Author: Ren Wu
Date: 10:56:45 08/04/99
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On August 04, 1999 at 12:54:47, blass uri wrote: >>But I assume that Ed will disable this "Easy move" feature for important >>tournaments, right? > >I understand that it was the case when the hardware was slower but today >at tournament time control he is not going to disable the "Easy move" feature >because today computers are faster. I am not sure, i think the risk is too big for an important game. The speed of today's hardware is still not enough. >> >>In tournament mode, I *add* time to my program when suddenly there is a feee >>piece for my program to capture. But even with this, it ususlly fall into traps >>and lose the game. > >I think that you should add time when the evaluation of the easy move starts to >drop significantly. If you do easy move, the chance is that you will not see score drop, because of the short time. >If the easy move is leading to win then you may also not play it faster because >there is no problem if you win slower. > >The case when you should save time is in cases when the evaluation of the easy >move does not drop and the easy move does not lead to win but to an unclear >position so saving time to use it later may be important for the result of the >game. > >Uri The reason i add time is this if I can really get this piece for free, then likily i can win this game, even though i spent a lot of time already. If this is trap, then spent more time on it will likily find something and avoid to fall into it. So in either cases, add time helps. Of course you are right that one should add time when score drops. I do have this code in my program too, but in my experience, this is usually too late, spent more time only see the score drops even more. :( i will pay more attensions to score changes, either increase or decrease, in [-1.50, 1.50] range. if i saw my score change from .20 to .60, or from .60 to .20, i really want to make sure by search it with more time. But i don't care that much if my program's score change from 2.0 to 2.6 or from 2.6 to 2.0. Ren
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