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Subject: Re: Problem searching too deep!

Author: Uri Blass

Date: 13:14:14 05/28/02

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On May 28, 2002 at 15:51:30, Robert Hyatt wrote:

>On May 28, 2002 at 09:30:48, Sune Fischer wrote:
>
>>On May 28, 2002 at 09:09:18, Daniel Clausen wrote:
>>
>>>On May 28, 2002 at 04:05:47, Sune Fischer wrote:
>>>
>>>>I believe it is then safe to stop the search at 150 plies, that's 50 plies left
>>>>for extensions(!), it will simply have to do, even if I get a crash in 1 of
>>>>10000000 games ;)
>>>
>>>If you'd be in my programming team, either you or me would be looking for a new
>>>job now. ;) A simple additional if-statement at the beginning of search makes
>>>this 100% correct in all cases and slows down your engine by a _very_ small
>>>factor. So basically you're just careless here - and therefore maybe also
>>>careless in other places. ;)
>>>
>>>Remember that even though these small speedups do add up over time (and maybe
>>>give you an additional +2 ELO boost in the next 10 years *grins*) the risk for
>>>crashes or misbehaviours also adds up. And Murphy will make sure it will happen
>>>during the most important game. =) [should it happen during a game against my
>>>engine (in the future.. maybe..) I'll remind you of this thread =)]
>>>
>>>HTH :)
>>
>>"careless" :)
>>Hmm, I don't know. I need to extend ~100 plies(!!) to get a crash for a total of
>>200 plies search!
>>Can you come up with any kind of position that would even slightly challenge
>>this limit? To get many extensions you need checks or so, but then the position
>>won't transpose as good (because it won't be blocked pawns), so really you need
>>maybe 170 extensions in a 30 ply search, in all it's extremely unlikely.
>
>I got zapped by some "straightjacket" problems Harry Nelson used to work on.
>The initial problem was to define a position where black and white had the
>most consecutive forcing moves (one possible reply).  I think Harry had one
>that went 32 plies, which meant that in Cray Blitz, it extended 32+ plies
>as well.  And beyond that most of the remaining moves were forced for a while.
>It blew our 64 move limit quite nicely (we had 64 because early crays had 64
>as a max vector limit due to hardware vector register size).


If you do not have a condition of no repetition I can easily break that record.

[D]5b1k/4p1p1/4PpP1/5P2/2p5/1pPp4/1P1P4/rKB5 w - - 0 1

Uri



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