Ferdinand Mosca
Joined: 10 Aug 2008 Posts: 451 Location: Philippines
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Post subject: Re: What makes an engine better at long TC vs short TC? Posted: Mon Feb 27, 2012 12:32 pm |
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| rbarreira wrote: |
There has been some talk lately of what engines gain more by increasing the time per game (i.e. longer time controls). I thought that some engine authors must have some insight at what kind of changes have more impact in long TC testing vs short TC.
Other than the fact that draw percentage goes up (compressing the elo range, which benefits the weaker engines), what factors are most determinant of whether an engine performs better or worse at long TC relative to other engines?
Is eval quality an important factor? Does the better eval gain more by increasing the search time, or is it the opposite? Or perhaps the eval quality does not have much impact here, for any reasonably bug-free eval.
What about branching factor? It would seem that the more aggressive pruning should help at long TCs as the tree grows exponentially with depth, making the impact of lowering the branching factor higher and higher as time increases.
Are there any other important factors in determining how well an engine scales to longer time controls? |
Eval granularity is important, finer is better. More important eval features is also better - balancing these features is another story.
Intelligent self-learning pruning and reduction will be of help.
Important also is minimal bugs . |
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