Moderator: Andres Valverde
Gábor Szots wrote:Please someone help me.
I have created a PGN file with 200 12-game long games, the end positions to be used as starting position for an engine match.
Now how can I make two engines to play a match using that file as an opening book? I tried but WB told me the file contains no positions (of course as it only contains games).
Matthias Gemuh wrote:Gábor Szots wrote:Please someone help me.
I have created a PGN file with 200 12-game long games, the end positions to be used as starting position for an engine match.
Now how can I make two engines to play a match using that file as an opening book? I tried but WB told me the file contains no positions (of course as it only contains games).
Does ChessGUI run fine with the pgn start positions ? Just curious
Matthias.
H.G.Muller wrote:WinBoard distnguish files with positions (FEN/EPD) and files with games (PGN). The fact that you get this error message suggests that you have asked WinBoard to read positions, while in stead it finds games.
The options you need are
winboard -loadGameFile="xxx.pgn" -mg=200
(snip)
as far as I am concerned, WinBoad match mode is an obsolete feature.
H.G.Muller wrote:But I don't think WinBoard automaticaly steps the game number in a match. (I have never tried it.)
H.G.Muller wrote:So as far as I am concerned, WinBoad match mode is an obsolete feature.
Ok, I will have it done this weekend. I personally didn't think very short games would be a representative benchmark for time controls used in computer chess tournaments, but I guess many think otherwise. I will have seconds implemented into PSWBTM this weekend and release it this weekend as well.H.G.Muller wrote:I urged Pradu to implement sub-min time controls, but so far he did not yield to my pressure. Especially when I will have implemented multi-session time controls, it will be essential that the the /TC parameter is passed as an arbitrary string, not as a number.
This takes quite a bit more effort to accomplish so I'll wait a while to see if it's really a necessary feature...I agree that for extremely fast games, like sub-10sec, match mode while re-using the engines might offer a speed advantage.
Yes it does indeed edit the tags but I'm not sure which PGNS at the moment because I never tried running it with mg more than one (or even planned on it) and can't remember because I haven't looked at or modified that code in a while either.In fact PSWBTM also uses WB in match mode, with "-mg 1". (I guess this only serves to automatically terminate it.) I did request Pradu to also supply a variable number of games, so that you could play every position, say, 10 times in a row even under PWBTM, and save on engine startup time. Then you would have the best of both worlds: the engines would be reused a number of times, but if they hung you would recover within a reasonable number of games. Actually there are tricks to force WB to use a larger number of games even when running under PSWBTM, by hiding the -mg command in all engine installs, as the engine options overrule even the command-line options. But I am not sure how PSWBTM would handle the PGN. I think it edits the tags, and it would likely only edit the tags of every first game of the match only.
Pradu wrote:Ok, I will have it done this weekend. I personally didn't think very short games would be a representative benchmark for time controls used in computer chess tournaments, but I guess many think otherwise. I will have seconds implemented into PSWBTM this weekend and release it this weekend as well.
What I have done in Buzz for extremely short time controls (which I tried to use for automated tuning for piece material values which didn't work too well for me...) is implement a "Winboard" in Buzz itself. It's not really Winboard protocaly implementation but two copies of Buzz playing it self with different configurations at very fast speeds within the same executable. This has an advantage over Winboard in terms of speed because you have additional overhead passing messages through Winboard to another copy of the engine for extremely short games and this overhead can be significant depending on how short of a game you want it to be.
Yes it does indeed edit the tags but I'm not sure which PGNS at the moment because I never tried running it with mg more than one (or even planned on it) and can't remember because I haven't looked at or modified that code in a while either.
H.G.Muller wrote:OK, it seems I posted a bad alpha.tst, where I had forgotten to recompile parser.c when I had changed a header file file. As a result it could no longer parse PGN. Apparently you have been using that one.
I corrected this, and even implemented the autoincrementing index. If you use -lpi or -lgi=-1, it starts with position or game 1, and takes the next one each new game. If you take -lpi or -lgi=-2, it plays each position in pairs. Other negative values have undefined meaning, and are reserved for future expansion. There is no auto-rewind yet, it is up to the user to make sure there are enough games or positions in the file to last the entire match.
The new alpha.tst (4.3.15c) already contains these modifications.
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