Rodent III 0.273 - official release

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Gabor Szots
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Re: Rodent III 0.273 - official release

Post by Gabor Szots » Wed Sep 05, 2018 7:20 am

tpoppins wrote:
Tue Sep 04, 2018 7:58 pm
There were 14 time losses out of 238 games after raising the TimeBuffer value to 100. Using today's fixed version there are no time losses after 79 games.

Thank you, Pawel, and better luck in the Championship!
What fixed version? The small pack is the same as what I downloaded 4 days ago.
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Guenther
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Re: Rodent III 0.273 - official release

Post by Guenther » Wed Sep 05, 2018 7:45 am

Gabor Szots wrote:
Wed Sep 05, 2018 7:20 am
tpoppins wrote:
Tue Sep 04, 2018 7:58 pm
There were 14 time losses out of 238 games after raising the TimeBuffer value to 100. Using today's fixed version there are no time losses after 79 games.

Thank you, Pawel, and better luck in the Championship!
What fixed version? The small pack is the same as what I downloaded 4 days ago.
Gabor, you can at least use the appveyor build.
The difference is this option now:

Code: Select all

option name TimeTricks type check default false

Gabor Szots
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Re: Rodent III 0.273 - official release

Post by Gabor Szots » Wed Sep 05, 2018 7:54 am

Guenther wrote:
Wed Sep 05, 2018 7:45 am
Gabor, you can at least use the appveyor build.
The difference is this option now:

Code: Select all

option name TimeTricks type check default false
Thank you, Günther. I see it is already at version 0.275 now.
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CMCanavessi
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Re: Rodent III 0.273 - official release

Post by CMCanavessi » Wed Sep 05, 2018 12:26 pm

Gabor Szots wrote:
Wed Sep 05, 2018 7:20 am
tpoppins wrote:
Tue Sep 04, 2018 7:58 pm
There were 14 time losses out of 238 games after raising the TimeBuffer value to 100. Using today's fixed version there are no time losses after 79 games.

Thank you, Pawel, and better luck in the Championship!
What fixed version? The small pack is the same as what I downloaded 4 days ago.
Yeah, the small pack hasn't been updated, but the full pack has a new binary from September 4.
Follow my tournament and some Leela gauntlets live at http://twitch.tv/ccls

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Re: Rodent III 0.273 - official release

Post by Norbert Raimund Leisner » Sat Sep 08, 2018 9:21 am

Are Windows binaries of RodentIII 0.275 still available? cf.https://github.com/nescitus/Rodent_III/ ... c/main.cpp ?

Norbert

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Guenther
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Re: Rodent III 0.273 - official release

Post by Guenther » Sat Sep 08, 2018 10:00 am

Norbert Raimund Leisner wrote:
Sat Sep 08, 2018 9:21 am
Are Windows binaries of RodentIII 0.275 still available? cf.https://github.com/nescitus/Rodent_III/ ... c/main.cpp ?

Norbert
https://ci.appveyor.com/project/nescitu ... /artifacts

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Re: Rodent III 0.273 - official release

Post by PK » Mon Sep 10, 2018 7:18 pm

No changes over the last few days, so please go directly to the AppVeyor builds. I'm insanely busy these days.

Colin-G
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Re: Rodent III 0.273 - official release

Post by Colin-G » Sat Sep 15, 2018 2:53 pm

Image

I think this is the most symetrical endgame position, with so many pieces on the board, that I have ever see in my engine-engine matches. The game was played today.


I had some struggle compiling Windows executables of Rodent III v0.275 for some of my computers.
I had to use a linux computer to compile them since the supplied Makefile was incompatible with my Windows TDM-GCC compiler.
I had to use my Mint 18.1 computer since Mint 17 had an old version of gcc/g++ that had no support for the required c++14 standard that was used.
The windows executables were made by replacing "CXX = g++" in the Makefile with "CXX = x86_64-w64-mingw32-g++-posix" to make 64 bit or "CXX = i686-w64-mingw32-g++-posix" for 32 bit executables.
The posix version was required or it would not compile.
I also had to use the "build-static" option for the executables.
The 64 bit versions worked ok if the correct -march value was used for the target computer, but for the 32 bit versions, I had to use -march=i686, other values compiled without errors and appeared to work in Arena until the engine started calculating and immediately crashed.
The 32 bit versions were significantly slower than the 64 bit ones but were faster than the supplied 32 bit version.

For the moderators : the text in my .pgn file says "3-fold repetition". Its displaying as "3-fold retition"

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Re: Rodent III 0.273 - official release

Post by tpoppins » Sat Sep 15, 2018 8:44 pm

Colin-G wrote:
Sat Sep 15, 2018 2:53 pm
I think this is the most symetrical endgame position, with so many pieces on the board, that I have ever see in my engine-engine matches. The game was played today.
A nice position! ;)
Colin-G wrote:
Sat Sep 15, 2018 2:53 pm
For the moderators : the text in my .pgn file says "3-fold repetition". Its displaying as "3-fold retition"
The viewer interprets the comment as a move. A comment must be enclosed in curly braces, viz:


I wonder why you need to build your own execs, with every build you could think of available via Appveyor.
Tirsa Poppins
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Colin-G
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Re: Rodent III 0.273 - official release

Post by Colin-G » Sun Sep 16, 2018 8:03 am

tpoppins wrote:
Sat Sep 15, 2018 8:44 pm
Colin-G wrote:
Sat Sep 15, 2018 2:53 pm
I think this is the most symetrical endgame position, with so many pieces on the board, that I have ever see in my engine-engine matches. The game was played today.
A nice position! ;)
Colin-G wrote:
Sat Sep 15, 2018 2:53 pm
For the moderators : the text in my .pgn file says "3-fold repetition". Its displaying as "3-fold retition"
The viewer interprets the comment as a move. A comment must be enclosed in curly braces, viz:


I wonder why you need to build your own execs, with every build you could think of available via Appveyor.
Thanks for the reply.
I just copied the pgn direct from the Scid pgn window and did not spot the comment had the { and } missing.
In Scid, comments are just displayed in green in the window, without the brackets.

I compiled a new 32 bit version because the supplied 32 bit version (I only saw one offered) was very slow compared to the 64 bit versions and the 64 bit versions worked ok in Windows but not in Arena, using wine, on my linux computers.

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