Author: Tord Romstad
Date: 07:32:32 07/04/04
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On July 04, 2004 at 09:53:04, Jan K. wrote: >Well, this position is a little bit too hard for my engine :) What time do you >need to reach depth 9-12, Gothmog 1.0 beta 10, on a PIV 2.4 GHz: 1 0.84 0.00 157 Bxa6 bxc3 2 0.62 0.01 1299 Bxa6 hxg2 Qxg2 bxc3 3 0.62 0.05 2688 Bxa6 hxg2 Qxg2 bxc3 4 0.44 0.17 12339 Bxa6 exd5 Nxd5 Nfxd5 5 0.41 0.75 36429 Bxa6 exd5 Bb7 Qxe5 Bxa8 Nxa8 6 0.09 1.21 110551 Bxa6 exd5 Nxd5 Nfxd5 Nc4 Nxc4 Bxc4 hxg2 7 -0.25 2.30 323244 Bxa6 bxc3 Bxc3 exd5 Ng4 hxg2 Qxg2 dxe4 Nxf6+ Bxf6 Bxf6 Qxf6 8 -0.25 3.79 580979 Bxa6 bxc3 Bxc3 exd5 Ng4 hxg2 Qxg2 dxe4 Nxf6+ Bxf6 9 -0.31 8.03 1346012 Bxa6 exd5 Nxg6 fxg6 Nb5 Kd8 gxh3 c6 Nd4 dxe4 10 -0.38 17.45 3002608 Bxa6 exd5 Nxg6 fxg6 Nb5 Kd8 O-O-O dxe4 Qb3 11 -0.50 42.34 7643048 Bxa6 exd5 Nxd5 Nfxd5 Nd3 f5 e5 12 -0.34 1:51 20771865 Bxa6 bxc3 Bxc3 exd5 Ng4 hxg2 Qxg2 Rh4 Bxf6 Effective branching factors: 1->2: 8.27 2->3: 2.07 3->4: 4.59 4->5: 2.95 5->6: 3.03 6->7: 2.92 7->8: 1.80 8->9: 2.32 9->10: 2.23 10->11: 2.54 11->12: 2.62 The high numbers for the first few plies are annoying and typical. I haven't found a good way to solve this problem. It seems like most other engines also suffer from this defect. >on what hardware and what is the right move here? There is no "right move". This is an artificially constructed position by Peter McKenzie, designed to be used as a "torture test" when implementing and debugging move generators. You will see that castling moves, en passant captures and promotions are possible within the first few moves, which makes this position very useful to find move generator bugs. Tord
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