Re: [computer-go] Problems with CGOS

2009-06-03 Thread Christian Nentwich
Don, you're probably on the right track with the database. I'm not sure why you'd torture yourself with C in this case - the string processing, architecting, etc, won't be fun -, KGS does very well with Java. Christian Don Dailey wrote: Hi Remi, I noticed that when CGOS first came up,

Re: [computer-go] Problems with CGOS

2009-06-03 Thread Don Dailey
I'm extremely comfortable with C and I think the server CGOS runs on is one of those virtual machines without a whole lot of power or memory. There is no way I'm going to bring up a java runtime. C is the just about the only reasonable way to write a truly efficient program, in terms of

[computer-go] Problems with CGOS

2009-06-02 Thread RĂ©mi Coulom
Hi, I have just connected Crazy Stone to CGOS and noticed a few problems: - pairings seem to take forever (10 minutes or so) - there is a lot of lag during games (up to one minute for a move, which causes losses on time) I tried the cgosview-linux-x86_32 client, and got a could not execute

[computer-go] Problems with CGOS

2009-06-02 Thread Brian Sheppard
I was about to report the same issues as Remi. In the last round of games, about 50% were losses on time. I presume that these issues are related to server load. About 30 programs are currently running on the 9x9 server. This is great for testing, but perhaps more than the expected load. I will

Re: [computer-go] Problems with CGOS

2009-06-02 Thread Don Dailey
Hi Remi, I noticed that when CGOS first came up, it was very fast but as the sqlite3 database gets bigger and bigger, it gets slower. So I believe this is a design flaw in CGOS itself. I wrote CGOS without having had any experience writing servers. I think I know now how to build a super

Re: [computer-go] Problems with CGOS

2009-06-02 Thread Don Dailey
Are we talking about the 9x9 server in this case? - Don On Tue, Jun 2, 2009 at 2:20 PM, Brian Sheppard sheppar...@aol.com wrote: I was about to report the same issues as Remi. In the last round of games, about 50% were losses on time. I presume that these issues are related to server load.