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 _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/