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Subject: Re: Why does tiger lose games on time?

Author: Robert Hyatt

Date: 07:10:58 12/12/99

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On December 12, 1999 at 09:33:38, blass uri wrote:

>On December 12, 1999 at 07:27:27, Lex Loep wrote:
>
>>On December 12, 1999 at 06:00:43, blass uri wrote:
>>
>>>On December 12, 1999 at 05:31:47, Lex Loep wrote:
>>>
>>>>On December 12, 1999 at 03:23:18, blass uri wrote:
>>>>
>>>>>On December 11, 1999 at 23:38:05, Chessfun wrote:
>>>>>
>>>>>><<SNIP>>
>>>>>>I posted the previous score as being:
>>>>>>Record for shutka vs. chesspartner:
>>>>>>                          wins     losses     draws
>>>>>>                rated         60         29         0
>>>>>>              unrated          0          0         0
>>>>>>
>>>>>>Current is now:
>>>>>>Record for shutka vs. chesspartner:
>>>>>>                            wins     losses     draws
>>>>>>                rated         61         30         0
>>>>>>              unrated          0          0         0
>>>>>
>>>>>I am surprised to see this result mainly because of the fact that they are no
>>>>>draws.
>>>>>
>>>>>Is it possible that shutka repeats the same game again and again when
>>>>>chesstiger cannot use learning because of the fact that it is out of book after
>>>>>one or two moves(taking advantage of the fact that tiger has no learning by
>>>>>position)?
>>>>>
>>>>>I am interested to see the games because it seems impossible to do it in fast
>>>>>time control without this idea.
>>>>>
>>>>
>>>>
>>>>Here are the last two games, they have been played with the anti-human option
>>>>on.
>>>>First game was lost by tiger on time, tiger was clearly ahead.
>>>
>>>I do not understand the reason that tiger is losing on time.
>>>It should never happen to computers.
>>>
>>>Uri
>>
>>Without a increment the computer has a disadvantage, as human just make sure
>>you always have a few seconds extra time, eventually the computer runs out of
>>time, unless you get checkmated first.
>
>I disagree because I know that crafty never lose on time with games with no
>increasment.
>
> There are all kinds of delays before
>>engine gets a chance to calculates it's move. This may be as much as half a
>>second per move.
>
>I do not understand it.
>I thought that the delay is 0 seconds
>
>If there is a delay of .5 seconds for move before calculating then humans has
>unfair advanatge because they sometime play faster than 0.5 second per move.
>
>Uri
>Uri


all of this is programming problems.  The _only_ delay is between the engine
and the interface, assuming the interface is using timeseal.  Timeseal repairs
the delay from interface to server and back.  However, the engine and interface
are two programs that communicate via (typically) a pipe.  Once the interface
gets the move from the server, the time starts.  It is now up to the program
to read the input, act on it, and produce a move.  Remember, "crafty" is 10
years 'behind' the commercial programs, so I see no point in telling them how
to fix such problems.  :)

But they _can_ be fixed.  Crafty can play a 60 move game in one second if you
want to see something _really_ fast.. :)

Bob



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