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Subject: Re: Longer time controls

Author: Robert Hyatt

Date: 18:36:58 04/29/02

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On April 29, 2002 at 18:12:44, martin fierz wrote:

>On April 29, 2002 at 18:05:25, Robert Hyatt wrote:
>
>>On April 29, 2002 at 17:13:31, martin fierz wrote:
>>
>>>On April 29, 2002 at 16:55:45, Robert Hyatt wrote:
>>>
>>>>On April 29, 2002 at 16:15:27, Roy Eassa wrote:
>>>>
>>>>>On April 29, 2002 at 15:50:21, Robert Hyatt wrote:
>>>>>
>>>>>>On April 29, 2002 at 13:56:58, Roy Eassa wrote:
>>>>>>
>>>>>>>
>>>>>>>How do longer time controls affect humans and computers?
>>>>>>>
>>>>>>>For humans, the extra time mainly provides better "debugging" of one's analysis.
>>>>>>> It also gives more chances to find different lines and greater depth, but these
>>>>>>>are quite secondary for human GMs, IMHO.
>>>>>>>
>>>>>>>For computers, better debugging is (almost) not an issue.  They make no tactical
>>>>>>>errors within their horizons.  What the extra time gives computers is mainly
>>>>>>>greater search depth.  But doubling the time does not even add 1 ply usually.
>>>>>>>
>>>>>>>So, which factor makes the bigger difference, GMs getting debugging that's twice
>>>>>>>as good or computers getting less than 1 ply of greater depth?
>>>>>>>
>>>>>>>When GMs lose to computers, it's *almost always* due to insufficient debugging.
>>>>>>>Doubling the time (for example) can make a HUGE difference here.
>>>>>>>
>>>>>>>When computers lose to GMs, it's *occasionally* due to insufficient depth that
>>>>>>>could be cured by doubling the time.
>>>>>>>
>>>>>>>Obviously, both humans and GMs play stronger on an *absolute* scale when given
>>>>>>>more time.  But I think it's most likely that GMs benefit *proportionally* much
>>>>>>>MORE than computers do from the additional time.
>>>>>>
>>>>>>]
>>>>>>It is trivial to test.  play some game/1 game/5 game/15 and game/60 games
>>>>>>vs the same GM.  See what happens.  I already know. :)
>>>>>
>>>>>
>>>>>Trivial?  Maybe YOU have a human GM lying around your house, waiting to do this,
>>>>>but I don't!  ;-)
>>>>
>>>>
>>>>Play such a series of games against _any_ human...  the resulting curve will
>>>>be roughly the same...
>>>
>>>dear bob,
>>>
>>>if you have such numbers, could you please post them? there are people here who
>>>believe in things like "humans get tired if they think for a long time" and
>>>other crazy stuff like that - i have no numbers to disprove their statements,
>>>but i know they are wrong. do me a favor please :-)
>>>
>>>aloha
>>>  martin
>>
>>
>>I don't save 'em...
>>
>>but from experience..
>>
>>Crafty vs a GM
>>
>>at 1 0 will win almost every game
>>
>>at 5 0 will win most games by a big margin but will draw or lose one here
>>and there.
>>
>>at 15 0 will win the majority of the games but will lose a few more and draw
>>several more.
>>
>>at 30 0 will win more than it loses with even more draws thrown in.
>>
>>at 60 0 it might "break even" or do slightly better.
>>
>>The curve is clear.  As you give both more time, the humans do better and
>>better vs the computer.  It has _always_ been this way...  IE when Deep Thought
>>was producing its 2650 over 25 games, IM Mike Valvo played it two games at one
>>move per day and totally trounced it in both, while at blitz he had absolutely
>>no chance and at 40/2hr would have had great trouble holding on to his head...
>>
>>Another way is to check out computer ratings on ICC.  Bullet ratings are always
>>higher then blitz, while blitz ratings are always higher than standard.  Same
>>idea...
>
>hi bob,
>
>thanks for the description. now, if you could only save these numbers for a few
>weeks and post them here, this discussion could be laid to rest :-)
>
>aloha
>  martin


actually it should be possible to "mine" them from the crafty.pgn file on my
ftp server.  It has a ridiculous number of games crafty has played on the
chess servers since it started playing...



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