Velvet issues

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MonteCarlo
Posts: 188
Joined: Sun Dec 25, 2016 4:59 pm

Re: Velvet issues

Post by MonteCarlo »

As a quick follow-up, I almost exclusively use engines in console mode, so decided to test on my desktop machine in Arena.

There the NPS increased. I looked through the logs to see what was different from what I did, and eventually figured out that it's the isready command.

If I issue isready after setting threads and hash, the new values will be used, but if isready isn't issued after setting the new values, they will not.

This also makes sense of Werner's result, as he issued isready after changing the option values.

This is different behavior than I've seen with any other engine, but at least I have a workaround now.

Thanks!
Wolfgang
Posts: 989
Joined: Sat May 13, 2006 1:08 am

Re: Velvet issues

Post by Wolfgang »

pohl4711 wrote: Fri Jun 10, 2022 3:14 pm ...
Interesting. Then, it is a CPU depended problem. I tried the avx2 binary on my (little older) i7-8750H 2.6GHz (Hexacore) Notebook..
No problems here on Intel:

Intel i7-7700 @ 3,6 GHZ (4 Core/ 8 Threads), avx2 compile
- Console "go movetime 15000" (15 seconds)
- 1 Core: 1,85 million nps
- 4 Core: 6,99 million nps
Best
Wolfgang
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www.cegt.net
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MonteCarlo
Posts: 188
Joined: Sun Dec 25, 2016 4:59 pm

Re: Velvet issues

Post by MonteCarlo »

Confirmed the same behavior on my laptop as on my desktop.

The setoption changes only seem to take effect if an isready is issued after making the changes.
Frank Quisinsky
Posts: 7035
Joined: Wed Nov 18, 2009 7:16 pm
Location: Gutweiler, Germany
Full name: Frank Quisinsky

Re: Velvet issues

Post by Frank Quisinsky »

Hi Stefan,

Velvet = Fun
Same opinion, great short-game stats.
Move average (without resign-mode) also just great.

Not on "rank one" here because I am looking on fast lost games too but for the Elo Velvet have ... fantastic!

In "Team-Engines" for my next FEOBOS project.

:-)

Best
Frank