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Subject: Re: Isn't it an easy case?

Author: Robert Hyatt

Date: 17:56:07 12/02/03

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On December 02, 2003 at 11:37:08, Bob Durrett wrote:

>On December 01, 2003 at 22:14:19, Robert Hyatt wrote:
>
>>On December 01, 2003 at 19:20:35, Bob Durrett wrote:
>>
>>>On December 01, 2003 at 12:39:13, Robert Hyatt wrote:
>>>
>>>>On December 01, 2003 at 11:41:56, Bob Durrett wrote:
>>>>
>>>>>On December 01, 2003 at 11:30:54, Robert Hyatt wrote:
>>>>>
>>>>>>On December 01, 2003 at 11:23:09, Bob Durrett wrote:
>>>>>>
>>>>>>>On December 01, 2003 at 11:00:16, Sven Reichard wrote:
>>>>>>>
>>>>>>>>On December 01, 2003 at 10:17:16, Robert Hyatt wrote:
>>>>>>>>>
>>>>>>>>>The operator made the decision to play on.  But the operator is _not_ allowed
>>>>>>>>>to make _any_ decisions while a game is in progress, as per the rules.
>>>>>>>>>Therefore this reasoning simply is unsound because it is based on rules that
>>>>>>>>>were not in effect.  The operator is passive.  He _always_ has been passive,
>>>>>>>>>at least when we go by the rules in force for these events.
>>>>>>>>>
>>>>>>>>
>>>>>>>>If he is always passive, I don't see the point of having an operator. Most
>>>>>>>>programs run on all-purpose hardware (maybe enhanced by some additional
>>>>>>>>circuits) with networking capabilities. Why not have the opponents communicate
>>>>>>>>directly, using a standard interface like xboard or UCI, maybe relayed via an
>>>>>>>>arbiter program? Then they can decide for themselves whether to offer or claim a
>>>>>>>>draw.
>>>>>>>>
>>>>>>>>If the GUI makes decisions for the engine, the combination GUI/engine should be
>>>>>>>>considered the competitor.
>>>>>>>>
>>>>>>>>Sven.
>>>>>>>
>>>>>>>My understand is that the operator is there for a good reason similar to why a
>>>>>>>wise tournament director must be there.  Chess computer tournaments are still
>>>>>>>evolving and humans need to be there to correct for errors or oversights of the
>>>>>>>programmers.
>>>>>>
>>>>>>Crafty has played over 1 million games on chess servers with no problems.  We
>>>>>>want the operators there in case there is a network issue that causes a
>>>>>>disconnect, or a hardware problem that might require a reboot (very rare), and
>>>>>>to discuss things with other programmers.  We don't need operators to handle
>>>>>>normal "problems" as they simply don't happen.
>>>>>
>>>>>Please forgive me for saying this, but:  "In all due respect, playing your
>>>>>engine on a chess server is simply not the same thing as playing in a chess
>>>>>computer tournament.  You might use similar technology but there are significant
>>>>>differences in the two situations."
>>>>>
>>>>>Bob D.
>>>>
>>>>And what would those differences be?  FIDE has had events on the net.  CCT
>>>>is a computer chess tournament that works just fine on the internet.  The
>>>>main difference is that there are no "operator errors" to contend with because
>>>>there are no "operators".
>>>
>>>The two examples you cite are tournaments.  When you said "Crafty has played
>>>over 1 million games on chess servers with no problems." I did not think you
>>>were talking about tournaments.  The non-tournament automated use of chess
>>>computers at ICC is a different application from a tournament application.
>>>
>>>Bob D.
>>
>>
>>
>>Perhaps I am just dense, but I don't see how.  The first two years crafty
>>was on ICC, it played in 1-2 human tournaments _every day_.  All it needed
>>was for someone to match it, or for me to tell it to match someone, and
>>away it went, with absolutely no problems of any kind...
>>
>>
>>
>>>
>>>>
>>>>The server is the final arbiter with respect to time, draws, wins and losses.
>>>>
>>>>
>>>>>
>>>>>>
>>>>>>>  When the available rule set fails to properly cover a new
>>>>>>>situation, humans must get involved.  Hopefully, their actions will be
>>>>>>>reasonable.  [Throwing a draw away would not be reasonable.]
>>>>>>>
>>>>>>>Bob D.
>
>I believe your main point is quite valid.  Computer tournaments of the future
>should be automated.  If it is possible to anticipate every possible
>eventuality, and to automate the appropriate corrective actions, then it should
>be done.  After much experience, the software should be extremely mature and
>problems minimized.  However, don't forget:  "If something can go wrong, it
>will."  : )
>
>Bob D.

The main problem we had in previous CCT events was disconnects. But ICC takes
care of that automatically, so it isn't a problem at all.  Of course an
engine can have a bug, play an illegal move, or whatever, but it will lose on
time if it doesn't get fixed quickly, making the event flow smoothly.




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