Author: Robert Hyatt
Date: 11:51:13 11/05/01
Go up one level in this thread
On November 05, 2001 at 01:30:40, Christophe Theron wrote: >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 ??? :) > > > >I have never seen a commercial programmer behave in the way you describe. Can >you mention one? > >It's not about being commercial anyway, it's about being a gentleman. > > > > Christophe Jan Louman
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