Ultra-fast Tournament with toppest engines

Discussion of computer chess matches and engine tournaments.

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beachknight
Posts: 3533
Joined: Tue Jan 09, 2007 8:33 pm
Location: Antalya, Turkey

Ultra-fast Tournament with toppest engines

Post by beachknight »

Code: Select all

    Engine               Score                          Fi                      Ry                      Iv                      Ro                      Ho                      Na                      Ko                      Ig                      Cr                      St    S-B
01: FireBird 1.3.1 1cpu  142.5/200 ······················· 1=11111010=11000101111  101010101=101010101010  11=1010=1=111111=1=111  1111=010=11=101=11100=1 1010101010101010101010  10011=11110=10=11=1==0  10111111111111111011101 =1110111110=1=111111=1  =1111=11111111111=1=11   12966,
02: Rybka 4 1cpu         128.0/200 0=00000101=00111010000  ······················· 1==101100=1=1111111101  ===1011000=0010=10=1==1 11000100=101=11=101110  01=101011111=111111111  =01111101=00=1=0=0==0=  11110110111=1=11=010=0  1111=11110110=11=00011  11111=11111=11111111111  11431,
03: IvanHoe 9.63.2s 1cpu 122.0/200 010101010=010101010101  0==010011=0=0000000010  ······················· 111101=1=10=0101=101=1  010=01010=010111=00101  100=101=1=1011100010101 1111110101010=00110=100 10101=111=1111=0=0=111  111=1111=1110=1=1111=0  1111111111111111111111   10693,
04: RobboLito 0.086h6    115.0/200 00=0101=0=000000=0=000  ===0100111=1101=01=0==0 000010=0=01=1010=010=0  ······················· 1=101010111=1010111110  0010100010100011101010  11111111001111=0==000== =11==1111111=1=1=10111  10111000111=10=1==11=0  1111111101111111111111   9992,2
05: Houdini 1cpu         112.0/200 0000=101=00=010=00011=0 00111011=010=00=010001  101=10101=101000=11010  0=010101000=0101000001  ······················· 01010111100111010101=1  1100=010111=1=001==0=0  1100110001==0=0=0001=1  1111110111111101=111111 1111111111111111111111   9733,7
06: Naum 4.2 1cpu        111.5/200 0101010101010101010101  10=010100000=000000000  011=010=0=0100011101010 1101011101011100010101  10101000011000101010=0  ······················· 111===1=011=1011111010  1110111110=0101110=011  =10011=0101101111110001 11=10111111111=1111111   9889,5
07: Komodo 1.2           93.0/200  01100=00001=01=00=0==1  =10000010=11=0=1=1==1=  0000001010101=11001=011 00000000110000=1==111== 0011=101000=0=110==1=1  000===0=100=0100000101  ······················· 00010=11=1=110111=0==1  0001=10=0101=1=00=0100  =1===1=1=1=1=1=1=111=1   8698,0
08: Igorrit 0.086v9 1cpu 83.5/200  01000000000000000100010 00001001000=0=00=101=1  01010=000=0000=1=1=000  =00==0000000=0=0=01000  0011001110==1=1=1110=0  0001000001=1010001=100  11101=00=0=001000=1==0  ······················· 101011=11110=0001011=0  11111111111111101111111  6897,5
09: Critter 0.70 1cpu    77.0/200  =0001000001=0=000000=0  0000=00001001=00=11100  000=0000=0001=0=0000=1  01000111000=01=0==00=1  0000001000000010=000000 =01100=1010010000001110 1110=01=1010=0=11=1011  010100=00001=1110100=1  ······················· 111=0101111111111111=1   6555,2
10: Stockfish 1.7.1 1cpu 15.5/200  =0000=00000000000=0=00  00000=00000=00000000000 0000000000000000000000  0000000010000000000000  0000000000000000000000  00=01000000000=0000000  =0===0=0=0=0=0=0=000=0  00000000000000010000000 000=1010000000000000=0  ·······················  1577,0

