Hi Jason,

Internally, I have a constant that is a lag threshold. It is meant to
represent an upper bound on how much lag exists. It worked fine I
feel, the problem was more caused by Goanna's useless play towards the
end and reluctance to pass. I think the solution I have in place now
should be adequate.

I would be interested in seeing your time management code, but most
likely I will not use it. I like to keep everything very simple, and
things like adaptive lag tracking (although cool) is too complicated
for how much it gains imho.

Joel

On Tue, Feb 5, 2008 at 2:32 AM, Jason House <[EMAIL PROTECTED]> wrote:
> I don't know if this is helpful, but it is fairly easy to do some adaptive
> timing to ensure not running out on time.
> Total external lag = (game time - time used internally) - time left
> Mean external lag = Total external lag / moves made by bot
>
> This lag can be used for creating a time buffer for future losses to avoid
> running out of time.  When I run on CGOS, the average external lag is
> negative, but on KGS it's positive.
>
> There are a few gotchas such as if your bot reconnects to a game (or does
> not support undo on KGS and get into a scoring conflict).  Replays of games
> can mess up adaptive timing.
>
> If you'd be interested in my GPL'd time management code, I can post a link.
> It does some extra stuff like monitor internal lag (an optional feature).
> It also has reasonable handling of canadian and byo yomi time and unit tests
> to exercise the code.  In January's tournament, Nick had commented about
> HouseBot nearly losing on time with 6 seconds left in late endgame.  This
> was perfectly normal behavior for my time management in late endgame.
>
>
>
> On Feb 4, 2008 10:15 AM, Joel Veness <[EMAIL PROTECTED]> wrote:
> > Hi Nick,
> >
> > Goanna (agog) timed out annoyingly in that game against GNU.
> >
> > I have since implemented a rule: "if after some number of samples you
> > have a winning probability that is very close to 1.0, just make the
> > best move right away". There is no need to spend so long thinking in
> > these ridiculous endgame positions. I made some other changes so that
> > passing is more highly favored in certain situations, so hopefully
> > this will be the last time Goanna forfeits a game due to time.
> >
> > I guess that is what I get from only testing on CGOS. The small time
> > increment CGOS gives makes a big difference with the high latency I
> > get due to being based in Sydney, and to the best of my knowledge, KGS
> > doesn't do the same.
> >
> > Joel
> >
> >
> >
> >
> > On Tue, Feb 5, 2008 at 1:32 AM, Nick Wedd <[EMAIL PROTECTED]> wrote:
> > > Congratulations to the three winners of yesterday's KGS bot tournament
> > >  (there was a tie in the Formal division, so three winners).  My report
> > >  is at http://www.weddslist.com/kgs/past/35/index.html
> > >
> > >  Nick
> > >  --
> > >  Nick Wedd    [EMAIL PROTECTED]
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> > >
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> >
>
>
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