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Subject: Re: boundschecking

Author: Tony Werten

Date: 00:18:55 11/04/02

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On November 03, 2002 at 13:50:41, Uri Blass wrote:

>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();

Normally it is possible to feed your rnd function an initialisation seed wich
should give you the same "random" numbers all the time.

I think it's randomize(seed).

Tony

>
>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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