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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