I made a few minor fixes/changes to CGOS, nothing major.
1. There is a condition where a program can disconnect but
CGOS doesn't always get this right and you can never
log back in until the server is restarted. I cannot
easily test this, because I have been unable to actually
reproduce the bug, but I now trap that error and try to
gracefully recover from it. I believe it has been
fixed. We will see ....
2. I silently add 1/2 second to the time control for each move.
This is to help programs on slow internet connections and
other timming ambiguities. The amount of time your program
takes for a given move is never allowed to be reckoned as
negative due to this change - so the least amount of time a
move can take, even with the 1/2 bonus, is 0.0 seconds.
This is not designed to deal with network lag in a "fair"
way, if your program is running on a fast reliable network
it will still have an advantage, however this should improve
the situation where a program on a slow network continues to
lose time on the clock even when it's playing instantly.
The idea is to try to guarantee that your programs internal
clock is a lower bound on the time actually used from CGOS
point of view.
I would be interested in any reports on time usage vs what
CGOS reports. I know that some programs log the discrepancy.
This may also benefit programs with aggressive time control
algorithms.
3. The SGF files are formatted slightly different.
3.1 The rules are "Chinese" instead of "TT--" to make it more
compatble with game readers.
3.2 Instead of placing 1 move per line in the SGF file, I place
several moves per line. This makes it appear more compact
if you are looking at the SGF file manually (and it
eliminates
several line-feeds, so it's actually slightly more compact in
reality.)
- Don
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