I apologize in advance to list members that are sick of this topic, but
if people keep on bringing up these fallacious arguments, I'm going to
keep on responding to them.

On Tue, 2007-11-06 at 16:09 -0500, Jason House wrote:
> Having run a "dumb" bot on KGS in the past, I became sensitive to user
> needs... 
> 1. A bot that stubbornly plays 50 useless moves in endgame is highly
> annoying... especially with sudden death time limits.  Resigning a
> lost game helps, but so would territory scoring with proper dead stone
> marking. 

You don't need territory scoring rules for this.  I run a copy of MoGo
on KGS.  It uses Chinese rules and does a good job of passing once the
opponent has passed.  It also marks dead stones correctly.  If you put
your program on KGS then this is pretty much required if you want repeat
players and want to avoid people escaping from games.

> 2. Byo yomi or canadian time are very popular, but a computer can't
> take full advantage of byo yomi or canadian time in endgame without
> frustrating the opponent.  When a game is nearly over, the bot should
> not ponder for 19 out of 20 seconds of byo yomi to play an obvious
> move. 

Again, this has nothing to do with the rules, and I'll again use MoGo as
an example.  It plays a very fast endgame.  How you code your bot to use
time is up to you and not dependent on the rules.

Your arguments are for "well behaved" bots on KGS against human players,
which is not the point at all of CGOS.  I encourage people to make their
bots "well behaved" for KGS tournaments and for play against KGS humans,
but that's up to individual authors and is not dependent on the ruleset.

-Jeff

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