On-line engine blitz tourney October

Discussion of chess software programming and technical issues.

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Joost Buijs
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Joined: Thu Jul 16, 2009 10:47 am
Location: Almere, The Netherlands

On-line engine blitz tourney October

Post by Joost Buijs »

The monthly on-line engine blitz tourney for October will take place on:

Saturday October 29, 2:00 PM EST (Boston time), 20:00 CET (Amsterdam time)

To connect:

winboard -zp -ics -icshost nightmare-chess.nl -icshelper timeseal -fcp ENGINE.exe -fd ENGINEFOLDER -autoKibitz -keepAlive 30

(for UCI engines, add -fUCI)

People without account can submit a request for an account to admin@nightmare-chess.nl

Our tournament manager will be: Eendje (Lisebeth at ICC)

The format will be: 9 rounds Swiss 5/1

Lisebeth likes to start the tournament on top of the hour, please try to be on-line 15 minutes prior to tournament start, late joins are not supported.
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flok
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Full name: Folkert van Heusden

Re: On-line engine blitz tourney October

Post by flok »

Joost Buijs wrote: Thu Oct 27, 2022 6:18 am The monthly on-line engine blitz tourney for October will take place on:

Saturday October 29, 2:00 PM EST (Boston time), 20:00 CET (Amsterdam time)

To connect:

winboard -zp -ics -icshost nightmare-chess.nl -icshelper timeseal -fcp ENGINE.exe -fd ENGINEFOLDER -autoKibitz -keepAlive 30

(for UCI engines, add -fUCI)

People without account can submit a request for an account to admin@nightmare-chess.nl

Our tournament manager will be: Eendje (Lisebeth at ICC)

The format will be: 9 rounds Swiss 5/1

Lisebeth likes to start the tournament on top of the hour, please try to be on-line 15 minutes prior to tournament start, late joins are not supported.
If all goes well, then Dog will participate running on an ESP32 microcontroller.

Please skip Dolly - too weak.
Joost Buijs
Posts: 1632
Joined: Thu Jul 16, 2009 10:47 am
Location: Almere, The Netherlands

Re: On-line engine blitz tourney October

Post by Joost Buijs »

flok wrote: Thu Oct 27, 2022 9:53 am
If all goes well, then Dog will participate running on an ESP32 microcontroller.

Please skip Dolly - too weak.
Ok, I'll tell Lisebeth that she should skip Dolly.
Modern Times
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Joined: Thu Jun 07, 2012 11:02 pm

Re: On-line engine blitz tourney October

Post by Modern Times »

flok wrote: Thu Oct 27, 2022 9:53 am If all goes well, then Dog will participate running on an ESP32 microcontroller.
Dog forfeited on time in the one game I played against it.
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flok
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Re: On-line engine blitz tourney October

Post by flok »

Modern Times wrote: Fri Oct 28, 2022 11:16 pm
flok wrote: Thu Oct 27, 2022 9:53 am If all goes well, then Dog will participate running on an ESP32 microcontroller.
Dog forfeited on time in the one game I played against it.
Odd. Do you have some kind of log maybe even with timing?
Modern Times
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Re: On-line engine blitz tourney October

Post by Modern Times »

No, but it isn't playing at all now.
Modern Times
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Re: On-line engine blitz tourney October

Post by Modern Times »

Dog probably crashed and is now unresponsive.
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flok
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Re: On-line engine blitz tourney October

Post by flok »

Modern Times wrote: Sat Oct 29, 2022 8:34 am Dog probably crashed and is now unresponsive.
Something crashed indeed. But what? The microcontroller was still up, socat (the connector between the serial port and icsdrone) was still running as well as icsdrone.
Weird.
I've enabled polyglot logging, let's see.
Modern Times
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Re: On-line engine blitz tourney October

Post by Modern Times »

It has just happened again, so check those logs.

It seems to handle 1+1 and 3+1 OK, it played several of those, but as soon as you ask it to play 5+1 it crashes later in the game.
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Ras
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Re: On-line engine blitz tourney October

Post by Ras »

Modern Times wrote: Sat Oct 29, 2022 10:20 amIt seems to handle 1+1 and 3+1 OK, it played several of those, but as soon as you ask it to play 5+1 it crashes later in the game.
Might be a stack problem that manifests with higher thinking times due to more depth being reached. Going via some high stack water mark runtime checks isn't what I'm doing in my microcontroller engine. Instead, I use GCC's -fstack-usage feature for individual functions, then manually put together the call stack and calculate what maximum depth I can afford with the amount of stack that I configured. That's 23 for the main search and 10 for QS on top of that.

It's also a pretty dangerous design to have the stack at the top, the heap below that, and to let them grow towards each other. I don't use any heap because it's not recommended for embedded if your controller has no MMU - memory fragmentation can become a problem if you allocate / free beyond pure initialisation. I have the stack at the bottom of its memory region because what's even more nasty than a proper crash is if it continues with data garbled up.
Rasmus Althoff
https://www.ct800.net