Author: Sune Fischer
Date: 14:04:06 07/31/05
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On July 31, 2005 at 13:21:20, Dieter Buerssner wrote: >On July 30, 2005 at 06:01:58, Sune Fischer wrote: > >>Without lag a well tuned engine can play 100 moves in a 1 sec game. > >It is not totally trivial. For example on most Windows systems, the typical wall >clock API function (GetTickCount()) has a resolution of >= 10 ms. Multiply this >with 100 ... > >Add in some lags, you mentioned in the other post. > >There are other API functions, that have a much smaller resoltion. >Unfortunately, GetHyperPerformanceCounter() does not work reliably on some >computers. > >Regards, >Dieter Yes it's right down there with the resolution of timers, but I seem able to consistently produce 60-80 move per 1 sec/Game. I have some restictions too like don't return a move until we have at least searched to ply 1 and gotten a reliable score and move. If I remove that restiction 100 moves a second would possible I think. Not there is much point in it other than stressing the time manager. :) -S.
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