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H6 VS SF17.09.2017
Moderators: hgm, Rebel, chrisw
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- Full name: Aleandro Rossi
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Re: H6 VS SF17.09.2017
Houdini has at least 2 loss with time, but SF none? No need to change anything in SF time management!
Jouni
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Re: H6 VS SF17.09.2017
There are 10 time losses for Houdini in the match.
Which defeats the whole point of playing the match...
Playing long engine games without time increment is futile, beyond move 100 it becomes a matter of which engine has the default Move Overhead value that works best for the GUI that plays the match.
If you care about the quality of the games, an increment is mandatory. Instead of playing 5+0 games, why not 5+1 sec or 4+1sec?
Which defeats the whole point of playing the match...
Playing long engine games without time increment is futile, beyond move 100 it becomes a matter of which engine has the default Move Overhead value that works best for the GUI that plays the match.
If you care about the quality of the games, an increment is mandatory. Instead of playing 5+0 games, why not 5+1 sec or 4+1sec?
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Re: H6 VS SF17.09.2017
For this test I used the default engines settings. I'll do a test with the same settings but time 4 + 1.Houdini wrote:There are 10 time losses for Houdini in the match.
Which defeats the whole point of playing the match...
Playing long engine games without time increment is futile, beyond move 100 it becomes a matter of which engine has the default Move Overhead value that works best for the GUI that plays the match.
If you care about the quality of the games, an increment is mandatory. Instead of playing 5+0 games, why not 5+1 sec or 4+1sec?
Greetings
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Re: H6 VS SF17.09.2017
Yeap, without time increment these test doesn't mean anything.
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Re: H6 VS SF17.09.2017
Sorry but I do not agree with this statement, every test has its usefulness!JJJ wrote:Yeap, without time increment these test doesn't mean anything.
I say this as a Houdini supporter since version 2 and this Robert Houdart I believe that know it!
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Re: H6 VS SF17.09.2017
What usefull information did you get from that test then ?Scacchista1977 wrote:Sorry but I do not agree with this statement, every test has its usefulness!JJJ wrote:Yeap, without time increment these test doesn't mean anything.
I say this as a Houdini supporter since version 2 and this Robert Houdart I believe that know it!
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Re: H6 VS SF17.09.2017
I do confirm that!Scacchista1977 wrote:Sorry but I do not agree with this statement, every test has its usefulness!
I say this as a Houdini supporter since version 2 and this Robert Houdart I believe that know it!
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Re: H6 VS SF17.09.2017
This I do not understand. Shouldn't an engine's time control algorithms adjust appropriately for any increment, including "sudden death". After all, sudden death is often used to decide tied matches.JJJ wrote:Yeap, without time increment these test doesn't mean anything.
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Re: H6 VS SF17.09.2017
Everything depends on the overhead or lag in the communication with the GUI or application that plays the match.mjlef wrote:This I do not understand. Shouldn't an engine's time control algorithms adjust appropriately for any increment, including "sudden death". After all, sudden death is often used to decide tied matches.JJJ wrote:Yeap, without time increment these test doesn't mean anything.
If the GUI overhead is, say, 25 msec and the engine doesn't know that, it will overstep the time.
This implies that if you really want to play sudden death games, it's essential to feed the engine the correct value for the Move Overhead - if the engine publishes such a parameter.
There is also the issue of the quality of the game you produce. Starting with 5 minutes, engines will easily use 5 to 10 seconds in the early moves. And then in the final stage of the game you force them to play with a handful of milliseconds... doesn't make sense.
An easy solution to both issues is to use a small increment, it avoids the Move Overhead race, and provides some quality in the final stages of the game.