Hello Volker,Time control has often been subject of discussions between computer chess
friends. Some prefer games at 40 moves in 2 hours (or even slower), others
use faster and even bullet time settings.
Both sides have good arguments. Supporters of slow time control argue at
tournament time controls argue we see "better games" and the engines are playing
closer to their "real strength". The opponents bring forward the argument
that they are able to play a lot more games and their results are more
meaningful in terms of "statistical significance".
This is of course a simplification of the debate but I think this are two
main topics. I'm not aware if it ever has been tested how fast time
controls are acceptable. If there is something around please let me know.
To find a rule of thumb in this matter I'm considering to make such a test
myself. I'm think of the following design:
Let's take an number of engines, commercial and freeware, some under active
development as well as dinosaurs, strong ones and some not so strong.
Books, tablebases and learning should be disabled.
Then take a number of randomnly choosen chess games and select the position
after 1/5, 2/5, 3/5 and 4/5 of the moves in these games.
In the first step let the engines calculate the next move (white and black
alternating) in these positions for three minutes each.
Then reduce the calculation time to 2 minutes, 1 minute, 30 seconds, 20
seconds and so on. After each reduction of time compare the suggested moves
with the moves calculated at 3 minutes per move. If the identicalness drops
below 95% the time control should be considered as to fast.
What do you think about that?
Regards
Volker
What I don't understand is why different positions of the same game should be used. It looks to me that for the purpose of the test any test suite will do.
I think the suggested method may be simplified by letting the engine analyze the position and taking notes of its suggested move at predefined times. A log file would be of great help, making it unnecessary to watch the analysis.
Time control has often been subject of discussions between computer chess
friends. Some prefer games at 40 moves in 2 hours (or even slower), others
use faster and even bullet time settings.
Both sides have good arguments. Supporters of slow time control argue at
tournament time controls argue we see "better games" and the engines are playing
closer to their "real strength". The opponents bring forward the argument
that they are able to play a lot more games and their results are more
meaningful in terms of "statistical significance".
This is of course a simplification of the debate but I think this are two
main topics. I'm not aware if it ever has been tested how fast time
controls are acceptable. If there is something around please let me know.
To find a rule of thumb in this matter I'm considering to make such a test
myself. I'm think of the following design:
Let's take an number of engines, commercial and freeware, some under active
development as well as dinosaurs, strong ones and some not so strong.
Books, tablebases and learning should be disabled.
Then take a number of randomnly choosen chess games and select the position
after 1/5, 2/5, 3/5 and 4/5 of the moves in these games.
In the first step let the engines calculate the next move (white and black
alternating) in these positions for three minutes each.
Then reduce the calculation time to 2 minutes, 1 minute, 30 seconds, 20
seconds and so on. After each reduction of time compare the suggested moves
with the moves calculated at 3 minutes per move. If the identicalness drops
below 95% the time control should be considered as to fast.
What do you think about that?
Regards
Volker
Hi Volker. Some time ago, I posted in CCC an idea for a different experiment regarding time controls comparison. It came from the idea that fast games are more likely to add random noise because of luck (for example, in playing a good move without really understanding the position, or not being able to finish tactically a winning attack, etc.) and thus, more fast games are needed for statistical significance than slow games. This argument might not be correct, but it looks reasonable and my experiment would prove or disprove it. The experiment also depends on the assumption that programs play at similar level at fast and slow time controls (which is the opinion of most top programmers), so buggy engines (like mine in this regard) should be avoided:Time control has often been subject of discussions between computer chess
friends. Some prefer games at 40 moves in 2 hours (or even slower), others
use faster and even bullet time settings.
Both sides have good arguments. Supporters of slow time control argue at
tournament time controls argue we see "better games" and the engines are playing
closer to their "real strength". The opponents bring forward the argument
that they are able to play a lot more games and their results are more
meaningful in terms of "statistical significance".
This is of course a simplification of the debate but I think this are two
main topics. I'm not aware if it ever has been tested how fast time
controls are acceptable. If there is something around please let me know.
To find a rule of thumb in this matter I'm considering to make such a test
myself. I'm think of the following design:
Let's take an number of engines, commercial and freeware, some under active
development as well as dinosaurs, strong ones and some not so strong.
Books, tablebases and learning should be disabled.
Then take a number of randomnly choosen chess games and select the position
after 1/5, 2/5, 3/5 and 4/5 of the moves in these games.
In the first step let the engines calculate the next move (white and black
alternating) in these positions for three minutes each.
Then reduce the calculation time to 2 minutes, 1 minute, 30 seconds, 20
seconds and so on. After each reduction of time compare the suggested moves
with the moves calculated at 3 minutes per move. If the identicalness drops
below 95% the time control should be considered as to fast.
