Code: Select all

```
Program Games Elo
1 Komodo 5 4s : 2000 3131
2 Komodo 5 2s : 2000 3050
3 Komodo 5 1s : 4016 2957
4 Komodo 5 0.5s : 4017 2850
5 Houdini 3 1s : 12033 3036
```

Code: Select all

```
From 2s/move to 4s/move (blitz) +81 Elo points
From 1s/move to 2s/move +93 Elo points
From 0.5s/move to 1s/move (bullet) +107 Elo points
```

107*(0.87)^{log2(time in seconds per move)} =

**107*(time in seconds per move)^(-0.20)**Elo points per doubling time (or cores, assuming perfect scaling).

Extrapolating to longer time controls, for 120min/40 moves on one core it gives 107*180^(-0.20) ~ 40 Elo points per doubling time. On eight cores for 120min/40moves LTC it's ~30 Elo points per doubling time. Of course, this is an extrapolation.

Further speculation: to the infinite time control, the improvement from 1s/move is 107/(1-0.87) ~ 820 Elo points, so that Komodo 5 is limited by something like 4000 Elo points strength (calibrated to the current lists) at infinite time control.

I think the formula 107*(time per move in seconds)^(-0.20) Elo points is useful as a rule of thumb for gain from doubling time. This is on one modern core, on several cores time should be multiplied by #cores.

Kai