During the X-mas holidays I re-tested the Damage Multi-Core search algorithms.
So far I have/had a separate algorithm for single-core and multi-core.
As i had improved the normal search the last months, I now implemented these ideas in the Multi-Core search.
To check if the algorithm was stable , I run several matches against Kingsrow, with 1 min for every Kingsrow game and 1-core, no pondering.
During these matches Damage used all 4-cores of the i7-940, and the search was restricted to a fixed depth (so no time control).
To make sure that the search implementation was solid Damage run in Debug mode (I use Visual Studio 2008 for the Engine).
During these matches, i only encountered 2 ASSERT interrupts.
One was related to a bug in the PV-Copy routine.
The other was more complex as the fault was encountered in a older part of the program (Database-Read), and I guess was related to a random error which unfortunately sometimes happens.
I will most likely post something later related this "failure".
At higher search depth i switched to Release mode, to limit the total time.
In this way 16 Matches were played, from depth 6 ply to depth 21 ply.
The results are summarized in below table, and seem to confirm diminishing returns are higher depths (i recognize that for statistics more games are needed, but think already the current results are obvious).
I have also include an excel file with the results, and a chatter chart.
In the next days i will also share all the pdn files.
I have corrected for all the unknown results, which i still need to modify in the corresponding pdn files.
Code: Select all
Depth ELO W L D U P
6 412 131 0 27 0 0,09
7 346 120 0 38 0 0,12
8 295 109 0 49 0 0,16
9 252 99 1 58 0 0,19
10 185 77 0 81 0 0,26
11 174 75 2 81 0 0,27
12 102 46 1 111 0 0,36
13 62 30 2 126 0 0,41
14 55 30 5 123 0 0,42
15 15 20 13 125 0 0,48
16 11 16 11 131 0 0,48
17 -40 10 28 120 0 0,56
18 -46 5 26 127 0 0,57
19 -53 1 25 132 0 0,58
20 -26 3 15 140 0 0,54
21 -67 0 30 128 0 0,59
Bert