1000 of 2250 games played
Name of the tournament: CET2708c
Site/ Country: CET_Antalya_TUR, Türkiye
Level: Blitz 0:01/0,1
Hardware: Intel(R) Pentium(R) 4 CPU 3.00GHz  with 1,536 MB Memory
Operating system: Microsoft Windows Vista Professional Service Pack 1 (Build 6001)
hi, merhaba, hallo HT
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beachknight
Posts: 3533
Joined: Tue Jan 09, 2007 8:33 pm
Location: Antalya, Turkey

Re: Ultra-fast Tournament with toppest engines

Post by beachknight »

Code: Select all

CET2708c CET_Antalya_TUR  2010

                                      1                       2                       3                       4                       5                       6                       7                       8                       9                       0                       
1   FireBird 1.3.1 1cpu   3100  +157  ***********************  146.0/205
2   Rybka 4 1cpu          3100   +95  0½00000101½001110100000  130.0/205
3   IvanHoe 9.63.2s 1cpu  3100   +75  010101010½0101010101010  124.5/205
4   RobboLito 0.086h6     3100   +56  00½0101½0½000000½0½000½  119.0/205
5   Houdini 1cpu          3100   +40  0000½101½00½010½00011½0   114.5/205
6   Naum 4.2 1cpu         3100   +37  0101010101010101010101   113.5/205
7   Komodo 1.2            3100   -23  01100½00001½01½00½0½½11   95.5/205
8   Igorrit 0.086v9 1cpu  3100   -61  01000000000000000100010   84.5/205
9   Critter 0.70 1cpu     3100   -77  ½0001000001½0½000000½0     80.0/205
10  Stockfish 1.7.1 1cpu  3100  -411  ½0000½00000000000½0½000   17.5/205


hi, merhaba, hallo HT
gerold
Posts: 10121
Joined: Thu Mar 09, 2006 12:57 am
Location: van buren,missouri

Re: Ultra-fast Tournament with toppest engines

Post by gerold »

beachknight wrote:

Code: Select all

CET2708c CET_Antalya_TUR  2010

                                      1                       2                       3                       4                       5                       6                       7                       8                       9                       0                       
1   FireBird 1.3.1 1cpu   3100  +157  ***********************  146.0/205
2   Rybka 4 1cpu          3100   +95  0½00000101½001110100000  130.0/205
3   IvanHoe 9.63.2s 1cpu  3100   +75  010101010½0101010101010  124.5/205
4   RobboLito 0.086h6     3100   +56  00½0101½0½000000½0½000½  119.0/205
5   Houdini 1cpu          3100   +40  0000½101½00½010½00011½0   114.5/205
6   Naum 4.2 1cpu         3100   +37  0101010101010101010101   113.5/205
7   Komodo 1.2            3100   -23  01100½00001½01½00½0½½11   95.5/205
8   Igorrit 0.086v9 1cpu  3100   -61  01000000000000000100010   84.5/205
9   Critter 0.70 1cpu     3100   -77  ½0001000001½0½000000½0     80.0/205
10  Stockfish 1.7.1 1cpu  3100  -411  ½0000½00000000000½0½000   17.5/205


Thanks. Good match.
With all the hype about Houdini it should have done better. :)
I am now playilng Houdini vs.IvanHoe 12i.
The winner will play Firebird 1.3.1.

Best,
Gerold.

P.S. Be nice if you could play this one over with
all the lastest up to date engines again.
brianr
Posts: 536
Joined: Thu Mar 09, 2006 3:01 pm

Re: Ultra-fast Tournament with toppest engines

Post by brianr »

I have been trying to run some games with "fast" time controls under Arena (it looks like Arena was used in your games also).

After running the games, I load all of the separate tournaments (I run on two quads) with SCID and delete the losses on time (search header for "on time" and negate the filter before exporting). Then, I use PGNEXTRACT to remove any duplicate games before finally using BAYESELO. Even using random games from Bob Hyatt's 4,000 position suite, there are typically some duplicate games.

I have found that some engines handle "fast" times much better than others. Moreover, engine startup time can result in time losses (say for initially handling EGTB files, although they are not often used with search times of 0.1 seconds or less).

