Dr.Wael Deeb wrote:Don wrote:Dr.Wael Deeb wrote:Don wrote:Dr.Wael Deeb wrote:diep wrote:Don wrote:diep wrote:
6 seconds a game type time controls are giving zero information back as compared to alternative forms of testing.
Don't you believe in time control testing? By the way, this is not 6 seconds per game, it's Fischer 6 + 0.1 which is roughly equivalent to 12 seconds per side per game - a typical 60 move game should last about 24 seconds. We do not like sudden death time controls.
We have lots of people posting nonsense into this forum, but they all forget that most engine authors here basically produced something similar to rybka and basically got the first 3200 elopoints for free, and therefore are far from genius improving those engines by a few elopoints.
The fact no one claimed source code ownership of that code, nor started huge courtcases, also clearly proves it all was government sponsored; only governments are stupid enough to do so.
If you play engines that are very similar to each other against each other, then usually the one searching deeper wins.
All this 6 seconds a game time controls won't improve the beancounter engines much of course.
You can also prove of course that most algorithms invented in 90s, i invented a couple of dozens, if i retest most of them now, that back then Diep just didn't have the system time, so didn't get enough nodes per search, to even remotely break even with those algorithms.
At 6 seconds entire game you won't be getting enough nodes per search either to break even.
6 seconds single core entire game, what is it: 0.1 second a move or so.
0.1 * what do you get single core, like 2 million nps?
So we speak about 200k nodes for each search.
That's not gonna show of course whether a new 'search enhancement' is working.
It's just looking great on this forum and will prove nothing of course.
It's a stupid time control indeed....
Brilliant comment.
Don,don't take it personally or as a direct strike toward you....
Through all these years when I started testing computer chess programs,I've always avoided such ultra fast time controls....as you everyone can see from the above thread,they're useless to say the least....
Dr.D
But I cannot believe that you didn't notice that this was a study with many different levels, each one double the previous and that 6s + 0.1 was just the lowest level as a starting point. In the context of the discussion I did not take it as an insult, just as a really stupid comment.
No,Ive noticed the different levels of testing you've introduced....
The comment is not stupid,it's the time control you've used....
Read what the programmer of Diep wrote carefully....
Dr.D
6 seconds per game+0.1 seconds per move is only the fastest level.
The target is simply to find if Komodo improves with more time relative to houdini and how much.
6+0.1=level 0(0.2 second per move for game with 60 moves)
12+0.2=level 1(0.4 seconds per move for 60 moves)
24+0.4=level 2(0.8 seconds per move)
48+0.8=level 3(1.6 seconds per move)
96+1.6=level 4
192+3.2=level 5
384+6.4=level 6
768+12.8=level 7
1536+25.6=level 8(51.2 seconds per move)
The slowest level is not tournament time control but get closer to it and
we can learn from the result if there is a trend when komodo really scales better.
Note that we may need some months of computer time to get 2000 games of level 8 on one core and without using many computers for testing is it not practical to have level 9 and level 10.