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Subject: Re: Rebel 10 lost on time

Author: Ed Schröder

Date: 23:38:41 10/22/98

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>>Rebel on any (short) blitz level may lose on time. If you are able to keep a
>>game for more than 100 moves there should be a little (possible) reward.
>>This behavior (losing on clock) is very human alike. It's done deliberately.
>>
>>You will not have that pleasure on any tournament level :-)
>>
>>- Ed -

>That doesn't make any sense Ed. I know that Hiarcs 6 does the same thing, but I
>think that you are joking on this one.

Aha.

>Giving the user a bonus for lasting 100 moves doesn't do anything for the
>user's pride or chess.

> The real reason is that doing the proper time allocation code for very fast
>games is more complicated and thus it is low on your priorities.

You seem to know a lot about me.

>It would be impossible for a human to manage his time as well as the
>computer anyway. It would only be possible if there were different time
>controls for each side, and why would a user take pride in this if he had a
>handicap in time to begin with?.

>Therefore a computer should never lose on time and I consider it a bug.

A bug?

I thought I said I do this on purpose?

See above.


>If you want to have the computer to be able to lose on time, at least give the
>user the option of invoking this during settings.

>--
>Komputer Korner


Why should a computer not lose on time? I fail to see that.

Sure, on tournament time level Rebel will never lose on time but on (lower)
blitz levels why not?

It's the same principal as Rebel's quick re-capture algorithm. It sometimes
will not produce the best move but why bother people with a computer that
takes 10 minutes for an easy re-capture. Instead of that I prefer to take a
little risk meaning play that re-capture quick by all means.

Same as with blitz. Losing on time is very normal. It would be easy to fix.
I leave it there because I like what I see in these games.

- Ed -



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