Andscacs - New version 0.84

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cdani
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Re: Andscacs - New version 0.84

Post by cdani »

IWB wrote:
Graham Banks wrote:
Yes, they do at times.

I'd imagine that if the expected response is played and their previous thinking had decided that there was one move much higher in its evaluation than others, it gets played instantly.

A programmer might be able to clarify.
So, out of hash.

Anyhow, it is different here as this is a Ponder ON game.

Just as a rough estimation:
Assuming only 50% Ponder hit rate with imediate answer, every second of that is having no ponder at all. If the doubeling of time is worth only 50 Elo I would guess that Andscacs is loosing about 10-15 Eo here ... and that is a conservative guess.

And even with that it is most likely allready that good that it can beat any human :-D


Regards
Ingo
Now I see what you say that is not pondering any other move, so there is a bug in Andscacs. I will try to solve for the next version.
Thanks!!

Andscacs does not have instant move.

I see is doing pretty good for the moment with a few games:

http://www.inwoba.de/Andscacs084.html

like 50 elo more than 0.82 (not 0.83).
IWB
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Re: Andscacs - New version 0.84

Post by IWB »

I am running an outomated tourney right now and don't have a log file, but it looks lke this:

Image


In move 21 you can see that TEXEL played Rc4 which was expected and Andscacs answered with Ba5 in 0s. In the small red circle you can see that there is no pondermove (and no nodes per second, time, depth ... as well)
The engine just sits idle for the last 10s (lost time) and waits for Texels move.

Regards
Ingo
Ferdy
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Re: Andscacs - New version 0.84

Post by Ferdy »

Graham Banks wrote:
IWB wrote:......(Engines do reply immediately with Ponder off? Really? How, all out of hash? I am suprised, but have to admit I have no idea about POFF games - and don't mind much)

Regards
Ingo
Yes, they do at times.

I'd imagine that if the expected response is played and their previous thinking had decided that there was one move much higher in its evaluation than others, it gets played instantly.

A programmer might be able to clarify.
Recapture move as easy move are common in ponder off games. Perhaps others will do a quick multipv 2, and if the 2nd bestscore is way below the first bestscore (+ other conditions like long thinking time and bestscore is very good say 100 cp or more already) then that move will be played quickly than normal.
Last edited by Ferdy on Tue Dec 08, 2015 10:24 am, edited 1 time in total.
IWB
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Re: Andscacs - New version 0.84

Post by IWB »

cdani wrote:
I see is doing pretty good for the moment with a few games:

http://www.inwoba.de/Andscacs084.html

like 50 elo more than 0.82 (not 0.83).
As i said, it will beat nearly EVERY human all the time :-)

Thanks for looking into this. Do you want me to stop my testing for the next version? I will not test the next Andscacs in 2 days!

Regards
Ingo
Ferdy
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Re: Andscacs - New version 0.84

Post by Ferdy »

IWB wrote:I am running an outomated tourney right now and don't have a log file, but it looks lke this:

Image


In move 21 you can see that TEXEL played Rc4 which was expected and Andscacs answered with Ba5 in 0s. In the small red circle you can see that there is no pondermove (and no nodes per second, time, depth ... as well)
The engine just sits idle for the last 10s (lost time) and waits for Texels move.

Regards
Ingo
Sending a bestmove without ponder move is fine, it should not have lost on time. It will wait for next position and go commands from gui and the game would continue. The engine will not receive go ponder ... command
but only go .... Surely Daniel will fix it.
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cdani
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Re: Andscacs - New version 0.84

Post by cdani »

IWB wrote:
cdani wrote:
I see is doing pretty good for the moment with a few games:

http://www.inwoba.de/Andscacs084.html

like 50 elo more than 0.82 (not 0.83).
As i said, it will beat nearly EVERY human all the time :-)

Thanks for looking into this. Do you want me to stop my testing for the next version? I will not test the next Andscacs in 2 days!

Regards
Ingo

It's not necessary to stop the test. I will try to solve the bug for the next release in some weeks, months :-)
Damir
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Re: Andscacs - New version 0.84

Post by Damir »

Hi Daniel :)

If you keep improving your engine like you do, both Stockfish and Komodo Team will have a reason to worry... :wink:
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cdani
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Re: Andscacs - New version 0.84

Post by cdani »

Ozymandias wrote:
cdani wrote:Should be clearly better thanks to first time tuning with Texel method, probably more than 30 elo, if it holds at long time control, of course.
If it does, that'd be close to +50, over 0.82, in about… two months? :shock:
Damir wrote:Hi Daniel :)

If you keep improving your engine like you do, both Stockfish and Komodo Team will have a reason to worry... :wink:
Unless I forgot some other well known improvement or I find some big new think, I'm condemned like most people to cry for each elo point :-)
Damir
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Re: Andscacs - New version 0.84

Post by Damir »

Good, cause I am looking forward to next 50 elo bugfix update you promised... :)
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cdani
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Re: Andscacs - New version 0.84

Post by cdani »

Detailed changes:

* Solved an old bug in search_root.
* Take the evaluation of preceding position when in check.
https://github.com/jhellis3/Stockfish/c ... ce57e83255
* Improved weak pawn evaluation.
* Less reductions at search_root when endgame or when evaluation is stable in various iterations.
* Bonus for attack when closed center.
* Disabled an old bonus for knight near the rival king without other parameters.
* Another curious, little elo win think that I will elaborate in another thread.
* And of course Texel tuning by Peter :-).