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 <g...@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 > _______________________________________________ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > -- Blog: http://bettong.net/ Twitter: https://twitter.com/ujh Homepage: http://www.urbanhafner.com/
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