I recently found that the output from time_left looks identical for main
time and byo yomi time.  Both give zero stones remaining.  I did discover
that "time_left 0 0" is sent when main time runs out and byo yomi begins.  I
didn't check if that occurs after each byo yomi period is lost as well.

To overcome this issue, I set my bot to use Canadian time.  My engine
doesn't yet support the time_settings command, so I wanted to make the
current state very clear (allowing each time_left command to be interpreted
without prior state).

On 4/12/07, Rémi Coulom <[EMAIL PROTECTED]> wrote:

Don Dailey wrote:
> On Thu, 2007-04-12 at 11:18 -0400, Jason House wrote:
>
>> Not having byo yomi because it's tough to code isn't really a good
>> argument.  If we want (non-computer-go) people to take the results
>> seriously, the game timing should be the same as what people naturally
>> do.  I personally am hesitant to play games with fixed time limits
>> because I don't trust myself the use the time appropriately throughout
>> the game.
>>
>
> Byo yomi of course is a better time control for computers, even if it's
> slightly more difficult to implement.
>
> It also has the advantage that humans may consider it more "fair" to
> them even though it isn't.
>
> - Don
>

byoyomi on KGS has this problem:
http://computer-go.org/pipermail/computer-go/2006-February/004317.html
I believe 10 min / game is a usual time control for humans (that's how
we play blitz at my Go club). It is an advantage for the bot, as
compared to longer time control, that is for sure. If Crazy Stone
reaches [1d] on KGS, I will make it play slower :-)

Rémi
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