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 Rebel 14

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Dio
Mclane
Damir Desevac
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Admin
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Rebel 14             - Page 2 Empty
PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyMon Jan 17, 2022 8:51 am

https://tlcv.net/16093

Rebel 14 for CCRL 40/15 in much too strong field.

https://tlcv.net/16093/result-table

Rebel above Hiarcs 15 ?!
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TheSelfImprover

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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyMon Jan 17, 2022 10:04 am

Admin wrote:
empty post, trying to get the thread on page 2.


Hmmmmm.... trying to get your post to the top of the page to get extra attention strikes me as being a little bit elitist! Twisted Evil

Remember: however tall you stand on the ProDeo forum, when your time comes, you will stand small before God. Smile

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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyMon Jan 17, 2022 10:10 am

I did that because of Thorsten's post (the big table) made page one unreadable, at least for me.
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TheSelfImprover

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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyMon Jan 17, 2022 10:14 am

To be fair, I did the same thing to the "Factorising Large Numbers" thread by pasting a thousand digit number into it. Smile
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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 9:14 am

Code:
RANK   ENGINE                         GAMES  POINTS   1  2  3  4  5  6  7  8  9  10 11 12 13 14
1.   BOOOT 6.5 64-BIT                  17    11.0    ** =0 10 1. 1. =. =. =. 1. == 1. =. 11 =.
2.   WASP 5.20 64-BIT                  17    10.5    =1 ** =. =. =. =. 1= =. 0. =1 =. =. =1 1.
3.   ZAHAK 9.0 64-BIT                  17     9.5    01 =. ** 11 =. 0. == 0. 1. =1 =. 1. 0. =.
4.   SCHOONER 2.2 64-BIT               16     9.5    0. =. 00 ** 1. =. =. 1= 01 =. 1. 1. 1. 1.
5.   MINIC 3.18 64-BIT                 16     9.0    0. =. =. 0. ** 1= =. 1. =. =. =. =. =1 =1
6.   ROFCHADE 2.3 64-BIT               17     9.0    =. =. 1. =. 0= ** 0. =. =. 1. == =. =1 ==
7.   MARVIN 5.2.0 64-BIT               16     9.0    =. 0= == =. =. 1. ** =. =0 0. 1. 1. 1. 1.
8.   DEEP SHREDDER 13 64-BIT           16     8.0    =. =. 1. 0= 0. =. =. ** =. =. =. == =. =1
9.   REBEL 14 64-BIT                   16     8.0    0. 1. 0. 10 =. =. =1 =. ** 1. 0. 01 =. =.
10.  DANASAH 9.00 64-BIT               16     7.5    == =0 =0 =. =. 0. 1. =. 0. ** =. 1. =. 1.
11.  FRITZ 18 64-BIT                   16     7.5    0. =. =. 0. =. == 0. =. 1. =. ** =0 1. =1
12.  HIARCS 15.0 64-BIT                16     6.5    =. =. 0. 0. =. =. 0. == 10 0. =1 ** =. =.
13.  STASH 32.0 64-BIT                 17     5.0    00 =0 1. 0. =0 =0 0. =. =. =. 0. =. ** =.
14.  WEISS 2.0 64-BIT                  17     5.0    =. 0. =. 0. =0 == 0. =0 =. 0. =0 =. =. **

CCRL 40/15, I can't believe my eyes.

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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 10:12 am

[pgn][Site "Rebel Gauntlet"]
[Date "Tue Jan 18 2022"]
[White "Rebel 14"]
[Black "Roc 2020Jan30"]

1. d4 Nf6 2. c4 e6 3. Nf3 b6 4. a3 Bb7 5. Nc3 d5 6. Bg5 Be7 7. Qa4+ Qd7 8. Qc2 dxc4 9. e4 b5 10. Be2 a6 11. Rd1 O-O 12. h4 h6 13. Rh3 hxg5 14. hxg5 Nh7 15. Qc1 Qd6 16. e5 Qd8 17. Qf4 Bxg5 18. Qg3 f6 19. b3 Bxf3 20. Bxf3 c6 21. Ne4 cxb3 22. exf6 gxf6 23. Qh2 Ra7 24. Nxg5 fxg5 25. Be4 Rff7 26. Qe5 Qc7 27. Bxh7+ Rxh7 28. Qxg5+ Qg7 29. Qf4 Qf8 30. Qg4+ Kh8 31. Rxb3 0-1[/pgn]

13. Rh3?!

Interesting sacrifice but reckless
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nescitus




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Rebel 14             - Page 2 Empty
PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 12:23 pm

Funny thing, I considered Growing_Fruit the most useless piece of chess code I have written. Nice that it found some use.

I might do some fiddling with the search - not much, because recently I am trying to understand the inner workings of go engines. It's a strange field, MCTS search seems very competent strategically but making it understand simple tactics is a pain.

Also, what would You need to create a network based on Rodent Tal? Would games in pgn format be enough? How many?

