Several new entrants, this time, for a record turnout!
I'll be back next month.
The new code searched quite well. So well, in fact, that we lost two games on time. I'm using my very old adaptive null-move search (R=3 + depth / 6) that I used circa 1996-1997, and today the new parallel search (on the 20 core box) uncorked some 80+ ply searches with pieces still on the board, which allowed null-move to trigger. I have a set of counters (nm_used[16]) that I increment for each null move search, using the R value as the subscript. Somehow I had a "Min(R, 16) which was ONE too big. And if you do the math, iteration 80 will "do the trick" and generate an R value of 16. And overflow that array and increment a lock value.
The last game we lost on time gave me a hint because both of the games hung on a depth=80 search with pieces still on the board. Hate to find that stuff in a tournament, even if it is for fun, but at least I found it.
Back next month.
Back next month too , very funny
Can we find the pgn file ?
Bests
Th ICS remembers the last 40 games of any registered player. But I do not collect those to bundle them for the entire tourney. People only interested in the games of their own engine can easily have WinBoard/XBoard save them automatically, after each game.
To recall a game from the server, use the "hist PLAYER" command to get his recent history of games, and then type "smoves PLAYER NUMBER" to get the game with that NUMBER from the list. WinBoard will then capture the game as the ICS prints it, and you can save it on your local machine from there. This would not contain the engine annotations (score/depth), however.
There is an ICS command that would e-mail you a selected game ("mailstored", IIRC) in PGN format, and that would still contain the kibitzed score/depth info. But I have not yet figured out how to e-mail stuff from the VPS where the ICS runs.
hgm wrote:Th ICS remembers the last 40 games of any registered player. But I do not collect those to bundle them for the entire tourney. People only interested in the games of their own engine can easily have WinBoard/XBoard save them automatically, after each game.
To recall a game from the server, use the "hist PLAYER" command to get his recent history of games, and then type "smoves PLAYER NUMBER" to get the game with that NUMBER from the list. WinBoard will then capture the game as the ICS prints it, and you can save it on your local machine from there. This would not contain the engine annotations (score/depth), however.
There is an ICS command that would e-mail you a selected game ("mailstored", IIRC) in PGN format, and that would still contain the kibitzed score/depth info. But I have not yet figured out how to e-mail stuff from the VPS where the ICS runs.
Ok Thx hg !
Again , It was very funny , your tourney give me some motivation to continue working on Isa
See you next month !
Bests
Dany
hgm wrote:Th ICS remembers the last 40 games of any registered player. But I do not collect those to bundle them for the entire tourney. People only interested in the games of their own engine can easily have WinBoard/XBoard save them automatically, after each game.
To recall a game from the server, use the "hist PLAYER" command to get his recent history of games, and then type "smoves PLAYER NUMBER" to get the game with that NUMBER from the list. WinBoard will then capture the game as the ICS prints it, and you can save it on your local machine from there. This would not contain the engine annotations (score/depth), however.
There is an ICS command that would e-mail you a selected game ("mailstored", IIRC) in PGN format, and that would still contain the kibitzed score/depth info. But I have not yet figured out how to e-mail stuff from the VPS where the ICS runs.
It would be very handy when you can get the e-mail running. In the past I tried 'mailoldmoves' and 'mailstored' a few times but nothing happened.
The provider that rents you the VPS probably has a mail relay server where you can send the stuff to.
The tournament was fun as usual, but I have to get off my lazy back and start working on the engine again.
I haven't been doing much about it for the last 1.5 year besides introducing some bugs.
Like Arnold Schwartzenegger said in the Terminator: I'll be back!
I saw something really interesting in a pre-tourney game. Both sides were killing time shuffling bishops, not able to make any progress. Lozza thought she was up a little, but it was essentially a draw. However, as soon as Lozza saw the 0 looming at 50 moves she seemed to panic and tried to 'do something' which led to a slaughter. I look forward to analysing and fixing this (assuming it was in fact a draw).
NB: I noticed that some engines print a 'hi' and 'bye' tell when matched - anybody know what commands/variables are used to set this up? I'm failing to figure it out.
WB protocol has the commands "tellics XXX" to send an arbitrary command directly to the ICS, and commands like "tellopponent XXX" to send a tell to the opponent. I suppose they do it through those commands.
I saw something really interesting in a pre-tourney game. Both sides were killing time shuffling bishops, not able to make any progress. Lozza thought she was up a little, but it was essentially a draw. However, as soon as Lozza saw the 0 looming at 50 moves she seemed to panic and tried to 'do something' which led to a slaughter. I look forward to analysing and fixing this (assuming it was in fact a draw).
NB: I noticed that some engines print a 'hi' and 'bye' tell when matched - anybody know what commands/variables are used to set this up? I'm failing to figure it out.
Using a unix-based xboard, you just send the string
"tellics" + whatever ics command you want to execute. i.e.
hgm wrote:WB protocol has the commands "tellics XXX" to send an arbitrary command directly to the ICS, and commands like "tellopponent XXX" to send a tell to the opponent. I suppose they do it through those commands.
EDIT:
In reply to the previous post
"NB: I noticed that some engines print a 'hi' and 'bye' tell when matched - anybody know what commands/variables are used to set this up? I'm failing to figure it out."
It is done with the -zippyGameStart "say message1" and -zippyGameEnd "say message2" switches.
say is a server command, so:
say message1
will be sent to the server at the beginning, which means the opponent will receive message1.