H.G.Muller wrote:Another idea for a feature to add is an option that allows WinBoard to be used under PSWBTM for multi-game matches, re-using the engines. Especially for ultra-fast games this could be a big time saver. The existing matchMode is less suitable for this, as it alternates the color each engine gets. This not only conuses PSWBTM (which could be fixed), but seems less logical, as it would subvert the control you have when using PSWBTM over which engine plays which color (through the PSWBTM tick box "Two Games").
Hello H.G.
As a user of both pieces of software I just wanted to understand what is being propsed here. Normally Winboard does the switching of colours so for a given position 1, Engine A would play white versus Engine B then Engine A would play black with that same position versus Engine B next.
This is a function which the WBTM should be taking care of with the ticking of 2 in the game box.
You are now proposing that Winboard alter the colour alternation behaviour, correct?
So I want to add an option that suppresses the alternation of colors in Match Mode. First I was thinking of something like "-noColorAlternate true". But perhaps the option could be used to set the desired number of games at the same time, overruling what was specified in -matchGames. Something like "-sameColorGames N", with default N=0, and not saved in the winboard.ini. When set to another value, it would overrule the -matchGames parameter, and suppress the color alternation.
So continuing the example above, with the setting, Engine A would play white with position 1 versus Engine B then Engine B would play white with position 2 then Engine A would play white position 3 etc., correct?
OR
Engine A would play white with position 1 versus Engine B then Engine A would play white with position 2 then Engine A would play white position 3 etc. Which one is it?
This could then be used to play, for instance 100-game matches of 40 moves per sec games, by setting PSWBTM for 40 moves per 1 minute, and adding to the winboard.ini file the options
/sameColorGames=100
/firstTimeOdds=60
/secondTimeOdds=60
/timeOddsMode=0
/matchPause=300
The time odds would reduce the minutes to seconds, and for each game you ask PSWBTM to play, in fact 100 would be played.
I am a little confused here but that happens often to me these days. Continuing my example with the three positions, what would happen given the settings above?
(a) 100 games in total
(b) 300 games in total
(c) 900 games in total
Further, if dividing by 60 reduces minutes to seconds, what does dividing by 6,000 do? Is there a theoretical limit to the time scaling? In other words, how fast is fast given today's computers? I have no interest in actually playing games at that speed but I would like to know anyway.
The engines would be reused by default. The games would last about 3 sec on average each, after which a 0.3 sec pause would follow to allow the engine to recover at game end. (To finish the move they were thinking about, if the opponent resigns, for instance.) So after 5-6 min, when the match terminates, PSWBTM would receive a batch of 100 new results.
Would PSWBTM be running the tournament? I ask because there are a couple of tools I use with PSWBTM which assist with the killing of engines at the end of a game, essentially reusing the engine in question each time.
This prevents the possibility of an engine hanging around in memory and messing things up.
Thanks in advance for any light you may shed.
Thanks too for your work on Winboard.
Later.