Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: Cool it please - Vincent

Author: Vincent Diepeveen

Date: 10:23:08 09/04/02

Go up one level in this thread


On September 04, 2002 at 13:10:25, Robert Hyatt wrote:

No one uses these speedup numbers except you bob.

Not clearing the hashtable is not a fair way to test,
but of course a great way to get a better speedup than
you actually get.

Also we watn the node counts obviously and as crafty is
one of the few with a asymmetric king safety it's also
better to turn that off by using the 'analyze' feature.

>On September 04, 2002 at 12:25:09, Robert Hyatt wrote:
>
>>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...
>
>
>BTW, if you run this, please post the results.  One note is that these positions
>are consecutive positions from a game.  Which means that Crafty will not be
>clearing the hash table between each position, just like it doesn't in a real
>game.
>
>The only downside here is that when playing a real game, if Crafty completes a
>12 ply search, then it will start pondering at 11 plies.  Because when you
>remove the move played in the game, and the pondered move, you are left with
>10 plies of good search and starting at 11 is the right thing to do.  Testing
>using the "test" command doesn't mimic this behavior, the search will always
>start at ply=1 and go forward.  many times it will find good stuff in the hash
>table and get back to depth=11 almost instantly.  Other times it won't, and the
>results will be a little better (or worse) than reality in those cases.
>
>There is so much variability in this it isn't funny...



This page took 0.01 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.