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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