My "official" request to top engine programmers

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duncan
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Re: My "official" request to top engine programmer

Post by duncan »

Rodolfo Leoni wrote: 4 MBs is persistent hash file start size. It grows while using the engine. As well as Critter, moves, scores and depths are saved after a move is made, either your move in infinite analysis mode or engine move in game.
while analysing a position, the 4meg on my computer does not grow. I had assumed it would start growing almost straight away.
wrote: Persistent hashes are additional hashes, so if you set 1 GB hash for the engine it'll be 1 GB + those 4 MB, at start. Persistent hash entries are the pv nodes which respect the depth setting. If depth is set to 20 (default) and engine goes to depth 30, 11 positions are saved into PHs (from depth 20 to 30). This is why Jeremy says, "The lower the depth, the larger the file".
Rodolfo Leoni
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Re: My "official" request to top engine programmer

Post by Rodolfo Leoni »

duncan wrote:
Rodolfo Leoni wrote: 4 MBs is persistent hash file start size. It grows while using the engine. As well as Critter, moves, scores and depths are saved after a move is made, either your move in infinite analysis mode or engine move in game.
while analysing a position, the 4meg on my computer does not grow. I had assumed it would start growing almost straight away.
wrote: Persistent hashes are additional hashes, so if you set 1 GB hash for the engine it'll be 1 GB + those 4 MB, at start. Persistent hash entries are the pv nodes which respect the depth setting. If depth is set to 20 (default) and engine goes to depth 30, 11 positions are saved into PHs (from depth 20 to 30). This is why Jeremy says, "The lower the depth, the larger the file".
What GUI are you using? Maybe you should try to run it as administrator.
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duncan
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Joined: Mon Jul 07, 2008 10:50 pm

Re: My "official" request to top engine programmer

Post by duncan »

Rodolfo Leoni wrote:
duncan wrote:
Rodolfo Leoni wrote: 4 MBs is persistent hash file start size. It grows while using the engine. As well as Critter, moves, scores and depths are saved after a move is made, either your move in infinite analysis mode or engine move in game.
while analysing a position, the 4meg on my computer does not grow. I had assumed it would start growing almost straight away.
wrote: Persistent hashes are additional hashes, so if you set 1 GB hash for the engine it'll be 1 GB + those 4 MB, at start. Persistent hash entries are the pv nodes which respect the depth setting. If depth is set to 20 (default) and engine goes to depth 30, 11 positions are saved into PHs (from depth 20 to 30). This is why Jeremy says, "The lower the depth, the larger the file".
What GUI are you using? Maybe you should try to run it as administrator.
arena 3.5.1
Rodolfo Leoni
Posts: 545
Joined: Tue Jun 06, 2017 4:49 pm
Location: Italy

Re: My "official" request to top engine programmer

Post by Rodolfo Leoni »

duncan wrote:
Rodolfo Leoni wrote:
duncan wrote:
Rodolfo Leoni wrote: 4 MBs is persistent hash file start size. It grows while using the engine. As well as Critter, moves, scores and depths are saved after a move is made, either your move in infinite analysis mode or engine move in game.
while analysing a position, the 4meg on my computer does not grow. I had assumed it would start growing almost straight away.
wrote: Persistent hashes are additional hashes, so if you set 1 GB hash for the engine it'll be 1 GB + those 4 MB, at start. Persistent hash entries are the pv nodes which respect the depth setting. If depth is set to 20 (default) and engine goes to depth 30, 11 positions are saved into PHs (from depth 20 to 30). This is why Jeremy says, "The lower the depth, the larger the file".
What GUI are you using? Maybe you should try to run it as administrator.
arena 3.5.1
The same Gui I use. I run it as administrator. Of course, Persistent has gui option must be checked on. I tried yesterday and everything went fine. You should check the last modify moment of the hash file to see if it gets updated while engine makes moves.
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Rodolfo Leoni
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Re: My "official" request to top engine programmer

Post by Rodolfo Leoni »

So far, with a 32 MB hash, score propagation is fine, and nothing is lost. I suspect a bigger hash size would be necessary to avoid the danger of losing positions and scores, if one wants to do a long term analysis.

(Edit) P.S. I'm talking about Andscacs, not Stockfish PA GTB :)
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Rodolfo Leoni
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Re: My "official" request to top engine programmer

Post by Rodolfo Leoni »

BeyondCritics wrote:
cdani wrote:
The change is:

Code: Select all

if (!Limits.infinite)
	TT.new_search();
I suppose that this is correct. Anyway just tell me.
Great!
A change must not be big, to be useful.

