# [Computer-go] Time policy

Álvaro Begué alvaro.begue at gmail.com
Fri Nov 4 05:59:11 PDT 2016

```Start by computing a "normal" amount of time to spend, using the kinds of
rules described by others in this thread.

Since you are using MCTS, you may want to experiment with spending more
time if the move with the best score is not the one that has been explored
the most, since that probably signals an unclear situation.

You can save a bit of time in obvious moves once you realize that the other
moves cannot catch up in the normal time allocated for this move.

Álvaro.

On Fri, Nov 4, 2016 at 5:02 AM, Gonçalo Mendes Ferreira <gonmf at sapo.pt>
wrote:

> I similarly use C x (T / E) in matilda, with
> C = 1.24
> T = time left on current period (absolute or byo yomi)
> E = argmax(estimate of game length divided by two ; 19) or byo yomi stones
> remaining
>
> The length estimate ir around 2/3 of the board points.
>
> It lacks the decision to expend a byo yomi period in more difficult
> positions.
>
> Gonçalo Ferreira
> Em 04/11/2016 08:40, Urban Hafner <contact at urbanhafner.com> escreveu:
>
> I think there are some short papers about it out there. But I would
> suggest looking at the source code of existing bots like michi or pachi.
> What I use in my bot is really simple. I use the following formula:
>
> time for next move = remaining time / (C * max(vacant points, M))
>
> Where C is some constant you need to figure out (I use 0.5 right now),
> “vacant points” is the number of empty intersections on the board and M is
> a lower limit (I currently use 24) so that you don’t use up too much time
> that you might need when a capture happens.
>
> It has worked well enough so far that I haven’t looked at more intricate
> algorithms. Oh, and once I hit byo-yomi time I just divide the time into
> equal parts by the number of stones for the byo-yomi period.
>
> Urban
>
> On Fri, Nov 4, 2016 at 9:00 AM, Gian-Carlo Pascutto <gcp at sjeng.org> wrote:
>
> On 04-11-16 04:45, Billy White wrote:
> > Hi,
> >
> > Our team is working on a computer go system mainly followed alphago.
> > We try to add time policy to our system but cannot find something
> > useful.
> >
> > I am wondering whether there are some useful material?
>
> Take a large games database, and construct a table of expected number of
> moves remaining based on the current move of the game.
>
> Divide total amount of time left by the output of that table.
>
> Test if biasing it to think slightly longer early on helps playing
> strength.
>
> If there is byo-yomi time. the required extra thinking time generally
> flows logically from the byo-yomi timecontrol and the above.
>
> --
> GCP
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>
>
>
> --
> Blog: http://bettong.net/
> Homepage: http://www.urbanhafner.com/
>
>
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