It depends mostly the branching factor (bf) that how allowed time per 
move effect playing strength. It's almost clear that human's bf is so 
smaller than machines' that giving longer time makes humans winning rate 
raise. And, programs' bfs differ according to their alogrithms. 
Therefore the relationship of time vs. strength may vary among players 
(both humans and computers). So your idea is too early to introduce, I 
believe. Or, at least, it's better to postpone until the relationship 
will be made clear enough.

dan: <[EMAIL PROTECTED]>:
>Hi,
>
>The challenge to write a go playing program that could beat a professional was 
>issued before the wide availability of Internet Go Servers, and broadband 
>access.
>
>Under these new conditions, it is trivial to write such a program, provided 
>the game takes place on a server, and at time limits chosen by the program. 
>For example a random point playing program could choose time limits of half 
>a second per move, sudden death.
>
>Therefore I suggest that a program's strength can (if needed) be expressed as 
>the shortest time limits that a player of a standard strength (eg Pro. 1 dan) 
>would be willing to play the program at, given an equal reward/loss regime 
>(ie the chance of either winning would be 0.5).
>
>The format of time limits for such games would need to be standardised, for 
>example - it could be decided that only limits of the type 'sudden death, x 
>number of seconds per move' were allowed.
>
>In that case, 'x' could be used as a measure of the program's strength (as an 
>abreviation for 'would beat a standard strength player half the time at x 
>seconds per move')
>
>Of course the strength of a 'standard strength' Go player varies, and 
>professional one dans would likely be unwilling to be beaten in ultra blitz 
>games for the benefit of computer go programmers, so 'amateur 1 dan' is a 
>realistic idea for a standard strength go player.
>
>dan
>
>
>
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[EMAIL PROTECTED] (Kato)
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