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Subject: Re: Crafty time handling problem?

Author: Uri Blass

Date: 05:37:37 12/21/01

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On December 21, 2001 at 05:49:43, David Rasmussen wrote:

>On December 21, 2001 at 00:11:31, Robert Hyatt wrote:
>
>>On December 20, 2001 at 17:57:35, David Rasmussen wrote:
>>
>>>On December 20, 2001 at 14:44:18, Robert Hyatt wrote:
>>>
>>>>
>>>>Because it _assumes_ it will save time here and there by "pondering" correctly
>>>>and it adjusts the time target for each move based on this assumption.  But
>>>>the assumption is _wrong_ since it isn't pondering at all.  The time allocation
>>>>for ponder=off simply needs more tuning.  But I don't _ever_ play serious games
>>>>with ponder=off so I never test or tune for that...
>>>
>>>I can understand that you get bad time allocation, without pondering, that is,
>>>too much time is used on a move, or not enough, but to actually lose on time, is
>>>another matter. But I see your point.
>>>
>>>/David
>>
>>
>>I can't see how crafty can _ever_ lose on time.  At least under an O/S with
>
>No, that was what I was saying. But that was what Jouni Uski was seeing. And you
>seemed to say "with ponder off, it _can_ lose on time", and now you're saying
>(like me) "even with ponder off, it cannot lose on time". I'm confused.
>
>>
>>My "stress test" for unix is to play "game in 1 second" games.  (you have to
>>hack xboard to support this, or else you can try game in 1 minute which is also
>>a tough test).
>
>Why do you have to hack xboard? Can't you just make an incremented game with 0
>increment and 0:01 minute ? Works for me.
>
>/David

It means game in 1 minute and the test that Bob talked about was game in 1
second.

Uri



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