Author: Ralph E. Carter
Date: 15:39:42 10/23/98
Go up one level in this thread
On October 22, 1998 at 23:16:23, Komputer Korner wrote: >On October 22, 1998 at 02:52:15, Ed Schröder wrote: > >>>Rebel 10 under Windows 95. >>>PII 300, 28 Megs hash >>>Game in 5 minutes. >>>All defaults. No EOC. >>>I am 1700 ICC blitz. >> >>>! I reached an easily drawn rook and pawn ending against Rebel 10 ! >> >>>Then, as I moved my king back and forth, it gradually ran out of time. >>>Is this right? Surely it should be able to move almost instantly. >> >>It does move instantly when having less than 30 seconds on the clock. >> >>>I have lost the game score. It was 128 moves long. >> >>Congrats :-) >> >>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 - >> >>>According to testing, it is performing as expected, otherwise. > >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. 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. 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. 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 1. It is absurd to claim that THE Ed Schroder does not have his time allocation code right after all of these years. If this were the case, he could rip-off the Crafty code! 2. The higher goal is to simulate the best human play. So, in blitz, to move at the speed of a fast human is the IDEAL. 3. For blitz training, time scrambles should be realistic! 4. I didn't know HIARCS does this too. This is another plus for HIARCS. 5. It is a common opinion that Rebel and HIARCS feature very human-like play. This is one small part of that.
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