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Subject: Re: Two Questions about Time management and matches on 1 or 2 computers

Author: Robert Hyatt

Date: 10:25:05 08/29/99

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On August 29, 1999 at 13:18:23, pete wrote:

>1. ( I only post this one here , but it wasn't my idea )
>
>If the time management suffers that much if either ponder=on or ponder=off why
>not add code that checks if ponder is enabled or not at the start of the game
>and adjust your time management ? I really like this idea .


But the question is, adjust it to _what_?  Time management is non-trivial, and
most of us do a _lot_ of testing/tuning/tweaking with it before we are happy,
and some of us modify it on a regular basis as things show up.  Who wants to
take time to play hundreds or thousands of games with pondering off, just to
get the new time allocation code properly tuned? When we really don't play like
this _ever_.

>
>2. Matches on two machines
>
>Imagine we play a match on two computers without autoplayer , say 40/2 . It will
>often happen that as time is needed to transfer the moves to the other computer
>the engines get the impression they are winning on time .
>
>Is this a problem ?


No.  All that is important is that that program that is running needs to know
how much time it has left.  Some of us do/have looked at the time on the
opponents clock (crafty adjusts the draw score downward if the opponent is
getting low, for example, hoping it will make a mistake when crafty avoids a
repetition).


>
>And regarding time management : in a 40/2 I as human would certainly play
>differently if my opponent has 16 moves to make to reach the time control in 1
>minute when I have one hour for the rest . Are there chessprogs who do that too
>? If so , doesn't playing on two computers the way described above seriously
>weaken them then ( for example if you play under winboard where I don't know how
>to adjust the opponent's clock ) ?

Yes there are.  I have an old time management piece of code Mike Byrne wrote
that was really clever in this regard...  I don't use it on servers because it
was too complex... but it worked very well against humans..



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