STS (v7.0) - "Offer of Simplification"

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bob
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Re: STS (v7.0) - "Offer of Simplification" - Craft

Post by bob »

i ran these at 10 seconds per position today on my normal CCT machine. I ran all 7 tests, just for fun. In order from STS1 to 7:

Code: Select all

total positions searched..........         100
number right......................          85
number wrong......................          15
percentage right..................          85
percentage wrong..................          15
total nodes searched.............. 19585758417
average search depth..............        17.9
nodes per second..................    18656123
total time........................       17:29

total positions searched..........         100
number right......................          72
number wrong......................          28
percentage right..................          72
percentage wrong..................          28
total nodes searched.............. 19853511109
average search depth..............        17.9
nodes per second..................    19012766
total time........................       17:24

total positions searched..........         100
number right......................          79
number wrong......................          21
percentage right..................          79
percentage wrong..................          21
total nodes searched.............. 20148548524
average search depth..............        18.0
nodes per second..................    19246834
total time........................       17:26

total positions searched..........         100
number right......................          78
number wrong......................          22
percentage right..................          78
percentage wrong..................          22
total nodes searched.............. 19597674233
average search depth..............        17.8
nodes per second..................    18846454
total time........................       17:19

total positions searched..........         100
number right......................          72
number wrong......................          28
percentage right..................          72
percentage wrong..................          28
total nodes searched.............. 20274308170
average search depth..............        18.4
nodes per second..................    19468132
total time........................       17:21

total positions searched..........         100
number right......................          74
number wrong......................          26
percentage right..................          74
percentage wrong..................          26
total nodes searched.............. 19936060143
average search depth..............        18.0
nodes per second..................    19210110
total time........................       17:17

total positions searched..........         100
number right......................          79
number wrong......................          21
percentage right..................          79
percentage wrong..................          21
total nodes searched.............. 20403685480
average search depth..............        18.2
nodes per second..................    19597446
total time........................       17:21
I have not looked at any of the positions, to see what is happening.
Dann Corbit
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Re: STS (v7.0) - "Offer of Simplification" - Craft

Post by Dann Corbit »

bob wrote:i ran these at 10 seconds per position today on my normal CCT machine. I ran all 7 tests, just for fun. In order from STS1 to 7:

Code: Select all

total positions searched..........         100
number right......................          85
number wrong......................          15
percentage right..................          85
percentage wrong..................          15
total nodes searched.............. 19585758417
average search depth..............        17.9
nodes per second..................    18656123
total time........................       17:29

total positions searched..........         100
number right......................          72
number wrong......................          28
percentage right..................          72
percentage wrong..................          28
total nodes searched.............. 19853511109
average search depth..............        17.9
nodes per second..................    19012766
total time........................       17:24

total positions searched..........         100
number right......................          79
number wrong......................          21
percentage right..................          79
percentage wrong..................          21
total nodes searched.............. 20148548524
average search depth..............        18.0
nodes per second..................    19246834
total time........................       17:26

total positions searched..........         100
number right......................          78
number wrong......................          22
percentage right..................          78
percentage wrong..................          22
total nodes searched.............. 19597674233
average search depth..............        17.8
nodes per second..................    18846454
total time........................       17:19

total positions searched..........         100
number right......................          72
number wrong......................          28
percentage right..................          72
percentage wrong..................          28
total nodes searched.............. 20274308170
average search depth..............        18.4
nodes per second..................    19468132
total time........................       17:21

total positions searched..........         100
number right......................          74
number wrong......................          26
percentage right..................          74
percentage wrong..................          26
total nodes searched.............. 19936060143
average search depth..............        18.0
nodes per second..................    19210110
total time........................       17:17

total positions searched..........         100
number right......................          79
number wrong......................          21
percentage right..................          79
percentage wrong..................          21
total nodes searched.............. 20403685480
average search depth..............        18.2
nodes per second..................    19597446
total time........................       17:21
I have not looked at any of the positions, to see what is happening.
Those are really good scores, that rank with top engines.

The intention of these tests is (among other things) to have positions that range from relatively easy to extrememly difficult.

If you have a copy of the search logs, I would like to get it.
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Eelco de Groot
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Re: STS (v7.0) - "Offer of Simplification"

Post by Eelco de Groot »

Dann Corbit wrote:I'm still not sure what to think of this one. Stockfish does change it's mind to the Serpent move (of course R.S. is in the Stockfish lineage). However, Rybka and Naum never waver from the key move, and get stronger and stronger scores. I think my next move will be to force the key move for both positions and analyze that position. Sometimes, after forcing a key move, the truth comes to light.

Aussi, Aussis, Aussie, oy, oy, oy! {veiled R.S. reference}
Thanks very much for your efforts Dann! I have neither Rybka 3 nor Naum 4 so it really helps me to be able to compare your analysis with that of Rainbow Serpent. On my Athlon it would take days to get some verification on this kind of timescale.

It's a pity that after every programchange, it is simply impossible to repeat this whole testing thing time and time again. That is of course the advantage of rigourous/standard testing, at least you don't have to be afraid that you break the code without noticing it in time and you can compare every test. It is best to automate that as probably is the basis for Rybka's tuning. But you need to have the hardware and patience to test every change.

