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Subject: Re: boundschecking

Author: Uri Blass

Date: 10:50:41 11/03/02

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On November 03, 2002 at 13:37:33, Vincent Diepeveen wrote:

>On November 03, 2002 at 13:07:07, Uri Blass wrote:
>
>>On November 03, 2002 at 11:50:01, Vincent Diepeveen wrote:
>>
>>>On November 03, 2002 at 11:26:42, Brian Kostick wrote:
>>>
>>>for windows there is numega boundschecker.
>>>
>>>for linux there is the excellent free boundschecker (C only)
>>>see for example: http://web.inter.nl.net/hcc/Haj.Ten.Brugge/
>>>
>>>however you can also go to the homepage from gcc and then go
>>>to 'extensions' and download any boundschecker you need for
>>>use with gcc. it's very good.
>>
>>Thanks
>>I see that I can download a trial version of numega boundchecker so
>>I guess that I am going to try it tomorrow.
>>
>>I use only windows.
>>
>>Note that inspite of the unequal number of nodes in debug mode and in release
>>mode the bug does not seem to prevent it to play well in games.
>
>?? you don't have deterministic number of nodes?
>
>Debug it!

I have deterministic number of nodes in release mode or in debug mode but the
numbers are not equal.

The first different number is more than 100000.

>
>no need for a boundschecker even to debug that.
>
>>The difference is small and I see it only after more than 100000 nodes so maybe
>>the problem is that the random numbers in debug mode are not the same as the
>>random numbers in release mode.
>
>wait a minute. are you telling me that you use the rand() function
>in your program to evaluate?
>
>Comon you gotta be joking?

Only for my hash tables

I have
for (fil=0;fil<6;fil++)
		for (i=0;i<2;i++)
			for (j=0;j<64;j++)
				zobrist[fil][i][j]=rand64();

It may be possible to remember constant numbers and it seems that the numbers
are really constant in release mode but I suspect that they are not the same in
debug and in release mode.

The easy way to check it is to ask the computer to print the numbers.


>
>>The latest tested version solved 292 out of 300 in the Wac test suite at 10
>>seconds per move on AMD1000 mega hertz and it is now tested on the GCP test
>>suite 300 seconds per position.
>
>DIEP always did 299 positions, depending upon with some patzer luck the
>endgame Rb4 was found or not.
>
>i never test at 10 seconds a move. Only amateurs do IMHO. in real life
>you play tournaments at 90 0 as fastest level. that's like 5 minutes
>first few moves after that your hashtable is loaded already with
>all kind of cool stuff to fail high. At a P5-100Mhz at around 1996 i
>remember i solved like 295 positions or so if not more. Something
>too close to 300 to call is hard :)

With more time(200 seconds per move) a previous version solved 298 problems.

The only problem that it did not solve except the Rb4 was problem number 2
of the Rxb2 but it can solve it with more time.

Uri



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