I agree. And surely this type of strategy is much weaker against a program that is adapting it's time than to a program simply playing fast without regard to the humans time.Zlaire wrote:Using a tactic like that to beat a good engine is still very hard since engines see many many plies in a fraction of a second. Surely it was worse back when you tried it when people didn't have trouble beating the engines in the first place.bob wrote:I did this years ago in Crafty, but there is a way to exploit it that made me get rid of it. I take a long time to work out a tactical plan that is complex, but not fool-proof. I then start moving very quickly since i have that worked out, and the program now moves quickly and fails to see just what it is voluntarily walking into until it is too late... I did this back in the days where opponents could almost trivially beat every program on ICC (ICS at the time) by simply playing very quickly and running the program out of time.
I found it better to just "play chess" and _always_ use a clock, and let things go beyond that point...
I find it rather interesting as a mean to force the player to play rather quickly, without the risk of simply losing on time. The penalty you get for playing slow is facing stronger moves.
The way I specified the idea is that the computer is fairly slow to react to the extra time advantage (or deficit) so if you use a huge amount of time on a single move the computer doesn't just use all that time on it's next response, it puts most of it in the bank. That's a tweakable parameter, I suggest using something like 1/10 to 1/20 of the time available.
So if you are playing at the rate of 5 seconds per move and suddenly the opponent uses 3 minutes for a difficult or "tricky" move, you now have an additional 18 seconds if your factor is 1/10 which means you have over 4X more thinking time for the next move or about 20-25 seconds instead of 5. So the computer is not brutally taken advantage of.
What used to irk me is that after a game where the computer played blitz and the human took over an hour to beat it, some would have to audacity to gloat or criticize the computers weak play (sometimes even when the human had to take back a couple of moves!)
We are talking about a time when humans were less educated about computer play. They generally were rather ignorant to 2 principles:
1. Taking back a move is a HUGE advantage.
2. Scalability in computer chess.
They justified the take-backs by saying it was a blunder extremely uncharacteristic of them so presumably the game did not reflect their "true ability" to play the game.
The scalability issue wasn't understood by laymen back then (and for a while even the computer chess community didn't know about it.) It was not believed that thinking 20X longer than the computer was worth very much.
Actually, I'm not sure laymen understand that it works this way with humans too. I think humans improve just as much, perhaps more with time than computers. This goes unnoticed in human games because when you get more time, your opponent does also.
That's why skittles without a clock is like playing with a heavy time handicap going against it for the computer.
Those days are gone - I don't think people play against computer than much because it's just not very interesting.