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Subject: Re: Cool it please - Vincent

Author: Vincent Diepeveen

Date: 10:03:23 09/04/02

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On September 04, 2002 at 12:25:09, Robert Hyatt wrote:

the time control is 3 minutes a move at most tournaments,
it sure used to be in world champs.

Please also report the node counts. i have a version of
crafty here, 18.15 which is compiled with msvc 6 sp4 processor
pack (P6 optimalisations which default m$ 6 doesn't have).

It is interesting to realize that cray blitz had about 500k nodes
a second at that cray machine when using 16 processors.

>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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