Re: [computer-go] Help me test CGOS

2007-03-27 Thread Jacques Basaldúa

Hi Don

Could you provide some minimum protocol documentation so that we do not
have to use any scripting language? The tcl script seems very simple. Is it
possible to just open greencheeks.homelinux.org:6867, send login and then
read/write commands? This way everyone would be free to implement
the connection its own way, handle reconnection automatically in case of
power down, etc. In my case, using a scripting language not only 
requires to
install unnecessary software for an otherwise trivial task, but writing 
a small

bridge application that is called by the script and communicates with
the GUI running the engine. The GUI could handle the connection much
better. I am very interested in being an active member of the 19x19
server when its ready. (And I am ready myself, mid-July, I hope.)

Jacques.
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Re: [computer-go] Help me test CGOS

2007-03-27 Thread Hellwig Geisse
Jacques,

On Tue, 2007-03-27 at 11:03 +0100, Jacques Basaldúa wrote:
 Could the source code of this client be open?

I just finished the translation of the old TCL script cgosGtp.tcl
to plain C (for those of us who don't want to run a scripting language
interpreter just to connect to CGOS). You can find it here:

http://homepages.fh-giessen.de/~hg53/go/cgosGtp.tar.gz

Please note that this is not quite what you are looking for, but
I intend to do the same translation with the new script as soon as
it has stabilized.

Don,

I translated your script almost without changes. I changed the
log output to use the arrows a bit more consistently, though.
And the program waits for an answer to the quit command sent
to the engine; this is according to the GTP specification which
requests The controller must receive the response before the
connection is closed on its side.

Hellwig

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Re: [computer-go] Help me test CGOS

2007-03-27 Thread Don Dailey
On Tue, 2007-03-27 at 12:39 +0200, Hellwig Geisse wrote:
 Jacques,
 
 On Tue, 2007-03-27 at 11:03 +0100, Jacques Basaldúa wrote:
  Could the source code of this client be open?
 
 I just finished the translation of the old TCL script cgosGtp.tcl
 to plain C (for those of us who don't want to run a scripting language
 interpreter just to connect to CGOS). You can find it here:
 
 http://homepages.fh-giessen.de/~hg53/go/cgosGtp.tar.gz
 
 Please note that this is not quite what you are looking for, but
 I intend to do the same translation with the new script as soon as
 it has stabilized.
 
 Don,
 
 I translated your script almost without changes. I changed the
 log output to use the arrows a bit more consistently, though.
 And the program waits for an answer to the quit command sent
 to the engine; this is according to the GTP specification which
 requests The controller must receive the response before the
 connection is closed on its side.

Thank you for that.   The new client is still in a primitive
state and there are a few rough edges - one example is that
it exits when there is a connection problem which is not
the behavior we really want.

There is also the issue of what to do if the engine itself
dies.   I'm not sure what happens in this case, but I need
to do a bit more development in this area to get it right.

I want the reconnection time-out to be gradually increasing,
in case of long network outages - no point hammering the
server if things will be down a signficant length of time.

Things like that need to be improved and feedback is welcome.
And I have received good feedback already - so thanks everyone.

- Don


 Hellwig
 
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Re: [computer-go] Help me test CGOS

2007-03-27 Thread Heikki Levanto
On Mon, Mar 26, 2007 at 10:06:47PM -0400, Jason House wrote:
 I don't see any games that have an outcome other than winning by points 
 or resignation.  Any forfeits or games that are on hold?

I see a few games with B+Illegal, or suchlike. But I remember when I
was fooling with my stderr problem, I started a few games that were
rejected because illegal moves. yet the listing shows no Illegal games
for Halgo. Something wrong there?

-Heikki

-- 
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Re: [computer-go] Help me test CGOS

2007-03-27 Thread Don Dailey
On Tue, 2007-03-27 at 08:24 -0400, Jason House wrote:
 
 
 On 3/27/07, Christoph Birk [EMAIL PROTECTED] wrote:
 On Mon, 26 Mar 2007, Jason House wrote:
  I don't see any games that have an outcome other than
 winning by points or
  resignation.  Any forfeits or games that are on hold?
 
