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Optimization to engine tournaments #137

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texium opened this issue Apr 3, 2024 · 3 comments
Open

Optimization to engine tournaments #137

texium opened this issue Apr 3, 2024 · 3 comments

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@texium
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texium commented Apr 3, 2024

As you may or may not know, engine tournaments take forever to pair, idk how arena does it but it seems to just play it out on instance. if i try to do a normal engine test of a group of engines with 100 games, i sit waiting forever on a decent cpu. could you make it better or not create them all at once. Also, in the time controls for engine tournaments, could you allow for something more precise than minutes, like even seconds and milliseconds.

@lukasmonk
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My mistake, all my test are with not much registers. Fixed.

If you are referring to the creation of games:
I start from the assumption that it is normal to use minutes. But the precision is not limited, because you can indicate as many decimals as you want. By example 0.25 = 15 seconds

@TapioOfTapiola
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If I may ask, could you put the worker windows into a more unified UI? Maybe one tabbed window? Creating eg. 8 separate windows is a lot of clutter. It may be desirable if no board is drawn at all and let it just do tournaments in the background on uci level.
Maybe show and create a board only if user explicitely wants it. Eg clicks on a row in a list of currently running matches.

@lukasmonk
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I will work on it.

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3 participants