Author: Robert Hyatt
Date: 14:22:47 10/06/04
Go up one level in this thread
On October 06, 2004 at 15:41:18, Peter Berger wrote: >On October 06, 2004 at 15:25:16, Peter Skinner wrote: > >>I think the main reason for that is flawed testing, testing on 1 pc with ponder >>on.... >> >>Most people do not use the correct books, proper rc file settings, and well just >>about anything else that can go wrong. > >Quite irrelevant, as there is little reason to assume that they changed their >testing habits recently in a way that would hurt 19.17's performance. Also the >book discussion has gone a little out of hand recently, if you ask me. > >> * 19.16 fix to "Trojan code" to eliminate the time limit exclusion since * >> * many users still have old and slow hardware, and the time limit * >> * was not set correctly when PreEvaluate() was called anyway. the * >> * code to display fail-high/fail-low information was cleaned up so * >> * that the +1 or +3 now makes sense from the black side where the * >> * score is really going down (good for black) rather than showing * >> * a +3 fail high (when Crafty is black) and the score is really * >> * going to drop (get better for black). Now the fail-high-fail-low * >> * +/- sign is also relative to +=good for white like the scores * >> * have been for years. adjustments to pawn evaluation terms to * >> * improve the scoring balance. "new" now terminates parallel * >> * threads (they will be re-started when needed) so that we don't * >> * burn CPU time when not actually playing a game. * >> * * >> * 19.17 changes to pawn evaluation to limit positional scores that could * >> * get a bit out of sane boundaries in some positions. * >> * * >> ******************************************************************************* >> >>Really there is the removal of useless code, and fixs to scoring. That is about >>it. Nothing significant between the two. >> > >Reads different to me. At least the changes for 19.17 could well be relevant, >judging only from the text above. Also sometimes there are changes with >unexpected effects. That change likely had no affect on most games. It only changed things in _very_ awkward positions such as where one side has 6-7 isolated pawns and the like, which is not going to happen often... > >Not that I think this is the case here ( I have no clue and have done no tests >myself) . I simply made an observation about recently posted results. > >Peter
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