 I have seen games lost by 'forfeit' (typically super-ko) and
 lost by time.

There are only 3 non score based ways to win or lose a
game:  

  1. Illegal
  2. Time
  3. Resign

There are no disconnect forfeits - you simply lose on time as if
you walked away from the game on purpose.

In the case of an illegal move, a comment is included in the
SGF file to attempt to explain the nature of the illegal move
if it can be determined.   For instance I think there is an
error comment for moving to an occupied point.   The most 
common illegal move is a ko violation.

- Don



 On the old server or the new one?  I was thinking a proper testing of
 the server should include clients that do the wrong thing and make
 sure the server handles it properly.
 
 
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Re: [computer-go] Help me test CGOS

2007-03-27 Thread Christoph Birk

On Tue, 27 Mar 2007, Don Dailey wrote:

Would it be possible to publish a little library for others in C?
I will have a place on the main page to download goodies like this.


Yes, but it is still in a transitions phase from the old CGOS
to the new CGOS.

Christoph

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Re: [spam probable] [computer-go] Time Control for the new CGOS

2007-03-27 Thread Sylvain Gelly

Hi Don,


I am considering to change the time control when I change
over officially to 5 minutes instead of 10.   5 minutes seems
more than adequate  for the Monte Carlo programs which play
quite strongly even at 2 minutes per game.

What does everything think about that?

I guess you mean everyone? :-) Or maybe I missed something :-/.

I think it is better and worse in the same time. 5 minutes is better
because it allows you to rate your program twice as fast, and the
rating is likely to be similar. The bad thing is that real good games
happen with more time, so I wonder how far the estimation would be
from the strength of the program in real conditions. Of course we
can count on the scalability of the algorithm, but still.

I personally do almost all my tests with 3k simulations per move, and
count on the scalability.

But I wanted to raise the point. For example I think things like seki
would take importance only with stronger programs so only with more
time.
I don't have a strong opinion on that.

Sylvain
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Re: [computer-go] Time Control for the new CGOS

2007-03-27 Thread Don Dailey
On Tue, 2007-03-27 at 13:26 -0700, Ken Friedenbach wrote:
 1 second is probably too much when network lag is not an issue,
 and not enough when it is...
 
 Is there some way to use ping every N moves, to get
 a better setting on a per connection basis?

Probably, but I don't want to trust clients not to cheat
by delaying their response to ping.You probably think
this is incredibly paranoid of me, but if you've lived in the
computer chess world you would understand why I feel this
way :-)

Of course you can do a statistical analysis of the response
times to a number of pings and gather statistical evidence
that a client is cheating or not, but this can probably be
defeated with clever algorithms to vary the responses!   Now
I'm really being paranoid!At any rate, I don't want to
get into this.I think I will just use a fixed 1/2 second
forgiveness factor.

- Don



 Ken Friedenbach
 
 On Mar 27, 2007, at 9:33 AM, Don Dailey wrote:
 
  The 2 minute server is interesting,  the short time control
  has still allowed for very strong programs including Mogo.
 
  I am considering to change the time control when I change
  over officially to 5 minutes instead of 10.   5 minutes seems
  more than adequate  for the Monte Carlo programs which play
  quite strongly even at 2 minutes per game.
 
  What does everything think about that?
 
  The server adds 1 second gift to each move silently,  in
  order to allow for server overheads and network lags and
  glitches.  This is pretty generous and actually adds a
  minute or more the the length of the games.   I think this
  should probably be cut to 1/2 second instead of a full
  second and I will make that change.
 
 
  - Don
 
 
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Re: [computer-go] Help me test CGOS

2007-03-27 Thread Don Dailey
On Tue, 2007-03-27 at 11:47 -0700, Christoph Birk wrote:
 On Tue, 27 Mar 2007, Don Dailey wrote:
  Would it be possible to publish a little library for others in C?
  I will have a place on the main page to download goodies like this.
 
 Yes, but it is still in a transitions phase from the old CGOS
 to the new CGOS.

Yes, I haven't finalized the protocol yet.  If I make any 
changes, I'll be sure to let you know.

