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Subject: Re: Two WAC positions

Author: Robert Hyatt

Date: 19:42:56 10/21/03

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On October 21, 2003 at 16:31:11, Tord Romstad wrote:

>On October 21, 2003 at 14:43:45, Robert Hyatt wrote:
>
>>On October 21, 2003 at 11:53:02, Tord Romstad wrote:
>>
>>>I don't run my engine through WAC very often, but before releasing a new
>>>version (which I will do within a couple of days) I run the whole suite as
>>>a sanity test.  This time, the following position made me worried:
>>>
>>>[D]8/8/2Kp4/3P1B2/2P2k2/5p2/8/8 w - - bm Bc8; id "WAC146";
>>>
>>>Previously, my program had no problems with this position.  The new
>>>version, which is the first one to include tablebase support, prefers
>>>Bd3 instead of Bc8.  At ply 21, the score is +12 for white.  When I
>>>disable tablebases, the program plays Bc8.
>>>
>>>Does Bd3 also win, or should I look for yet another bug?
>>
>>Bd3 is a second solution.  It has been in my version of the test since
>>I first found this myself, years ago.
>
>I'm relieved to hear that.  I will add this solution to my EPD file.
>
>>>One of the hardest positions in WAC for my engine is number 163:
>>>
>>>[D]5rk1/2p4p/2p4r/3P4/4p1b1/1Q2NqPp/PP3P1K/R4R2 b - - bm Qg2+; id "WAC163";
>>>
>>>On a Pentium IV 2.4 GHz, I need 11 plies and 1m53s to find the winning move.
>>>The problem is to find the line 1... Qg2+ 2. Nxg2 hxg2+ 3. Kxg2 Bf3+ 4. Qxf3
>>>exf3+ 5. Kg1 Rf5! followed by Rfh5.  Without nullmove pruning, this position
>>>is solved within a few seconds.
>>>
>>>This is rather annoying, as I have lost more games than I would like on
>>>the ICC because of missing similar tactics.  Are there any inexpensive
>>>tricks to help me solve this kind of positions more quickly?
>>
>>
>>I pick this up at depth=9, time = 2 seconds (using one cpu on my dual 2.8
>>xeon box).  All I can guess is that I do extensions a bit differently,
>>somehow, or the adaptive null-move R=3~2 idea helps a bit.
>
>I tried changing from R=3 to R=2, and that just resulted in an even slower
>solution.
>However, I found that searching checks in qsearch in the endgame (normally I
>only do this in the middle game) helps.  With checks in qsearch enabled in the
>endgame, I need 8 plies and 2 seconds.  I'm afraid this will slow me down
>too much in other endgame positions, though.
>
>I'll probably have to play around a bit with my extensions and see if I can find
>some other way to find Qg2+ reasonably quickly.
>
>Thanks for your answer, and thanks to Uri for all the data for other engines!
>
>Tord


Note that my q-search has no checks whatsoever, also...



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