I'll add ~500-600 games for a more exact rating.
Pleas keep in mind, that CEGT ratings are about 150 points lower than those of CCRL.
Moderator: Ras
Thanks, I appreciate the testing!Wolfgang wrote: ↑Sat Jul 16, 2022 3:24 pm https://cegt.forumieren.com/t1695-new-e ... t-two#3346
I'll add ~500-600 games for a more exact rating.
Pleas keep in mind, that CEGT ratings are about 150 points lower than those of CCRL.![]()
Code: Select all
Suche nach '/7 0.^([4-6]^)' in 'C:\Downloads\leorik-gauntlet.pgn' :
C:\Downloads\leorik-gauntlet.pgn/2460: 12. Ng5 {+0.41/7 0.56} Bd7 {0.00/13 0.59}
C:\Downloads\leorik-gauntlet.pgn/6379: 23. Rxe8+ {+0.91/12 0.45} Rxe8 {-0.93/7 0.61}
C:\Downloads\leorik-gauntlet.pgn/24090: 17. Rfe1 {+0.15/7 0.42} Ne5 {-0.06/12 2.0}
C:\Downloads\leorik-gauntlet.pgn/53963: 13. Kb1 {+0.53/11 0.47} g5 {0.00/7 0.41}
C:\Downloads\leorik-gauntlet.pgn/57291: 21. f4 {+0.42/10 0.41} g4 {-0.41/7 0.65}
C:\Downloads\leorik-gauntlet.pgn/61269: 17. Rb2 {+0.26/7 0.41} e6 {+0.12/11 0.99}
C:\Downloads\leorik-gauntlet.pgn/67370: 24. Qf3 {+1.77/12 1.8} Ra6 {-1.35/7 0.53}
C:\Downloads\leorik-gauntlet.pgn/68757: 20. h3 {+0.69/10 0.89} Qe3+ {-0.39/7 0.61}
C:\Downloads\leorik-gauntlet.pgn/147712: 28. Bc3 {+0.01/10 0.58} Bg7 {+0.25/7 0.43}
C:\Downloads\leorik-gauntlet.pgn/164989: 33. bxa3 {-1.09/7 0.44} Rab8 {+5.34/13 0.33}
C:\Downloads\leorik-gauntlet.pgn/171282: 29. Ng5 {+0.85/11 1.0} hxg4 {+0.43/7 0.53}
C:\Downloads\leorik-gauntlet.pgn/191054: 13. Rf3 {+0.57/12 1.8} Bg7 {-0.45/7 0.41}
C:\Downloads\leorik-gauntlet.pgn/198166: 53. Rgxg7+ {0.00/15 0.55} Nxg7 {+0.17/7 0.54}
Fundstellen: '/7 0.^([4-6]^)' 36 Einträge. (removed 23 high score entries) => 13 leftCode: Select all
C:\Downloads\leorik-gauntlet.pgn/53963: 13. Kb1 {+0.53/11 0.47} g5 {0.00/7 0.41}
Thanks for the investigative work. This is all helpful. It's definitely odd. Blunder should easily be getting deeper than depth 7-8 if it searched that position for 400-500ms. And Leorik is already a good bit faster than Blunder, so I would agree that all those 7-8/0.4-0.5 searches are likely all versions of Blunder.
With the help of another tool (GMIS by Ferdinand) I can give now precise numbers even with an eval conditional per playeralgerbrex wrote: ↑Tue Jul 19, 2022 10:19 pmThanks for the investigative work. This is all helpful. It's definitely odd. Blunder should easily be getting deeper than depth 7-8 if it searched that position for 400-500ms. And Leorik is already a good bit faster than Blunder, so I would agree that all those 7-8/0.4-0.5 searches are likely all versions of Blunder.
My environment very well could be an issue as you suggested, but your findings also raise suspicion about my time allocation code and transposition table usage. I'm going to double-check my code there to see if I find anything odd, or anything that might be causing Blunder to get such low depths with such high search times.
Code: Select all
^([0-1]^).??^/^([7-8]^) 0.^([4-8]^)Code: Select all
Leorik 2.2 2
Blunder 7.60 241
Blunder 8.00 33
Blunder 8.45 98
Code: Select all
A. Score range with scoring Probability:
file : leorik-gauntlet.pgn
move window : [1, 1000]
score window : [-10.0, +10.0]
notes : 1. games and pts% are not affected by move and score windows.
