Author: Uri Blass
Date: 09:36:17 06/12/03
Go up one level in this thread
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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