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Subject: Re: typical: a sensation happens and nobody here registers it !

Author: Enrique Irazoqui

Date: 14:06:38 10/16/00

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On October 16, 2000 at 15:38:56, Robert Hyatt wrote:

>On October 16, 2000 at 14:05:52, Chessfun wrote:
>
>>On October 16, 2000 at 00:53:06, Robert Hyatt wrote:
>>
>>>My take:  let's wait until the thing is released and see how it does.  Without
>>>beta testers that exert a bit of influence over the program's time allocation
>>>and book choices.
>>
>>
>>Can you prove this statement please;
>>
>>There are no beta testers who exert any influence over book choice or
>>time allocation. The program runs automatically on the server, the book
>>is set.
>>
>>Sarah.
>
>
>I base it on the following.  I have played multiple gambit tiger clones.  They
>are reasonably predictable in their time usage.  With a "couple" of beta
>testers, the thing will go into a "deep think" that is _far_ longer than the
>time one would expect for a move.  IE it moves consistently at 30-50 seconds per
>move, then takes 10 minutes.  In a position where it did _not_ fail low.  I
>believe that the operator simply wants to give it a chance to find something
>that may (or may not) be there.
>
>It is my opinion, with no proof of course.  But it is _very_ common with _all_
>engines.  ChessPartner makes it trivial for the operator to influence things.
>I can do it with xboard if I thought that I somehow might know more about when
>to spent more time than Crafty does...
>
>As far as proof, simply play a few fully automatic games at (say) 30 30 or
>whatever time control you like, and then check the times.  See if you see any
>case where it takes more than 10x the normal time per move, when the score did
>_not_ drop _or_ rise during that search.  If you find such cases, I will
>certainly retract my statement.  But in watching so many games of late, it
>is obvious that something goes on "from time to time".  IE I see most programs
>taking 2x-3x on fail lows.  And sometimes for other reasons.  But not 10x or
>longer.

I have seen it often enough, mostly under panic, but not always. Assuming that
auto232 and automatic FICS are similar, you will see these 10x and bigger from
time to time. The longest I have seen was almost 16x, but I don't remember if it
was in panic time.

When starting an auto232 match in DOS, it is good to set the /t parameter
(timeout) to at least 10x, or else too many games will be terminated before they
should. SSDF people can confirm.

Enrique

>IE I would certainly like to do the same if that is the way games are to be
>played. When I say Crafty is "automatic" I mean _automatic".  It does
>_everything_ by itself, completely.



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