- Don


 Christoph
 
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Re: [spam probable] [computer-go] Time Control for the new CGOS

2007-03-27 Thread Don Dailey
On Tue, 2007-03-27 at 23:10 +0200, Sylvain Gelly wrote:
 Hi Don,
 
  I am considering to change the time control when I change
  over officially to 5 minutes instead of 10.   5 minutes seems
  more than adequate  for the Monte Carlo programs which play
  quite strongly even at 2 minutes per game.
 
  What does everything think about that?
 I guess you mean everyone? :-) Or maybe I missed something :-/.

I want the opinon of inanimate objects :-)

 I think it is better and worse in the same time. 5 minutes is better
 because it allows you to rate your program twice as fast, and the
 rating is likely to be similar. The bad thing is that real good games
 happen with more time, so I wonder how far the estimation would be
 from the strength of the program in real conditions. Of course we
 can count on the scalability of the algorithm, but still.

But what are real conditions?  Is 10 minutes a standard and if so it
is standard for 19x19 or 9x9?   At any rate, I will probably go with
5 minutes unless I get a lot of protests, in which case I will stay
with 10 minutes.   I have considered the pro's and con's below. 

 I personally do almost all my tests with 3k simulations per move, and
 count on the scalability.
 
 But I wanted to raise the point. For example I think things like seki
 would take importance only with stronger programs so only with more
 time.
 I don't have a strong opinion on that.

There are many considerations, both positive and negative, but mostly
positive I think:

  1.  Rate games faster.
  2.  Server is more dynamic - for the impatient :-)
  3.  Less waiting time when you log on and between games.
  4.  Quality of game a bit lower unfortunately.
  5.  All testing, not just getting ratings, is accelerated.
  6.  5 minutes not a major change.  

We will probabably soon have a 19x19 server too, in which case I would
not favor such a fast time control.   I would like to get opinions on
what
it should be for 19x19 or other board sizes - but I'm gravitating 
towards 15 minutes per side on 19x19.   

- Don


 Sylvain

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Re:[computer-go] Time Control for the new CGOS

2007-03-27 Thread Sylvain Gelly

But what are real conditions?  Is 10 minutes a standard and if so it
is standard for 19x19 or 9x9?

I meant for 9x9 and games against humans for example.


At any rate, I will probably go with
5 minutes unless I get a lot of protests, in which case I will stay
with 10 minutes.   I have considered the pro's and con's below.


Ok thank you. You have a stronger opinion than mine :)

Sylvain
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Re: Re:[computer-go] Time Control for the new CGOS

2007-03-27 Thread Don Dailey
On Tue, 2007-03-27 at 23:52 +0200, Sylvain Gelly wrote:
  But what are real conditions?  Is 10 minutes a standard and if so it
  is standard for 19x19 or 9x9?
 I meant for 9x9 and games against humans for example.
 
  At any rate, I will probably go with
  5 minutes unless I get a lot of protests, in which case I will stay
  with 10 minutes.   I have considered the pro's and con's below.
 
 Ok thank you. You have a stronger opinion than mine :)
 
 Sylvain

Actually, I only slightly prefer 5 minutes - it seems like it would
be a benefit all things considered.   But as I said, I'm willing to
concede - I will do what the group as a whole prefers.   So
far nobody has spoken out in favor of 5 minutes except me - so it
might end up being 10 minutes after all!   

- Don


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Re: [computer-go] Help me test CGOS

2007-03-27 Thread Heikki Levanto
On Tue, Mar 27, 2007 at 12:14:37PM -0400, Don Dailey wrote:
 
 On Tue, 2007-03-27 at 15:31 +0200, Heikki Levanto wrote:
  I see a few games with B+Illegal, or suchlike. But I remember when I
  was fooling with my stderr problem, I started a few games that were
  rejected because illegal moves. yet the listing shows no Illegal games
  for Halgo. Something wrong there?
 
 sqlite select gid, w, b, res from games where w like %Halgo% and res
 like B+Illegal ;
 gid w  bres   
 --  -  ---  --
 333 halgo-1.7-10k  gnugo_3.7.9  B+Illegal 
 336 halgo-1.7-10k  gnugo_3.7.9  B+Illegal 

Ok! Those games must have scrolled off the list of games when I came to
think of them today. Those 2min games happen fast...