One thing that I have found helps a lot with Arena is to only run one pair of engines per copy of Arena (I run 8 copies on the two quads--no pondering, of course). It is a bit more tedious to set things up this way, but the tournament duplicate command is helpful. This works better than more engines since Arena will not shut down and restart each engine if there are only two. I have tried not using engine restart, but Arena always does seem to do so anyway with more than two engines per tournament. This method saves a lot of time, since in some cases the engine start up time is a significant portion of the entire game time. For much longer time controls it would not be worth the bother to do separate individual pairings.

My hope is that removing the time losses and duplicate games will minimize any resulting ratings impact. Incidentally, the fast games seem to work quite well when testing evaluation changes, but I use longer times for search-related testing (as others have mentioned). These suggestions may not be as important for larger engine ranking tournaments, but I am primarily interested in testing/measuring small improvements in Tinker, which usually takes several thousand games.
User avatar
beachknight
Posts: 3533
Joined: Tue Jan 09, 2007 8:33 pm
Location: Antalya, Turkey

Re: Ultra-fast Tournament with toppest engines

Post by beachknight »

Code: Select all

    Engine               Score                               Fi                           Ry                           Iv                           Ro                           Ho                           Na                           Ko                           Ig                           Cr                           St    S-B
01: FireBird 1.3.1 1cpu  173.5/250 ···························· 1=11111010=11000101111101110 101010101=101010101010101011 11=1010=1=111111=1=111=1=0=1 1111=010=11=101=11100=101010 1010101010101010101010=0101  10011=11110=10=11=1==001000= 1011111111111111101110101=1= =1110111110=1=111111=111=11  =1111=11111111111=1=11111111  19725,
02: Rybka 4 1cpu         156.0/250 0=00000101=00111010000010001 ···························· 1==101100=1=111111110101=1=  ===1011000=0010=10=1==1=1=10 11000100=101=11=1011100111=0 01=101011111=111111111110100 =01111101=00=1=0=0==0=10110  11110110111=1=11=010=0111010 1111=11110110=11=000110=0001 11111=11111=1111111111111111  17548,
03: IvanHoe 9.63.2s 1cpu 150.0/250 010101010=010101010101010100 0==010011=0=000000001010=0=  ···························· 111101=1=10=0101=101=1=1=1== 010=01010=010111=00101=10100 100=101=1=1011100010101=101= 1111110101010=00110=10000000 10101=111=1111=0=0=111=1==1  111=1111=1110=1=1111=0111=11 1111111111111111111111=11111  16477,
04: RobboLito 0.086h6    142.0/250 00=0101=0=000000=0=000=0=1=0 ===0100111=1101=01=0==0=0=01 000010=0=01=1010=010=0=0=0== ···························· 1=101010111=1010111110001=1  0010100010100011101010101010 11111111001111=0==000===1000 =11==1111111=1=1=101110=01=  10111000111=10=1==11=0111=11 1111111101111111111111111111  15496,
05: Houdini 1cpu         140.0/250 0000=101=00=010=00011=010101 00111011=010=00=0100011000=1 101=10101=101000=11010=01011 0=010101000=0101000001110=0  ···························· 01010111100111010101=100=101 1100=010111=1=001==0=01=1100 1100110001==0=0=0001=10=000= 1111110111111101=1111111111= 111111111111111111111111111   15427,
06: Naum 4.2 1cpu        137.5/250 0101010101010101010101=1010  10=010100000=000000000001011 011=010=0=0100011101010=010= 1101011101011100010101010101 10101000011000101010=011=010 ···························· 111===1=011=1011111010011=0  1110111110=0101110=011101010 =10011=01011011111100010110= 11=10111111111=1111111010111  15564,
07: Komodo 1.2           125.5/250 01100=00001=01=00=0==110111= =10000010=11=0=1=1==1=01001  0000001010101=11001=01111111 00000000110000=1==111===0111 0011=101000=0=110==1=10=0011 000===0=100=0100000101100=1  ···························· 00010=11=1=110111=0==11=1110 0001=10=0101=1=00=010000111= =1===1=1=1=1=1=1=111=1=1=1=1  14771,
08: Igorrit 0.086v9 1cpu 108.0/250 0100000000000000010001010=0= 00001001000=0=00=101=1000101 01010=000=0000=1=1=000=0==0  =00==0000000=0=0=010001=10=  0011001110==1=1=1110=01=111= 0001000001=1010001=100010101 11101=00=0=001000=1==00=0001 ···························· 101011=11110=0001011=00=1100 1111111111111110111111111101  11607,
09: Critter 0.70 1cpu    96.0/250  =0001000001=0=000000=000=00  0000=00001001=00=111001=1110 000=0000=0001=0=0000=1000=00 01000111000=01=0==00=1000=00 0000001000000010=0000000000= =01100=10100100000011101001= 1110=01=1010=0=11=101111000= 010100=00001=1110100=11=0011 ···························· 111=0101111111111111=101111   10432,
10: Stockfish 1.7.1 1cpu 21.5/250  =0000=00000000000=0=00000000 00000=00000=0000000000000000 0000000000000000000000=00000 0000000010000000000000000000 000000000000000000000000000  00=01000000000=0000000101000 =0===0=0=0=0=0=0=000=0=0=0=0 0000000000000001000000000010 000=1010000000000000=010000  ····························  2748,5

