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Subject: Re: Looks like it might be a 3 way ftie for first

Author: Sune Fischer

Date: 03:58:42 01/20/03

Go up one level in this thread


On January 19, 2003 at 23:00:38, Robert Hyatt wrote:

>>>But in any case, blitz games for a standard time control tournament makes
>>>no sense, no matter how you look at it.  If nobody is happy using the
>>>normal sum of opponents scores, which is really pretty useless when you have
>>>too many rounds as we do, then co-champions would be the simplest and most
>>>accurate outcome.
>>
>>
>>But I like the blitz playoffs! Between humans players they're too random, but
>>chess engines get plenty of depth to be able to play some decent chess.
>>
>
>However, an engine can be tuned for blitz or tuned for longer games.  Is it
>fair to have the engine play the main games at a slow time control, then when
>a couple tie, to use a totally different time control?  Does that _really_ show
>which of the two should have won the tournament???

Well there are several reasons to do it, one is simply to find a quick way to
resolve the situation. For all involved it's not ideal to postpone everthing to
the next weekend and play round robin 45 10, again.

Also one could argue, that if the engines are equally good at 45 10, then the
some kind of second order measurement must be done, ie. blitz strength.

>>>Other points to ponder:
>>>
>>>1.  too many rounds.  You really want to have log2(entries) rounds, rounded
>>>up to a integer.  For 48 players, that would be 6 rounds.  The more rounds
>>>held _beyond_ that, the more likely there is to have a log-jam at the top
>>>since the top players can not play each other a second time, and they will
>>>end up playing lower rated players, giving more a chance to join them.

I think the more games the better if you are interested in finding the strongest
engine.
Being strong against weaker engines also count.


>>Also, consider that major swiss events typically have fewer than log2(entries),
>>so even fewer rounds than log2(entries) works.
>
>no doubt at all there.  The ACM events were 4 rounds for years, and the last
>few years were expanded to 5.  The WCCC events were 5 rounds, at least
>through 1989, the last one I played in.
>
>>
>>What I don't like about a small number of rounds is luck is too big a factor. To
>>me, 9 rounds is a kind of minimum. The old WCCC events with just 4 rounds were
>>ridiculous. You might as well draw names out of a hat.

I agree, one minor slip and you are out, error bars off the scale here.

>>This is all why I still like the 5 round double RR idea.
>>
>>
>>>
>>>2.  More time between rounds.  It makes little sense to end a round and 1 minute
>>>later start the next.  Hardly anything started on time, suggesting the start
>>>times were too optimistic.  I'd suggest 2.5 hours per round rather than 2, which
>>>would make it more relaxed.

Yes, that is solving one problem and introducing another: fewer rounds or two
weekends....


>>>3.  If a player is more than 10 minutes late, he forfeits that round, period.
>>>If he is more than 10 minutes late in two rounds, he is kicked out of the
>>>event.

Unless he has a good excuse, like winboard didn't want to connect, GRRRR ;)


>>>It was a fun event, and was well-run, with the mention of the problems
>>>given above...

Outstanding tournament, really fun :)

-S.



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