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Subject: Re: Is Possible a Challenger in Playchess Dr Robert Hyatt Crafty and Quark ?

Author: Vasik Rajlich

Date: 04:00:28 05/29/05

Go up one level in this thread


On May 28, 2005 at 15:42:02, Uri Blass wrote:

>On May 28, 2005 at 10:46:48, Vasik Rajlich wrote:
>
>>On May 27, 2005 at 18:02:25, Uri Blass wrote:
>>
>>>On May 27, 2005 at 17:54:57, Pablo Ignacio Restrepo wrote:
>>>
>>>>
>>>>Hello Thomas
>>>>I would like to see playing into playchess engines room, to Dr. Robert Hyatt
>>>>engines.
>>>>For me is a problem to play into ICC because I have not premoves into ICC, and
>>>>as a guest if there are disconnection immediately I will be lost.
>>>>I would like to play a challenger (just for fun and for testing engines to be
>>>>better engines and of course me too) into playchess against Crafty from Dr
>>>>Robert Hyatt and against Quark, if could be possible into main room better for
>>>>everyone.
>>>>Unique way for me to discover new ways will be playing in long time controls.
>>>>This has been a dream for me Thomas.
>>>>Best regard,
>>>>Pablo
>>>
>>>If I understand correctly
>>>I understand that engines lose on time automatically at move 257 in playchess
>>>and that this problem is not engine problem but interface problem.
>>>
>>>I think that if this problem is not fixed then engines suffer from unfair
>>>conditions in playchess.
>>>
>>>Uri
>>
>>It seems that maybe you don't understand the technique.
>>
>>A human with pre-move (and just enough lag) will always win a closed position on
>>time if the game is long enough - regardless of time control (as long as there
>>is no increment), and regardless of anything that happens on move 257.
>>
>>Vas
>
>
>No
>
>It is possible to program the engine to believe that it has less time then it
>realy has in games with no increasement.
>
>If an engine can play 150 moves in a minute in 1+0 game then it can also can
>play 450 moves in 3+0 games without losing on time before move 450.
>
>I think that it is possible to have setting that the engine plays faster when it
>see closed position and for time management assume it has really 1/3 of the time
>that it really has.
>

Practically, this will help - but it's not the final word. For example, the
locked position may only occur once each side has 20 seconds. At that point, a
pre-mover can play the rest of his moves instantly.

Basically, in some scenarios, a pre-mover will just kill a non-pre-mover.

>The problem is also that part of the games that are lost on time are games with
>increasement.
>

Any increment kills all of this fun.

Vas

>Uri



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