1250 of 2205 games played
Name of the tournament: CET2708c
Site/ Country: CET_Antalya_TUR, Türkiye
Level: Blitz 0:01/0,1
Hardware: Intel(R) Pentium(R) 4 CPU 3.00GHz  with 1,536 MB Memory
Operating system: Microsoft Windows Vista Professional Service Pack 1 (Build 6001)
hi, merhaba, hallo HT
BubbaTough
Posts: 1154
Joined: Fri Jun 23, 2006 5:18 am

Re: Ultra-fast Tournament with toppest engines

Post by BubbaTough »

brianr wrote:I have been trying to run some games with "fast" time controls under Arena (it looks like Arena was used in your games also).

After running the games, I load all of the separate tournaments (I run on two quads) with SCID and delete the losses on time (search header for "on time" and negate the filter before exporting). Then, I use PGNEXTRACT to remove any duplicate games before finally using BAYESELO. Even using random games from Bob Hyatt's 4,000 position suite, there are typically some duplicate games.

I have found that some engines handle "fast" times much better than others. Moreover, engine startup time can result in time losses (say for initially handling EGTB files, although they are not often used with search times of 0.1 seconds or less).

One thing that I have found helps a lot with Arena is to only run one pair of engines per copy of Arena (I run 8 copies on the two quads--no pondering, of course). It is a bit more tedious to set things up this way, but the tournament duplicate command is helpful. This works better than more engines since Arena will not shut down and restart each engine if there are only two. I have tried not using engine restart, but Arena always does seem to do so anyway with more than two engines per tournament. This method saves a lot of time, since in some cases the engine start up time is a significant portion of the entire game time. For much longer time controls it would not be worth the bother to do separate individual pairings.

My hope is that removing the time losses and duplicate games will minimize any resulting ratings impact. Incidentally, the fast games seem to work quite well when testing evaluation changes, but I use longer times for search-related testing (as others have mentioned). These suggestions may not be as important for larger engine ranking tournaments, but I am primarily interested in testing/measuring small improvements in Tinker, which usually takes several thousand games.
I find Arena is very bad for ultra fast games (though great for longer games). I suspect it has something to do with the time accounting related to printing output to the screen. For super fast games I like cute_chess.