Seems like your system works as expected.

  - Heikki



-- 
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Re: [computer-go] Help me test CGOS

2007-03-27 Thread Christoph Birk

On Mon, 26 Mar 2007, Don Dailey wrote:

I have a prototype of the new CGOS server up and running.


How about sorting the cross-tables by opponent name (please
don't distinguish upper/lower-case).

Christoph

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Re: [computer-go] Time Control for the new CGOS

2007-03-27 Thread Heikki Levanto
On Tue, Mar 27, 2007 at 12:33:36PM -0400, Don Dailey wrote:
 I am considering to change the time control when I change
 over officially to 5 minutes instead of 10.   5 minutes seems 
 more than adequate  for the Monte Carlo programs which play
 quite strongly even at 2 minutes per game.
 
 What does everything think about that?

Fine by me. 

 The server adds 1 second gift to each move silently,  in
 order to allow for server overheads and network lags and
 glitches.  This is pretty generous and actually adds a
 minute or more the the length of the games.   I think this
 should probably be cut to 1/2 second instead of a full 
 second and I will make that change.

Quite fine by me. My quick program halgo-1.7-10k always seemed to have
120 seconds left, no matter what happened. Maybe even 0.1 seconds would
be sufficient.

In fact I don't quite see the point in adding the extra time. Both
players get as much, and both are supposed to have the same amount of
time available, so it should not make much of a difference. 

I can se an argument for it, in the case the opponent plays silly moves
just to kill time, and hope to win on time. But we already play the
games to the bitter end, so that should not matter so much. Maybe the
time should only be added after a player has passed once?

I am still not sure about all the consequences of this, but I don't see
it as a major problem, one way or the other.

  - Heikki



-- 
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Re: Re:[computer-go] Time Control for the new CGOS

2007-03-27 Thread Heikki Levanto
On Tue, Mar 27, 2007 at 06:15:49PM -0400, Don Dailey wrote:
 Actually, I only slightly prefer 5 minutes - it seems like it would
 be a benefit all things considered.   But as I said, I'm willing to
 concede - I will do what the group as a whole prefers.   So
 far nobody has spoken out in favor of 5 minutes except me - so it
 might end up being 10 minutes after all!   

Then let me cast a vote for 5 minutes - although it is a very weak vote,
as I do not have a strong opinion. But the 2min tests have shown that I
seem to have a powerful enough computer to do what I wanted to do...

Being able to play more games in a given time is clearly a bonus.

  - Heikki


P.S. How about starting a new round when (say) 75% of the players are
free? That way, the last slow ones could skip a round, and most of the
rounds would still be with most of the players.

-- 
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Re: Re:[computer-go] Time Control for the new CGOS

2007-03-27 Thread Christoph Birk

On Wed, 28 Mar 2007, Heikki Levanto wrote:

P.S. How about starting a new round when (say) 75% of the players are
free? That way, the last slow ones could skip a round, and most of the
rounds would still be with most of the players.


That introduces a bias towards pairing faster programs against
each other.

Christoph

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Re: Re:[computer-go] Time Control for the new CGOS

2007-03-27 Thread Chris Fant

I vote for 5 minutes per side in the name of faster ratings, faster
testing and faster games for casual observers to observe.  Plus,
computers are getting faster every day and 9x9 Go algorithms are
getting better every day so it seems reasonable to speed-up the time
controls from what it was when CGOS started.
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Re: [computer-go] Help me test CGOS

2007-03-27 Thread Don Dailey
On Tue, 2007-03-27 at 15:41 -0700, Christoph Birk wrote:
 On Mon, 26 Mar 2007, Don Dailey wrote:
  I have a prototype of the new CGOS server up and running.
 
 How about sorting the cross-tables by opponent name (please
 don't distinguish upper/lower-case).