I'm not completely sure but I suppose that Naum and Rybka are right that some moves here may actually be winning. The draw tendency of Stockfish is then not real, but the score for 1...Bd2 is only slowly going up and it requires accuracy not to lose the thread. Assuming Bd2 really should lead to a slowly rising eval like Naum and Rybka are showing, then Stockfish does seem to have some problems lifting the signal out of the background noise as it were, especially on deeper iterations. One thing that plays a role I think is that the plus 1 score of Rybka and Naum usually mean more of an advantage than +1 for Stockfish, so for Rybka there is less chance that one of the other moves crosses alpha.

That is partly an evaluation difference between the programs and may be the other way round in other cases, all the testpositions are mainly from Rybka games I believe so Rybka is not really an independant measure here. Naum 4 is not Rybka, but sometimes the evaluations do bear a striking resemblance :? . If one of you would have access to Shredder 12, I would see that program as a better independant check of the positions than Naum 4. But I don't have Shredder 12 myself yet.

Shredder probably would also have some more fluctuating evals than Rybka unless it has changed a lot, the latest Stockfish 1.5.1 actually reminds me of the older Shredder especially now that Fail Highs and Fail Lows get a PV retrieved from the hashtable, and the output with the small aspiration windows that Joona introduced in Stockfish, that was a bit the signature of the older Shredders as well.

So I'm trying now to get a Rainbow Serpent version that can hold the 1... Bd2 but because the evaluation is a bit different from Rybka's it is not so easy. Maybe Rybka simply has a higher eval of the Bishop pair here so that would explain preference for 1...Bd2 or 1...Bb2, the remaining Bishop is at the moment at the same color squares as the White pawns so a bit weak. But Black's Knight is also in a cramped position. I analysed some leaf evals after 1...Bd2 and they turned out to be winning for Black, I only tried two leafpositions but that is a small indication because I could also backtrack the PV quite a few moves back to the root position.

(See a response to Jarkko for the analysis)

The code in search () is now beginning to be more different from Stockfish but it is little tested. In evaluate.cpp, I could not quite figure out Marco's use of templates in Stockfish the way I wanted it, I wanted more attack information in computing mobilty but at the moment only the side to move can have full details of the other sides attack bitboards, so now mobility is asymmetric. Not very pretty as the first change in eval but I figure that most of the times that you are doing a static eval that is not at the leaftips of Q-search, this is done in a stand pat situation, just when you cross the blue event horizon at depth = 0 having just entered quiescence search, so there you have the right to move, static eval then should be an upper bound from the perspective of side to move, if larger than beta you choose to stand pat. So being a bit conservative in mobility for the side to move should be correct there, static evals at the end of quiescence search are more governed by the material gain so postional accuracy, was my hypothesis, can be a bit neglected or a bit more optimistic there. I hope this is true because I could not find an easy way to compute full attack information for both sides without big changes in evaluate_mobility() and messing with the template structure :) Too difficult for me at the moment.

The slightly changed mobility routine looks like this:

Code: Select all


  template<PieceType Piece, Color Us, bool HasPopCnt>
  int evaluate_mobility&#40;const Position& pos, Bitboard b, EvalInfo& ei&#41; &#123;

    const Color Them = &#40;Us == WHITE ? BLACK &#58; WHITE&#41;;
    static const int AttackWeight&#91;&#93; = &#123; 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight &#125;;
    static const Value* MgBonus&#91;&#93; = &#123; 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus &#125;;
    static const Value* EgBonus&#91;&#93; = &#123; 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus &#125;;
    static const int lastIndex&#91;&#93; = &#123; 0, 0, 8, 15, 15, 31 &#125;;

    // Update attack info
    ei.attackedBy&#91;Us&#93;&#91;Piece&#93; |= b;

    // King attacks
    if &#40;b & ei.kingZone&#91;Us&#93;)
    &#123;
        ei.kingAttackersCount&#91;Us&#93;++;
        ei.kingAttackersWeight&#91;Us&#93; += AttackWeight&#91;Piece&#93;;
        Bitboard bb = &#40;b & ei.attackedBy&#91;Them&#93;&#91;KING&#93;);
        if &#40;bb&#41;
            ei.kingAdjacentZoneAttacksCount&#91;Us&#93; += count_1s_max_15<HasPopCnt>&#40;bb&#41;;
    &#125;

    // Remove squares protected by enemy pawns or occupied by our pieces
    b &= ~&#40;ei.attackedBy&#91;Them&#93;&#91;PAWN&#93; | pos.pieces_of_color&#40;Us&#41;);

	if &#40;Us == pos.side_to_move&#40;))
	&#123;
		if &#40;Piece == QUEEN&#41; b &= (~ei.attackedBy&#91;Them&#93;&#91;ROOK&#93; & ~ei.attackedBy&#91;Them&#93;&#91;BISHOP&#93; & ~ei.attackedBy&#91;Them&#93;&#91;KNIGHT&#93;);
		if &#40;Piece == ROOK&#41;  b &= (~ei.attackedBy&#91;Them&#93;&#91;BISHOP&#93; & ~ei.attackedBy&#91;Them&#93;&#91;KNIGHT&#93;);
		//&#91;EdG&#58; Experimental, asymmetric because we don't have the attack information in the first pass&#93;
	&#125;
The last bit

Code: Select all

	if &#40;Us == pos.side_to_move&#40;))
	&#123;
		if &#40;Piece == QUEEN&#41; b &= (~ei.attackedBy&#91;Them&#93;&#91;ROOK&#93; & ~ei.attackedBy&#91;Them&#93;&#91;BISHOP&#93; & ~ei.attackedBy&#91;Them&#93;&#91;KNIGHT&#93;);
		if &#40;Piece == ROOK&#41;  b &= (~ei.attackedBy&#91;Them&#93;&#91;BISHOP&#93; & ~ei.attackedBy&#91;Them&#93;&#91;KNIGHT&#93;);
		//&#91;EdG&#58; Experimental, asymmetric because we don't have the attack information in the first pass&#93;
	&#125;
is new and is a crude first order approximation of safe mobility, maybe the asymmetry is too much of a showstopper though, and the bitboards are expensive. Maybe I should include the pieces of equal value so a Rook can't safely go to a square attacked by an enemy Rook and vice versa. Have not tried that yet.