-Sam
User avatar
beachknight
Posts: 3533
Joined: Tue Jan 09, 2007 8:33 pm
Location: Antalya, Turkey

Re: Ultra-fast Tournament with toppest engines

Post by beachknight »

gerold wrote:
beachknight wrote:

Code: Select all

CET2708c CET_Antalya_TUR  2010

                                      1                       2                       3                       4                       5                       6                       7                       8                       9                       0                       
1   FireBird 1.3.1 1cpu   3100  +157  ***********************  146.0/205
2   Rybka 4 1cpu          3100   +95  0½00000101½001110100000  130.0/205
3   IvanHoe 9.63.2s 1cpu  3100   +75  010101010½0101010101010  124.5/205
4   RobboLito 0.086h6     3100   +56  00½0101½0½000000½0½000½  119.0/205
5   Houdini 1cpu          3100   +40  0000½101½00½010½00011½0   114.5/205
6   Naum 4.2 1cpu         3100   +37  0101010101010101010101   113.5/205
7   Komodo 1.2            3100   -23  01100½00001½01½00½0½½11   95.5/205
8   Igorrit 0.086v9 1cpu  3100   -61  01000000000000000100010   84.5/205
9   Critter 0.70 1cpu     3100   -77  ½0001000001½0½000000½0     80.0/205
10  Stockfish 1.7.1 1cpu  3100  -411  ½0000½00000000000½0½000   17.5/205


Thanks. Good match.
With all the hype about Houdini it should have done better. :)
I am now playilng Houdini vs.IvanHoe 12i.
The winner will play Firebird 1.3.1.

Best,
Gerold.

P.S. Be nice if you could play this one over with
all the lastest up to date engines again.
I have updated Houdini with 1.01 x64 1cpu. I am getting crashes with
illegal move notice. Therefore 1.01 2cpu version replaced the previous
Houdini, ie 1.0 1cpu I am curious whether 2cpu version fares better.
Stockfish is replaced by Protector 135. I know its a little weak for this group.

Best,
hi, merhaba, hallo HT
User avatar
beachknight
Posts: 3533
Joined: Tue Jan 09, 2007 8:33 pm
Location: Antalya, Turkey

Re: Ultra-fast Tournament with toppest engines

Post by beachknight »

brianr wrote:I have been trying to run some games with "fast" time controls under Arena (it looks like Arena was used in your games also).

After running the games, I load all of the separate tournaments (I run on two quads) with SCID and delete the losses on time (search header for "on time" and negate the filter before exporting). Then, I use PGNEXTRACT to remove any duplicate games before finally using BAYESELO. Even using random games from Bob Hyatt's 4,000 position suite, there are typically some duplicate games.

I have found that some engines handle "fast" times much better than others. Moreover, engine startup time can result in time losses (say for initially handling EGTB files, although they are not often used with search times of 0.1 seconds or less).

One thing that I have found helps a lot with Arena is to only run one pair of engines per copy of Arena (I run 8 copies on the two quads--no pondering, of course). It is a bit more tedious to set things up this way, but the tournament duplicate command is helpful. This works better than more engines since Arena will not shut down and restart each engine if there are only two. I have tried not using engine restart, but Arena always does seem to do so anyway with more than two engines per tournament. This method saves a lot of time, since in some cases the engine start up time is a significant portion of the entire game time. For much longer time controls it would not be worth the bother to do separate individual pairings.

My hope is that removing the time losses and duplicate games will minimize any resulting ratings impact. Incidentally, the fast games seem to work quite well when testing evaluation changes, but I use longer times for search-related testing (as others have mentioned). These suggestions may not be as important for larger engine ranking tournaments, but I am primarily interested in testing/measuring small improvements in Tinker, which usually takes several thousand games.
Yep, I have been using Arena lately.

One suggestion against time losses could be to set the Auto Flag to off.
Then you search only illegal moves and sometimes weird adjudication of Arena. It happens up and then.

Best,
hi, merhaba, hallo HT
BubbaTough
Posts: 1154
Joined: Fri Jun 23, 2006 5:18 am

Re: Ultra-fast Tournament with toppest engines

Post by BubbaTough »

beachknight wrote:
brianr wrote:I have been trying to run some games with "fast" time controls under Arena (it looks like Arena was used in your games also).