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matejst

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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 1:43 pm

It would be great if you cooperate for OUR good (yes, I know, it is selfish) and kindly offer us a faster search, multiPV for Rebel, and a RodentTal net. Very Happy Wink
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matejst

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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 1:47 pm

Admin wrote:

Interesting sacrifice but reckless

It happens very often in games. In analysis, with a bit more time, Rebel switches to safer continuations.

Then, from my experience, the new net plays endings very well, managing to draw inferior positions, swiftly converting won positions. Very good with handling of free pawns.
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nescitus




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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 2:38 pm

First meaningful improvement: use 75% of NNUE eval value instead of 100%, scores roughly 57% vs original. This value sits better with pruning/reduction margins. Percentage should be exposed as an option, as further tuning is probably possible. Output from LittleBlitzer:

Code:
 1.  Rebel 14 0.001              172.5/302   92-49-161     (L: m=5 t=0 i=0 a=44)   (D: r=118 i=25 f=18 s=0 a=0)   (tpm=371.8 d=13.93 nps=1308635)
 2.  Rebel 14                    129.5/302   49-92-161     (L: m=7 t=0 i=0 a=85)   (D: r=118 i=25 f=18 s=0 a=0)   (tpm=380.9 d=14.05 nps=1362712)

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Rebel 14             - Page 2 Empty
PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 4:06 pm

nescitus wrote:
Funny thing, I considered Growing_Fruit the most useless piece of chess code I have written. Nice that it found some use.

I might do some fiddling with the search - not much, because recently I am trying to understand the inner workings of go engines. It's a strange field, MCTS search seems very competent strategically but making it understand simple tactics is a pain.

Also, what would You need to create a network based on Rodent Tal? Would games in pgn format be enough? How many?

Do you happen to remember, or know, if popcount instruction gets used anywhere in GrowingFruit?
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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 5:23 pm

Admin wrote:
[pgn][Site "Rebel Gauntlet"]
[Date "Tue Jan 18 2022"]
[White "Rebel 14"]
[Black "Roc 2020Jan30"]

1. d4 Nf6 2. c4 e6 3. Nf3 b6 4. a3 Bb7 5. Nc3 d5 6. Bg5 Be7 7. Qa4+ Qd7 8. Qc2 dxc4 9. e4 b5 10. Be2 a6 11. Rd1 O-O 12. h4 h6 13. Rh3 hxg5 14. hxg5 Nh7 15. Qc1 Qd6 16. e5 Qd8 17. Qf4 Bxg5 18. Qg3 f6 19. b3 Bxf3 20. Bxf3 c6 21. Ne4 cxb3 22. exf6 gxf6 23. Qh2 Ra7 24. Nxg5 fxg5 25. Be4 Rff7 26. Qe5 Qc7 27. Bxh7+ Rxh7 28. Qxg5+ Qg7 29. Qf4 Qf8 30. Qg4+ Kh8 31. Rxb3 0-1[/pgn]

13. Rh3?!

Interesting sacrifice but reckless

After some analysis with SF the move isn't losing nor winning, just another case of lack of depth.
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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 5:24 pm

nescitus wrote:
First meaningful improvement: use 75% of NNUE eval value instead of 100%, scores roughly 57% vs original. This value sits better with pruning/reduction margins. Percentage should be exposed as an option, as further tuning is probably possible. Output from LittleBlitzer:

Code:
 1.  Rebel 14 0.001              172.5/302   92-49-161     (L: m=5 t=0 i=0 a=44)   (D: r=118 i=25 f=18 s=0 a=0)   (tpm=371.8 d=13.93 nps=1308635)
 2.  Rebel 14                    129.5/302   49-92-161     (L: m=7 t=0 i=0 a=85)   (D: r=118 i=25 f=18 s=0 a=0)   (tpm=380.9 d=14.05 nps=1362712)

On my todo list.
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TheSelfImprover

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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 5:27 pm

Growing Fruit is written in C++ (link). Isn't it possible to just search the source code for "popcount"?

Also, in a high level language, one would expect a method to be implemented in software, but using hardware where available.

I think I might be missing something here?
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nescitus




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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 5:30 pm

Chris Whittington wrote:

Do you happen to remember, or know, if popcount instruction gets used anywhere in GrowingFruit?

All popcounts are found in nnue.h. Another problem with compiling might be caused by all these flavours of intrin.h
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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 5:45 pm

TheSelfImprover wrote:
Growing Fruit is written in C++ (link). Isn't it possible to just search the source code for "popcount"?

Also, in a high level language, one would expect a method to be implemented in software, but using hardware where available.

I think I might be missing something here?

It might have been named countbits or just about anything. The intrinsic used is subject to all manner of weird possible namings. One doesn’t know what to look for, sure one can eventually find something (or not) but it’s not a high priority and not worth spending hunting time on.
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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 5:47 pm

nescitus wrote:
Chris Whittington wrote:

Do you happen to remember, or know, if popcount instruction gets used anywhere in GrowingFruit?

All popcounts are found in nnue.h. Another problem with compiling might be caused by all these flavours of intrin.h

Haha! That’s probably me, Linux and Microsoft and all those various systems it had been compiled for in the past.
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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 6:30 pm

nescitus wrote:
Funny thing, I considered Growing_Fruit the most useless piece of chess code I have written. Nice that it found some use.

