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Subject: Re: Engines for Extremely Fast Bullet Chess Feasible?

Author: Angrim

Date: 18:25:25 01/15/04

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On January 15, 2004 at 16:09:14, Bob Durrett wrote:

>
>In another thread there was some discussion of what happens in a chess engine
>when the sudden death deadline approaches and the engine must move very fast.
>
>The impression I got from that discussion is that the engine simply does not
>work as intended because chess programmers assume, perhaps subconsciously, that
>there will be enough time for the intended computations.  When there is not
>enough time the programmer's intentions are thwarted.
>
>I wonder whether or not any engines have been designed to perform differently in
>such situations where time has almost run out.
>
>Perhaps of more interest is the question:  "How would an engine designed to play
>extremely fast chess differ from normal engines?"

No endgame tables(a single disk access can take longer than the entire
search should) and much finer timer granularity.

>An artificial special case of practical interest would be where the engine's
>opponent were given several minutes per move but the engine given only a couple
>of seconds per move and pondering off.
>
>Bob D.

"a couple of seconds per move" is NOT extremely fast, the case that gets
hard is when the engine has a fraction of a second per move.
At that speed, things like timer accuracy that don't matter at normal
speeds become vital.  For instance if your goal time is 1/9 of a second,
and you have a timer function that checks if your time is up every 1/10
of a second, you might end up spending 2/10 of a second on the move which
is much more than your goal time.  Or if you are pondering and only check
for input every 1/10 of a second, you might not know that the opponent
had moved and it is now your turn to move till your time goal is mostly
used up.

Another example of a "Extremely Fast Bullet" problem is that I don't
even start to check how much time I have left till I have finished the
first 3 ply deep search.  I had to lower this to 2 ply deep for crazyhouse
chess because I was sometimes taking long enough to finish 3 ply deep
that I could lose on time in games without increment.

Angrim



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