After running the games, I load all of the separate tournaments (I run on two quads) with SCID and delete the losses on time (search header for "on time" and negate the filter before exporting). Then, I use PGNEXTRACT to remove any duplicate games before finally using BAYESELO. Even using random games from Bob Hyatt's 4,000 position suite, there are typically some duplicate games.

I have found that some engines handle "fast" times much better than others. Moreover, engine startup time can result in time losses (say for initially handling EGTB files, although they are not often used with search times of 0.1 seconds or less).

One thing that I have found helps a lot with Arena is to only run one pair of engines per copy of Arena (I run 8 copies on the two quads--no pondering, of course). It is a bit more tedious to set things up this way, but the tournament duplicate command is helpful. This works better than more engines since Arena will not shut down and restart each engine if there are only two. I have tried not using engine restart, but Arena always does seem to do so anyway with more than two engines per tournament. This method saves a lot of time, since in some cases the engine start up time is a significant portion of the entire game time. For much longer time controls it would not be worth the bother to do separate individual pairings.

My hope is that removing the time losses and duplicate games will minimize any resulting ratings impact. Incidentally, the fast games seem to work quite well when testing evaluation changes, but I use longer times for search-related testing (as others have mentioned). These suggestions may not be as important for larger engine ranking tournaments, but I am primarily interested in testing/measuring small improvements in Tinker, which usually takes several thousand games.
Yep, I have been using Arena lately.

One suggestion against time losses could be to set the Auto Flag to off.
Then you search only illegal moves and sometimes weird adjudication of Arena. It happens up and then.

Best,
I used to do that. It creates other problems. For example, some engines when they run out of time will make a depth 1 move, some will hang, and some will search to a minimum depth (of say 6 or 8). This artificially skews results pretty strongly.

-Sam
User avatar
beachknight
Posts: 3533
Joined: Tue Jan 09, 2007 8:33 pm
Location: Antalya, Turkey

Re: Ultra-fast Tournament with toppest engines

Post by beachknight »

BubbaTough wrote:
beachknight wrote:
brianr wrote:I have been trying to run some games with "fast" time controls under Arena (it looks like Arena was used in your games also).

After running the games, I load all of the separate tournaments (I run on two quads) with SCID and delete the losses on time (search header for "on time" and negate the filter before exporting). Then, I use PGNEXTRACT to remove any duplicate games before finally using BAYESELO. Even using random games from Bob Hyatt's 4,000 position suite, there are typically some duplicate games.

I have found that some engines handle "fast" times much better than others. Moreover, engine startup time can result in time losses (say for initially handling EGTB files, although they are not often used with search times of 0.1 seconds or less).

One thing that I have found helps a lot with Arena is to only run one pair of engines per copy of Arena (I run 8 copies on the two quads--no pondering, of course). It is a bit more tedious to set things up this way, but the tournament duplicate command is helpful. This works better than more engines since Arena will not shut down and restart each engine if there are only two. I have tried not using engine restart, but Arena always does seem to do so anyway with more than two engines per tournament. This method saves a lot of time, since in some cases the engine start up time is a significant portion of the entire game time. For much longer time controls it would not be worth the bother to do separate individual pairings.

My hope is that removing the time losses and duplicate games will minimize any resulting ratings impact. Incidentally, the fast games seem to work quite well when testing evaluation changes, but I use longer times for search-related testing (as others have mentioned). These suggestions may not be as important for larger engine ranking tournaments, but I am primarily interested in testing/measuring small improvements in Tinker, which usually takes several thousand games.
Yep, I have been using Arena lately.

One suggestion against time losses could be to set the Auto Flag to off.
Then you search only illegal moves and sometimes weird adjudication of Arena. It happens up and then.

Best,
I used to do that. It creates other problems. For example, some engines when they run out of time will make a depth 1 move, some will hang, and some will search to a minimum depth (of say 6 or 8). This artificially skews results pretty strongly.

-Sam
On the other hand, some engines crash at longer TCs, one or two hours per engine, I mean. Some problems arose due to engines, some other due to guis. There is no such thing as perfect testing.

My ultra-fast tests started without problems. I am happy so far.
hi, merhaba, hallo HT