But... the ponderhit behavior is obviously a bug: why nobody have fixed it?elcabesa wrote:I read again the UCI protocol specification
Regarding options ponder flag
Moderators: hgm, Rebel, chrisw
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Re: Regarding options ponder flag
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Re: Regarding options ponder flag
I do not understand the logic of this statement. If it is useless why sending it if the pondered move was wrong?Ras wrote: which engine does actually use this piece of information?
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Re: Regarding options ponder flag
Because the go-command just always looks like that?Fulvio wrote:If it is useless why sending it if the pondered move was wrong?
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Re: Regarding options ponder flag
I keep missing your point: why the go-command always looks like that if it is useless?Ras wrote: Because the go-command just always looks like that?
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Re: Regarding options ponder flag
Because the GUI doesn't have to care which side it is sending the go-command to.Fulvio wrote:I keep missing your point: why the go-command always looks like that if it is useless?
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Re: Regarding options ponder flag
Man, I give up: can you imagine a GUI sending the same go-command to both sides? When the GUI will receive the bestmove will it pick a random clock to be updated?Ras wrote: Because the GUI doesn't have to care which side it is sending the go-command to.
I always forget that there are fanboys for everything: God send us the UCI protocol and it is blasphemy to think that a small mistake may be simply fixed.
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Re: Regarding options ponder flag
Joker used it. The point is that in sudden-death-type games (i.e. increment contributes negligibly) the optimal time allocation is to use a time close to what your opponent uses. Even if in your own judgement he uses twice as much time as is healthy, you should not stick to what you consider optimal yourself. Because it is very dangerous to be out-searched by such a factor, and by the time the opponent will get in time trouble, the game will be decided in his advantage with plenty of (now useless) time left on your own clock. So you better not think, say, less than 90% of what he thinks. (E.g. target time = 0.1*optimal time use + 0.9*average opponent time use).Ras wrote:Taking a look at WB engines: which engine does actually use this piece of information? Especially, does Kingslayer evaluate it? And for what purpose?
In case the opponent thinks faster than you, it is also very dangerous to let the time he has left on his clock ever become a significant factor larger than yours. If he thinks just 10% faster, near the ed of a long game he could have, say 4 times as much time left as you. (E.g. i a 5+0 game, he has left 40 sec after 40 moves, and you only 10 sec.) You will be badly outsearched, and probably lose. You could have prevented that by having played just 10% faster.
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Re: Regarding options ponder flag
In any actual implementation, you assemble the string token-wise.Fulvio wrote:can you imagine a GUI sending the same go-command to both sides?
The issue with "fixes" and "enhancements" is that they create standard diversity, which is pretty much the opposite of a standard.to think that a small mistake may be simply fixed.
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Re: Regarding options ponder flag
Ras wrote:wtf man, W-T-FFulvio wrote: The issue with "fixes" and "enhancements" is that they create standard diversity, which is pretty much the opposite of a standard.
You add a:
option PonderWTF type check
and for engines that supports it you replace ponderhit with:
ponderhitWTF i_want_the_correct_clock_because_there_is_no_reason_not_to
done, fixed
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Re: Regarding options ponder flag
This assumes that the opponent knows better which positions need what amount of time. It becomes interesting if both sides make this assumption, then we have a feedback loop.hgm wrote: the optimal time allocation is to use a time close to what your opponent uses.
Next question, this time allocation scheme doesn't sound too complicated - does Kingslayer use it?