Vas about IPP engine

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Michel
Posts: 2272
Joined: Mon Sep 29, 2008 1:50 am

Re: Vas about IPP engine

Post by Michel »

Very strong. Very buggy.
Very strange. After 330 games have not observed a single crash yet. Perhaps the crashes only happen at very fast time controls?

I have been experimenting with RobboLito since the source looks cleaner but people here say it is just a refactored ippolit.
bob
Posts: 20943
Joined: Mon Feb 27, 2006 7:30 pm
Location: Birmingham, AL

Re: Vas about IPP engine

Post by bob »

Michel wrote:
Very strong. Very buggy.
Very strange. After 330 games have not observed a single crash yet. Perhaps the crashes only happen at very fast time controls?

I have been experimenting with RobboLito since the source looks cleaner but people here say it is just a refactored ippolit.
I tried all types of time controls. But 330 games is a tiny number. You might not have hit the circumstances yet. I may try another run and report how many games end abnormally out of 8,000...
Anton
Posts: 3549
Joined: Sun Mar 26, 2006 5:53 pm

Re: Vas about IPP engine

Post by Anton »

Michel wrote:
Very strong. Very buggy.
Very strange. After 330 games have not observed a single crash yet. Perhaps the crashes only happen at very fast time controls?

I have been experimenting with RobboLito since the source looks cleaner but people here say it is just a refactored ippolit.
Running Robbolito here too, this is the score after 35 games in a 100 game match against Toga2, 30 min each, no inc. It plays like it has a perfectly tuned evaluation, incredible. no bugs or crashes here either.

RobboLito version 0.084
35 games, 2009.10.22--2009.10.23


Results against Toga II 1.4.1SE:
White: 85.29% + 12 = 5 - 0 14.5 / 17
Black: 86.11% + 13 = 5 - 0 15.5 / 18
Total: 85.71% + 25 = 10 - 0 30.0 / 35

Score 12345678901234567890123456789012345
-----------------------------------------------------------------------------
1: RobboLito version 0.084 30.0 / 35 1=111==11==11111=11=1111==11=111111
2: Toga II 1.4.1SE 5.0 / 35 0=000==00==00000=00=0000==00=000000
-----------------------------------------------------------------------------
Uri Blass
Posts: 10311
Joined: Thu Mar 09, 2006 12:37 am
Location: Tel-Aviv Israel

Re: Vas about IPP engine

Post by Uri Blass »

bob wrote:
Michel wrote:
Very strong. Very buggy.
Very strange. After 330 games have not observed a single crash yet. Perhaps the crashes only happen at very fast time controls?

I have been experimenting with RobboLito since the source looks cleaner but people here say it is just a refactored ippolit.
I tried all types of time controls. But 330 games is a tiny number. You might not have hit the circumstances yet. I may try another run and report how many games end abnormally out of 8,000...
or maybe you used a different source
I understood that
RobboLito is not the same source as Ippolit

Uri
El Gringo
Posts: 118
Joined: Tue Nov 27, 2007 4:01 pm

Re: Vas about IPP engine

Post by El Gringo »

Hi,

Very strange,

I used Ippolit0080b_x64.exe and Ippolit0080d_x64hpv.exe and after 12 games against onno 1.1.1 x64 the thing lost 4 times on time....
I've stopped further investegation.

Tempo 40moves/5minutes.

I also working on a test suite to compare Ippolit0008b x64 and Rybka 3 x64.
Now 20 tests already done (50 in total) and only 2 different moves until now. But i also see a lot of equal things in the main lines that need further investigation. My tests are positions whitout a clear key-move.

Best
Johan
User avatar
mclane
Posts: 18755
Joined: Thu Mar 09, 2006 6:40 pm
Location: US of Europe, germany
Full name: Thorsten Czub

Re: Vas about IPP engine

Post by mclane »

try game in x + increment
What seems like a fairy tale today may be reality tomorrow.
Here we have a fairy tale of the day after tomorrow....
User avatar
David Dahlem
Posts: 900
Joined: Wed Mar 08, 2006 9:06 pm

Re: Vas about IPP engine

Post by David Dahlem »

mclane wrote:try game in x + increment
Yes, that time control works without crashes. Looking at the Ippolit source code, "movestogo" is not implemented, so that's the reason for crashes in xmoves/xminutes time control.

Regards
Dave
bob
Posts: 20943
Joined: Mon Feb 27, 2006 7:30 pm
Location: Birmingham, AL

Re: Vas about IPP engine

Post by bob »

Uri Blass wrote:
bob wrote:
Michel wrote:
Very strong. Very buggy.
Very strange. After 330 games have not observed a single crash yet. Perhaps the crashes only happen at very fast time controls?

I have been experimenting with RobboLito since the source looks cleaner but people here say it is just a refactored ippolit.
I tried all types of time controls. But 330 games is a tiny number. You might not have hit the circumstances yet. I may try another run and report how many games end abnormally out of 8,000...
or maybe you used a different source
I understood that
RobboLito is not the same source as Ippolit

Uri
I assumed they were essentially the same. If not, that could explain the issue.
Anton
Posts: 3549
Joined: Sun Mar 26, 2006 5:53 pm

Re: Vas about IPP engine

Post by Anton »

bob wrote:
Uri Blass wrote:
bob wrote:
Michel wrote:
Very strong. Very buggy.
Very strange. After 330 games have not observed a single crash yet. Perhaps the crashes only happen at very fast time controls?

I have been experimenting with RobboLito since the source looks cleaner but people here say it is just a refactored ippolit.
I tried all types of time controls. But 330 games is a tiny number. You might not have hit the circumstances yet. I may try another run and report how many games end abnormally out of 8,000...
or maybe you used a different source
I understood that
RobboLito is not the same source as Ippolit

Uri
I assumed they were essentially the same. If not, that could explain the issue.
The new version out today has support for endgame tablebases, and compiling the code produces a second binary, RobboBuild, to build the tablebases. From the read-me:-

RobboTotalBase uses by design 64K blocks of RLE+BWT+MTF+Huffman-compressed DTC
data, with wins just having one bit. This compares to other schemes in the end.

Full Size RobboSize Index Total PerCent
3s: 410382 37176+ 272 37448 9.1%
4s: 157440864 15885237+ 10780 15935813 10.1%
5s: 37429189056 3659510583+2289088 3661799671 9.8% (3.41GB)

The Nalimov takes 7.2GB for 5s, but they are DTM. For DTC, they are still
4.5GB, largely for the RobboEdge in its one-sided nature. The FEG are 5.6GB
with DTM, and should compare the RobboScheme if outfitted with DTC.