Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: Leiden depressions

Author: Thomas Mayer

Date: 21:06:14 11/03/01

Go up one level in this thread


Hi Bas,

> Against Diep Winboard's clock was slightly out of sync with the real clock.
> Don't ever let that happen! Amazing how fast the difference grows and you
> CAN'T adjust the clock in Winboard. A couple of minutes difference is
> *deadly*. And, though it is allowed to adjust the engine clock, apparently it
> is not allowed to restart Winboard+engine with a corrected time. Vincent was
> the first to point that out to the tournament directors. "Not allowed! If I
> can't restart my engine for table bases, HE can't bla bla bla..." (Tao +0.90
> Diep +0.001 but drawish IMO). Whatever I would have done in this situation,
> *not* this pityful "no no, not allowed!". The 30 nullmoves from Diep that
> followed to push Tao through the flag I can forgive, but not the "nono".

That's why I do it a little bit different for tournaments in Quark.
Tournamenttimecontrols in Quark are hard coded, but need anyway the time
information of Winboard.

That's how it work:
I set Winboard always to the full time, e.g. in Leiden to 90 minutes (if there
is a cut somewhere, it is hardcoded, that Quark must play the first 40 moves in
xx minutes)
Now what is Quark doing ? There is a setable variable in its ini file, called
operatortime - a good value for this is 12. Internally it had a correction time,
this grows each move (move, not half move) about this value.
When it gets the winboard-time, it substracts the correction time from the
winboard-time and has now a prediction about what is on the clock.
Before every move, the engine writes something to the the .debug - file: Time
from Winboard, Correction time, Time it thinks must be on the clock. I check the
.debug file through game with the tail-utility. (Works fine under NT/2000/XP)
Because the opening moves are played without clock you get initially a quite
nice bonus which you can add later - there are 2 commands in Quark to correct
the internal correction time by a value, so when Quark thinks it has to much
time on clock then I must add something to the correction time, else I can
substract something. If the game will be very long, you must change the
operatortime later in the game... (But thats only interesting, when you have
much over 100 moves) - a quite playable value is 6-8 seconds if your
concentration is high enough.
With that system I was so far NEVER in time troubles, and I have always an
overview what Quark thinks what is on the real clock, so it's easy to correct.
Oh, only once I had a time problem - Vincent did not tell me, that he has moved
already and my clock runs for about 10 minutes without that I know it... But I
correct internal time and didn't miss the cut at all - I spent one minute on the
idea to miss the cut anyway, because I was very unhappy about the game, but that
wouldn't be very sportsmanlike... a "no, no" is also not very sportsmanlike... I
would understand this from commercial programs - they fight for every point and
every point is money - but from amateurs ? Well... How about pushing the
reset-button by accident to have a crash ??? :)

Greets, Thomas

P.S.: You can test that with the v1.50 of Quark on my homepage, Leiden-System
would be tournamentmode blitz (which means just sudden death) and operatortime
12... now start winboard with /debug and load the engine, set complete time for
game to 90 minutes and control the winboard.debug - you will see the info given
by Quark. With Alt-1 you can send commands to your engine, the commands for
adjusting clock in tournamentmode are: adjust+time <x> - adds x seconds to the
correction time, adjust-time <x> - substract x seconds from the correction time
and last command: operatortime <x> - sets operatortime to x seconds... with
those commands an easy adjustment can be made...



This page took 0.02 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.