The following Rapidshare links contains the complete Deep Rybka 3 DVD. It comes with the Fritz GUI and all imortant engines.
The engine labelled ?Chess? is the standard chess engine. The one labelled ?Human? has a different evaluation, one that is closer to the way human grandmasters think. If you play these two engines against each other the pure chess engine is likely to win. However, the Human engine will often deliver better results in long-time analysis and in analysis of your own games. In the opening phase the Human engine plays moves that match GM games 20% more often than the standard engine does. In addition the evaluation of winning chances in GM games is more balanced in the Human engine. This is achieved with more and higher static analysis.
The ?Dynamic? version of Rybka is almost exactly the opposite. It evaluates dynamic factors higher than the standard version. Such factors play a role for instance in certain gambit lines, which the Human version may find dubious, while the Dynamic version sees good compensation for the sacrificed material.
The ?Chess 960? engines play both Chess 960 as well as classical chess. Since Chess 960 requires additional code there is a special version for this variation of the game.
The Rybka 64 bit version is 60% (on average) faster than the 32 bit version. Rybka benefits from the 64 bit OS more than most other engines. It is the most inexpensive was to get a better performance, let's say if you have a just single core PC.
Handicap book
Larry Kaufman provides us with a little delicacy: a special handicap book. This is automatically installed, together with the normal book. The handicap book, which is just three moves deep, can be used in normal games against the engine. There are also a few variations for handicap positions, which can be loaded under File ? New ? Handicap position. In every case it is White to move, and depending on which way around the board is, you get to play with the white or black pieces.
Multiple variations
The ability to analyse a position with the best, next best, etc. move displayed by the engine, has been extended. There is a new dialog box that allows you to determine how many lines are displayed and give an evaluation window for them.
In this example Rybka will display five alternate lines, but only if they lie within the margin of +/? 50 pawn units (half a pawn) from the best line found so far. The engine may sometimes display fewer than five lines, or in fact just one line, if it is clearly better than anything else (i.e. it is ?forced?). This not only makes the analysis display easier to follow, it also has a technical advantage. The evaluation window speeds up the search. Until now one had to make a choice between more information in the form of alternate lines, which however leads to a shallower depth of search, and the highest possible speed with a minimum of information (just one main line). Now the engine keep up its search speed and decide itself how many lines to display.
Find better / clearly better move
This works something like ?Next best move?, with an important difference: you can give the engine a minimum requirement for the alternative move. If this value is not available then no alternate line will be displayed. This may not seem so useful, since it will often retrieve nothing. But it can dramatically increase the speed of the search. If you think there must be something better than the currently displayed main line you can switch it off with this function. The engine will then not waste any time generating the previous main line but concentrate its full attention on the alternatives, reaching its conclusions much faster than it otherwise would.
When searching for a better move the evaluation for the current main line is used as the lower boundary for the search, and a new line is displayed only if it is better than the old main line. The window defines how much better the new line must be (in our example above four tenths of a pawn). Setting a high value for the better move window causes the engine to go very deep very quickly and find incredible alternatives if they are hidden in the position.
Shared analysis
Another interesting function is the shared analysis. If you use this function a number of things happen. First of all the currently working Rybka releases half of the processor or processors that it is using. It is also fixed to the current position. At the same time a second Rybka engine is started, using the free processor capacity. You can recognize it by the ?B? given behind the engine name. Both engines run in analysis mode. If you are playing through a game or analysing a position the B-engine will follow the moves on the board, while the base engine continues to work on the original position.
Now comes the most important part: both engines use the same hash tables. Engine B is entering values in the hash tables that the base engine will encounter and use, allowing it to profit from deep interactive analysis performed by the B-engine together with its human operator. What you are doing is to feed interesting ideas to the base engine, which uses them in its own full-width search.
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http://rapidshare.com/files/164599790/Deep_Rybka_3.7z.001
http://rapidshare.com/files/164600339/Deep_Rybka_3.7z.002
http://rapidshare.com/files/164600822/Deep_Rybka_3.7z.003
http://rapidshare.com/files/164601349/Deep_Rybka_3.7z.004
http://rapidshare.com/files/164601807/Deep_Rybka_3.7z.005
http://rapidshare.com/files/164602216/Deep_Rybka_3.7z.006
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Both Books of this DVD:
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http://rapidshare.com/files/164598858/Deep_Rybka_3_Books.7z.001
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I hope this DVD is helpful.
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