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Subject: Re: A question about engine-engine games

Author: Robert Hyatt

Date: 19:17:19 07/06/99

Go up one level in this thread


On July 06, 1999 at 16:07:36, blass uri wrote:

>
>On July 06, 1999 at 15:19:06, Robert Hyatt wrote:
>
>>On July 06, 1999 at 15:00:15, blass uri wrote:
>>
>>>
>>>On July 06, 1999 at 13:17:48, Robert Hyatt wrote:
>>>
>>>>On July 04, 1999 at 17:29:35, blass uri wrote:
>>>>
>>>>>
>>>>>On July 04, 1999 at 17:12:02, Bo Persson wrote:
>>>>>
>>>>>
>>>>>>Not quite.
>>>>>>
>>>>>>If you run under Windows, a program can behave badly and be a CPU hog. It can do
>>>>>>a number of "tricks", like increasing its own priority, to get more CPU time
>>>>>>from the system.
>>>>>>
>>>>>>This will be unfair to "the nice guy" who's program runs "properly" - share and
>>>>>>share alike.
>>>>>
>>>>>I do not suggest thinking and pondering at the same time.
>>>>>The only reason that the game is going to be twice longer is that instead of
>>>>>thinking and pondering at the same time I suggest to do it not at the same time
>>>>>so instead thinking and pondering for 2 minutes on the same time I need 4
>>>>>minutes(2 for one engine to think and 2 for the second engine to ponder without
>>>>>knowing the move of the first engine)
>>>>>
>>>>>Uri
>>>>
>>>>I've explained this several times.  "ponder=off" (crafty terminology) is _not_
>>>>the way to play engine vs engine games.  I do _all_ of my testing with
>>>>ponder=on, and only use ponder=off for test suites and debugging.  My time
>>>>allocation code is tuned to run with ponder=on.  Running with it off will
>>>>most definitely cause some timing difficulties that are not normally seen.
>>>>
>>>>I'd bet that if you ask, most programmers test with ponder=on and feel very
>>>>comfortable with their code.  But if you ask them to play a serious tournament
>>>>with ponder=off, I'd bet you would see a _lot_ of testing going on to make sure
>>>>that this doesn't break anything.
>>>>
>>>>For _my_ program, "out-of-the-box" is the best way to run it, other than
>>>>customizing hash table size for your specific hardware.  Everything else is
>>>>_exactly_ as I run it on ICC, which means that the 'defaults' are the best that
>>>>I know how to do...
>>>>
>>>>Changing anything will very likely weaken it.  Perhaps significantly...
>>>
>>>I explained that there is no problem to do something eqvivalent to ponder=on in
>>>1 computer.
>>>The only difference is that the games will be longer because the actions are
>>>going to be not in the same time instead of the same time.
>>>
>>>Uri
>>
>>
>>Uri:
>>
>>listen _carefully_.  If you run a program with pondering disabled, it will
>>_screw up_ things.  It doesn't matter whether you double the time control or
>>not.  The program has to be told about the extra time.
>
>I did not suggest to disable pondering but to do something that leads to the
>same results as pondering in one computer.
>I agree that chessbase does not do it.
>
>It is simple to do it in one computer by the following steps
>We start with step 1 when A is out of book.
>
>step 1: Engine A "thinks" about a reply to engine B  and does the move.
>
>step 2: Engine B gets the following information:Engine A played a move and used
>x seconds for the move(Engine B does not get the move of Engine A).
>
>Engine B ponder for x seconds and only after x seconds get the information about
>the move of Engine A(The time per game for Engine B does not change during these
>x seconds).
>
>steps 3,4 are similiar to steps 1,2
>The deatails of these steps:
>
>step 3: Engine B "thinks" about the reply to Engine A and does a move ( now the
>time per game for engine B is changed)
>
>step 4: Engine A gets the following information:Engine B played a move and used
>y seconds for the move(Engine A does not get the move of Engine B).
>
>Engine A ponder for y seconds and only after y seconds get the information about
>the move of Engine B(The time per game for Engine A does not change during these
>y seconds).
>
>step n+4 can be described by the same words as step n.
>
>Uri


But what about an engine that is _aware_ of time passing?  I use wall-clock
time _always_ because CPU time is _dangerous_ in a tournament and can cause you
to lose on time.  And I will _definitely_ see more time going by than I expect,
and it will totally confuse my time measurement code.  In tournaments, I do
_not_ get a clock update from xboard and use it.  I do _all_ my own internal
time-keeping, because _that_ is the time that is important...



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