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Subject: Re: Some thoughts on engine vs. engine matches

Author: blass uri

Date: 06:51:05 06/28/99

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On June 28, 1999 at 09:26:19, Robert Hyatt wrote:

>On June 28, 1999 at 08:29:36, Francesco Di Tolla wrote:
>
>>>I can only offer two data points.  In Crafty, _my_ timing allocation code
>>>assumes that there will actually be more time to use than crafty has at the
>>>point it has to make the decision.
>>
>>I'm sorry Bob, but I don't agree here. I think that if your program does this it
>>is a "problem" of your program. Any program that supports a "ponder off" mode
>>should also be able to play at maximum efficency within the time given.
>>
>
>
>Sorry but you are wrong.  Should I spend 1/2 my time testing with ponder=off
>to be sure that it works optimally?  Or should I spend 100% of my time testing
>in the way where the program plays the strongest?

I think that you do not need to spend 1/2 of your time to test with ponder=off
to be sure that it works optimally.

I understand that the problem is that you assume that you can save time when you
guess the opponent's move.
You can simply decide to use x% of your regular time because you know that you
cannot save time when the user can choose x.

The user who are interested in engine-engine games can find by testing the
the value of x that is close to be optimal.

Uri



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