Author: Uri Blass
Date: 06:51:50 02/06/04
Go up one level in this thread
On February 06, 2004 at 09:07:17, Anthony Cozzie wrote: >On February 06, 2004 at 06:26:20, Uri Blass wrote: > >>On February 06, 2004 at 05:54:29, Vasik Rajlich wrote: >> >>>On February 06, 2004 at 03:42:42, Uri Blass wrote: >>> >>>>On February 06, 2004 at 02:15:35, Tord Romstad wrote: >>>> >>>>>On February 05, 2004 at 15:15:47, Uri Blass wrote: >>>>> >>>>>>I think that you underestimate your engine. >>>>>>It seems to get similiar depth to crafty. >>>>>> >>>>>>For example in the following position it got depth 11 even in blitz 4+2 >>>>> >>>>>Yes, 11 plies in blitz games is not unusual. But 11 plies in Gothmog and 11 >>>>>plies in Crafty is not the same. I do much more forward pruning and depth >>>>>reductions than Bob, and fewer extensions. In non-tactical positions like >>>>>the one you give, my qsearch is also considerably smaller than Bob's (I think). >>>>> >>>>>Tord >>>> >>>>I do not think that there is a big difference. >>>>Crafty searches bigger tree because it searches more irrelevant lines. >>>> >>>>I guess that the main advantage of Crafty relative to Gothmog when you use one >>>>processor is superior evaluation(Gothmog's evaluation is more complex but bigger >>>>is not always better and not having bugs or some too optimistic scores of >>>>gothmog that lead to wrong sacrifices can be more important and it is possible >>>>that Gothmog can get crafty level if you only reduce the big positional scores >>>>that encourage it to sacrifice). >>>> >>>>I do not think that gothmog see less than crafty in the relevant lines(crafty >>>>has bigger tree but it proves nothing). >>>>I know that test suites are no proof but results of the gcp test suite give me >>>>the impression that cases when Gothmog can see more than crafty are not rare. >>>> >>>>Uri >>> >>>I have the theory that the greater your search resources (ie combination of time >>>and hardware), the less important is the search, and the more important is the >>>evaluation. >> >>I do not agree with that theory. >> >>For example suppose a program has no tablebases. >> >>With deep search it may not need knowledge how to win KQ vs K when with small >>search it may need the knowledge. >> >>If the hardware is fast enough the program can solve the game with only piece >>square table evaluation. >> >>Of course we are not going to see it but with good hardware evaluation what win >>is better in some endgames become unimportant because the program will not fail >>to win thanks to search. >> >>Uri > >Vas's point is this (and its the same reason Zappa is a relatively weak engine >tactically): > >If you are playing at 40 / 2 on a quad opteron, do you care how many WAC >positions you can solve in 1 second? > >anthony WAC is test suite only to test for not having obvious bugs. It is not a serious test suite to use to evaluate tactical strength. I am more interested in how many positions I solve in test suites like ecm-gcp or arasan test suite. For arasan3 I got for example the table in the bottom of this post for my cct version when I gave it to search 10 minutes per position. I want to improve in all time controls and there are changes that can help me in all time controls. Uri Results: <=Sec Solved Total PosNr ----- ------ ------ ----------------------------------------------------------- 1 7 7 19 24 27 31 36 50 51 2 1 8 7 3 1 9 38 4 1 10 3 6 2 12 8 46 7 3 15 17 26 28 8 3 18 32 53 57 9 1 19 6 10 2 21 2 48 11 1 22 23 18 1 23 42 20 1 24 16 24 1 25 4 25 1 26 58 40 1 27 49 54 1 28 20 67 1 29 40 69 1 30 10 71 1 31 34 115 1 32 41 152 1 33 55 162 1 34 14 166 1 35 1 193 1 36 22 290 1 37 47 374 1 38 33 402 1 39 12 456 1 40 11 559 1 41 39 Failure 5 9 13 15 18 21 25 29 30 35 37 43 44 45 52 54 56 41 problems solved. 17 problems unsolved.
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