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Subject: Re: question about fixing the time management of movei

Author: Robert Hyatt

Date: 13:08:32 07/27/04

Go up one level in this thread


On July 27, 2004 at 15:25:46, Sune Fischer wrote:

>On July 27, 2004 at 15:03:30, Robert Hyatt wrote:
>
>>On July 27, 2004 at 14:43:06, Sune Fischer wrote:
>>
>>>On July 27, 2004 at 13:33:40, Robert Hyatt wrote:
>>>
>>>>On July 27, 2004 at 09:42:46, Sune Fischer wrote:
>>>>
>>>>>On July 27, 2004 at 09:33:13, Anthony Cozzie wrote:
>>>>>
>>>>>>On July 27, 2004 at 03:18:50, Sune Fischer wrote:
>>>>>>
>>>>>>>On July 25, 2004 at 22:01:31, Robert Hyatt wrote:
>>>>>>>
>>>>>>>>Bad idea.  Start the next iteration even if you don't think you will have time
>>>>>>>>to finish it.  You might fail low.  Wouldn't that be nice to know?  :)
>>>>>>>
>>>>>>>This may or may not be a good idea.
>>>>>>>
>>>>>>>I think if it is a good idea, then you should always try and search the next
>>>>>>>iteration for a short time to see if you get a quick fail-low.
>>>>>>>
>>>>>>>On the other hand, if it is a bad idea it is better to save the time that will
>>>>>>>probably be wasted anyway.
>>>>>>>
>>>>>>>From what I can tell you propose to do a mixture, i.e. to use extra time if the
>>>>>>>time manager tells you to?
>>>>>>>
>>>>>>>I really doubt this is the best way, because it will be extremely random when
>>>>>>>you get to begin the next ply.
>>>>>>>
>>>>>>>-S.
>>>>>>
>>>>>>It seems you have 3 options here:
>>>>>>
>>>>>>Optimism: Hope that a move you haven't searched yet will fail high; terminate
>>>>>>after searching all moves.
>>>>>>
>>>>>>Pessimism: Make sure that the move you want to play won't fail low: terminate
>>>>>>after searching the first move.
>>>>>>
>>>>>>Don't Care:  Just exit whenever time runs out ;)
>>>>>
>>>>>I think you have more choices, e.g. search the next ply, when time is about to
>>>>>run out, with a null window around the fail-low bound.
>>>>
>>>>I don't think any of that is reasonable.  I have seen searches where the first
>>>>move takes 1 second to resolve a true score.  I have seen searches where the
>>>>first move will talk almost forever to resolve the score.  KISS is a good idea
>>>>here, IMHO.
>>>
>>>...which is why you shouldn't try and resolve the score. :)
>>
>>How is that KISS?  IE I +normally+ try to resolve the score, so why change what
>>is the normal case???  For a special case that is not particulary significant.
>
>Because you could normally save 20% of your time?!
>
>Only way to know is to try it, I can only say it works for me :)

How do you save _anything_??  By stopping early?  I'd just as soon continue the
search, run out of time, make the move, and pick back up at the point of
interruption by hashing...

I _never_ want to stop early.  Every second I spend beyond "early" is a second
invested to detect tactical problems not yet noticed...


>
>>
>>>
>>>>>
>>>>>Just to assert as quickly as possible that it doesn't fail horribly low.
>>>>>
>>>>>Little sense in trying to resolve an exact score for the next ply if you only
>>>>>15% time left.
>>>>
>>>>
>>>>Often that is more than enough time to resolve the score.
>>>
>>>I think 15% is rarely enough time.
>>
>>
>>100 seconds per move.  15% is 15 seconds.  For the first N iterations that is
>>more than enough time.  How to accurately predict when you are starting the
>>_last_ iteration?
>
>Well, e.g. compare time remaining with the time spent on the last iteration, use
> a bit of logic and you might eventually get there... :)
>

Again, been there, done that, got the T-shirt.  Odd/even effects.  I can show
you searches where iteration N+1 takes 1/2 the time of iteration N, because N
changed its mind too often.  Feel free to use what you want, of course.  I
simply use what experience says (to me) produces the best results.  When I see
something I don't like, I fix it or live with it depending.






>
>>>
>>>If the whole last ply took 70% and the first move on the last ply took 60%, then
>>>you can probably expect to use about twice that, i.e. 120% time, to resolve the
>>>score on the first move.
>>>
>>>That's pretty hopeless unless something dramatic happens.
>>>
>>>-S.
>>
>>Try fine 70 for a quick counter-example...
>
>Howso?
>
>-S.



Run it.  Compare the times.  it is one of many such positions where the first
move doesn't always take 90% of the total time.  Particularly when the branching
factor drops as low as it does for fine 70.  And then there is the odd/even
problem where sometimes odd or even iterations take _way_ longer than the
previous iteration, wrecking that percentage calculation you mentioned above...




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