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

Author: Sune Fischer

Date: 15:31:23 07/30/04

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On July 30, 2004 at 10:19:57, Robert Hyatt 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.
>
>
>You are not paying attention.  I have 30 minutes left on my clock.  I am trying
>to use it, but I keep predicting correctly and not using any.

I am paying attention :)

I just don't do it like that.
The ponder time is dependent on the target time.
If I have a lot of time left my target time will get larger, and it becomes
harder to get a pure ponderhit. More searching will still be needed even after a
ponderhit to burn all the target time.

I choose to do it this way because I want my time management to be independent
of the opponents.

>  As I near the
>time control, it would be easy to try to use _all_ the time.  If you don't have
>this "fudge" then that is what you will do.  And it makes no sense to search
>move 40 for 30 minutes, then drop back to 3 minutes on move 41 since you just
>smoked all your extra time.

That will never happen, time cannot accumulate like that due to the way the
manager works (see above).

>This is _the_ point that you are overlooking.  You can not predict how much time
>you will have left, because you can not predict either (a) how well you will
>predict your opponent's move and (b) how long you will get to search it for
>free.

I assure you I'm not overlooking anything, I can and will control my own time
100%.

Should I move faster just because my opponent does?
Of course not, impatience is his problem, not mine :)

>  In real games there are distinct cycles.    You make a move, I move
>instantly.  Repeat N times.  Then you make a move I don't expect and break the
>cycle and now after I make a move you move instantly.  Repeat M times.  Then
>start over.  If you don't handle this possibility of having extra time left over
>near a time control, you will likely burn it up for nothing.

No way! :)

>There are other
>things I do as well, such as I intentionally try to build up a known time
>surplus so I have time to handle fail lows properly.

I haven't tried that.
It sounds a bit "lose" to me, but unlike some people I won't say it's a bad idea
when I haven't tested that exact variation of an implementation. ;)

-S.



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