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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