Exactly what I needed, if only not to be accused of stealing search elo Very Happy

Quote :
I might do some fiddling with the search - not much, because recently I am trying to understand the inner workings of go engines. It's a strange field, MCTS search seems very competent strategically but making it understand simple tactics is a pain.

Also, what would You need to create a network based on Rodent Tal? Would games in pgn format be enough? How many?

Sounds interesting, I prefer EPD, at least 500 million of them and more is welcome, with score and game result, in any EPD format, and with low depth, say depth=7, 8 or 9 as maximum.
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nescitus




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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 6:45 pm

Admin wrote:

Sounds interesting, I prefer EPD, at least 500 million of them and more is welcome, with score and game result, in any EPD format, and with low depth, say depth=7, 8 or 9 as maximum.

Give me one line example how these data should look.

Also, one more working patch can be applied at search.full, line 496 onwards:

Code:
  // static null move / beta pruning

  if (!in_check
  && !value_is_mate(beta)
  && do_null(board)
  && !was_null
  && node_type != NodePV
  && depth <= 6) {
     int sc = eval(board, height) - 90 * depth; // TODO: Tune me!
     if (sc > beta) return sc;
  }

IIRC, 53% out of 1000 games is statistically significant.

1. Rebel 14 0.001 479.0/1015 203-260-552 (L: m=35 t=0 i=0 a=225) (D: r=395 i=93 f=60 s=4 a=0) (tpm=376.6 d=13.96 nps=1280253)
2. Rebel 14 0.002 536.0/1015 260-203-552 (L: m=36 t=0 i=0 a=167) (D: r=395 i=93 f=60 s=4 a=0) (tpm=372.9 d=14.15 nps=1264939)
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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 7:16 pm

nescitus wrote:
Admin wrote:

Sounds interesting, I prefer EPD, at least 500 million of them and more is welcome, with score and game result, in any EPD format, and with low depth, say depth=7, 8 or 9 as maximum.

Give me one line example how these data should look.

Code:
rnbqkbnr/p1p2ppp/4p3/1B1p4/1P6/4P2P/P1PP1PP1/RNBQK1NR b KQkq - 0 2 -7 c7c6 -1
rnbqkbnr/p4ppp/2p1p3/1B1p4/1P6/4P2P/P1PP1PP1/RNBQK1NR w KQkq - 0 3 14 b5e2 +1
rnbqk1nr/p4ppp/2p1p3/3p4/1b6/4P2P/P1PPBPP1/RNBQK1NR w KQkq - 0 5 11 g1f3 +1

rnbqkbnr/p1p2ppp/4p3/1B1p4/1P6/4P2P/P1PP1PP1/RNBQK1NR b KQkq - 0 2 -7 c7c6 -1

0 = counter for fifty move rule, I don't use it, always 0.
2 = ply number in game, I don't use it either.
-7 = score of move -0.07 in this case.
c7c6 = move in long notation.
-1 = game result site to move. So in this case black loses (-1) but next move (b5e2) wins (+1), draws are (0).

One step further which greatly reduces the size:
1. Skip captures, including EP;
2. Skip promotions;
3. Skip king in check situations;
4 Skip moves that give check;

As you can see from the 3 example epds there is no ply=4 epd, likely it was a capture.

That would be helpful.

Quote :
Also, one more working patch can be applied at search.full, line 496 onwards:

Code:
   // static null move / beta pruning

   if (!in_check
   && !value_is_mate(beta)
   && do_null(board)
   && !was_null
   && node_type != NodePV
   && depth <= 6) {
      int sc = eval(board, height) - 90 * depth; // TODO: Tune me!
      if (sc > beta) return sc;
   }

IIRC, 53% out of 1000 games is statistically significant.

1.  Rebel 14 0.001           479.0/1015 203-260-552   (L: m=35 t=0 i=0 a=225) (D: r=395 i=93 f=60 s=4 a=0) (tpm=376.6 d=13.96 nps=1280253)
2.  Rebel 14 0.002           536.0/1015 260-203-552   (L: m=36 t=0 i=0 a=167) (D: r=395 i=93 f=60 s=4 a=0) (tpm=372.9 d=14.15 nps=1264939)

To do list is growing, like fruit Wink
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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 7:30 pm

BTW Pawel, what happened to your Rodent NNUE version, I don't see it tested on CEGT and CCRL.
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nescitus




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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyTue Jan 18, 2022 7:39 pm

Admin wrote:
BTW Pawel, what happened to your Rodent NNUE version, I don't see it tested on CEGT and CCRL.

Nothing. Release is unofficial and strength gain comes from Stockfish. No need to test it, doesn't matter if it is 3200 or 3300 Elo.
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PostSubject: Re: Rebel 14    Rebel 14             - Page 2 EmptyWed Jan 19, 2022 10:56 am

Pawel, one other search change I am intended to add to growing fruit is to replace IID with IIR which gave ProDeo an extra ply and ~35 elo. It's described here. It even gave elo in Toga, maybe in yours as well. Many engines use it in the mean time in various ways.
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