JuLieN wrote:I just download the new svn trunk and compiled it, and ScidVsMac seems to behave much better: no more interface hangs or engine staying in memory.
Sweet.
- as a matter of test, I tried to launch a 100-engines tournament: ScidVsMac hanged with a 100% CPU use. After 2-3 minutes of waiting, I killed its task.
Haha. I have imporved this, but 100 still seems a lot.
I have just played a 45 game tournament with "First engine plays others". About 4 engine failures, but it completed fine.
BTW, i hope you are clicking first engine plays others, otherwise a 100 game tournament has
Code: Select all
#tclsh
% proc fact {n} {
if {$n==1} {return 1}
return [expr $n * [fact [incr n -1]]]
}
% fact 100
93326215443944152681699238856266700490715968264381621468592963895217599993229915608941463976156518286253697920827223758251185210916864000000000000000000000000
games! Which may just crash scid
- then I launched a 15-engines tournament and it started well. But something occurred to me: as now we can't change the engines starting with position 11 and up
You may still do this by rearranging the engine order in Options->Engines
With one small problem still: when an engine hangs or crash, ScidVsMake won't auto flag it.
I think i fixed this tonight. In my first implementation, i had no way of catching a dead engine, but now it is simple.
So best practice for a big tournament is...
Enforce a sensible engine time-out period.
Hide game info widget. It uses slight resources, and though i have attempted to fix the autoscroll bug, i'm not confident about it.
Cross fingers!
EDIT: hmm... I just saw a new problem, in an Alibaba<>BACE game: BACE tried to promote a pawn, and Scid just displays an "Error reading move: e2e1" message
This is a poor engine feature. Could you please test this engine and see if it eventually triggers a Game time-out ?
(And should I mark timed-out games as losses (like i have with crashed engine), or leave them as no result ?)