Regards, Eelco
Debugging is twice as hard as writing the code in the first
place. Therefore, if you write the code as cleverly as possible, you
are, by definition, not smart enough to debug it.
-- Brian W. Kernighan
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Eelco de Groot
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Re: STS (v7.0) - "Offer of Simplification"

Post by Eelco de Groot »

Dann Corbit wrote:[d]1r2r1k1/5pp1/R2p3n/3P1P1p/2p2PP1/1qb2B1P/Q7/2BR1K2 b - -

Rybka analysis:
1r2r1k1/5pp1/R2p3n/3P1P1p/2p2PP1/1qb2B1P/Q7/2BR1K2 b - - bm Bd2; ce 114; pv Bd2 Qxb3 Rxb3 Ra3 Bxc1 Rxb3 cxb3 Rxc1 b2 Rb1 Re3 Kf2 Rb3 Ke2 Kh7 f6 hxg4 hxg4 gxf6 Be4+ Kg7 Bc2 Rb4 Kd3 Nxg4 f5 Kh6 Kc3 Rb5 Bb3 Kg5;
Naum analysis:
1r2r1k1/5pp1/R2p3n/3P1P1p/2p2PP1/1qb2B1P/Q7/2BR1K2 b - - bm Bd2; ce 83; pv Bd2 Qxb3 Rxb3 Ra3 Bxc1 Rxb3 cxb3 Rxc1 b2 Rb1 Re3 Kg2 Rb3 Bd1 Rb4 Kf2 Kf8 f6 gxf6 gxh5 Nf5 Be2 Kg7 Ke1 Ng3 Kd2 Nxe2;
Stockfish analysis before switching to the new choice from Bd2:
1r2r1k1/5pp1/R2p3n/3P1P1p/2p2PP1/1qb2B1P/Q7/2BR1K2 b - - bm Bd2; ce 64; pv Bd2 Qxb3 Rxb3 Ra3 Rxa3 Bxa3 Bxf4 Rd4 Bh2 Rxc4 Re3 Bb4 Rxf3+ Kg2 Rf4 Rc8+ Kh7 Bxd6 Rxf5 Bxh2 Rxd5 gxh5 Rd2+ Kg3 Nf5+ Kf4 Rxh2 Kxf5 Rxh3;

It is interesting that Rybka and Naum agree exactly on the sequence through:
Bd2 Qxb3 Rxb3 Ra3 Bxc1 Rxb3 cxb3 Rxc1 b2 Rb1
Whereas Stockfish differs after Qxb3 Rxb3 Ra3

I am not enough of a chess expert to examine these pvs and see who is right. I will have to ask the mechanical titans to ferret deeper.
Latest Rainbow Serpent in the position where the lines diverge, build 16 does switch to 3... Bxc1 but the eval for Rxa3 is too low making the switch easier. So not completely convincing if I try to look at it neutrally.

After the main line 1...Bd2 2.Qxb3 Rxb3 3.Ra3

[D]4r1k1/5pp1/3p3n/3P1P1p/2p2PP1/Rr3B1P/3b4/2BR1K2 b - -

Engine: Rainbow Serpent 1.5 Build 016 (Athlon 2009 MHz, 48 MB)
by Romstad, Costalba, Kiiski, De Groot

7.00 0:00 +1.33 3...Rxa3 4.Bxa3 hxg4 5.hxg4 Bxf4
6.Re1 Kf8 7.Bb4 Rxe1+ 8.Kxe1 Ke7 (49.597) 396

8.00 0:00 +1.33 3...Rxa3 4.Bxa3 Bxf4 5.Re1 Rb8 6.Re4 Be5
7.Ke2 Rb3 8.Bc1 hxg4 9.hxg4 (138.706) 554

9.00 0:00 +1.25 3...Rxa3 4.Bxa3 Bxf4 5.Re1 Rb8 6.Kf2 hxg4
7.hxg4 c3 8.Bc1 Be5 9.Bxh6 gxh6
10.Ke3 (228.369) 584

10.00 0:00 +1.33 3...Rxa3 4.Bxa3 Bxf4 5.Bc1 Be5 6.Kf2 Rb8
7.Ke2 f6 8.Bxh6 hxg4 9.hxg4 gxh6
10.Rc1 c3 (587.985) 648

11.00 0:01 +1.25 3...Rxa3 4.Bxa3 Bxf4 5.Bc1 Be5 6.Kf2 Rb8
7.Ke2 Kh7 8.Bg5 g6 9.Rc1 c3 10.fxg6+ Kxg6
11.Bxh6 Kxh6 12.gxh5 (1.048.817) 677

12.01 0:10 +1.01-- 3...Rxa3 4.Bxa3 (7.600.135) 692

13.01 0:15 +0.96 3...Rxa3 4.Bxa3 hxg4 5.Bxg4 Nxg4
6.hxg4 c3 7.Bc1 Re4 8.Bxd2 cxd2
9.Kf2 Rxf4+ 10.Ke3 Rxg4 11.Rxd2 Kf8
12.Re2 Ra4 13.Rg2 Rh4 14.Re2 Ke7 (10.794.331) 699

