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Subject: Re: [OT] Question about time allocation when limited moves available

Author: Georg v. Zimmermann

Date: 03:18:56 12/01/03

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I think one point often forgotten in this context is that if you delay a
"simple" move too long, you give your opponent a free 100% pondering, which
might often then result of an instant move of the *opponent*.

Georg



On December 01, 2003 at 03:23:06, Roberto Nerici wrote:

>Apologies for the off topic post :-)
>
>I'm implementing some basic time handling code at the moment. I've found a few
>bits on how to decide how long to think, some in threads here, some in some
>books I've got. Something I haven't seen is how/whether to modify the allocated
>time based on the number of moves available to choose from.
>
>It's obvious that if you only have one valid move you can make you just make
>that move instantly. I've got my engine to handle that. However, what if there
>are two moves to choose between? In a mid-game position where perhaps there is a
>check involved, there might be only two available moves and one is much better
>than the other. Does anybody's engine try to handle such a situation as a
>special case? I've got my engine to compare the scores of the two moves and if
>at the first check time (the point when my engine decides if it's searched
>enough or should carry on) there is a large difference, it picks the higher
>scoring move. However, I wonder if this is too risky, and of course there is the
>question of how "large" the "large difference" should be.
>
>Thanks for any thoughts on the matter
>Roberto/.
>
>PS: you can all now get back to long, tedious hardware threads, attacking the
>ICGA, etc :-)



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