They are currently sorted by ELO rating, which was one of the
number 1 requests.   I suppose with a little java-script
we could make it selectable.   But for the default I think
it's more useful to sort by strength.


- Don


 Christoph
 

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Re: Re:[computer-go] Time Control for the new CGOS

2007-03-27 Thread Don Dailey
On Tue, 2007-03-27 at 16:02 -0700, Christoph Birk wrote:
 On Wed, 28 Mar 2007, Heikki Levanto wrote:
  P.S. How about starting a new round when (say) 75% of the players are
  free? That way, the last slow ones could skip a round, and most of the
  rounds would still be with most of the players.
 
 That introduces a bias towards pairing faster programs against
 each other.
 
 Christoph

I've really struggled with this one.  In the end, scheduling is
far easier and has far less side effects if I make them discreet.

There is also a feature in the server to report informational
messages - one of them reports the time until the next round,
which hopefully makes the wait more bearable.  Of course it's
just an estimate and it's almost always overstated.

A little analysis shows that this does not decrease the playing
rate much at all for programs that use most of their time.  For
the really fast programs,  you will clearly get scheduled less
often. I usually make decisions, where there is an issue,
in favor of the stronger programs as long as it doesn't introduce
gross unfairness to the weaker programs.In this case I don't
want to introduce a scheduling algorithm that encourages random
players to play zillions of games.

- Don


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Re: [computer-go] Help me test CGOS

2007-03-27 Thread Don Dailey
On Tue, 2007-03-27 at 19:20 -0400, [EMAIL PROTECTED] wrote:
 The way the cross-tables are sorted in the new CGOS, by strength,
 seems much nicer to me. I hope it stays this way. And 5 minute games
 sounds like a good compromise. I'm enjoying the 2 minute (really 3
 minute, I guess) games.
  
 My only complaint about the 1 second leeway is that it makes it look
 as if my program is taking 100 times longer than most of its
 opponents. It makes getting creamed by Mogo just all that much more
 galling. ;)

I think I'm going to change the leeway to a much more modest 1/4 second.
A
number of opponent are playing for free.

- Don


 
 Dave Hillis
  
  
 -Original Message-
 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; computer-go@computer-go.org
 Sent: Tue, 27 Mar 2007 6:41 PM
 Subject: Re: [computer-go] Help me test CGOS
 
 On Mon, 26 Mar 2007, Don Dailey wrote: 
  I have a prototype of the new CGOS server up and running. 
  
 How about sorting the cross-tables by opponent name (please 
 don't distinguish upper/lower-case). 
  
 Christoph 
  
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Re: Re:[computer-go] Time Control for the new CGOS

2007-03-27 Thread Álvaro Begué

Either 5 or 10 minutes per side is fine by me, with a mild preference
toward 10 minutes for two reasons: hysteresis (if it ain't broke,
don't fix it) and it gives me enough time to broadcast the moves by
hand to John Tromp so he can comment on the game; I couldn't do this
twice as fast. :) I also like the argument that some innovative ideas
might just not work very well in fast games, so it would be better to
keep them longer.

I don't like the idea of giving extra time every move. The effect is
very similar to adding a fixed amount of time, since go games have
fairly constant lengths. Lags are probably tiny these days for most
people anyway. And you do get an update of how much time you have
left, so if you do something simple like spending a constant fraction
of the time left each turn, your program will adjust itself to the lag
and not run out of time. In short, I don't see what problem this
solves.

Álvaro.
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Re: [computer-go] Help me test CGOS

2007-03-27 Thread Don Dailey
Ok,  I just changed the time leeway factor to 1/4 second.   It will
be interesting to see how/if this changes some of the times.

- Don


On Tue, 2007-03-27 at 20:48 -0400, Don Dailey wrote:
 On Tue, 2007-03-27 at 19:20 -0400, [EMAIL PROTECTED] wrote:
  The way the cross-tables are sorted in the new CGOS, by strength,
  seems much nicer to me. I hope it stays this way. And 5 minute games
  sounds like a good compromise. I'm enjoying the 2 minute (really 3
  minute, I guess) games.
   