14.01 0:22 +0.64 3...Rxa3 4.Bxa3 Bxf4 5.Rd4 Bh2 6.Kg2 Ra8
7.Bb4 Ra2+ 8.Kf1 hxg4 9.hxg4 Rc2
10.Be2 c3 11.Kf2 Be5 12.Rc4 g6
13.fxg6 fxg6 (16.057.502) 710

15.01 0:39 +0.44 3...Rxa3 4.Bxa3 Bxf4 5.Rd4 Bh2 6.Kg2 Ra8
7.Bb4 Ra2+ 8.Kf1 hxg4 9.hxg4 Rc2
10.Be2 c3 11.Rc4 Be5 12.Rc8+ Kh7
13.Rc6 Rc1+ 14.Kf2 g6 15.Bxd6 Bxd6
16.Rxd6 gxf5 (28.020.761) 711

16.01 1:50 +0.24 {I wish the eval was higher here...} 3...Rxa3 4.Bxa3 Bxf4 5.Rd4 Bh2 6.Kg2 Ra8
7.Bb4 Ra2+ 8.Kf1 hxg4 9.hxg4 Rc2
10.Be2 c3 11.Rc4 Be5 12.Rc6 Kf8
13.Bxd6+ Bxd6 14.Rxd6 Ra2 15.Rc6 c2
16.Ke1 Ke7 (78.522.842) 711

16.03 2:41 +0.64 3...Bxc1 4.Rxb3 cxb3 5.Rxc1 b2 6.Rb1 Rb8
7.Kg2 Kf8 8.Kf2 Rb3 9.f6 hxg4
10.hxg4 gxf6 11.f5 Kg7 12.Bd1 Rb4
13.Ke3 Nxg4+ 14.Bxg4 Rxg4 15.Rxb2 Kh6
16.Kd3 Kg5 (118.654.504) 734

17.01 3:08 +0.56 3...Bxc1 4.Rxb3 cxb3 5.Rxc1 b2 6.Rb1 Rb8
7.Kg2 Rb4 8.Kf2 Rb3 9.Kg3 f6 10.Kg2 Kf7
11.Bd1 Rb4 12.Kf3 Ng8 13.Ke3 Ne7
14.Bf3 Rb3+ 15.Ke4 Nxd5 16.Kxd5 Rxf3 (139.519.226) 741

18.01 3:34 +0.56 3...Bxc1 4.Rxb3 cxb3 5.Rxc1 b2 6.Rb1 Rb8
7.Kg2 Rb4 8.Kf2 Rb3 9.Kg3 f6 10.Kg2 Kf7
11.Bd1 Rb4 12.Kf3 Ng8 13.Ke3 Ne7
14.Bf3 Rb3+ 15.Ke4 Nxd5 16.Kxd5 Rxf3 (160.198.323) 745

19.01 5:05 +0.68 3...Bxc1 4.Rxb3 cxb3 5.Rxc1 b2 6.Rb1 Rb8
7.Kg2 Kf8 8.Kf2 Rb3 9.Kg2 Ke8 10.Bd1 Rb4
11.Kf3 hxg4+ 12.hxg4 Ng8 13.Ke3 Nf6
14.Bf3 Ke7 15.g5 Nd7 16.Be4 Nc5 (231.375.323) 756

20.01 9:53 +0.76 3...Bxc1 4.Rxb3 cxb3 5.Rxc1 b2 6.Rb1 Rb8
7.Kg2 Kf8 8.Kf2 Rb3 9.f6 hxg4
10.hxg4 gxf6 11.f5 Rb4 12.Ke3 Rb3+
13.Ke4 Ng8 14.Be2 Rb4+ 15.Ke3 Ne7
16.Bf3 Rb3+ (455.521.811) 767

21.01 16:26 +0.68 3...Bxc1 4.Rxb3 cxb3 5.Rxc1 b2 6.Rb1 Rb8
7.Kg2 Kf8 8.Kf2 Rb3 9.f6 hxg4
10.hxg4 gxf6 11.f5 Rb4 12.Ke3 Rb3+
13.Ke4 Ng8 14.Be2 Rb4+ 15.Ke3 Ne7
16.Bf3 Rb3+ (763.850.579) 773

22.01 65:44 +0.92++ {PV retrieved from hash seems to be incorrect, maybe I broke it :o}3...Bxc1 4.Kg2 Bxa3 (2.938.209.925) 744

23.01 102:22 +0.96 3...Bxc1 4.Rxb3 cxb3 5.Rxc1 b2 6.Rb1 Rb8
7.Kg2 Kf8 8.Kf2 Rb3 9.Ke2 f6 10.Kf2 Kf7
11.Kg3 Ke7 12.Kg2 Kd7 13.Bd1 Rb4
14.Kf3 Kc7 15.Ke3 Kb6 16.Kd2 Kc5 (4.638.949.691) 755

24.01 199:43 +1.17 3...Bxc1 4.Rxb3 cxb3 5.Rxc1 b2 6.Rb1 Rb8
7.Kg2 Kf8 8.Kf2 Rb3 9.f6 hxg4
10.hxg4 gxf6 11.f5 Rb4 12.Ke3 Ng8
13.Kd2 Ne7 14.Kc2 Rf4 15.Be2 Nxd5
16.Rxb2 Ne3+ (9.140.037.213) 762



Maybe Rainbow Serpent is a bit long for a name :) Not sure if I will not rename it after a while but for the moment it serves to distinguish it from Ancalagon based on Stockfish 1.3.
Debugging is twice as hard as writing the code in the first
place. Therefore, if you write the code as cleverly as possible, you
are, by definition, not smart enough to debug it.
-- Brian W. Kernighan
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Eelco de Groot
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Re: STS (v7.0) - "Offer of Simplification"

Post by Eelco de Groot »

Just the 25 ply result, it takes a bit longer now to get higher plydepths because of internal 'growth-boost' extensions, and only 48 Mb TT. But still at +1. I don't know if the result could be repeated for the starting position, that is three plies earlier. It should be possible to find 3... Bxc1.

