaScript Service Worker in that it is a low-level API to access browser methods that is portable and modular. Worklets give you access to the browser’s render engine, where service workers provide you with access to the browser’s caching engine. This access gives developers control over some powerful methods. This is all accomplished without the need for frameworks, postprocessors, or preprocessors.

CSS Parser API

With access to this method, you can parse any text document and turn it into some form of CSS. Think typescript for CSS or even SASS, but that compiles automatically in the browser as fast as a regular CSS document would load. CSS Properties and Values API This allows developers to create custom CSS properties, for instance, creating a property called font-awesomeness with values like fabulous, ok, and meh that translate to real renderable objects.

CSS Typed OM

It takes the overhead out of typing the CSSOM for JavaScript Objects making the whole API more performant.

CSS Painting API

It lets you literally draw anything on the screen anywhere, think Canvas or SVG, only it renders before either of those, and you can render in any element border or background.

The implications for having access to such APIs are great for web performance as a whole. You can draw anything to the screen before anything else loads as fast as CSS, creating animations outside the current window’s context asynchronously. Having the ability to perform all of this without having to worry about which browser the user is utilizing is huge. It will reduce the weight of web applications that have to polyfill for unsupported browsers and get rid of bulky frameworks that must wait for the first browser render and slow pre- and post-processors.

Don’t Abuse Chess Engines

The use of chess engines is a complicated topic. The former World Chess Championship Contender Peter Leko once said that “in our modern computer era, it’s always a delight […] to stimulate our brains.” This means that in most cases, you’ll learn more and increase your understanding of chess by doing the work yourself.

However, it becomes more and more obvious that plenty of amateur chess players don’t think by themselves about a given chess position, but immediately start to look at the machine’s evaluation. These habits turn out to be fatal, as they keep you away from training your own chess skills.

If you analyze your games, it is extremely important to use your own brain and not solely the best chess engines!

Don’t be lazy and just let the machine tell you the best moves. You don’t have the computer on your side during your real games.

Invest your chess study time into a detailed analysis of your own games, especially the games you lost as you’ll learn more from them! In the end, you can ask for hints from the computer.

Sometimes, even the best players in the world can’t convert a position a computer evaluates to a +1.5 advantage. So, don’t rely on artificial intelligence but on your own brain!

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