This has nothing to do with cutechess-cli: Glaurung 2.2 can't play fast games.Edsel Apostol wrote:I want to add that Glaurung 2.2 sometimes makes an illegal move around 3 to 5 times in 60 games.
Tord
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This has nothing to do with cutechess-cli: Glaurung 2.2 can't play fast games.Edsel Apostol wrote:I want to add that Glaurung 2.2 sometimes makes an illegal move around 3 to 5 times in 60 games.
This means less sparring partner for TL in fixed nodes.Tord Romstad wrote:This has nothing to do with cutechess-cli: Glaurung 2.2 can't play fast games.Edsel Apostol wrote:I want to add that Glaurung 2.2 sometimes makes an illegal move around 3 to 5 times in 60 games.
Tord
I actually have a "bool minimal" option in PgnGame::write() already, there's just no option for using it in cutechess-cli. Stay tuned...Edsel Apostol wrote:I've tried the fixed node match and it worked well. Great tool!
By the way, it would be good if you could support enabling/disabling the depth, time and score in the PGN in order to save storage space.
Only for very small numbers: If you try something like 50k or 100k nodes, I think it will work fine.Edsel Apostol wrote:This means less sparring partner for TL in fixed nodes.Tord Romstad wrote:This has nothing to do with cutechess-cli: Glaurung 2.2 can't play fast games.
I didn't even try to do it as it's done in Xboard. If you want 1 minute per game you can use "1:0" or "60".Zach Wegner wrote:Hello Ilari,
Another little bug report. I actually noticed this because I was setting the time control to 1+0, which turns out to be 1 second/game. I think that's rather confusing, as it breaks with the xboard protocol (which would specify one second as 0:01).
It didn't occur to me that Xboard would need the 0-padding. Fortunately this is another easy fix.But anyways, it sends the level command to the engine without 0-padding the time, so the engine receives "level 0 0:1 0". I traced the cause to this function, hoping I could fix it, but I know nothing about Qt.
Code: Select all
static QString msToXboardTime(int ms) { int sec = ms / 1000; QString number = QString::number(sec / 60); if (sec % 60 != 0) number += QString(":%1").arg(sec % 60); return number; }
I'll see if there's something in the Qt libraries for handling interruptions. I hope I won't have to write platform-specific code.One other request: could you put an interrupt handler in the program? This is a pretty minor issue, but sometimes I need to kill the program, and the logfile just abruptly ends now. It would be nice to have a clean break there, and maybe save the first part of the game in the pgn file.
The "name" option isn't specific to Xboard. It also works with UCI engines if they don't send the "id name" command. But I can change it so that the "name" option overrides the engine's "id name" option.Edsel Apostol wrote:One more request. Is it possible to support the "name" command even if it is a UCI engine? I'm used to testing different settings of my engine and I couldn't differentiate it from the default as the tool saves only the UCI name of the engine in the PGN file.
It would be interesting to see that code, even without documentation. Did you write it all in C?bob wrote:I suppose I should release my code at some point, but it is really tied to unix. It is what I use on our cluster and will handle using multiple starting positions, play as many games per position as you want, alternating colors (I use 2 here), and creates a PGN file containing all the games with results. I have another program that will take a bunch of scripts that use the above program, and execute as many at once as you want, so that you can use all your CPUs or just 1/2 of them or whatever. But again, all is pure Unix-based, no windows at all, and documentation is <nil>