GyatsoYT wrote: ↑Sat Dec 13, 2025 6:05 pm
Hey there thanks for letting me know about the issue with threading.
Also if you don't mind what was the nps you got on single thread while searching like a depth of 20 vs multithreaded running on 12 cores / 24 threads if your cpu supports it?
I don't know if it is an issue of Gyatso with threading, it might as well be a Windows issue, Linux is better in this respect.
When I run Gyatso from the command-line it gives a little bit more than 1.4 Mn/s, with 12 threads it is approx. 16 Mn/s.
When I run it with 12 threads from icsdroneng, the speed varies between 5.5 and 10 Mn/s, sometimes even lower, which seems strange.
The CPU it runs on has 12 cores, so I use 12 threads, running with 24 threads on 12 cores will increase the n/s somewhat but it makes an engine play worse.
GyatsoYT wrote: ↑Sat Dec 13, 2025 6:05 pm
Hey there thanks for letting me know about the issue with threading.
Also if you don't mind what was the nps you got on single thread while searching like a depth of 20 vs multithreaded running on 12 cores / 24 threads if your cpu supports it?
I don't know if it is an issue of Gyatso with threading, it might as well be a Windows issue, Linux is better in this respect.
When I run Gyatso from the command-line it gives a little bit more than 1.4 Mn/s, with 12 threads it is approx. 16 Mn/s.
When I run it with 12 threads from icsdroneng, the speed varies between 5.5 and 10 Mn/s, sometimes even lower, which seems strange.
The CPU it runs on has 12 cores, so I use 12 threads, running with 24 threads on 12 cores will increase the n/s somewhat but it makes an engine play worse.
Since it shows a reasonable growth in nps when ran through command line , but doesn't show the same growth on icsdroneng seems to be a problem of either windows or the gui's. But I'll still look into it to find out if this is actually a code issue or not.
Belfish is still a little bit to strong for mortal engines and won the tournament. Marvin did pretty good too.
Eendje noticed too late that the number of players was odd, so she had to add a BYE instead of another (spare) engine.
This time there were some issues with engines refusing to move.