Author: Mridul Muralidharan
Date: 02:41:02 09/04/05
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On September 03, 2005 at 18:05:37, A. Cozzie wrote: >On September 03, 2005 at 15:41:48, Mridul Muralidharan wrote: > >>[D]r2q3r/1b1k1pbp/p4np1/2BP1pN1/p1B5/P1Q5/1PP3PP/R3K2R w KQ - 0 19 >> >>My engine royally blows up when it comes to this position (arrived at a game >>against some engine a long while ago). >>I suspected excessive extensions , qsearch problems , eval inconsistencies , >>bugs , etc. >>Could not find any bugs and there were no obvious others problems ... the >>position just kills the node count. >>Analysed it with other engines and most if not all had similar problems. >> >>I have not done an actual position analysis of the position with a strong player >>(that is tactics , positional aspects , etc - just analysed the stats that my >>engine dumps for this pos). >> >>Any comments ? >> >>Thanks, >>Mridul > >Hmm, Zappa too. 13 ply with its 'Columbus's peanut' settings (SE+history >pruning) in 1 minute with *4* processors is pretty bad. > >anthony Writing a new engine .... so I am dredging out old 'problem positions' and analysing them ! I get 9 ply in a min on a 1.5Gig athlon box - sad :( ... no SE as of now but a bit 'heavy' qsearch (modifications along the lines of what Ed described - though what is in the code does not look anything like what he posted). The % of checks which dont need to get extended is also pretty low in this position about 25% or so for my program (usually , it is around 35 - 45) - I am yet to add code to collect more stats - suspect some major instability 'cos of the position. "Columbus's peanut" - sounds 'nice' :-D history pruning ? nothing else ? ;) - Mridul
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