Just one additional thing. If you plan to play online (CGOS) you need
have a buffer for lag.
That is if the opponent plays on until the board is filled, you might
end up playing another 100 moves. Even if your program responds locally
in 0.0001 seconds the lag of systems out of your control mi
to)
>3. Re: Time policy (Urban Hafner)
>4. Re: Time policy (Gonçalo Mendes Ferreira)
>
>
> --
>
> Message: 1
> Date: Fri, 4 Nov 2016 11:45:56 +0800
> From: Billy White
> To: computer-go@co
Start by computing a "normal" amount of time to spend, using the kinds of
rules described by others in this thread.
Since you are using MCTS, you may want to experiment with spending more
time if the move with the best score is not the one that has been explored
the most, since that probably signa
I similarly use C x (T / E) in matilda, with
C = 1.24
T = time left on current period (absolute or byo yomi)
E = argmax(estimate of game length divided by two ; 19) or byo yomi stones
remaining
The length estimate ir around 2/3 of the board points.
It lacks the decision to expend a byo yomi peri
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 consta
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
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?
Thanks (:
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