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Subject: Re: Leiden depressions

Author: Tony Werten

Date: 01:27:35 11/05/01

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On November 04, 2001 at 00:06:14, Thomas Mayer wrote:

>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 ??? :)

After the match I had a beer with Bas and we went over the possibilities. Bas
doesn't have a special crashbutton so the only option we could think about was
accidently hitting CTRL-F4, but that probabely would have been to obvious.

Accidently tripping over the electrical wire and removing the plug from the
electricity wasn't an option since TAO played on a laptop :(

Tony

>
>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...



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