[Computer-go] February KGS bot tournament: 19x19
steve uurtamo
uurtamo at gmail.com
Sun Jan 30 18:59:56 PST 2011
it's something like halfway between fisher time and absolute time.
think of the number of byo-yomi periods as the number of times you are
allowed to think for an excessive amount of time before losing the
game by default. (where "excessive" is defined by the length of each
byo-yomi period). when you go over a byo-yomi period, you lose it
forever. when you don't, you keep it.
play some go on a server like kgs to get a feel for how this works.
think of the main time as the amount of time that you can do whatever
you please.
as examples:
i've seen some people play 1:00 main time, 100x10s byo-yomi.
i've seen others play 30:00 main time, 5x30s byo-yomi.
it should be clear that the playing style (and therefore the strategy)
of these two time settings is completely different.
in computer go, time control is nontrivial to deal with, but the main
time is usually long enough to get to endgame moves. or perhaps should
be considered as same. crazy time schedules like my first example are
rare in computer tournaments that i've seen.
i'm really curious to hear how various programs handle their time
controls -- it seems like an important choice; perhaps this is an
easily solved problem?
s.
On Sun, Jan 30, 2011 at 8:07 PM, Daniel Shawul <dshawul at gmail.com> wrote:
> My doubt is ,as you explained ,how much time to spend on the main time ? If
> I decided to
> make only few moves searched deeply during that time, then most of the moves
> will be made in byo-yomi
> period with no chance to recover from it. For instance, for a fisher time
> control that I am familiar with, a player can get into
> time trouble and recover from it by making some quick moves. That is what I
> meant by accumulating time.
> But in this case,It seems clocks are reset after the the byo yomi stones are
> placed ?
> Other than that it sounds pretty much like the fisher time control I guess.
>
> On Sun, Jan 30, 2011 at 5:17 PM, Nick Wedd <nick at maproom.co.uk> wrote:
>>
>> In message <AANLkTik6__MwTX9494N+4FMnyoBiAybgcWx05ZUMZEiX at mail.gmail.com>,
>> Daniel Shawul <dshawul at gmail.com> writes
>>
>> < snip >
>>
>>> My other problem is with implementation of 'byo-yomi time' . I am not
>>> familiar with this time
>>> control before. From my understanding there is an initial main time set
>>> where an engine can
>>> make as many moves at it wants. So does that mean if I make moves
>>> faster at that stage I get
>>> extra time or not ?
>>
>> I don't understand the question. When you have used all the main time,
>> the byo-yomi starts.
>>
>>> What I implemented currently is just make
>>> (boardisze / 4) i.e half you your total
>>> moves in that time control and the remaining in byo-yomi mode. Doe that
>>> sound reasonable ?
>>
>> Whether that is reasonable depends on the amount of main time, and the
>> number and length of the byo-yomi periods. If you have an hour of main time
>> and five 5-second byo-yomi periods, you will want to make almost all your
>> moves in the main time. If you have a minute of main time and thirty
>> one-minute byo-yomi periods, you will want to make just a few moves in the
>> main time. In any case, you don't know how many moves there are going to be
>> - I have seen a sensible game of 19x19 Go take less than 100 moves, and
>> another take more than 400 moves.
>>
>> Nick
>>
>>> thanks in advance
>>> Daniel
>>>
>>> On Thu, Jan 27, 2011 at 1:38 PM, Nick Wedd <nick at maproom.co.uk> wrote:
>>> The February 2011 KGS computer Go tournament will be on Sunday
>>> February 6th, starting at 08:00 UTC and ending at 16:00 UTC.
>>>
>>> I have tried to post more details, but my postings aren't appearing.
>>>
>>> Nick
>>> --
>>> Nick Wedd nick at maproom.co.uk
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>> --
>> Nick Wedd nick at maproom.co.uk
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