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Subject: Re: Lag, Pondering, and Timestamp in Computer-Computer Bullet Games

Author: Robert Hyatt

Date: 10:50:59 10/27/99

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On October 26, 1999 at 15:31:01, Roger D Davis wrote:

>Let's say two computers are playing 2 0 bullet games. I ping computer 1 and find
>that it has a lag of 500 milliseconds. I ping computer 2 and find that it has a
>lag of 2500 milliseconds. Given that pondering is on and the moves are
>timestamped, then over the course of a 60 move game, doesn't that add up to a
>whole 2 minutes of pondering time for Computer 2? If so, isn't this grossly
>unfair, and how do you control for it?
>
>Roger


It cuts both ways.  While one is 'lagged' the other can also be pondering.
and it gets the benefit of the extra time when it is correct.  This doesn't
affect _either_ program unless they predict the opponent's move.  And when they
do, assuming lag is reasonably uniformly distributed over the course of the
game, it is a pure wash and has no effect.



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