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Subject: Re: The key to improving a program

Author: Volker Böhm

Date: 15:32:50 05/27/04

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On May 27, 2004 at 15:12:47, James Swafford wrote:

>On May 26, 2004 at 11:52:31, Volker Böhm wrote:
>
>>The following helps and are not mentioned allready:
>>
>>1. add a flag or a compiler option to remove any pruing or extending code from
>>your search. The result should be a perft command! I think it is very powerful
>>to be able to check the real movegen and search with this test.
>>
>>2. WAC Test-Positions. Very simple position. If you can´t find the result you
>>have a bug or other problems (ca. 10 positions need eval, all others should be
>>found without eval very fast).
>
>What 10 positions do you think require eval?  I ask because I'm
>not getting 290 with an "almost material only" eval at 10/sec mv
>on a 1.6 ghz machine.
>
>--
>James

>
>
>
>>
>>3. Build a standard tournament with about 8 engines with littel more strength an
>>2 engines of much lower strength. Play 200 games (20 against each engine) after
>>each relevant change. Allways use the same 200 opening position (example to
>>depth 10), disable book. Compare the results to older tests.
>>
>>4. Build a functionality to debug your search tree. I think a simple log-file is
>>not a good soloution. I suggest to add code whitch is able to "follow" a given
>>variant. And dont forget to print the node count at every position so you can
>>add a break point if this node count is reached.
>>
>>5. Look at the node count if you change eval. Most eval changes that increases
>>node count in a bunch of good test positions will have bugs. I am not really
>>able to explain but in most cases this holds true.
>>
>>Greetings Volker

Sorry to answer a little late:
Those positions are not solved by spike in 10 sec. with ONLY material (don´t add
any eval but material because "some eval" could increase solve time!) or it took
some time > 2 sec. to solve them. All others are solved in <= 2 sec.

 86) .. Nf6-g4          a7-a6    (passed-pawn code needed)
100) b5-b6              b5-b6   * 4 Seconds (depth 20)
152) Nc3-e4             Nc3-d5   (needs depth 12 and 0:27 to find)
180) .. Nf6xd5          Nf6-e8   ("just" positional)
230) .. Rb7-b4          a5-a4    (pawn-wall code needed)
248) .. Qd6-c5          Qd6-c5  * 6 Seconds (depth 11)
264) .. Ra8-b8          Rd8xd4   (needs depth 11 and 1:20 to find)
297) .. Bc6xg2, Bd6xh2  Bc6-a8   (needs depth 10 and 0:23 to find)

CPU is a celeron 1,2 GHZ.

Position 152, 264, 297 could be possible hints for improvements of search to me!

Greetings Volker



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