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Subject: Re: I still don't get it: time increment, why?

Author: Uri Blass

Date: 01:37:15 01/14/04

Go up one level in this thread


On January 14, 2004 at 04:35:51, Uri Blass wrote:

>On January 14, 2004 at 04:06:47, José Carlos wrote:
>
>>On January 14, 2004 at 03:24:10, Jouni Uski wrote:
>>
>>>Many testers (specially in Germany) play their test games with x basic minutes +
>>>y seconds increment. What is the benefit of this kind of hydrid level really?
>>>I still prefer to play x moves in y minutes . Of course reason for increment is
>>>to make time losses almost impossible, but this is wrong way I think. If engine
>>>loses on time it's engines own fault and should punish for that end of
>>>discussion! With x/n You can count tournament time by estimating around 70 moves
>>>in each game.
>>>
>>>Alternatively You can of course play game in x minutes but still no increment
>>>needed.
>>>
>>>Jouni
>>
>>  I can't speak for others, but I like to use 1 second increment because Arena
>>(doesn't happen to winboard) eats a small time fraction in communicating with
>>the engines. In case of a loss on time, I don't want to need to investigate if
>>Arena or the engine was guilty.
>>
>>  José C.
>
>I do not see how it helps.
>
>There is always time when adding 1/100 seconds mean losing on time.
>If the interface use that 1/100 second then it means that the engine may lose on
>time because of the interface.
>
>If you are afraid of time trouble when the engine cannot avoid losing on time(I
>cannot avoid losing on time in 1 second per game if the interface add 0.1
>seconds for every move) then x minutes/y moves is a good solution and you do not
>need the increasment.
>
>Uri
To be more correct
I mean when the interface steal 0.1 seconds from the engines

Uri



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