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Subject: Re: Your opinion regarding the design of a new large tournament ?

Author: gerold daniels

Date: 05:53:15 06/17/05

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On June 17, 2005 at 05:27:24, Marc Lacrosse wrote:

>On June 16, 2005 at 18:05:26, Vincent Diepeveen wrote:
>
>
>>You can distinguish yourself really a lot from the 1000 others, by playing some
>>serious time control. Like 40 in 2 + 20 in 1 + 15 (the fide time control that
>>all competitions and big tournaments use here). Of course WITH permanent brain
>>turned on at a dual core. 256MB hash or 400MB hash. Never cross the 512MB limit
>>in windows. This is asking for trouble.
>>
>>Nearly everyone is either playing 5 0, or 15 0 , or 60 15 or 40 in 15 or 40 in
>>25 or a very few do 90 0.
>>
>>Some real slow tournament level, yes even 90 30, will be very interesting to
>>see. I can of course from head already write down which of the engines are the
>>good blitzers among the engines you quote here. Everyone is doing blitz or rapid
>>time controls. Some serious time control, at least 90 30, and preferably 40 in
>>2, is interesting for me to watch your results.
>>
>
>Dear Vincent,
>
>Regarding the subject of timing, I completely agree with you that we miss longer
>time control games and tournaments. Being an active correspondence player myself
>I am pretty concerned with this, and with the wish to get as good games as
>possible.
>
>However there are not so stupid considerations you must deal with when planning
>a single-man operated tournament.
>
>Some of these considerations are bound to the duration of the tournament. Due to
>rapid evolution of both hardware and engines, it makes no sense IMHO to plan
>something for a duration longer than a few months. Imagine I organize a 20
>engines tournament. There will be 20 * 19 / 2 = 90 individual encounters.
>As I cannot hope to have more than two encounters played per day, this will be
>going for 1.5 or two months which is optimal in my view. And I fear that the
>actual number of encounters played per day will be closer to one per day which
>is three months duration for the tournament.
>
>As I said in my original post, due to my specific situation, each individual
>encouter has to be played in less than 12 hours. So I have some choices I must
>face. Within this 12 hours lapse what should be played : two  6-hours games,
>four 3-hours games, or at the extreme opposite end sixty 5-minutes blitzes.
>
>If I choose the slower time control, almost identical to the traditional FIDE
>timing that you praise, each engine will have played 38 games at the end of the
>tournament, which is by far too few to have any statistical signification
>regarding relative strength of the engines.
>At the opposite, if each encounter is made of sixty blitz games, each engine
>will have played more than 1000 games at the end with a completely different
>degree of statistical signification.
>
>There is today a very interesting thread initiated by Volker Pittlik on the
>WBforum (http://wbforum.volker-pittlik.name/viewtopic.php?t=2849). According to
>its tests there is a very constant relative rating of different engines
>independently of the thinking time allowed in finding solution to the more or
>less positional arasan test suite. And in the discussion Volker said : " If I
>can choose between rating list based upon 100 games at blitz (if not run at a
>stupid speed of all moves in one minute or so) and 10 games at 40/2 hours I
>would choose the first. A completly different question is the quality of the
>games..."
>
>So we come back to the necessary trade-off between a few longer better games and
>a more significant number of weaker games.
>
>An additional point must also be considered.
>
>For personal reasons i wil have the tournament played under winboard + polyglot
>with polyglot delivering the same opening book to all engines. Although I take a
>book made of very good quality games, there is always the risk that one or
>another among the positions from which the engines will become to play is not
>equal, favoring one of the opponents. This arbitrary advantage will surely be
>less prominent if the number of games is higher because ti will be more randomly
>distributed.
>
>Another point : I am convinced that the quality of the evaluation delivered by a
>given engine is not linearly related to the amount of thinking time. It's more
>of an asymptotic curve. So if we compare the quality delivered at 3 minutes per
>move (the traditional timing 40 moves in 2 hours) to that we can get at some
>shorter time like 45 seconds per move, I think the quality of this latter will
>be closer to that of conventional play than to that of 10 sec per move blitzes.
>
>So I think a good compromise could be to change my planned timing to 15 min
>initial time + 30 seconds increment. In this case the maximal mean thinking time
>per move would be 53 seconds for a 40 moves game, 45 seconds for a 60 moves game
>and 38 seconds for a 120 moves game. This would result in a maximal game
>duration of 70, 90 and 150 minutes for respectively 40, 60 and 120 moves played
>so that I could hope to have 8 games played per elementary engine-engine
>12-hours match. In this case, each engine will have played 152 games at the end
>of the 20-engines tournament, which is already an interesting global amount of
>games.
>
>Your opinion ?
>
>Marc

good morning Marc. i agree with you on the time control. i prefer longer
controls also but as you have stated it takes to long. with the free engines
changing is often by the time of a long tourney some programs will be outdated.

good luck on your up comming tourney.

gerold.



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