Yes, my program reaches a nice depth on the Woldouby, on the starting position it is less, I still have to implement pruning to get some additional plies.BertTuyt wrote:Joost, impressive results.
Think if you would add the 8P DB from Ed and DB-handler, you would end up with a 0 score![]()
Would be interested what the current computer draughts world record is for solving Woldouby, think that ED has the record but I dont know timing involved.
As Im travelling, I will next weekend implement minimal window search, to compare with your results.
Bert
I'm almost finished with the SMP implementation but it was getting too warm in my attic (36 deg. C) so I had to quit programming, last year my airco broke down and I didn't replace it yet, these temperatures are very unusual for mid September.
It is very easy to add Ed's data-base to my program, in fact I already did this a couple of weeks ago, I removed it because it generates many Microsoft deprecated function warnings that I first want to resolve, I can tell the compiler that it should not show these warnings but it is neater to change the code, I also want to replace the locks by SRW locks because they are clearly faster.
I don't know anything about Woldouby, I read somewhere that it is not solved yet but that is probably old information, when the SMP is finished I will add Ed's database again and let it run for some time. With a > 30 ply search and 8 piece EGDB it should not be difficult to find the right continuation, it would be very strange if it doesn't.
The branching factor is < 2, I expect that with SMP and 8 cores I will get an additional 3 to 4 plies.
Joost
It is very peculiar what the 4 tier bucket system in the TT implementation does, with 1 tier (write always) I get this:
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info depth 24 score -100 time 1.44 nodes 15364306 nps 10691630
info depth 25 score -100 time 2.68 nodes 28063383 nps 10488339
info depth 26 score -100 time 84.53 nodes 842612743 nps 9967866
info depth 27 score -100 time 134.98 nodes 1335957637 nps 9897798
With 4 tiers I get this:
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info depth 24 score -100 time 1.47 nodes 15118089 nps 10253791
info depth 25 score -100 time 2.47 nodes 24968491 nps 10092773
info depth 26 score -100 time 4.29 nodes 44160165 nps 10296567
info depth 27 score -100 time 8.20 nodes 82264946 nps 10037523
info depth 28 score -100 time 16.05 nodes 162871427 nps 10145752
info depth 29 score -100 time 29.57 nodes 292194146 nps 9882417
info depth 30 score -100 time 52.17 nodes 519372911 nps 9955528
I've added promotions to the quiescence search and now it finds the loss of that one stone at ply 13 instead of ply 14.
I replaced the C++11 built in Mersenne-twister with my own implementation of a 64 bit Marsaglia-kiss random generator and that performs a little bit better.
Code: Select all
info depth 24 score -100 time 1.43 nodes 15118089 nps 10541958
info depth 25 score -100 time 2.41 nodes 24968498 nps 10372101
info depth 26 score -100 time 4.18 nodes 44160271 nps 10552695
info depth 27 score -100 time 7.75 nodes 79842189 nps 10299995
info depth 28 score -100 time 14.97 nodes 155627410 nps 10393390
info depth 29 score -100 time 27.98 nodes 283075258 nps 10115454
info depth 30 score -100 time 50.54 nodes 513950980 nps 10169328
![Wink :wink:](./images/smilies/icon_wink.gif)