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
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>



-- 
Blog: http://bettong.net/
Twitter: https://twitter.com/ujh
Homepage: http://www.urbanhafner.com/
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