I tested it and found out, that the amount of "hash_full" is now constantly calculated as 100%. The problem seems to be, that now empty entries are confounded with loaded entries.
My proposal to fix is in branch analysis of my fork of stockfish:
https://github.com/official-stockfish/S ... s:analysis
I'm a profane in C++ world, but I'm a bit curious. If main hash is used as PH, the hashfull info should always be 100% after a while. Is really there a way to get them partially empty without deleting valuable entries?

Thanks. :)
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duncan
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Re: My "official" request to top engine programmer

Post by duncan »

Rodolfo Leoni wrote:
duncan wrote:
Rodolfo Leoni wrote:
duncan wrote:
Rodolfo Leoni wrote: 4 MBs is persistent hash file start size. It grows while using the engine. As well as Critter, moves, scores and depths are saved after a move is made, either your move in infinite analysis mode or engine move in game.
while analysing a position, the 4meg on my computer does not grow. I had assumed it would start growing almost straight away.
wrote: Persistent hashes are additional hashes, so if you set 1 GB hash for the engine it'll be 1 GB + those 4 MB, at start. Persistent hash entries are the pv nodes which respect the depth setting. If depth is set to 20 (default) and engine goes to depth 30, 11 positions are saved into PHs (from depth 20 to 30). This is why Jeremy says, "The lower the depth, the larger the file".
What GUI are you using? Maybe you should try to run it as administrator.
arena 3.5.1
The same Gui I use. I run it as administrator. Of course, Persistent has gui option must be checked on. I tried yesterday and everything went fine. You should check the last modify moment of the hash file to see if it gets updated while engine makes moves.
I checked last modify moment of the hash file and it is getting updated. seems to be working ok now. thanks for your help
Rodolfo Leoni
Posts: 545
Joined: Tue Jun 06, 2017 4:49 pm
Location: Italy

Re: My "official" request to top engine programmer

Post by Rodolfo Leoni »

duncan wrote:
Rodolfo Leoni wrote:
duncan wrote:
Rodolfo Leoni wrote:
duncan wrote:
Rodolfo Leoni wrote: 4 MBs is persistent hash file start size. It grows while using the engine. As well as Critter, moves, scores and depths are saved after a move is made, either your move in infinite analysis mode or engine move in game.
while analysing a position, the 4meg on my computer does not grow. I had assumed it would start growing almost straight away.
wrote: Persistent hashes are additional hashes, so if you set 1 GB hash for the engine it'll be 1 GB + those 4 MB, at start. Persistent hash entries are the pv nodes which respect the depth setting. If depth is set to 20 (default) and engine goes to depth 30, 11 positions are saved into PHs (from depth 20 to 30). This is why Jeremy says, "The lower the depth, the larger the file".
What GUI are you using? Maybe you should try to run it as administrator.
arena 3.5.1
The same Gui I use. I run it as administrator. Of course, Persistent has gui option must be checked on. I tried yesterday and everything went fine. You should check the last modify moment of the hash file to see if it gets updated while engine makes moves.
I checked last modify moment of the hash file and it is getting updated. seems to be working ok now. thanks for your help
You welcome. :) I'm happy it works now.
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cdani
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Re: My "official" request to top engine programmer

Post by cdani »

I solved all the little pv and multipv bugs and I made a new version:

www.andscacs.com/downloads/andscacs091150.zip

This zip file also contains a no popcnt "n" version.

Rodolfo Leoni wrote: I'm a profane in C++ world, but I'm a bit curious. If main hash is used as PH, the hashfull info should always be 100% after a while. Is really there a way to get them partially empty without deleting valuable entries?
The change proposed by Oliver Roese I think is to hide the "hash_full", nothing more.
Rodolfo Leoni
Posts: 545
Joined: Tue Jun 06, 2017 4:49 pm
Location: Italy

Re: My "official" request to top engine programmer

Post by Rodolfo Leoni »

cdani wrote:I solved all the little pv and multipv bugs and I made a new version:

www.andscacs.com/downloads/andscacs091150.zip

This zip file also contains a no popcnt "n" version.

Rodolfo Leoni wrote: I'm a profane in C++ world, but I'm a bit curious. If main hash is used as PH, the hashfull info should always be 100% after a while. Is really there a way to get them partially empty without deleting valuable entries?
The change proposed by Oliver Roese I think is to hide the "hash_full", nothing more.
Thanks Daniel. :) A very productive week end...
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