>  Do you claim it's possible to avoid time losses by better coding? If so,
> I'm very interested in what you have in mind. Measuring lag isn't the
> answer: if your opponent is willing to play 2500 moves and you can make at
> most 2 per second because of lag, then you will lose no matter what you do.

in a tournament setting, you could always drop a binary of your code onto
a local network with two machines for each game being played at any one
time.

i.e. reduce the lag to as near zero as possible by removing the network-wise
distance between the binaries involved.

this doesn't work in a kgs setting unless your machines are in the same machine
room as the kgs machine, but it does work in other tournament settings.

from the server's point of view, if i ask you what move you want to make, and
it takes 0.5s for you to respond, it seems reasonable to me that since i
(as the server) had to wait 0.5s for your response, i should remove 0.5s from
your clock.

now, if i know my lag to you (and this is easy enough for me to find out), and
i can assume that your lag to me is the same (which isn't that terrible of an
assumption, as simplified as it is), then i can add back double whatever my lag
to you is to your clock after each move.  i can do this calculation
and measurement
*independently* of you making moves, so if you suddenly start gaining
lag, i'll notice,
and likely i'll notice at a time different from (and prior to) when
you are making a move.

can you eat my pings and delay their responses?  yes.  but what kind of
sociopath would do such a thing among programs none of which is better
than a human on a big board?  i.e. a much more obvious way to cheat would
be to let a human play for the bot, yet nobody here worries much about that.

also, if everyone involved were part of a private NTP network, the
clocks would all agree,
and if it were encrypted correctly, it'd be silly for anyone to bother
hacking.  then
lag could be calculated quite exactly by the server.

s.
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