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Subject: Re: simple time management??

Author: Uri Blass

Date: 09:36:17 06/12/03

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On June 12, 2003 at 12:25:06, Christophe Drieu wrote:

>On June 12, 2003 at 08:43:02, Magoo wrote:
>
>>Hi, my engine MiniMardi is doing well!! playing good at a fixed depth = 4.
>>Now i've added time management that seems to work (i think), but i wonder how
>>other newbie engines do this? My method is: if game has increment,
>>allocated_time = inc + time, where time = time_left/speed. Speed is set so that
>>if time_left > time_opponent, speed++, else speed--. (to match the opponent).
>>This method works well for slow games, but in bullet (1 0) this method doesn't
>>work so well, the speed variable takes "moves to update", so this means the
>>engine after about move 30, has <10 sec left. To fix this i use a special case
>>to detect the game is bullet, but of course, i dont want to this for ALL
>>different time controls (3 0, 5 0 etc..).
>
>In T.rex i use :
>
>allocated_time =
>(time_left/(Max_moves_in_game-Moves_from_beginning_of_the_game))+inc
>
>With Max_moves_in_game=60


It means that when
Moves_from_beginning_of_the_game=60 you have an error of division by 0.

Uri



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