Author: Uri Blass
Date: 23:19:35 10/15/03
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On October 14, 2003 at 11:51:13, Robert Hyatt wrote: >On October 14, 2003 at 10:58:30, Tord Romstad wrote: > >>On October 14, 2003 at 10:47:40, Robert Hyatt wrote: >> >>>One example. How do you tune/limit extensions? It is possible to tune them >>>so that they are most efficient at one specific depth. Go deeper and they >>>tend to over-extend, go shallower and they tend to under-extend. Yes, you >>>should be able to tune it so it does the correct thing for all cases, but >>>I don't necessarily believe that I have done that. I am sure I _could_ do >>>that, given the time, however. >> >>Couldn't you just extend differently depending on the iteration number? >>Or would that cause too much search instability? >> >>Tord > > >you can do that. But it takes testing and tuning, which was the point. IE >if you mainly use the same hardware for a year or two, as I do, and you mainly >look at long time control games, as I do, you tend to lock things in to that >search speed and depth. Then you have to adjust again when something changes. Only one note about it I do not see that Crafty does better relative to opponents at similiar strength at longer time control. 1)Using the fastest compiler to compile Crafty. Not every program is using the fastest compiler. I use only microsoft visual C++6 and have no things like profile based optimization(it is used in visualC.net but I decided that this static speed improvement is not important enough for me(I also tried to run movei in .net in time that I had access to .net but after I had errors in that enviroment I decided that it is not important for me to understand the problem and went back to visual C++6) I may go back to it again but today I prefer not to waste time about it at least when I believe that I can get more than 100 elo improvement in the next year by other means(future will show if I believe correctly). Uri
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