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Subject: Re: Reproducibility of Nunn matches is not so good

Author: Ulrich Tuerke

Date: 05:14:58 05/02/00

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On May 02, 2000 at 07:39:03, Bertil Eklund wrote:

>On May 02, 2000 at 03:48:48, Ulrich Tuerke wrote:
>
>>On May 02, 2000 at 03:41:22, Christophe Theron wrote:
>>
>>>On May 02, 2000 at 03:22:36, Ulrich Tuerke wrote:
>>>
>>>>On May 02, 2000 at 01:10:58, Jouni Uski wrote:
>>>>
>>>>>About one week ago I posted "sensational" blitz Nunn test result Crafty17.10 -
>>>>>Fritz6a 12-8. And I wasn't lying! Now I have more time to re-check and second
>>>>>match ended 9 - 11 for Fritz. I also repeated two other matches with interesting
>>>>>results:
>>>>>                           1.              2.
>>>>>Crafty 17.10 - Lg2000   13 - 7         9,5 - 10,5
>>>>>Fritz6a - Lg2000        13,5 - 6,5     11 - 9
>>>>>
>>>>>Exact enviroment: AMD 450Mhz, ponder of, 16+16MB hash, 4m+1s level, 3+4+some
>>>>>5 piece TBs, Fritz6 interface, early resign.
>>>>>
>>>>>Conclusion: after 20 games You don't know much yet...
>>>>>
>>>>>Jouni
>>>>
>>>>With learn off, the games should be exactly reproducable (IMHO). Why should the
>>>>search algo of either prog under the same pre-conditions produce another best
>>>>move for any of the positions some time later?
>>>>If you are right, then IMO either (or both) progs are kind of buggy, accessing
>>>>some non-initialized data or similar ?
>>>>Or does any body have anothe explanation ?
>>>>
>>>>Uli
>>>
>>>
>>>The main problem is the way time is measured.
>>>
>>>On the PC, the time functions only return multiples of 1/18.2 seconds. Even
>>>functions that are supposed to return the current time in 1/1000 of s are not
>>>accurate to the millisecond. They are accurate to approximately 5 hundreds of s
>>>(1/18.2=0.054945...).
>>>
>>>So depending exactly when you started a search inside a 1/18.2 seconds time
>>>slice, searching exactly the same number of nodes could fall randomly just
>>>before or just after another given 1/18.2 time slice.
>>>
>>>So when you measure the time taken by a given search, always the same, you end
>>>up with pseudo random results. A search that takes exactly 1 second can be
>>>measured at 0.989s, or at 1.044s, and it depends if it started just before of
>>>just after a clock tick.
>>>
>>>The time allocation algorithm of a program could decide that if a search takes
>>>less than 1 second, it will allow it to complete the next iteration. If it takes
>>>more than one second, it will stop the search immediately and play.
>>>
>>>In the case of our 1 second search, it will sometimes stop the search and play
>>>after 1 second, and sometimes let the search continue for longer.
>>>
>>>There is no way to avoid this problem. Even with a millisecond-accurate timer.
>>>Even if you can measure the time up to the microsecond.
>>>
>>>Random events such as mouse moves, hard disk saving mode and autoplayer random
>>>lags only make this problem worse.
>>>
>>>This is not a bug. You can call this a "quantic" problem. :)
>>>
>>>
>>>
>>>    Christophe
>>
>>Thanks, sounds reasonable to me. So, in particular at very short time controls,
>>I would expect that these effects could have some influence in blitz games where
>>the uncertainty is relatively large compared to the time which is needed to
>>search a root move, and Jouni played at rather short controls. I do not think,
>>that these "quantum uncertainties" would be that drastic at tournament controls.
>>
>>Well, if Heisenberg knew ?
>>
>>Uli
>Hi!
>
>I have played a few 1000 games with Comet (most in DOS). There is two programs
>that never seems to repeat a lost or won game and it is Comet and Nimzo.
>I thought it had something to do with the hash-tables. Or do you you use some
>random element to choose moves? Rebel always plays the same if the conditions
>are equal but never Comet or Nimzo.
>
>Bertil

That's not a surprise, because Comet has a positional learning implemented,
using a file on disk.
I think, that I have heard that the same is true for Nimzo.
These are file with the extension .lrn if I remember right.

Uli



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