What do you think about that?
Regards
Volker
Hi Volker,Time control has often been subject of discussions between computer chess
friends. Some prefer games at 40 moves in 2 hours (or even slower), others
use faster and even bullet time settings.
Both sides have good arguments. Supporters of slow time control argue at
tournament time controls argue we see "better games" and the engines are playing
closer to their "real strength". The opponents bring forward the argument
that they are able to play a lot more games and their results are more
meaningful in terms of "statistical significance".
This is of course a simplification of the debate but I think this are two
main topics. I'm not aware if it ever has been tested how fast time
controls are acceptable. If there is something around please let me know.
To find a rule of thumb in this matter I'm considering to make such a test
myself. I'm think of the following design:
Let's take an number of engines, commercial and freeware, some under active
development as well as dinosaurs, strong ones and some not so strong.
Books, tablebases and learning should be disabled.
Then take a number of randomnly choosen chess games and select the position
after 1/5, 2/5, 3/5 and 4/5 of the moves in these games.
In the first step let the engines calculate the next move (white and black
alternating) in these positions for three minutes each.
Then reduce the calculation time to 2 minutes, 1 minute, 30 seconds, 20
seconds and so on. After each reduction of time compare the suggested moves
with the moves calculated at 3 minutes per move. If the identicalness drops
below 95% the time control should be considered as to fast.
What do you think about that?
Regards
Volker
IMHO, luck has the same importance at slower controls as at bullet.Hi Volker. Some time ago, I posted in CCC an idea for a different experiment regarding time controls comparison. It came from the idea that fast games are more likely to add random noise because of luck (for example, in playing a good move without really understanding the position, or not being able to finish tactically a winning attack, etc.) and thus, more fast games are needed for statistical significance than slow games. This argument might not be correct, but it looks reasonable and my experiment would prove or disprove it. The experiment also depends on the assumption that programs play at similar level at fast and slow time controls (which is the opinion of most top programmers), so buggy engines (like mine in this regard) should be avoided:
We play 10000 games at 1 0, program A vs program B. A wins x% of the points.
Now we start playing 5 0, and see how many games are needed to stabilize the result at A = x%, B = (100-x)%.
We can repeat the experiment for slower time controls.
My experiment has nothing to do with yours, except for the background idea of comparing meaningful results at different time controls. I expect the number of games decreasing as time increases, but I have no idea about the possible shape of the curve.
José C.
It depends on your goals. It takes a very long time to do a contest at 40moves/2hrs. This contest of 40 games took about 10 days running around the clock:Time control has often been subject of discussions between computer chess
friends. Some prefer games at 40 moves in 2 hours (or even slower), others
use faster and even bullet time settings.
Both sides have good arguments. Supporters of slow time control argue at
tournament time controls argue we see "better games" and the engines are playing
closer to their "real strength". The opponents bring forward the argument
that they are able to play a lot more games and their results are more
meaningful in terms of "statistical significance".
This is of course a simplification of the debate but I think this are two
main topics. I'm not aware if it ever has been tested how fast time
controls are acceptable. If there is something around please let me know.
To find a rule of thumb in this matter I'm considering to make such a test
myself. I'm think of the following design:
Let's take an number of engines, commercial and freeware, some under active
development as well as dinosaurs, strong ones and some not so strong.
Books, tablebases and learning should be disabled.
Then take a number of randomnly choosen chess games and select the position
after 1/5, 2/5, 3/5 and 4/5 of the moves in these games.
In the first step let the engines calculate the next move (white and black
alternating) in these positions for three minutes each.
Then reduce the calculation time to 2 minutes, 1 minute, 30 seconds, 20
seconds and so on. After each reduction of time compare the suggested moves
with the moves calculated at 3 minutes per move. If the identicalness drops
below 95% the time control should be considered as to fast.
What do you think about that?
Regards
Volker
I agree this is very important otherwise the results may be affected by previous searches.Remember to clear the hash tables (quit then reload the engine) between runs.
Do time increments instead of decrements.
Interesting too. Let's assume there are -for example- 10 possible moves in a given position. One of them is a little bit better than the others what is found out by the engine at slow time control. Three others are not really bad and not really good and all others are a clearly bad.Hi Volker. Some time ago, I posted in CCC an idea for a different experiment regarding time controls comparison. It came from the idea that fast games are more likely to add random noise because of luck (for example, in playing a good move without really understanding the position, or not being able to finish tactically a winning attack, etc.) and thus, more fast games are needed for statistical significance than slow games. This argument might not be correct, but it looks reasonable and my experiment would prove or disprove it.
