[computer-go] Computer match time

Jason House jason.james.house at gmail.com
Thu Apr 12 09:52:58 PDT 2007


I recently found that the output from time_left looks identical for main
time and byo yomi time.  Both give zero stones remaining.  I did discover
that "time_left 0 0" is sent when main time runs out and byo yomi begins.  I
didn't check if that occurs after each byo yomi period is lost as well.

To overcome this issue, I set my bot to use Canadian time.  My engine
doesn't yet support the time_settings command, so I wanted to make the
current state very clear (allowing each time_left command to be interpreted
without prior state).

On 4/12/07, Rémi Coulom <Remi.Coulom at univ-lille3.fr> wrote:
>
> Don Dailey wrote:
> > On Thu, 2007-04-12 at 11:18 -0400, Jason House wrote:
> >
> >> Not having byo yomi because it's tough to code isn't really a good
> >> argument.  If we want (non-computer-go) people to take the results
> >> seriously, the game timing should be the same as what people naturally
> >> do.  I personally am hesitant to play games with fixed time limits
> >> because I don't trust myself the use the time appropriately throughout
> >> the game.
> >>
> >
> > Byo yomi of course is a better time control for computers, even if it's
> > slightly more difficult to implement.
> >
> > It also has the advantage that humans may consider it more "fair" to
> > them even though it isn't.
> >
> > - Don
> >
>
> byoyomi on KGS has this problem:
> http://computer-go.org/pipermail/computer-go/2006-February/004317.html
> I believe 10 min / game is a usual time control for humans (that's how
> we play blitz at my Go club). It is an advantage for the bot, as
> compared to longer time control, that is for sure. If Crazy Stone
> reaches [1d] on KGS, I will make it play slower :-)
>
> Rémi
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>
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