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Subject: Re: Winboard Message Time Question

Author: Robert Hyatt

Date: 18:34:20 08/19/05

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On August 19, 2005 at 19:06:59, Brian Richardson wrote:

>From time to time, Tinker loses games on time, even though it is very rare, and
>sometimes even with an increment.  The text below is from Tinker's log file (not
>the Winboard debug file).  Notice the "long" (nearly one full second) time
>between the time, otim and move messages.  Earlier in this game, the time
>between these messages was very short.  Of course, Tinker was pondering during
>this time, so the delay is likely due to Tinker not checking for input
>frequently enough.  However, just wondering if others have seen anything like
>this.
>
>More importantly, when do you count your time as starting:  with the actual
>move, or the "time" message which comes earlier?
>
>Thanks
>
>13:14:10.671  Got2: time 200
>13:14:10.921  Got2: otim 500
>13:14:11.546  Got2: d7d6


When I watch, the two come within less than amillisecond of each other.  Which
means this isn't really much of an issue as to whether you start counting when
you get "time/otim" or the move.

In crafty, I look at the target time per move.  If it is several seconds at
least (you can look at the code that sets nodes_between_time_checks) then I set
this value to approximately my NPS, so that I check the time and check for input
about once a second.  As the target time for a move shrinks, so does the above,
so that I always check the time and input buffer frequently enough that I don't
overstep the time for this move by very much...

Make it "adaptive" and the problem will probably go away...



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