Computer Chess Club Archives


Search

Terms

Messages

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

Author: José Carlos

Date: 07:23:20 01/14/04

Go up one level in this thread


On January 14, 2004 at 04:37:15, Uri Blass wrote:

>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

  I used to play 30 0 in the past. Then I saw some losses on time in the last
second when my engine printed in its log file that it still had some small
fraction of second remaining. It could be a bad measuring by my engine or the
GUI communication delay, but when  added 1 second per move, these things didn't
happen anymore. I also thought about telling the engine that there's always one
second less than really there is, but I didn't want to waste a second.

  José C.



This page took 0 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.