Therefore I would like to test positions and not complete games (what was my first thought). I have observed too often that even games with the same engines and the same time control are running different also when books, learning and everything is disabled. This may be caused by other things running at the computer (virus scanner, mail program checking for mail, Windows services in the background and so on).The consequence is, that a littel change in time control (even if you use 5:30 instead of 5 min) will give total different games, even with the same base position and learning and bibliothek switched off.
Another Point to consider:
What are 40 min in a game? A game with longer time control played on a Pentium with 90 MHZ is now a bullet game on an Athlon 64.
Again another Point:
Some engines will are weaker with short time controls (compared to other engines with same time-control), other engines does not change much.
The most relevant point:
Nobody really knows how time control or draws affect the relevance of the result. Thus you should suppose that winning/losing against a engine of same strength is like throwing a coin.
The statistic says that with a relevance of 95% you have to get more than 7 points to judge one engine stronger as another. A relevance of 95% means that there is a 5% chance that you are wrong, thus in 20 matches you have on engines that wins 7,5:2,5 against an engine of same strength.
If you have 50 games you only need 60% of points to have a relevant (less 5% error) information that one engine is stronger than the other.
Conclusion:
Make the time control as long as possible to get at least 50 games for every
Greetings Volker
It depends on your goals.Time control has often been subject of discussions between computer chess
friends. Some prefer games at 40 moves in 2 hours (or even slower), others
use faster and even bullet time settings.
Both sides have good arguments.
It takes a very long time to do a contest at 40moves/2hrs. This contest of 40 games took about 10 days running around the clock:
Program Elo + - Games Score Av.Op. Draws
1 Ruffian_105 : 2705 153 115 20 60.0 % 2635 40.0 %
2 Aristarch 4.50: 2703 153 133 20 60.0 % 2633 30.0 %
3 Smarthink-017a: 2622 95 162 20 45.0 % 2657 50.0 %
4 Crafty-1915 : 2569 119 145 20 35.0 % 2676 40.0 %
There is still not enough data to draw any sound conclusions.
But I like to look at the games. So I don't mind waiting so much.
Time control has often been subject of discussions between computer chess
friends. Some prefer games at 40 moves in 2 hours (or even slower), others
use faster and even bullet time settings.
Both sides have good arguments. Supporters of slow time control argue at
tournament time controls argue we see "better games" and the engines are playing
closer to their "real strength". The opponents bring forward the argument
that they are able to play a lot more games and their results are more
meaningful in terms of "statistical significance".
This is of course a simplification of the debate but I think this are two
main topics. I'm not aware if it ever has been tested how fast time
controls are acceptable. If there is something around please let me know.
To find a rule of thumb in this matter I'm considering to make such a test
myself. I'm think of the following design:
Let's take an number of engines, commercial and freeware, some under active
development as well as dinosaurs, strong ones and some not so strong.
Books, tablebases and learning should be disabled.
Then take a number of randomnly choosen chess games and select the position
after 1/5, 2/5, 3/5 and 4/5 of the moves in these games.
In the first step let the engines calculate the next move (white and black
alternating) in these positions for three minutes each.
Then reduce the calculation time to 2 minutes, 1 minute, 30 seconds, 20
seconds and so on. After each reduction of time compare the suggested moves
with the moves calculated at 3 minutes per move. If the identicalness drops
below 95% the time control should be considered as to fast.
What do you think about that?
Regards
Volker
I agree. I tend to use 95% because that margin is often used in social science. It is just convention. If someone is going to build an aircraft such an reliability seems to be a bit careless.It does not matter what percentage you take (50, 90, 95 or 99) the remaining percentage will be the critical one where the engine could have found the best move that gives it the boost to dominate all other engines (exaggerated!)
At least that will be the arguments of the "longer is better" fraction. The problem is - they may be right!
The purists will argue that 40/120 + 20/60 + 60 or 90min + 30 sec / game is FIDE timecontrol. This is the convention and we use it, other time controlls will be insufficient. (Basta!)They might be or might be not. At the moment choosing the time control seems to be influenced by wild guessing.At least that will be the arguments of the "longer is better" fraction. The problem is - they may be right!
Meanwhile I believe that there isn't any chance to keep the number or intensity of flame flars about this and other topics down. But I'll try to use that chance .
I love them! OTOH it is a great answer. The problem occurs when we are looking for the corresponding question .The purists will argue that 40/120 + 20/60 + 60 or 90min + 30 sec / game is FIDE timecontrol. This is the convention and we use it, other time controlls will be insufficient. (Basta!)![]()
I stop here!
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