I believe he means:hgm wrote:I don't understand this sentence, not only because of the doublr negation. Whatt dors 'it' refer to?CRoberson wrote:What you suggest is not because it would not compensate for the engine being temporarily suspended due to other job priorities.
I propose this because at speeds of 25 msec per move the wall clock is too unreliable and inaccurate. So it would be a useful feature for those playing sub-second games.
It would also remove any non-determinism due to timing jitter, which could be a reason for people to even use it at long TC.
Programmers note this: for proper implmentation, please also announce the engine knows this feature by including 'nps=1' in the features command. You can even do this in protocol version 2.
"What you suggest is not, because it would not compensate for the engine being temporarily suspended due to other job priorities."
I.e. your method doesn't take the jitters into account. Which is the point I believe.
My problem is that it is too easy to cheat. It's open to the same sort of abuses as depth or node limited search, engines can simply lie about how many nodes per second they are searching. Nobody uses these methods really, unless they might have open source engines that they can verify their honesty. I wouldn't trust closed source engines to comply, in this age of Rybkian output obfuscation...