Problem is, my move generator speeds up as pieces are removed. Ditto for eval. I am not sure how I would factor that out. Other things also speed up as the game progresses, such as SEE. I've not really tried to enumerate the places where I gain (or possibly lose) speed. But they are all over. Search overhead goes up as pieces come off, for one...hgm wrote:You can of course simply count nodes in such a way that your program does not speed up. How you count nodes is pretty much a matter of taste anyway. Some people count MakeMoves, other count MoveGens, still other count Evals. Would you count nodes that are hash pruned or not, etc.
Tuning again
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Re: Tuning again
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Re: Tuning again
Hi Vincent,
Nice to hear from you again.
Nice to hear from you again.
Of course you are right and in an ideal world I would use 16 plies. But 8 ply plus 10,000+ games is good enough nevertheless since the volume weeds out the randomness.diep wrote:Hi Ed,
In itself running fixed depth matches is not a bad idea. However it tunes a lot better if you get through tactical barrier. That barrier is far above 8 ply.
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Re: Tuning again
I prefer the phrase "nevermind the brackets, I'm late for breakfast".Rein Halbersma wrote:From http://kerneltrap.org/files/Jeremy/CodingStyle.txt:mcostalba wrote:Mee too The problem here is the excessive indentation level more than the brackets in itself.Rebel wrote:Things like that drives me crazyCode: Select all
{ { { { } } } }
"Now, some people will claim that having 8-character indentations makes the code move too far to the right, and makes it hard to read on a 80-character terminal screen. The answer to that is that if you need more than 3 levels of indentation, you're screwed anyway, and should fix your program."
I think the asm-style C is very nice to look at, reminds me of san kit.
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Re: Tuning again
8 ply is too little. The randomness of the shallow search not getting through tactical barrier means you suddenly need 100k games instead of 10k with a bit deeper search depth, as randomness always converges towards equality (50% score). So randomness you can never filter out very well as it has the tendency to converge towards that 50% score. Avoiding randomness in the first place should be your main focus.Rebel wrote:Hi Vincent,
Nice to hear from you again.
Of course you are right and in an ideal world I would use 16 plies. But 8 ply plus 10,000+ games is good enough nevertheless since the volume weeds out the randomness.diep wrote:Hi Ed,
In itself running fixed depth matches is not a bad idea. However it tunes a lot better if you get through tactical barrier. That barrier is far above 8 ply.
Even then it will never tune accurately of course, they use better ways of tuning than this nonsense testing. For this if i may refer to that Stockfish team first says they test 1000 games at 1 0 level, now statement is they test at 5 seconds a game + 0.1 , whereas they're higher rated than crafty and crafty already had to move up in time control, meanwhile crafty plays 40k games, not 1000. Then even despite being retired i assume you smell the contradiction of the random statements the dudes do here.