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

Author: Christophe Theron

Date: 16:07:26 12/12/99

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On December 12, 1999 at 10:10:58, Robert Hyatt wrote:

>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.


It's not the case here. The engine is called directly by the interface.



>  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


If you want to quote me, Bob, at least do it correctly.

Reminder:
* You attacked commercial programmers in several ways, you even said they were
stealing things in Crafty. I think they don't need to.
* I said that commercial programmers have been ten times more creative than you
have been (which is indeed a subjective point of view).
* I did not said you are 10 years behind. I do not know how many years behind
you are exactly. But I think you are about 100 elo points behind the best
commercial programs. That's why you need 3 or 4 times the processing power to
get close.



    Christophe



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