  My only complaint about the 1 second leeway is that it makes it look
  as if my program is taking 100 times longer than most of its
  opponents. It makes getting creamed by Mogo just all that much more
  galling. ;)
 
 I think I'm going to change the leeway to a much more modest 1/4 second.
 A
 number of opponent are playing for free.
 
 - Don
 
 
  
  Dave Hillis
   
   
  -Original Message-
  From: [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]; computer-go@computer-go.org
  Sent: Tue, 27 Mar 2007 6:41 PM
  Subject: Re: [computer-go] Help me test CGOS
  
  On Mon, 26 Mar 2007, Don Dailey wrote: 
   I have a prototype of the new CGOS server up and running. 
   
  How about sorting the cross-tables by opponent name (please 
  don't distinguish upper/lower-case). 
   
  Christoph 
   
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Re: Re:[computer-go] Time Control for the new CGOS

2007-03-27 Thread Don Dailey
On Tue, 2007-03-27 at 20:49 -0400, Álvaro Begué wrote:
 I don't like the idea of giving extra time every move. The effect is
 very similar to adding a fixed amount of time, since go games have
 fairly constant lengths. Lags are probably tiny these days for most
 people anyway. And you do get an update of how much time you have
 left, so if you do something simple like spending a constant fraction
 of the time left each turn, your program will adjust itself to the lag
 and not run out of time. In short, I don't see what problem this
 solves.

There is a fixed amount of overhead that is being charged to the
programs unfairly even under the very best of conditions, and I'm 
just trying to compensate for that.  

The idea is to guarantee that the time actually spent computing the
move is an upper bound on the time the server believes was spent.
Without some small fudge this is clearly impossible.   

Based on the times being reported on CGOS, I believe that factor
should be much smaller than the 1 second I was adding.   So I
decreased to 1/4 second.   

I have also had two separate reports of programs losing on time
despite the fact that they were playing instantly due to various
factors which might include interface speed, network lag, even
CGOS server overheads (although this appears to be quite small.)

I don't want programs to lose that way.  So a tiny fudge is 
subtracted from time spent as long as it doesn't drop it below
zero.   

- Don







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Re: Re:[computer-go] Time Control for the new CGOS

2007-03-27 Thread Álvaro Begué

On 3/27/07, Don Dailey [EMAIL PROTECTED] wrote:

On Tue, 2007-03-27 at 20:49 -0400, Álvaro Begué wrote:
 Either 5 or 10 minutes per side is fine by me, with a mild preference
 toward 10 minutes for two reasons: hysteresis (if it ain't broke,
 don't fix it) and it gives me enough time to broadcast the moves by
 hand to John Tromp so he can comment on the game; I couldn't do this
 twice as fast. :) I also like the argument that some innovative ideas
 might just not work very well in fast games, so it would be better to
 keep them longer.

One feature I'm working on is to be able to watch the games
as they are being played.  Then you won't have to broadcast
them to John.

Can't John just log into your machine and watch the games?  Or
I think it's easy for him to set up an ssh pipe and use gogui
to watch the games from his computer.



I was planning to implement something like what you are describing,
but if we could watch the games live on cgos that would be awesome!

Álvaro.
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Re: [spam probable] [computer-go] Time Control for the new CGOS

2007-03-27 Thread David Doshay

My vote is that if you want to trim 9x9 down to 5 minutes then I
would like to keep 19x19 longer, more like 30 minutes than 15.

Another thought would be to alternate longer and shorter periods
in your scheduling algorithm.

Cheers,
David



On 27, Mar 2007, at 2:41 PM, Don Dailey wrote:


We will probabably soon have a 19x19 server too, in which case I would
not favor such a fast time control.   I would like to get opinions on
what
it should be for 19x19 or other board sizes - but I'm gravitating
towards 15 minutes per side on 19x19.



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Re: [spam probable] [computer-go] Time Control for the new CGOS

2007-03-27 Thread Don Dailey
On Tue, 2007-03-27 at 19:36 -0700, David Doshay wrote:
 Another thought would be to alternate longer and shorter periods
 in your scheduling algorithm.

Do you mean play one time control, then on the next round play
a different time control?

- Don


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