My program does this to an extent - it's time control is based on an
aggressive percentage of the remaining time but it is modified by
other factors.   

It has the interesting characteristic that it can get into time
trouble!   I think a really good time control must get into trouble
once in a while (but only rarely) - if it's not getting into trouble 
it's not using all it's time.    You have to play the odds a bit
because you are dealing with uncertainty.
  
- Don




On Mon, 2007-01-08 at 13:55 +0000, Oliver Lewis wrote:
> It seems important to have some way of measuring how good / settled
> the current "best move" is, particularly if you're also going to think
> in your opponent's time.  Otherwise, you could end up spending
> significant amounts of "allocated" time when, for example, a sequence
> of forced moves is being played out and little thinking time is
> actually required.  I'm not sure of the technical details, but I would
> have thought that UCT would provide a good estimate of how confident
> it is that it has found the best move that it's ever going to find.  
>  
> Oliver
>  
> 
>  
> On 1/6/07, Eduardo Sabbatella Riccardi
> <[EMAIL PROTECTED]> wrote: 
>         Hello,
>         
>         I was thinking about this a few days ago and I decided I will
>         try the
>         following:
>         
>         When the engine is searching for best moves there is a "game
>         path" of 3, 4 or 
>         up to 10 moves that the engine have found to be the "best
>         moves" so far.
>         
>         0) Before start the search, based on total available time, and
>         current move,
>         engine will decide Tmin time and Tmax time based on some
>         static function. 
>         1) Engine will run for Tmin ms.
>         2) if "game path" have not changed in the last n ms, search is
>         finished.
>         (n = Tmax-Tmin / c )
>         3) if game path changed, it will extend the search for n ms.
>         4) if total time exceeds Tmax ms. Search is finished. 
>         
>         I think its usefull to avoid "local maximums" that can be hard
>         to avoid,
>         perhaps next move is "easier" to get a better move, so it
>         worths to spend
>         more time on next move as its "value/time" ratio is better. 
>         
>         My 2 cents.
>         Eduardo
>         
>         PS: Definitely I will spend more time on first moves as they
>         decide the rest
>         of the game.
>         
>         On Thursday 04 January 2007 06:04, Peter Drake wrote:
>         > How much time should a program spend on each move? 
>         >
>         > If my program has t milliseconds left to use in a game, and
>         there are
>         > an estimated m moves left on the board (e.g., this many
>         vacant
>         > spaces), one reasonable choice is t / m.
>         >
>         > In practice, this seems to spend too much time on early
>         moves, which 
>         > (under UCT/MC) is largely wasted time. Would it be better to
>         use
>         > something like t / m**k, for some constant k? (Looking at
>         graphs of
>         > such functions, k = 1.5 seems reasonable.)
>         >
>         > It would also be interesting to look at the graphs of how
>         much time 
>         > humans spend on each move; is it usually less for the
>         opening moves
>         > than for middle / endgame moves? Is there a smooth curve, or
>         is there
>         > a relatively abrupt shift from joseki to analysis?
>         > 
>         > Peter Drake
>         > Assistant Professor of Computer Science
>         > Lewis & Clark College
>         > http://www.lclark.edu/~drake/
>         >
>         >
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>         
>         
>         
>         
>         
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