The problem is the time factor. How deep will you let each search go? With a PGN collection of 10M games, averaging (say) 60 plies deep for the book lines, that is 60M positions. at 1 sec per position 60M seconds or almost 700 _days_ of computing power. 1 second per position is not very good analysis to try to understand the positions with material imabalance... positions with serious king-side attacks.... etc...jhaglund wrote:This is where I think having a parser or function that just writes all PV lines in a given eval window size +/-.... to a file in PGN format as it searches() from root... I would prefer Crafty's own evaluation over a GM pgn method, because it can cover millions of moves to analyze, quicker.At present, we base our move selection mainly on how often the book move was played when the book was built from a GM pgn game collection. Then we use book learning to fine-tune that for the moves that appear to be bad after we actually play them in a game and then do real searches and discover that the move led us to a bad position or result.
Crafty and Stockfish question
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Re: Crafty and Stockfish question
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Re: Crafty and Stockfish question
That is where using multiple threads & a concurrent search comes into play... when you leave your book you search the end of each leaf as you arrive... like in the next post i made.
The same tactics used in multiple thread searches can also be used in a parser. Instead of applying all 8 threads to one move apply each thread per move ...
1 move with 8 threads per 1sec... 1/1
8 moves with 1 thread per 1sec ... 8/1
batch them over the cluster...
60M / threads*#pc's ... reduced to a couple day
Besides the fact i wouldn't take all the moves from human play. Having Crafty generate the pv lines in a window seems less time wasted. Doing this do each eco variation for make 2000+eco books @2gb each was what i had in mind... then crafty would open up that particular book...
The same tactics used in multiple thread searches can also be used in a parser. Instead of applying all 8 threads to one move apply each thread per move ...
1 move with 8 threads per 1sec... 1/1
8 moves with 1 thread per 1sec ... 8/1
batch them over the cluster...
60M / threads*#pc's ... reduced to a couple day
Besides the fact i wouldn't take all the moves from human play. Having Crafty generate the pv lines in a window seems less time wasted. Doing this do each eco variation for make 2000+eco books @2gb each was what i had in mind... then crafty would open up that particular book...