This must be a GUI issue. I used LittleBlitzer 2.72 to play ridiculously fast games 0.3s + 0.03s with SF 2.1 and SF 2.01. Average game length is ~2.9s, average time per move ~0.023s. Not a single loss on time or illegal move in 2100 games!IWB wrote:Hi
Yes, I have that rate of time losses and 1% is actually nothing I worrry about.
In generall ALL engines have time losses (or at least the majority of them). Some engines more, some less. I play so many games that I am getting used to it.
There are different kind of time losses. One kind, like here for Stockfish, is something I do not care about at all - because it is 0.6% AND the engine continues to play which is very important in my automatic setup. So I consider this as a feature of an engine which is a part of its playing strength. Another kind is a loss of time with a crash which prevents the GUI to continue. As I have to stop and restart some parts of tourney again and again.
As I accept time losses (I am not a developer, why should I) as something normal (as it happens to humans at 5+ 3 too) I start to worry at a certain level which is different for a 2600 or 3000 Elo engine.
In short, I don't see why to worry about time losses as a tester as long as the game series continues.
Things are different if I am betatesting or if I would develop an engine of course ...
Bye
Ingo
Games Completed = 2100 of 2100 (Avg game length = 2.889 sec)
Settings = RR/16MB/300ms+30ms/M 10000cp for 1000 moves, D 200 moves/PGN:D:\LittleBlitzer\swcr.pgn(3395)
Time = 7389 sec elapsed, 0 sec remaining
1. Stockfish 2.1 JA 64bit 1247.5/2100 883-488-729 (L: m=488 t=0 i=0 a=0) (tpm=23.4 d=8.8 nps=915073)
2. Stockfish 2.0.1 JA 64bit 852.5/2100 488-883-729 (L: m=883 t=0 i=0 a=0) (tpm=22.9 d=8.2 nps=847557)
Maybe it would be a good idea to switch to another GUI, there could be more to it if ~1% of the games are lost on time, for example illegal move losses or skewed legal finished games because of the wrongs of the GUI time management.
Kai
