Author: Sune Fischer
Date: 13:50:13 07/17/02
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On July 17, 2002 at 15:58:24, Dann Corbit wrote: >On July 17, 2002 at 15:29:46, Uri Blass wrote: >[snip] >>The nonsense is mainly not because of the fact that you shrinked the clock but >>because of the fact that some program suck at very fast time control because >>they were not designed to play it(for example a program may count time in >>seconds and play immediately in 15 seconds per game). > >Where were they designed to play? Without the source code, we have no idea. >With the source code, we will have to carefully study it to find out. Where >(exactly) is the transition point where programs are all designed to play well? >Does anyone know where it is? I don't know how the commercial programs are made, but the object is simple: given X seconds to search, find the best move. I do not see a reason to implement different algorithms for different values of X. X alone is not enough either, you need the speed of the computer, for if the computer is twice as fast, the time is equivalent to 2X seconds on the slower computer. The search might also get stopped by some interrupt, at any time! So I don't believe the search is very dependent on X, simply because it would be a very bad optimization on slower hardware. -S. >>It does not contradict the fact that you can use time control of 15 second per >>game to test changes in the program if you expect them to help at all time >>controls and you have no bugs that prevent the program to search even to depth 1 >>at 15 seconds per game. > >The purpose of the fast games was along those lines. I do not ever plan to do >anything with those games except make demonstrations of how bad they are. I >only wanted to find out which engines were stable, did not emit illegal moves, >did not crash, etc. > >By a stress test of many thousands of games we can discover the answer much more >quickly. > >However, the quality of the chess produced is somewhat less than stellar. > >As you noticed, no brilliancy prizes are to be awarded here.
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