Author: Pete Galati
Date: 18:29:30 03/17/01
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On March 17, 2001 at 21:02:43, Robert Hyatt wrote: >On March 17, 2001 at 18:43:38, Chessfun wrote: > >>http://www.andreas-schwartmann.de/deepfritz/ >> >>Deep spent 1:16:38 on move 28. Bd6 >>The allocated time is one hour per move. >> >>Should I claim forfeit...any ideas?. :-) >> >>Sarah. > > >I think it is _very_ hard to make/expect an engine to make a move in _exactly_ >the length of time you want. I don't like games played like this for one main >reason: In crafty, if the time control is X/Y, (X moves in Y minutes) then it >will "average" Y/X minutes per move. But if it sees trouble, it can used much >more and then make this up later. If you use the st=N command in Crafty, this >defeats the ability to use more time when in trouble, which seems wrong when you >think about it. > >Don't know about DF, but I would not be concerned about it going over a bit, >since this is an abnormal way to play a game... I kind of like to see this way of running a game as a bit of a trade off. Since you're giving each program an IMO abnormal amount of time to search each position, I don't see much problem giving up normal time controls that are built into the programs, even though they're a very important part of the normal operation of the program. And if you'd run the game on a server to maintain normal time controls of the program, I'm not sure how reasonable it would be to expect a Chess server to remain uninterupted for such extended periods of time, because if you figured a time control to allow an average of one hour per move, and the game went for 60 moves, we'd be talking about needing the server to run for 5 days uninterupted. I don't know if that's a posibility or not. Pete
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