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Subject: Re: Phhhbt

Author: Robert Hyatt

Date: 15:23:59 04/25/00

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On April 25, 2000 at 17:34:45, Tom Kerrigan wrote:

>On April 25, 2000 at 14:03:05, Robert Hyatt wrote:
>
>>On April 25, 2000 at 11:27:34, Tom Kerrigan wrote:
>>
>>>On April 25, 2000 at 09:12:12, Robert Hyatt wrote:
>>>
>>>>On April 25, 2000 at 00:50:50, Tom Kerrigan wrote:
>>>>
>>>>>On April 24, 2000 at 22:13:10, Bruce Moreland wrote:
>>>>>
>>>>>>On April 24, 2000 at 18:49:04, Tom Kerrigan wrote:
>>>>>>
>>>>>>>On April 24, 2000 at 15:56:37, Dann Corbit wrote:
>>>>>>>
>>>>>>>>On April 24, 2000 at 15:43:24, Tom Kerrigan wrote:
>>>>>>>>[snip]
>>>>>>>>>Here's my question. If pondering=off cripples Crafty so badly to the point that
>>>>>>>>>Bob Hyatt has to write dozens of posts about it, why doesn't he just do
>>>>>>>>>something to fix it? I mean, surely the time spent writing all those posts could
>>>>>>>>>have been put to better use.
>>>>>>>>
>>>>>>>>That makes a great deal of sense if Dr. Hyatt were writing crafty to make people
>>>>>>>>happy who want to play engine verses engine matches on a single machine.
>>>>>>>>However, he does not play it that way and it is contrary to his purposes.
>>>>>>>>
>>>>>>>>Do you alter your programs to make them do what others wish even when it does
>>>>>>>>not coincide with your desires?
>>>>>>>
>>>>>>>Yes.
>>>>>>>
>>>>>>>-Tom
>>>>>>
>>>>>>If your point is that Bob should do this or that, I think that Bob should be the
>>>>>>one who decides what Bob does.  It's great to suggest improvements in
>>>>>>functionality or support, but if Bob wants to do it his own way, that's fine.
>>>>>
>>>>>Decisions are influenced by your surroundings.
>>>>>
>>>>>Right now, Bob is surrounded by people who do matches between Crafty and ___
>>>>>with no pondering. Consequently, Bob has to do a tremendous amount of damage
>>>>>control. Here are the options, as I see them:
>>>>>
>>>>>1) Continue to waste time by doing massive damage control
>>>>>
>>>>>2) Simply remove the ponder switch from Crafty, so Crafty can't be crippled
>>>>>
>>>>>3) Un-cripple Crafty
>>>>>
>>>>>Personally, I would not like to _continually_ make excuses for my program, i.e.,
>>>>>option 1. I think option 2 is a hack, but still better than option 1.
>>>>>Personally, I would go with option 3.
>>>>>
>>>>>I don't really see what the problem is with option 3. If Crafty is using too
>>>>>much time in the opening and middlegame, just make it use less time. Multiply
>>>>>some number by 75% or whatever. It may not be a "fine tuned" solution, but at
>>>>>least the program won't lose all its games.
>>>>>
>>>>>-Tom
>>>>
>>>>
>>>>Once you add some sophistication to your time control logic, you will see that
>>>>the above is a very 'superficial' suggestion.  Base time allocation is but one
>>>>part of the problem.  How much time can you use (extra time) when you get a
>>>>positional fail-low, not a material one?  How much extra time can you use on a
>>>>fail low for a single pawn?  For a piece?  What if you do a 12 ply search, and
>>>>the first 11 plies show you winning a pawn.  At depth=12, after the first move,
>>>>you discover that move doesn't win that pawn.  How much extra time do you use
>>>>there to see if the pawn win was real, or just a deep tactical plan by your
>>>>opponent that made the pawn a "phantom"...
>>>
>>>Why can't you just multiply all this stuff by 0.75?
>>>
>>>Anyway, I don't understand how pondering directly affects any of this. What is a
>>>situation where the 0.75 thing fails because pondering=off? And what's the
>>>"correct" thing to do in said situation?
>>>
>>>-Tom
>>
>>
>>Maybe it isn't a linear relationship between all the terms???
>
>You don't have to have linear relationships to multiply by 0.75.

retry your math.  If you multiply an input to a non-linear (say exponential)
function by .75, you are doing something drastically different than if you
multiply the output by .75.

In my case, there is no way to multiply the _output_ by .75.



>
>Even if you used a fixed amount of time per move when ponder=off, wouldn't that
>be better than the current situation?

No...  because I happen to like the way things work in the normal case.  IE
time overflows to handle fail-lows.  I use (sometimes) a lot of extra time to
finish searching the current move when time runs out, just to be sure I am not
about to change my mind.  I don't know whether others do some of those things
or not, but I believe that they are all useful.  And stopping after N seconds
defeats every one of them.




>
>I'm just saying, there has to be something quick and dirty that you can do so
>that Crafty isn't horribly crippled when people run ponder=off tests.
>
>-Tom


I don't think it is "horribly crippled".  Just "crippled".  In ways I
understand, but don't want to waste the time fixing.  Too much depends on
saving some time with pondering.  Turning it off would be doable, but a lot
of testing and modification would be needed to fix all the holes doing that
creates.  I barely have enough time to work on the program as is, and I would
much rather work on the Beowulf search than spend time tuning something I don't
and won't ever use...

If you are rich, money is no object.  In this case, time is money and I am
nearly broke.  I watch _every_ penny (minute) of time I spend since I have so
little of it nowadays..






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