Author: Robert Hyatt
Date: 08:33:18 10/29/02
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On October 28, 2002 at 12:57:09, Gian-Carlo Pascutto wrote: >On October 28, 2002 at 12:56:16, Robert Hyatt wrote: > >>It can actually happen, because the resolution of the clock is finite, and with >>enough >>moves in a game, a program can simply get into trouble. IE if you do things >>like >>learning and so forth, those take a small amount of time. if you get down to >>where >>you want to use say one millisecond per move, the learning might cause you to >>overstep >>that. >> >>it shouldn't happen often, but in sudden-death it can happen... > >Disable learning and so on when time gets low. > >-- >GCP There are also other things that cause the same problems. Learning was just an example. Particularly the point where your target time is shorter than the timer resolution on the machine in question.
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