25.01 436:41 +1.13 3...Bxc1 4.Rxb3 cxb3 5.Rxc1 b2 6.Rb1 Rb8
7.Kf2 Rb3 8.Ke2 Kf8 9.f6 hxg4
10.Bxg4 gxf6 11.Kd2 Nxg4 12.hxg4 f5
13.g5 f6 14.gxf6 Kf7 15.Kc2 Rb5
16.Rxb2 Rxd5 (20.099.464.264) 767


Not fully satisfied with the mobility asymmetry I mentioned, because if the eval is lower for the side to move you would have to give a higher side to move bonus. But I am thinking of compensating in another way, if you have the move, there can be a higher bonus for enemy pieces that are on your attack bitboard, and the piece not being defended, that is what the attack information is all about, should help.

Eelco
Debugging is twice as hard as writing the code in the first
place. Therefore, if you write the code as cleverly as possible, you
are, by definition, not smart enough to debug it.
-- Brian W. Kernighan
Dann Corbit
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Joined: Wed Mar 08, 2006 8:57 pm
Location: Redmond, WA USA

Re: STS (v7.0) - "Offer of Simplification"

Post by Dann Corbit »

Given the positions after the two posed move choices:
[d]1r2r1k1/5pp1/R2p3n/3P1P1p/2p2PP1/1q3B1P/Qb6/2BR1K2 w - -

[d]1r2r1k1/5pp1/R2p3n/3P1P1p/2p2PP1/1q3B1P/Q2b4/2BR1K2 w - -

Here is Rybka 4 hour analysis at 4 CPUs running at 3 GHz with 2 GB hash for 4 hours per position:

Code: Select all

Analysis from C&#58;\test\eelco-alternatives.epd   
11/13/2009 2&#58;48&#58;46 AM Level&#58; 14400 Seconds
Analyzing engine&#58; Rybka 3

