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