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

Author: Robert Hyatt

Date: 18:27:25 07/30/04

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On July 30, 2004 at 18:10:39, Sune Fischer wrote:

>On July 30, 2004 at 10:24:23, Robert Hyatt wrote:
>
>>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...
>
>I see it a bit differently, I let the time control control the engine in the
>strict sense.
>
>It is pretty much what humans do with the standard FIDE time controls anyway.
>Very often at least one of the players will get very close to the control, so I
>think generally it is wise to get close also for the engine.

I am a human chess player and I don't do that.  IE I have played in several
"tornado" events that go something like 40/1hr, game/30min for the time control.
 As I near move 40, I don't go into deep thinks to burn up that 1 hour.  I use
it when I need it, but do my best to save whatever is not needed for use in the
next time control which is sudden-death.


>
>But also, it's because I've given up a bit trying to outsmart those that insist
>on using silly conditions.
>
>I.e. suppose they set a time control like: 2 moves in 100 minues + 8 moves in 1
>minute + 50 moves in 60 minutes + 17 moves in 2000 minutes + 100 moves in 1
>minute....
>
>Definitely I'm not very interested in attacking these sorts of complications :)


Neither am I.  But n moves in M minutes then sudden-death in P minutes is very
common. Actually it is the prevalent time control nowadays.  There is good
reason to save time when practical when facing a sudden-death time control.



>
>-S.



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