1&#41;                      
    Avoid move&#58; 
    Best move &#40;Rybka 3&#41;&#58; Qa2xb3
    Not found in&#58; 4&#58;00&#58;00
      2	00&#58;00	         573	9.313	-0.44	Qa2xb3
      3	00&#58;00	       1.396	22.690	-0.40	Qa2xb3
      4	00&#58;00	       2.574	41.837	-0.35	Qa2xb3
      5	00&#58;00	       3.819	49.501	-0.32	Qa2xb3 Rb8xb3 Kf1f2
      6	00&#58;00	       5.832	63.531	-0.35	Qa2xb3 Rb8xb3 Kf1f2 Re8d8
      7	00&#58;00	      13.145	106.829	-0.28	Qa2xb3 Rb8xb3 Kf1f2 Re8d8 Ra6c6
      8	00&#58;00	      24.124	131.398	-0.22	Qa2xb3 Rb8xb3 Kf1f2 Re8d8 Ra6c6 c4c3 Bc1e3
      9	00&#58;01	     128.284	186.860	-0.89	Qa2xb3 Rb8xb3 Kf1f2 Bb2xc1 Rd1xc1 Rb3b2+ Kf2g3 Re8e3 Rc1f1 c4c3 Ra6c6 h5xg4 h3xg4 Rb2d2
     10	00&#58;01	     147.531	189.788	-0.89	Qa2xb3 Rb8xb3 Kf1f2 Bb2xc1 Rd1xc1 Rb3b2+ Kf2g3 Re8e3
     11	00&#58;01	     217.824	195.659	-0.80	Qa2xb3 Rb8xb3 Kf1f2 Bb2xc1 Rd1xc1 Rb3b2+ Kf2g3 Re8e3 Ra6xd6 h5h4+ Kg3xh4 Re3xf3 Rc1xc4 Rb2h2 Kh4g5 Rh2xh3 f5f6 Rh3g3
     12	00&#58;02	     306.459	199.120	-0.80	Qa2xb3 Rb8xb3 Kf1g2 Bb2xc1 Rd1xc1 Rb3b2+ Kg2g3 Re8e3
     13	00&#58;03	     543.906	203.939	-0.81	Qa2xb3 Rb8xb3 Kf1g2 Bb2xc1 Rd1xc1 Rb3b2+ Kg2g3 Re8e3 Rc1f1 c4c3
     14	00&#58;05	   1.043.274	202.562	-0.92	Qa2xb3 Rb8xb3 Kf1g2 Bb2xc1 Rd1xc1 Rb3b2+ Kg2g3 Re8e3 Rc1f1 c4c3 Ra6c6 Rb2d2 f5f6 g7xf6 f4f5 h5xg4
     15	00&#58;08	   1.522.550	190.714	-0.78	Qa2xb3 Rb8xb3 Kf1g2 Bb2xc1 Rd1xc1 Rb3b2+ Kg2g3 Re8e3 Rc1f1 c4c3 Ra6c6 Kg8h7 Rf1f2 h5xg4 h3xg4 Nh6xg4 Rc6xc3 Rb2xf2 Rc3xe3 Ng4xe3 Kg3xf2 Ne3xf5 Bf3h5 g7g6 Bh5d1 Kh7g7 Kf2f3 Kg7f6
     16+	00&#58;23	   4.291.417	193.330	-0.58	Qa2xb3
     16+	00&#58;44	   8.298.918	194.548	-0.38	Qa2xb3
     16	01&#58;08	  13.361.816	201.625	-0.52	Qa2xb3 Rb8xb3 Kf1f2 c4c3 Ra6c6 Rb3a3 Rc6xd6 Ra3a2 Kf2g3 Ra2a1 Rd6c6 Ra1xc1 Rd1xc1 Bb2xc1 Rc6xc3 h5h4+ Kg3xh4 Bc1xf4 Rc3c4 Bf4e5 Rc4a4 f7f6 Kh4h5 Nh6f7 h3h4 Nf7d6 Kh5g6 Nd6c8
     17	01&#58;41	  19.639.496	198.786	-0.62	Qa2xb3 Rb8xb3 Kf1f2 c4c3 Ra6c6 Rb3a3 Rc6xd6 Ra3a2 Kf2g3 Ra2a1 Rd6c6 Ra1xc1 Rd1xc1 Bb2xc1 d5d6 h5h4+ Kg3xh4 Re8d8 Rc6xc3 Bc1xf4 d6d7 Rd8xd7 g4g5 Nh6xf5+ Kh4g4 Bf4d2 Rc3c8+ Kg8h7 Kg4xf5 g7g6+ Kf5e5
     18	01&#58;45	  20.397.611	198.121	-0.62	Qa2xb3 Rb8xb3 Kf1f2 c4c3 Ra6c6 Rb3a3 Rc6xd6 Ra3a2 Kf2g3 Ra2a1 Rd6c6 Ra1xc1 Rd1xc1 Bb2xc1 d5d6 h5h4+ Kg3xh4 Re8d8 Rc6xc3 Bc1xf4 d6d7 Rd8xd7 g4g5 Nh6xf5+ Kh4g4 Bf4d2 Rc3c8+ Kg8h7 Kg4xf5 g7g6+ Kf5e5
     19	02&#58;11	  25.168.112	196.834	-0.62	Qa2xb3 Rb8xb3 Kf1f2 c4c3 Ra6c6 Rb3a3 Rc6xd6 Ra3a2 Kf2g3 Ra2a1 Rd6c6 Ra1xc1 Rd1xc1 Bb2xc1 d5d6 h5h4+ Kg3xh4 Re8d8 Rc6xc3 Bc1xf4 d6d7 Rd8xd7 g4g5 Nh6xf5+ Kh4g4 Bf4d2 Rc3c8+ Kg8h7 Kg4xf5 g7g6+ Kf5e5
     20	04&#58;38	  54.545.196	200.828	-0.69	Qa2xb3 Rb8xb3 Kf1f2 c4c3 Ra6c6 Rb3a3 Rc6xd6 Ra3a2 Kf2g3 Ra2a1 Rd6c6 Ra1xc1 Rd1xc1 Bb2xc1 d5d6 h5h4+ Kg3xh4 Re8d8 Rc6xc3 Bc1xf4 d6d7 Rd8xd7 g4g5 Nh6xf5+ Kh4g4 Bf4d2 Rc3c8+ Kg8h7 Kg4xf5 g7g6+ Kf5e5
     21	08&#58;25	  97.258.576	197.088	-0.68	Qa2xb3 Rb8xb3 Kf1f2 c4c3 Ra6c6 Rb3a3 Rc6xd6 Ra3a2 Kf2g3 Ra2a1 Rd6c6 Ra1xc1 Rd1xc1 Bb2xc1 d5d6 h5h4+ Kg3xh4 Re8d8 Kh4g3 Bc1d2 f5f6 g7xf6 Bf3d1 Kg8f8 Bd1b3 Bd2c1 Rc6a6 Kf8g7 Bb3c2 Rd8e8 Ra6a1
     22	18&#58;09	 207.823.221	195.452	-0.61	Qa2xb3 Rb8xb3 Kf1f2 c4c3 Ra6c6 Rb3a3 Rc6xd6 Ra3a2 Kf2g3 Ra2a1 Rd6c6 Ra1xc1 Rd1xc1 Bb2xc1 d5d6 h5h4+ Kg3xh4 Re8d8 Kh4g3 Bc1d2 f5f6 g7xf6 Bf3d1 Kg8f8 Bd1a4 Nh6g8 Kg3f3 Rd8a8 Rc6c4
     23	34&#58;18	 400.648.561	199.348	-0.61	Qa2xb3 Rb8xb3 Kf1f2 c4c3 Ra6c6 Rb3a3 Rc6xd6 Ra3a2 Kf2g3 Ra2a1 Rd6c6 Ra1xc1 Rd1xc1 Bb2xc1 d5d6 h5h4+ Kg3xh4 Re8d8 Kh4g3 Bc1d2 f5f6 g7xf6 Bf3d1 Kg8f8 Bd1a4 Nh6g8 Kg3f3 Rd8a8 Rc6c4
     24	1&#58;49&#58;53	1.308.170.554	203.192	-0.61	Qa2xb3 Rb8xb3 Kf1f2 c4c3 Ra6c6 Rb3a3 Rc6xd6 Ra3a2 Kf2g3 Ra2a1 Rd6c6 Ra1xc1 Rd1xc1 Bb2xc1 d5d6 h5h4+ Kg3xh4 Re8d8 Kh4g3 Bc1d2 f5f6 g7xf6 Bf3d1 Kg8f8 Bd1a4 Nh6g8 Kg3f3 c3c2 Ba4xc2 Bd2b4 h3h4
   11/13/2009 6&#58;48&#58;50 AM, Time for this analysis&#58; 04&#58;00&#58;00, Rated time&#58; 4&#58;00&#58;00

