At the moment the server creates SGF files and places them in the directory
hierarchy just as the current CGOS does.   I run a script manually every
month to create the archives and build a web page to link to them.

So I plan to give full access to archived games.

But I want to do things better this time.   My plan is to do things with
ajax and/or PHP on demand.   You should be able to grab all the games for
some period of time, or all the games for a given player.

The same with the crosstables.   Currently,  a separate cron process builds
the crosstables for each program in existence,  there being about 3000 total
users, the vast majority of them inactive of course.    So if I could use
PHP for doing this.

But it is going to take some time for me to get all of that going, including
some web page to display the current status for everyone, which again will
be more dynamic than what I was doing before.

So until I get all of that working,  I will start with a simple static page
that I rebuild every few minutes to show the ratings of the players,
probably looking a lot like what we already have.

I also want the feature that the server will play a test game with your bot
- to help authors debug their gtp implementation and their connection to
CGOS.   That will be pretty simple but I have not done that part yet.
Those games won't get recorded or rated.

- Don




On Sun, Jun 21, 2009 at 7:37 PM, Łukasz Lew <lukasz....@gmail.com> wrote:

> Hi Don,
>
> Will a webpage change?
> In particular, will we get access to archived games?
>
> Lukasz
>
> 2009/6/22 Don Dailey <dailey....@gmail.com>:
> > The new cgos server is almost ready - but needs some more polishing up.
> >
> > I have an instance of it running while testing 50 programs using 3
> different
> > computers and it appears to be robust so far, after fixing some bugs of
> > course.
> >
> > I am trying to crash it by killing the connections and killing the
> processes
> > and anything malicious I can do.   So far so good.
> >
> > It's a single server, not separate servers.   For instance this one
> server
> > could support many different board sizes and/or time controls, etc.
> These I
> > call "venues" and each is handled as if it's running on a separate server
> > even though it isn't.  Even login names and passwords are separate as is
> the
> > rating systems.
> >
> > It's coded in C and it really feels fast.   Low memory, low CPU overhead
> and
> > very resource friendly.
> >
> > It's not quite ready yet,  but I will probably be calling for some
> testing
> > soon.   I want to take the old CGOS off-line and run this one a few days
> to
> > work out any glitches before going official with it.      The client (and
> > any clients that any of you have built) will require a very simple
> > modification.    I was able to change the regular CGOS client in just a
> > minute or two.    The modification is required to support venues (to
> specify
> > which board size you want to play on.)
> >
> > I will make it so the old client will still work but the venue will be a
> > specified default (which will be 9x9, 5 minutes.)
> >
> > I plan to let the server itself play games too,  but only to fill out the
> > case where there are no players available.  You will be able to play on
> any
> > ODD board size from 9x9 to 19x19 although it probably won't be much fun
> > unless there are a few others playing on those boards too, but you would
> > always be able to get a game even if it was by the weak server player.
> >
> > I'm of course interested in an algorithms for playing relatively strong
> move
> > instantly for the server.   Something along the lines of Lardo, which has
> no
> > search and does not do simulations or anything iterative or recursive
> like
> > this.   Just a set of trivial rules.   Lardo is about 700 ELO on 9x9,
> > substantially stronger than random of course.    I may experiment with
> > bulding such a bot.   The initial server fill in player may play mostly
> > random however until I take the time to do this.    I don't remember the
> > rules I used in Lardo, and I don't even know if I still have the source
> code
> > for it,  but I think the rules are documented in this forum somewhere.
> >
> > Boardsize 9 will be 5 minutes and each additional odd board size higher
> will
> > add 2 minutes.    As it turns out, this works out for 19x19 to be 15
> > minutes.
> >
> > Currently,  I plan to use komi of 7.5 for everything.   It seems like
> this
> > is a reasonable choice since both the 9x9 and 19x19 server are using 7.5.
> >
> >
> >
> >
> > - Don
> >
> >
> >
> > _______________________________________________
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> > computer-go@computer-go.org
> > http://www.computer-go.org/mailman/listinfo/computer-go/
> >
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