2. Table is sorted by scoring probability in descending order
nr player games pts(%) scoProb
1 Leorik 2.2 2400 61.5 0.57
2 Blunder 8.4.5 800 41.6 0.45
3 Blunder 8.0.0 800 38.9 0.42
4 Blunder 7.6.0 800 35.1 0.40
B. Time and Depth average:
file : leorik-gauntlet.pgn
move window : [1, 1000]
score window : [-10.0, +10.0]
notes : 1. games and pts% are not affected by move and score windows.
2. Table is sorted by aveDep in descending order.
3. aveTime is the average time/move in m:s:ms
4. sumTime is in d:h:m:s
nr player games pts% sumTime aveDep aveTime
1 Leorik 2.2 2400 61.5 00:22:04:48 15.95 00:00:533
2 Blunder 8.0.0 800 38.9 00:07:40:51 15.75 00:00:539
3 Blunder 7.6.0 800 35.1 00:06:41:34 14.68 00:00:488
4 Blunder 8.4.5 800 41.6 00:07:35:48 14.49 00:00:541
Guenther wrote: ↑Wed Jul 20, 2022 4:20 pm And here the average depths and used time for all (inside -10/+10 evals - which avoids extremely high depths and verly low times
when nearing mates).
One can see that 8.00 and 8.45 already use time much better in this tc.Code: Select all
A. Score range with scoring Probability: file : leorik-gauntlet.pgn move window : [1, 1000] score window : [-10.0, +10.0] notes : 1. games and pts% are not affected by move and score windows. 2. Table is sorted by scoring probability in descending order nr player games pts(%) scoProb 1 Leorik 2.2 2400 61.5 0.57 2 Blunder 8.4.5 800 41.6 0.45 3 Blunder 8.0.0 800 38.9 0.42 4 Blunder 7.6.0 800 35.1 0.40 B. Time and Depth average: file : leorik-gauntlet.pgn move window : [1, 1000] score window : [-10.0, +10.0] notes : 1. games and pts% are not affected by move and score windows. 2. Table is sorted by aveDep in descending order. 3. aveTime is the average time/move in m:s:ms 4. sumTime is in d:h:m:s nr player games pts% sumTime aveDep aveTime 1 Leorik 2.2 2400 61.5 00:22:04:48 15.95 00:00:533 2 Blunder 8.0.0 800 38.9 00:07:40:51 15.75 00:00:539 3 Blunder 7.6.0 800 35.1 00:06:41:34 14.68 00:00:488 4 Blunder 8.4.5 800 41.6 00:07:35:48 14.49 00:00:541
I think though Leorik is more flexible in its time management and sometimes uses up to 3 time the inc here
and generally seems to play a tad slower for the first 30-40 moves. The average depth doesn't show this though
in the stats below, but I could create it also for different move windows.
Surprisingly though the average depth of 8.45 is below 7.60 and even quite a lot to 8.00.
Still I believe the main problem was the low depths at too high times which practically never affected Leorik.
I would be curious to see this repeated at concurrency 6 or 7.
Last not least good luck for the coming college season![]()
I never thought about doing more with the PGNs than checking for time forfeits and using them to calculate Elo. Thanks for the inspiration, Günther. I'll have to give GMIS a try! (even though I hate regular expressions)Guenther wrote: ↑Wed Jul 20, 2022 4:20 pm With the help of another tool (GMIS by Ferdinand) I can give now precise numbers even with an eval conditional per player
for this regexLiterally this means all depth 7-8 moves at 0.4x - 0.8x seconds, while still being inside -1.99/+1.99 evals.Code: Select all
^([0-1]^).??^/^([7-8]^) 0.^([4-8]^)
(@higher evals the influence of such events on the final results would be neglectable)
Code: Select all
Leorik 2.2 2 Blunder 7.60 241 Blunder 8.00 33 Blunder 8.45 98
Unfortunately for Blunder, even playing with different concurrency levels doesn't seem to help. Even trying a concurrency level of 1 still shows Leorik pulling ahead quite easily in any match, so I'm assuming the issue is with Blunder.