2&#41;                      
    Avoid move&#58; 
    Best move &#40;Rybka 3&#41;&#58; Qa2xb3
    Not found in&#58; 4&#58;00&#58;00
      2	00&#58;00	         836	856.064	-0.44	Kf1g2
      3	00&#58;00	       1.396	1.429.504	-0.67	Kf1g2
      4	00&#58;00	       2.086	2.136.064	-0.51	Kf1g2
      5	00&#58;00	       3.592	216.365	-0.40	Kf1g2 Bd2xc1
      6	00&#58;00	       4.979	299.911	-0.53	Kf1g2 Bd2xc1 Rd1xc1 h5xg4 h3xg4 Re8e3
      7	00&#58;00	      13.634	221.606	-0.70	Kf1g2 Bd2xc1 Qa2xb3 Rb8xb3 Rd1xc1 Re8e3 Rc1f1
      8	00&#58;00	      47.360	221.445	-0.74	Kf1g2 h5xg4 h3xg4 Re8e3 Qa2xb3 Rb8xb3 Bc1xd2 Re3xf3 Ra6xd6
      9	00&#58;01	     153.646	218.822	-0.57	Kf1g2 h5xg4 h3xg4 Re8e3 Qa2xd2 Re3xf3 Ra6a3 Rf3d3 Ra3xb3 Rd3xd2+ Rd1xd2 c4xb3 Kg2f3 Rb8c8 Bc1b2
     10	00&#58;01	     168.126	212.020	-0.57	Kf1g2 h5xg4 h3xg4 Re8e3 Qa2xd2 Re3xf3 Ra6a3 Rf3d3 Ra3xb3 Rd3xd2+ Rd1xd2 c4xb3 Kg2f3 Rb8c8 Bc1b2
     11	00&#58;02	     321.168	181.599	-0.81	Kf1g2 Bd2xc1 Qa2xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Ra6xd6 h5xg4 h3xg4 Re3a3 Rd6c6 Ra3a1 Bf3e4 Nh6xg4 d5d6 Ng4f6 Be4c2 Ra1xb1 Bc2xb1 Kg8f8 Rc6c7 Nf6d5 Rc7c5 Nd5xf4+ Kg2f3 Nf4h5 Kf3e4
     12	00&#58;03	     478.636	189.163	-0.81	Kf1g2 Bd2xc1 Qa2xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Ra6xd6 h5xg4 h3xg4 Re3a3 Rd6c6 Ra3a1 Bf3e4 Nh6xg4 d5d6 Ng4f6 Be4c2 Ra1xb1 Bc2xb1 Kg8f8 Rc6c7 Nf6d5 Rc7c5 Nd5xf4+ Kg2f3 Nf4h5 Kf3e4
     13	00&#58;03	     649.027	189.291	-0.81	Kf1g2 Bd2xc1 Qa2xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Ra6xd6 h5xg4 h3xg4 Re3a3 Rd6c6 Ra3a1 Bf3e4 Nh6xg4 d5d6 Ng4f6 Be4c2 Ra1xb1 Bc2xb1 Kg8f8 Rc6c7 Nf6d5 Rc7c5 Nd5xf4+ Kg2f3 Nf4h5 Kf3e4
     14	00&#58;05	     938.678	192.510	-0.81	Kf1g2 Bd2xc1 Qa2xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Ra6xd6 h5xg4 h3xg4 Re3a3 Rd6c6 Ra3a1 Bf3e4 Nh6xg4 d5d6 Ng4f6 Be4c2 Ra1xb1 Bc2xb1 Kg8f8 Rc6c7 Nf6d5 Rc7c5 Nd5xf4+ Kg2f3 Nf4h5 Kf3e4
     15	00&#58;13	   2.638.627	206.666	-0.98	Kf1g2 Bd2xc1 Qa2xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Rb8b4 Ra6xd6 Re8a8 Bf3d1 Rb4d4 Rd6b6 Ra8a1 Rb6xb2
     16	00&#58;42	   9.086.079	222.289	-0.89	Qa2xb3 Rb8xb3 Ra6a3
     17	00&#58;59	  12.311.344	215.037	-0.89	Qa2xb3 Rb8xb3 Ra6a3 Bd2xc1 Ra3xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Kf1g2 Re3b3 Bf3d1 Rb3b4 Kg2f3 Kg8f8 Kf3e3 h5xg4 h3xg4 Nh6g8 Bd1f3 Rb4b3+ Ke3e2 Ng8f6 g4g5 Nf6d7 Bf3e4 Rb3b4 Ke2e3 Nd7b6
     18	01&#58;12	  14.965.395	211.297	-0.89	Qa2xb3 Rb8xb3 Ra6a3 Bd2xc1 Ra3xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Kf1g2 Re3b3 Bf3d1 Rb3b4 Kg2f3 Kg8f8 Kf3e3 h5xg4 h3xg4 Nh6g8 Bd1f3 Rb4b3+ Ke3e2 Ng8f6 g4g5 Nf6d7 Bf3e4 Rb3b4 Ke2e3 Nd7b6
     19	01&#58;55	  23.314.870	207.650	-0.98	Qa2xb3 Rb8xb3 Ra6a3 Bd2xc1 Ra3xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Kf1f2 Re3b3 Kf2e2 f7f6 Bf3e4 h5xg4 h3xg4 Nh6xg4 Ke2d2 Kg8f8 Be4c2 Rb3b5 Bc2d3 Rb5b8 Bd3c4
     20	03&#58;12	  38.846.642	207.207	-0.94	Qa2xb3 Rb8xb3 Ra6a3 Bd2xc1 Ra3xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Kf1f2 Re3b3 Kf2e2 Kg8h7 Ke2f2 h5h4 Kf2e2 Nh6g8 Bf3g2 Ng8f6 Ke2d1 Rb3d3+ Kd1e1 Rd3e3+
     21	05&#58;15	  63.138.099	205.372	-0.94	Qa2xb3 Rb8xb3 Ra6a3 Bd2xc1 Ra3xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Kf1f2 Re3b3 Kf2e2 Kg8h7 Ke2f2 h5h4 Kf2e2 Nh6g8 Bf3g2 Ng8f6 Ke2d1 Rb3d3+ Kd1e1 Rd3e3+
     22	09&#58;38	 120.324.145	213.232	-1.03	Qa2xb3 Rb8xb3 Ra6a3 Bd2xc1 Ra3xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Kf1f2 Re3b3 Kf2e2 Kg8h7 f5f6 h5xg4 h3xg4 g7xf6 Bf3e4+ Kh7g7 Ke2d2 Rb3b4 Be4c2 Nh6xg4 f4f5 Kg7h6 Kd2c3 Rb4b8 Bc2b3 Kh6g5 Rb1xb2
     23	23&#58;36	 310.147.615	224.298	-1.22	Qa2xb3 Rb8xb3 Ra6a3 Bd2xc1 Ra3xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Kf1g2 Re3b3 Bf3d1 Rb3b4 Kg2f2 h5xg4 h3xg4 Kg8f8 f5f6 g7xf6 f4f5 Nh6g8 Bd1f3 Rb4b3 Bf3e2 Ng8e7 Be2d1 Rb3b4 Bd1f3 Kf8g7
     24	58&#58;12	 788.077.659	231.082	-1.22	Qa2xb3 Rb8xb3 Ra6a3 Bd2xc1 Ra3xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Kf1g2 Re3b3 Bf3d1 Rb3b4 Kg2f2 h5xg4 h3xg4 Kg8f8 f5f6 g7xf6 f4f5 Nh6g8 Bd1f3 Rb4b3 Bf3e2 Ng8e7 Be2d1 Rb3b4 Bd1f3 Kf8g7
     25	1&#58;37&#58;58	1.353.723.353	235.844	-1.28	Qa2xb3 Rb8xb3 Ra6a3 Bd2xc1 Ra3xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Kf1g2 Re3b3 Bf3d1 Rb3b4 Kg2f2 h5xg4 h3xg4 Kg8f8 Bd1f3 Nh6g8 g4g5 Ng8e7 f5f6 g7xf6 g5xf6 Ne7g8 f4f5 Ng8xf6 Kf2e1 Kf8e7
     26	2&#58;45&#58;51	2.329.175,195	239.676	-1.28	Qa2xb3 Rb8xb3 Ra6a3 Bd2xc1 Ra3xb3 c4xb3 Rd1xc1 b3b2 Rc1b1 Re8e3 Kf1g2 Re3b3 Bf3d1 Rb3b4 Bd1f3 Kg8f8 Kg2f2 h5xg4 h3xg4 Nh6g8
   11/13/2009 10&#58;48&#58;52 AM, Time for this analysis&#58; 04&#58;00&#58;00, Rated time&#58; 8&#58;00&#58;00

