A player might pass when putting the handicap stones. So here is the correct
code:
In the function of GTP command "play":
if (WhiteNeverPlayed == true) // WhiteNeverPlayed is initialized to
"true"
{
if (Color == BLACK)
{
if (Move != PASS)
HandicapStone += 1.0f; // HandicapStone is initialized to
0
}
else
WhiteNeverPlayed = false;
}
Then in the scoring function:
if (HandicapStone >= 2)
BlackScore -= (HandicapStone / 2);
Just call "play" in the GTP commands for handicap setting.
Aja
-----原始郵件-----
From: Aja Huang
Sent: Saturday, January 21, 2012 12:54 PM
To: [email protected]
Subject: Re: [Computer-go] KGS, gogui and handicap stones
A simple solution would be to keep a variable HandicapStone.
In the function of GTP command "play":
If (WhiteNeverPlayed == true) // WhiteNeverPlayed is initialized to "true"
{
if (Color == BLACK &&
Move != PASS)
HandicapStone += 1.0f; // HandicapStone is initialized to 0
else
WhiteNeverPlayed = false;
}
Then in the scoring function:
if (HandicapStone >= 2)
BlackScore -= (HandicapStone / 2);
Aja
-----原始郵件-----
From: David Fotland
Sent: Saturday, January 21, 2012 11:36 AM
To: [email protected]
Subject: Re: [Computer-go] KGS, gogui and handicap stones
I have code that detects several black moves in a row at the start of the
game, and sets the proper handicap property for the engine.
David
-----Original Message-----
From: [email protected] [mailto:computer-go-
[email protected]] On Behalf Of ds
Sent: Saturday, January 21, 2012 2:26 AM
To: [email protected]
Subject: [Computer-go] KGS, gogui and handicap stones
Hi,
sounds simple, but I could not figure out:
If I load a game from kgs with gogui, my engine is not informed about
the handicap stones. Therefore it counts wrong? Is there a workaround?
Thanks
Detlef
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