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Subject: Re: Note to James (Shearer) aka "fever"

Author: Robert Hyatt

Date: 21:10:19 10/09/99

Go up one level in this thread


On October 09, 1999 at 23:26:16, James B. Shearer wrote:

>On October 09, 1999 at 15:37:23, Robert Hyatt wrote:
>
>>On October 09, 1999 at 13:16:39, James B. Shearer wrote:
>
>                         <deletions>
>
>>>       Drawing 0 increment games against a computer is not so easy.  In this
>>>regard it is polite of crafty to offer a draw in KR vrs KR instead of playing on
>>>for 50 moves.
>>
>>It should offer a draw, except in two cases:  (1) playing a computer, as the
>>(C) operators are occasionally obnoxious and offer draws when losing.  I just
>>have it never accept/offer with (C)s unless I know them personally;  (2) if you
>>get below 30 seconds left with no inc (I notice you like 5 0 which is really
>>brave, btw. :)
>
>        I'm not playing 5 0 because I like it, this is the only time control
>your formula allows me to play (I also played a few 2 1 games a while ago but
>this really is kind of hopeless especially with the interface I'm using and my
>rating got knocked out of range).  I expect I would do a bit better at 3 3 or
>1 6.
>
>                          <deletions>

It should play almost anything from 5 3 on down (blitz) or any standard time
control up to 30 30.  Is something broken that I don't know about?




>
>>>>BTW the last game (the one you won) was exactly the right kind of strategy for
>>>>a bogged down machine...  the ending position was a 'null-move killer' type
>>>>position as it was generally doing 3-4 plies for 90% of that game, where it was
>>>>normally doing 9-12 plies in most of the others...
>>>
>>>        The last game was a typical win vrs a computer.  The computer already
>>>one pawn up, grabs another on the queenside and gets mated on the kingside.
>>>        However I don't understand the 3-4 plies bit.  Even if you were slowed
>>>down by a factor of 4 this would be 1-2 plies so you should still have been
>>>getting 7-10.  The losing move was 25 Qxb7.  Checking with crafty v16.19 Qxb7 is
>>>selected through ply 8, fails low and is eventually rejected in ply 9.
>>
>>
>>for that game, crafty was getting roughly 1% of one cpu.  between moves 15
>>and 40 it was doing almost always 3 plies, with an occasional step up to 4.
>>And on a couple of moves, almost normal depths.  Nice 20 (Linux) says give
>>me 5% of one cpu if there is another compute-bound process, and give him 95%.
>>That just crushes the search, and it would probably be worthwhile to turn off
>>threads when it sees this happen.
>
>     Are we talking about the same game?  Scrappy resigned after its 31th move
>(it's mate in 1) in the last game.  (Maybe you are confusing this game with one
>of my numerous (4) other wins. :-) )


Sorry... I was looking at the game before the last one.  Didn't really pay
attention to the final result.  I just noticed that about 1/2 way thru the
second-to-last game, cpu went way down as did depth.  It stayed at 3-4 through
the last game...  except for an occasional moment of blasting along when the
students would take a breath.  :)




>
>                           <deletions>
>
>>>Scrappy's move 27 qc7 was also inferior allowing mate in 5.  Again checking with
>>>crafty v16.19, qc7 is first selected in ply 5 then fails low (quickly resolving
>>>to -Mat05) in ply 8 and is eventually rejected.  Scrappy apparently saw it was
>>>in trouble as it took 29 seconds on this move (3 times as much as any other) but
>>>was unable to find a better move in time.  This is consistent with a depth of
>>>7-10 plies.
>>
>>
>>if  30 seconds isn't consistent on that machine, as it is pretty quick to get
>>thru 8, never taking 5 seconds that I can recall.  However, in this position,
>>the current version starts sensing trouble (score drops) and it starts to use
>>more time, which only lets the score drop lower since it is already in trouble.
>>
>>
>>
>>>        I think you have an absolute upper bound on search time but in a case
>>>like move 27 where scrappy sees the move it's going to play gets it mated and
>>>still has some time (almost 3 minutes here) it might be better to keep searching
>>>a while.
>>
>>Probably right. the upper bound is 5x the normal target.  Which is almost
>>always enough to finish the current ply (where the fail-low has occurred).
>>If it couldn't be 'repaired' another ply isn't going to help, as it still
>>thinks the losing move is best...
>
>          Well on my machine (233 MHz K6, crafty 16.19) Qc7 fails low in ply 8
>at 19.04 seconds.  This is resolved to -Mat05 at 26.25 seconds.  Qa6 gets a ++
>at 2:38 (158 seconds) which resolves to -4.36 at 2:46 (166 seconds).  Ply 8
>finishes at 3:05 (186 seconds).  So if scrappy was getting 5 times the speed of
>a 233 Mhz K6 and had a target time of 6 seconds, scrappy would see the mate but
>not be able to finish the ply (or even find a better move) in 30 seconds.  This
>may be a bad case as the normal move order may not be very good when the issue
>is avoiding mate at any cost.
>
>                            James B. Shearer


All I can say about speed is that on the quad P6/200, it runs about 400K
nps normally, with blips to 500K+ in endgames.  However, it taking an unusual
amount of time on one move doesn't guarantee that it 'failed low' at all
when the machine gets loaded.  Unfortunately I now can't tell exactly as the
automatic script that cleans out old log files has run and deleted all those
logs...



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