Daniel Shawul wrote:This is going to be waste of time, definitely not a +70 elo idea. The point is not to make something work at some time control because we would like it to.. I bet no one tested it at 10+10 because it just takes too much valuable time. 5 + 5 is already long enough IMO. Maximum TC i ever used is 2+2.
It is infact a good thing that there is a plus elo to the idea. (5) without tuning lost a couple of elos in my tests ..
I'm only running the test to try to eliminate "urban legend" again. This is a common argument, that the thing needs to search deeper to reap the full effect. As in the LMR discussion. And this one. I've explained my testing approach several times, and when I say that 99% of the changes are just as effective at short time controls as at long time controls, it isn't a guess. It is an experimental observation. I have seen significantly more examples of where something works better at _shorter_ time controls than at longer ones. Personally, I'm happy to see this effect since it makes it possible to play these 30K game matches in an hour and get rapid feedback that is reliable. To date, I do not believe I have found more than 2-3 examples of where a long T/C is better. Unless you factor in changes to your time allocation, which needs to be tested at several time limits for obvious reasons.
I've found it perfectly workable to test at short time controls, and then occasionally run a longer one as a sanity check / verification. So far none of those that I have done changed anything.
Current results:
Code: Select all
Name Elo + - games score oppo. draws
Stockfish 1.8 64bit 2796 16 16 1255 75% 2600 38%
Stockfish 1.8noSE 64bit 2781 15 15 1325 72% 2602 41%
Goes slow with only 50 nodes being used. 100 games in parallel, but each game lasts something on the order of 30 minutes or more, so maybe 100 games an hour at best... Will let it run thru today as I have tossed the ttSE idea for the time being and am moving on to the next SE approach (still saving Hsu's ideas until the end since they are a pain.) Did get search and q-search completely rewritten so that I now have just Search() and Quiesce() rather than having significant duplicated code. (Do still have a SearchParallel as merging that would make the code look messier, so that's a project for another day maybe). At least adding code is now much more straightforward as I make whatever SE changes seem interesting. On OpenChess one of the many IP* cloners claimed +100 Elo for the ttSE stuff. Something told me that was nonsense. Seems like it is in the +10 to +20 range at best, but I also suspect it is something that is used to offset a weakness elsewhere. For example, I don't particularly think highly of the idea of having extensions offsetting poor reductions. Seems more reasonable to work on the poor reductions and reduce those rather than depending on a kludge to counteract them. But I have not looked at the ip* code enough to see what it does with respect to reductions.