Sorry, but that is 100% incorrect. Fide _does_ address every sort of race condition that is possible. It is quite specific as to what must be done prior to pressing the button on the clock, and it is quite specific that once you press the button, you are done until your opponent returns the favor. We have an overloaded operator, "move" that says "my move is this and I press the clock as I play this move." We could add a "press" command and then the race conditions evaporate. But this introduces another bit of delay that would affect fast games.hgm wrote:I only attach value to FIDE rules when they are useful. Computers have other issues than Humans, and the FIDE rules are designed for Humans. They don't address things like race conditions, but they address Human fallibility in having elaborate rules to handle false claiming.Spock wrote:Well I'm happy in automated computer vs computer engine matches that the GUI terminates the game on first occurrence of 3-fold-rep/50-move rule. Yes that may not be strictly FIDE compliant, but is it actually possible to get engines and GUIs to perfectly emulate human behaviour that occurs face-to-face and in spoken conversation with the opponent and arbiter ? Maybe, I'm not convinced, but in this one instance I'm happy with the compromise. Now I'm going to get shot down in flames... Of course in a manually operated game say in WCCC, the GUI can't intervene like that
Computers _can_ play according to FIDE rules. Mine does. I chose to do that because I do play in human events here and there and have to play by the rules being used. We now have a slightly different game than real chess we are playing, because it seems appropriate (to some) to modify the rules a bit rather than fixing the protocol to closely follow the rules for the game we are supposed to be playing.
I can think of one quick example to refute this logic. A TD can alter the 50-move draw rule if he chooses, and announces it prior to a tournament. He can say "If you get into a 5 piece ending that is a mate in N, the 50 move rule will be interpreted as the 2*N move rule instead. FIDE did this for a couple of years, in fact, when tablebase research was new. A dedicated box might well claim a draw for 50 moves, when in the given position it might be 200+ moves as in KNNKP (2*N). There is no bug in the engine. There is no bug in the rules. And the game continues just like it should. There are other examples.
For computers there is no need to make false claims. If they do their authors should be made aware of it as quickly and expliitly as possible, so they can fix it, and no more false claims wil be made ever.
Not that stupid. I'd rather have Palin as president than what we have today..Any other course of action would be counter-productive. That rules for handling Humans optimally are different is understandable and desirable, but applying those rules to computers is plain stupid. (Funny typo: here I accidentally typed "palin stupid" originally. )
Note that WinBoard / XBoard only does adjudications in local engine-engine games: in ICS games the ICS is in control, and in local Human-engine games the user has the ultamate power for deciding if he wants to believe the engine or not. In Engine-engine games WinBoard allows the user to spcify after how many reversible moves or repetitions he wants to adjudicate the game. This can be set to "never", always waiting for an engine claim (invariably leading to automatic testing getting stuck) to first repetition (useful when you know that the engines play reproducibly, so that going through the same move loop a second time is pointless.) By setting the rule moves to 50 and repeats to 3, you would force the engine to claim on the first possibility (WBEC rules). I usually set them to 51 and 4, respectively, to test if the engine proprly claims, but not waste too much time if it doesn't.