Author: Peter Fendrich
Date: 09:36:36 09/04/00
Go up one level in this thread
On September 04, 2000 at 02:21:31, Steffen Jakob wrote: >On September 04, 2000 at 00:37:36, Robert Hyatt wrote: > >>On September 03, 2000 at 23:06:57, stuart taylor wrote: >> >>>On September 03, 2000 at 22:44:16, Robert Hyatt wrote: >>> >>>>On September 03, 2000 at 22:36:41, William Bryant wrote: >>>> >>>>>I/m working on my time allocation to improve my program's play. >>>>> >>>>>Given a time increment of Game/Unit_Time (or Game/Unit_Time + Increment per >>>>>move), how do you allocate the Unit_Time among individual searches? >>>>> >>>>>At present I'm doing the following. >>>>> >>>>>1. In the opening, (when out of book), I'm allocating 1/64th of the time left >>>>>for a search (time_left>>6). >>>>> >>>>>2. When past move 16, I change this to 1/32nd of the time left (time_left>>5). >>>>> >>>>>3. If I fail low at the root, I will allocate up to an additional 5x the initial >>>>>time to resolve the fail low. It may take less, but this is the limit. >>>>> >>>>>Any thoughts, comments, suggestions or discussion would be appreciated. >>>>> >>>>>William >>>>>wbryant@ix.netcom.com >>>> >>>> >>>>I use a simple apporach for "level X Y" games on ICC. My target time is >>>>always X/25+Y (x=time left on clock, y=increment). >>> >>>Hiarcs 7.00 (at any rate. 7.01 is the same, and I think 7.32 is too). allocates >>>very intelligently when losing, I think. The more the evaluation drops, the more >>>it searches deeper. Until it is just too much time. But when winning, it is too >>>confident. It doesn't use most of its clock time. It can sometimes even fail >>>high prematurely, and only on next move, fail low. >>>S.Taylor >> >> >>Crafty has always done that, as does most programs nowadays. IE if the score >>drops significantly, it won't move in the normal target time limit, but will >>continue to search longer to try to solve the problem it has just seen... > >I don't only search longer when the score drops but also if the score gets >BETTER a lot. I do this to avoid falling into traps. I implemented this feature >long time ago after a game Hossa vs Diep where Diep gave away two rooks for a >mate attack. Hossa was very happy to grab all the material and realized too late >that he was in big trouble. > >The idea behind extending the time when the score jumps high is that you win >anyway if this score is correct and that you might escape if it was a trap. IMHO >this is a good feature especially for slow searchers like Hossa which get >outsearched very often. > >Another trick I do: if the score is between 0.7 and 2.8 I search longer. Here is >the idea that these are often positions where a winning shot can be found if you >search deep enough. Again this is especially good for slow searchers. > >Best wishes, >Steffen. Does that mean that you always allocate more time??? Just kidding ;) But seriously, don't you have to search very fast in all other cases in order to earn enough extra time to allocate in these cases? //Peter
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