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Subject: Re: Phhhbt

Author: Robert Hyatt

Date: 11:03:05 04/25/00

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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???

I discovered, by _lots_ of testing (and help by Mike Byrne) that the current
'overflow' values work well with the normal engine setup.  They burn a good
bit of time up front when it is needed, so that as correct predictions save time
later I don't end up in an endgame with a huge time surplus when it isn't
needed.  But when pondering is turned off...  _all_ of these values become
wrong.  And in some games they produce severe time trouble.  In others they have
hardly any noticable effect.

But _any_ effect is too much effect...



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