Author: Robert Hyatt
Date: 07:47:32 02/09/02
Go up one level in this thread
On February 09, 2002 at 10:00:20, Volker Pittlik wrote: >On February 09, 2002 at 07:43:38, leonid wrote: > >>[D]q6R/1kqqp3/1nNQNP2/1nRqq3/1bNrBP1K/1qQPr3/1PqPqB2/R6b w - - >> >>Please indicate your result. > >... > >Crafty v18.13 (2 cpus) > >White(1): help >White(1): setboard q6R/1kqqp3/1nNQNP2/1nRqq3/1bNrBP1K/1qQPr3/1PqPqB2/R6b w - - > >... > >White(1): score > clearing hash tables >note: scores are for the white side >material evaluation................. -42.00 >development......................... 0.00 >pawn evaluation..................... -0.25 >passed pawn evaluation.............. -0.08 >passed pawn race evaluation......... 0.00 >king safety evaluation.............. 0.73 >interactive piece evaluation........ 1.69 >total evaluation.................... -39.91 > >... > >White(1): analyze > clearing hash tables > >... > >And that's all. After that Crafty completly hangs. No more output. I'm running >NT 4.0. > >In "normal" positions everything is running as usual: > >White(1): setboard 6k1/1p3ppp/r4q2/8/PP4bP/R5P1/3Pr2n/2Q3KR b > > +---+---+---+---+---+---+---+---+ > 8 | | | | | | | *K| | > +---+---+---+---+---+---+---+---+ > 7 | | *P| | | | *P| *P| *P| > +---+---+---+---+---+---+---+---+ > 6 | *R| | | | | *Q| | | > +---+---+---+---+---+---+---+---+ > 5 | | | | | | | | | > +---+---+---+---+---+---+---+---+ > 4 | P | P | | | | | *B| P | > +---+---+---+---+---+---+---+---+ > 3 | R | | | | | | P | | > +---+---+---+---+---+---+---+---+ > 2 | | | | P | *R| | | *N| > +---+---+---+---+---+---+---+---+ > 1 | | | Q | | | | K | R | > +---+---+---+---+---+---+---+---+ > a b c d e f g h > > puzzling over a move to ponder. > nss depth time score variation (1) > 1 0.00 -Mate 1. ... Qf2# > 1-> 0.00 -Mate 1. ... Qf2# > 2 0.00 -Mate 1. ... Qf2# > 2-> 0.00 -Mate 1. ... Qf2# > 3 0.00 -Mate 1. ... Qf2# > 3-> 0.02 -Mate 1. ... Qf2# > 4 0.02 -Mate 1. ... Qf2# > 4-> 0.04 -Mate 1. ... Qf2# >Black(1): Qf2# [pondering] > clearing hash tables > depth time score variation > (no moves) >Black(1): analyze > clearing hash tables > time surplus 0.00 time limit 30.00 (3:30) > nss depth time score variation (1) > 1 0.00 -Mate 1. ... Qf2# > 1-> 0.00 -Mate 1. ... Qf2# > 2 0.00 -Mate 1. ... Qf2# > 2-> 0.00 -Mate 1. ... Qf2# > 3 0.00 -Mate 1. ... Qf2# > 3-> 0.01 -Mate 1. ... Qf2# > 4 0.01 -Mate 1. ... Qf2# > 4-> 0.03 -Mate 1. ... Qf2# > time=0.19 cpu=31% mat=-5 n=19422 fh=100% nps=102k > ext-> chk=929 cap=11 pp=0 1rep=92 mate=0 > predicted=0 nodes=19422 evals=0 > endgame tablebase-> probes done=0 successful=0 > hashing-> trans/ref=99% pawn=99% used=0% > SMP-> split=6 stop=0 data=3/64 cpu=0.06 elap=0.19 >exit >Black(1): end >execution complete. > >Volker I use a real tree search to order the ply-1 move list. There are so many possible captures in this position, that search takes a _long_ time. The current ply-1 ordering scheme works fine for games, but not for such composed positions...
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