Author: Robert Hyatt
Date: 07:24:23 07/30/04
Go up one level in this thread
On July 29, 2004 at 19:32:37, Sune Fischer wrote: >On July 29, 2004 at 19:06:40, Uri Blass wrote: > >>On July 29, 2004 at 18:56:12, Sune Fischer wrote: >> >>>On July 28, 2004 at 17:39:14, Robert Hyatt wrote: >>> >>>>I should add that I fudge near time controls anyway. IE when I get close, I >>>>won't try to burn off my saved time. I just let it carry over to the next T/C >>>>to help there. IE there is no sense in burning 30 minutes on move 40... >>> >>>I don't have that fudge. >>> >>>If that fudge was needed I'd say something was wrong with the time manager, why >>>else would one want to save up that much time in the first place? >>> >>>-S. >> >>correct pondering and easy moves. > >All this is scaled with the available time in my engine, easy moves takes a >certain percentage of normal moves, and with a lot of time left pondering will >not be a full hit only sort of a half hit. I'd need to keep searching even on a >ponder hit. > >>It is also logical to save time in the first place for other reasons. >> >>Imagine that you have time control of 2 hours/40 moves+1 minute for the rest of >>the game. > >Ok that makes sense actually. > >>Is it logical to use almost all the 2 hours for the first 40 moves and to get to >>a serious time trouble or maybe it is better to save 30 minutes so you can use >>them after move 40? > >I think Bob would have problems anyway, because he said he only looked at it >when he got close. > >You'd need to consider this almost from the beginning of the game if you don't >want to burn too much time in the opening. I do this from move 1. I just consider the _next_ time control as well, as I really don't want a distinct "boundary" where I am searching for X seconds on move N, but some small fraction of X seconds on move N+1 just past the time control. That's asking for trouble... > >However, I think neither me or Bob have or should spend time developing advanced >algorithms for something which is as silly as that :) > >-S.
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