Computer Chess Club Archives


Search

Terms

Messages

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

Author: Robert Hyatt

Date: 21:04:33 01/14/04

Go up one level in this thread


On January 14, 2004 at 18:10:50, Jeroen van Dorp wrote:

>>I'm not sure what you mean.  I've _always_ maintained that the best long-game
>>engine is not necessarily the best short-game engine.  It is _possible_ that
>>is true, but it is not guaranteed.  So taking a long game and reducing it to
>>milliseconds-per-move at the end can change the result and skew the overall
>>outcome.  Or just turn it into a coin-flip as to who makes the first mistake
>>and actually suffers for it.
>
>The thought doesn't go that deep :)
>It might be that you're just testing time management. It is true that an engine
>can return nonsense in a millisecond if it has to. However I feel that the true
>strenght of an engine is first of all the ability to find a correct solution,
>secondly to find it in the shortest time span, and thirdly to find it in the
>time alotted. I.e. there's a hierarchy in determining what makes an engine
>"best".
>
>J.

At ultra-fast time controls, serendipity wins more games than it should.

That was why I suspected that increments are popular, nobody gets into a wild
time-scramble.  Or one program doesn't get into a lucky ponder-cycle and save
enough time to put the opponent into a fast blitz mode at a fraction of a second
per move.



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.