My name is Juan and I've been participating in freestyle tournaments for several years under the nick "Ozymandias". As most of you, I've seen the last year and a half go by without any significant open to talk about. Well, all this is finally behind us, because as of January 8th, 2010, the mother of all competitions is coming to us at mundialchess.com.
I know some will be reluctant to believe this event will actually take place and, with so many delays in the past (including a couple of our own), who's to blame them? But the thing is, after seeing the amount of work these people have put into this project I not only believe it's going to happen, but I also will try to help shape it. From this moment on, I'm going to represent mudialchess on this forum. Any doubt, suggestion or criticism you'd like to express, you may do so on this very thread.
For all of you who have already registered or are considering that option, please don't hesitate to try the last working beta here. The more of us the merrier, as we all want the tournament to run smoothly. The server has only been running for a couple of weeks, so please come and test our application, strength in numbers!
The software is pretty bare at the moment, but it's minimalism also makes for an intuitive interface. Currently you only get to play at the tournament's time control of 10'+1'', but more options like rematch, algebraic notation, arrows to indicate last move, board flipping and much more are coming soon. The best news right now? It's solid, stable and FIDE-compliant. You can play a game of chess and rest assured nothing strange is going to happen. But, all this could change under considerable strain (as seen in past events) which is why I'm asking you to come and stress it. There will be more tournaments trough 2010, so let's start with the right foot on this one.
That would be all for now, but I have read about legitimate concerns that deserve some answer and I'm going to try and provide one:
1- How are they going to pay so much money? Prizes for this tournament are guaranteed, no matter what; evidently, in the long run, the companies behind this project expect subscriptions to their playing site to produce a healthy revenue. But that's the long run and it's up to them to worry about it.
2- Delayed twice, why not again? The first dates were rushed to make it coincide with the VIII International Chess Festival in Benidorm, now that it not longer needs to make that appointment, the established date of January 8 looks like a sure bet.
3- Is it 40 or 20€? Depends on what you want, if you're only interested in playing the tournament go ahead and save half the fee, but as I said, this won't be an isolated event, which is why we're still getting more full registration payments than anything else. It's more or less like it was being a member of the CSS or paying for each individual PAL. The difference here is that not only do you get a discount, but you also have a full year's access to the playing site.
I hope to have provided you with some useful information about this puzzling tourney and to witness a new dawn for Freestyle soon.
Juan José Molina
As you know, a typical Freestyle game runs in neighborhood of 40-50 moves. Seldom are there protracted games, though they do happen from time to time. But even assuming 60 moves you are compelling the players to kick out a move every 10 seconds on average. Given that Freestylers often use multiple computers, they need several seconds to register their own and their opponent's moves. Thus every move they make at 10+1 will involve about 50% administrative time (to make moves on their machines) and about 50% to make a move-choice.
I don't know how you feel about this but I think that such a frantic pace favors a) people with strong hardware, b) people with video game reflexes, and c) strong OTB players who can, at some stage of the game, abandon the computer and play very rapidly. Good centaurs have no niche in such a time control, really, and as a result all opportunity to see the full creativity that can emerge from a well-founded man-machine partnership is lost.
There is also the possibility that a player could game the system. For instance you could adopt a Pablo Restrepo strategy of creating a pawn blockade with the intent of inducing the opponent to run out of time. This strategy was attempted against us in Benidorm two years ago and it might well have worked at 10+1.
If there will only be one game played per day then I see no reason why the time control could not be 75+15 or at least 60+15. Is it too late for the organizers to consider my arguments and make adjustments?
It's clear that Lukas will be very pleased with this tournament as it is, but I would fear Eros or Jóse (if he recovers his sight) more than a GM with a comp. The organizers also think that GMs will have the advantage (even after Tiviakov was demolished by Jóse) but we'll soon see who's right. It's really a pity the fact that Anson can't play, because I think that the ones who have more options are the fastest centaurs with the best books. Summarizing, they must be fast, but they must be top Freestylers too.
And you shouldn't worry about blitz becoming the new standard, this tournament is so only because we're all mixed (human and centaur players). This situation doesn't have to be repeated.
As for the Father techniques, I fear them as much as GMs, little. Anson's problem was in the age of Rybka 2 and "slow" quads. Besides, what you have to worry about is wining the game, if the position is clearly won, you will always have the option to ask for the GM team there to check it, so you won't lose on time.
So the cluster will play under Jiri's name? Cool.
As for the time not being favourable to humans, just imagine a master playing an easy ending (for him) against somebody who needs to look at the engine's score all the time to survive. I would bet on the master there.
Its not really clear from the current rules whether a direct connection is legal or not. Earlier versions of the rules made it illegal to reverse engineer the client.
just imagine a master playing an easy ending (for him)
I'm willing to stipulate that a person with good endgame skills and 10 seconds per move would be able to outplay a fast engine in many types of endgames, but I'm pretty sure he wouldn't reach these endgames often enough to prevent getting slaughtered.
against somebody who needs to look at the engine's score all the time to survive.
I'm postulating that some people will automate the interface and will not have to look at the engine's score (i.e. the engine will play the games by itself). I suspect that any feelings that this will not be possible will be overtaken by events at the tournament. :-)
Let me clarify it for you, it's illegal. I'll try to update the rules.
"I'm postulating that some people will automate the interface and will not have to look at the engine's score (i.e. the engine will play the games by itself). I suspect that any feelings that this will not be possible will be overtaken by events at the tournament."
We'll have to play the waiting game on that one.
Thanks for the clarification. I think updating the rules would be a good idea because right now this is open to interpretation.
> not the strong players will win, but the most skilled ones in finding half-cheating ways to play.
Yes, and I can see your gears working all the way across the ocean, you devious and twisted devil!! :)
> Automating the interface is certainly practical, but since this is illegal,
It is not permitted to interfere with the technical processes of the server or the game. Above all, it is not allowed to slow the game or to manipulate the system itself. Any attempt to hack the server entails the elimination of the account without prejudice to any criminal proceedings that might ensue.
As long as the automating program doesn't directly touch the client, I don't see how it could possibly interfere with the "technical processes" of anything.
The original language precluded the automation of the interface with the client. This language is much less clear, but I'm guessing the organizers will not look kindly on any team that receives or sends moves in any manner other than via interaction with the output of the client GUI. At these time controls, the automation of I/O could save a team up to half of their time, and an unaided engine could certainly win, so I'm guessing we may see this tested at some point in the not too distant future.
I'm guessing that this would be disallowed based on the catch-all "not allowed to [ ] manipulate the system itself." clause. I also suspect that the organizers meant to say hack the client in the next sentence, but that is sheer conjecture...
Downloading the #1 Google result for "Actionscript 3 decompiler"...
> Downloading the #1 Google result for "Actionscript 3 decompiler"...
Which won't do anything useful until you pay them $80. This, however, will. It doesn't let you copy the decompiled code to the clipboard, though. Here's a sample:
public dynamic class GameData extends com.snc.base.utils.BaseData
public function getOtherUser(arg1:com.snc.chess.model.application.UserData):com.snc.chess.model.application.UserData
if (whiteUser.id == arg1.id)
if (blackUser.id == arg1.id)
Right-click the above link and "Save linked content as..."
> And how do you get it to pass the moves to the playing app without having the code?
The same way a human would:
Move mouse to somewhere on the from-square.
Press the left mouse button.
Move mouse to somewhere on the to-square.
Release the left mouse button.
Powered by mwForum 2.27.4 © 1999-2012 Markus Wichitill