Don,
Although I'm not interested in this feature at this point in time I
applaud the effort you put into this server.
Just some information with regards to Mac clients: it turns out Macs
come with a tcl runtime out of the box. So you should point Mac users
simply to the cgos3.tcl file and they'll be fine. It would have saved
me a little bit of fuss. Oh, and the fact that it has to be started
with "./cgos3.tcl", simply "cgos3.tcl" doesn't work. But maybe that's
just showing I hardly ever use the command-line shell.
Mark
On 16-jan-08, at 13:55, Don Dailey wrote:
We have designed a new CGOS engine client that has more features
and should be more convenient to use.
Here are the primary new features:
You can run multiple engines if you choose.
You can specify server and port.
Works with configuration file - so you have multiple configs for
different testing scenarios.
I would like volunteers to test the alpha version so that we can
get useful feedback. The feedback we are most interested in
concerns bugs, glitches, annoyances that can be easily fixed, not
ideas for
major upgrades. If you have great ideas for future features, go to
sourceforge and join the cgos-developers and we would welcome your
feedback on this.
It would be useful to test this on unix, windows and macs. I have
done some testing on Unix, but want to know especially if there are
Windows and Mac issues although I hope for good coverage on all
platforms.
The new client supports multiple engines, but does not manage
simultaneous games with these engines, instead it manages the
rotation of any specified number of players. So you may have
several players taking turns playing games on CGOS.
The players are selected randomly but you can choose the priority,
for instance setting one player up to play twice as often as
another if you choose. The priority number is a positive integer
(it can be zero to deactivate a player) and determines how often a
given player will play. The rotation schedule is not predictable,
it is probabilistic so if you do set one program to play twice as
often as another, this will happen on average, but it won't be a
predictable cycle.
The probability of a particular engine playing the next game is
computed like this:
prob = p / s
where s is the sum of all the engines priority numbers and p is the
priority of the engine in question.
The client manages the connections - determining when to log on and
off the server to connect a different program so that they can be
rotated in a proper way.
The client reads the configuration file between rounds, so you can
even modify priorities or who plays between rounds without
restarting the client or temporarily deactivate a player by setting
his priority to zero.
To run the client just execute it without arguments to get a usage
message which explains everything.
The alpha client version can be found here:
http://cgos.boardspace.net/public/cgosGtp_alpha.zip
Currently only a pure tcl version is available but we will be
packaging these up as executables for the various platforms soon.
Or on request we can do this right away.
- Don
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