0 of 2 matching moves
11/13/2009 10&#58;48&#58;52 AM, Total time&#58; 8&#58;00&#58;06 AM
Rated time&#58; 8&#58;00&#58;00 = 28800 Seconds
jarkkop
Posts: 198
Joined: Thu Mar 09, 2006 2:44 am
Location: Helsinki, Finland

Re: STS (v7.0) - "Offer of Simplification" - Craft

Post by jarkkop »

Robbolito 085d3

Q8400 @ 3.2GHz one thread, two seconds per position

STS1:Result: 94 out of 100 = 94.0%. Average time = 0.16s / 7.32
STS2:Result: 82 out of 100 = 82.0%. Average time = 0.23s / 8.07
STS3:Result: 81 out of 100 = 81.0%. Average time = 0.21s / 7.56
STS4:Result: 79 out of 100 = 79.0%. Average time = 0.23s / 8.22
STS5:Result: 85 out of 100 = 85.0%. Average time = 0.21s / 7.40
STS6:Result: 87 out of 100 = 87.0%. Average time = 0.22s / 7.45
STS7:Result: 83 out of 100 = 83.0%. Average time = 0.30s / 8.02
bob
Posts: 20943
Joined: Mon Feb 27, 2006 7:30 pm
Location: Birmingham, AL

Re: STS (v7.0) - "Offer of Simplification" - Craft

Post by bob »

I checked and have the log file. If you can shoot me an email, I will send it to you. gzipped, it is about 500K so it isn't that large. All positions were searched for 10 seconds, and I had "noise 0" so every iteration from #1 produces complete output.

Bob