Author: Robert Hyatt
Date: 09:25:09 09/04/02
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On September 04, 2002 at 12:11:53, Slater Wold wrote: >Bob, do you have those 20 positions from the ICCA article? > >If so could you e-mail or post them here for me? I would greatly apprecaite it. you mean the 24 positions from the MchessPro vs Cray Blitz game that I used in the JICCA article? If so, here they are... r2qkbnr/ppp2p1p/2n5/3P4/2BP1pb1/2N2p2/PPPQ2PP/R1B2RK1 b kq - ; bm a1a1 r2qkbnr/ppp2p1p/8/nB1P4/3P1pb1/2N2p2/PPPQ2PP/R1B2RK1 b kq - ; bm a1a1 a1a1 r2qkbnr/pp3p1p/2p5/nB1P4/3P1Qb1/2N2p2/PPP3PP/R1B2RK1 b kq - ; bm a1a1 black a1a1 r2qkb1r/pp3p1p/2p2n2/nB1P4/3P1Qb1/2N2p2/PPP3PP/R1B1R1K1 b kq - ; bm a1a1 a1a1 r2q1b1r/pp1k1p1p/2P2n2/nB6/3P1Qb1/2N2p2/PPP3PP/R1B1R1K1 b - - ; bm a1a1 black a1a1 r2q1b1r/p2k1p1p/2p2n2/nB6/3PNQb1/5p2/PPP3PP/R1B1R1K1 b - - ; bm a1a1 r2q1b1r/p2k1p1p/2p5/nB6/3Pn1Q1/5p2/PPP3PP/R1B1R1K1 b - - ; bm a1a1 r2q1b1r/p1k2p1p/2p5/nB6/3PR1Q1/5p2/PPP3PP/R1B3K1 b - - ; bm a1a1 r2q1b1r/p1k2p1p/8/np6/3PR3/5Q2/PPP3PP/R1B3K1 b - - ; bm a1a1 r4b1r/p1kq1p1p/8/np6/3P1R2/5Q2/PPP3PP/R1B3K1 b - - ; bm a1a1 r6r/p1kqbR1p/8/np6/3P4/5Q2/PPP3PP/R1B3K1 b - - ; bm a1a1 5r1r/p1kqbR1p/8/np6/3P1B2/5Q2/PPP3PP/R5K1 b - - ; bm a1a1 5r1r/p2qbR1p/1k6/np2B3/3P4/5Q2/PPP3PP/R5K1 b - - ; bm a1a1 5rr1/p2qbR1p/1k6/np2B3/3P4/2P2Q2/PP4PP/R5K1 b - - ; bm a1a1 5rr1/p2qbR1p/1kn5/1p2B3/3P4/2P2Q2/PP4PP/4R1K1 b - - ; bm a1a1 4qRr1/p3b2p/1kn5/1p2B3/3P4/2P2Q2/PP4PP/4R1K1 b - - ; bm a1a1 5qr1/p3b2p/1kn5/1p1QB3/3P4/2P5/PP4PP/4R1K1 b - - ; bm a1a1 5q2/p3b2p/1kn5/1p1QB1r1/P2P4/2P5/1P4PP/4R1K1 b - - ; bm a1a1 5q2/p3b2p/1kn5/3QB1r1/p1PP4/8/1P4PP/4R1K1 b - - ; bm a1a1 5q2/p3b2p/1k6/3QR1r1/p1PP4/8/1P4PP/6K1 b - - ; bm a1a1 5q2/p3b2p/1k6/4Q3/p1PP4/8/1P4PP/6K1 b - - ; bm a1a1 3q4/p3b2p/1k6/2P1Q3/p2P4/8/1P4PP/6K1 b - - ; bm a1a1 3q4/p3b2p/8/1kP5/p2P4/8/1P2Q1PP/6K1 b - - ; bm a1a1 3q4/p3b2p/8/2P5/pk1P4/3Q4/1P4PP/6K1 b - - ; bm a1a1 Note that these were produced by Vincent. I had to edit them as he had bad castling status. Note also that the "best move" is nonsense, but in these positions, "best move" is not important. How to run the test: 1. set some search time limit with the st=n command. 2. type "test filename" where the above file is used. Run this with mt=0 and mt=2. Now comes the fun. For each position in the mt=0 run, find the _last_ bit of output, such as a PV change or the end of iteration. Write the time down. Flip to the mt=2 run and for that position, find the _same_ depth/score/move output and write down that time. Now you can compute a speedup for that position. Repeat for all 24 positions and you have 24 speedups. Now you come to a decision point. If you do as I said above, you will then average the 24 speedups to get an overall speedup. But this is just one way to do it, because this counts all positions equally in the final speedup. But suppose some positions have a much longer "time" value? In a real game, won't their speedup affect the overall average "more"? So you might choose to go back and take the times as derived above, add them together, and _then_ divide the mt=2 time into the mt=0 time to compute an overall speedup. There is also another way but it is not as easy... use st=999999, sd=N to specify a specific search depth for every position to be searched to. Then you can use the total elapsed time for mt=0 and divide that by the total elapsed time for mt=2, and compute the speedup that way. The drawback is that if you pick too deep a search, some positions will take a _long_ time. If you pick it too shallow, some will finish very quickly. You _can_ get at least three different speedup values from the above, and which one you use is really optional...
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