[computer-go] Time controls in bots vs human matches

2008-09-04 Thread Andy
I think for bot vs human, the time control should include byoyomi/overtime
of some kind instead of sudden death.  I'm afraid in one of these exhibition
matches the human will be winning but lose on time.  It would be especially
bad if the bot was playing meaningless invasions or territory filling moves
when the human loses.

Is there a big reason not to use some overtime?  It could be relatively
quick, say 10s per move.  Just to prevent losing a won game on time.  Some
people would argue the human should manage his time better, but people are
much more used to playing with overtime, and accommodating this doesn't seem
like a big deal.  Even on CGOS there is a 1s Bronstein delay to prevent
silly time loses due to lag.  We need the same thing for humans except that
for humans it needs to be a bit more than 1s.

Same thing for bots on KGS.

- Andy
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Re: [computer-go] Time controls in bots vs human matches

2008-09-04 Thread Gian-Carlo Pascutto
Andy wrote:
 I think for bot vs human, the time control should include
 byoyomi/overtime of some kind instead of sudden death.  I'm afraid in
 one of these exhibition matches the human will be winning but lose on
 time.  It would be especially bad if the bot was playing meaningless
 invasions or territory filling moves when the human loses.

This more or less happened in the Leela vs Xiao Ai Lin match.

 
 Is there a big reason not to use some overtime?  It could be relatively
 quick, say 10s per move.  Just to prevent losing a won game on time. 
 Some people would argue the human should manage his time better, but
 people are much more used to playing with overtime, and accommodating
 this doesn't seem like a big deal.  Even on CGOS there is a 1s Bronstein
 delay to prevent silly time loses due to lag.  We need the same thing
 for humans except that for humans it needs to be a bit more than 1s. 
 
 Same thing for bots on KGS.

As far as I understand, GTP only supports canadian byo-yomi which is not
so popular. Leela should support it but I have never tried.

-- 
GCP
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Re: [computer-go] Time controls in bots vs human matches

2008-09-04 Thread Gian-Carlo Pascutto
Andy wrote:

 Just to prevent losing a won game on time. 

By the way, most bots on KGS resign lost games. So most people who lose
on time are usually in a lost position themselves.

There are exceptions with difficult LD situations, but really, I expect
almost nothing to happen to the bots ratings when going to byo-yomi.

-- 
GCP
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Re: [computer-go] Time controls in bots vs human matches

2008-09-04 Thread Rémi Coulom

Gian-Carlo Pascutto wrote:

Andy wrote:

Same thing for bots on KGS.



As far as I understand, GTP only supports canadian byo-yomi which is not
so popular. Leela should support it but I have never tried.

  



The problem is not GTP, but the KGS client. The time_left of kgsgtp does 
not give any indication of the number of byo-yomi periods left, if I 
remember correctly.


Crazy Stone plays on KGS with a fast byo-yomi (5x10s). It does not use 
the byo-yomi. So Crazy Stone plays on KGS with a disadvantage. But I 
don't mind, and I find it is more friendly to human opponents.


Rémi
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Re: [computer-go] Time controls in bots vs human matches

2008-09-04 Thread Don Dailey
On Thu, 2008-09-04 at 11:40 -0500, Andy wrote:
 I think for bot vs human, the time control should include
 byoyomi/overtime of some kind instead of sudden death.  I'm afraid in
 one of these exhibition matches the human will be winning but lose on
 time.  It would be especially bad if the bot was playing meaningless
 invasions or territory filling moves when the human loses.

I agree.  For purposes of judging the strength of computers in man vs
machine matches, there should be a standardized time control that is
comfortable and match-like for humans.And it should be strictly
enforced too.   It really annoys me when rules are ignored based on
judgment calls.   I cannot imagine a tennis player being given the win
after hitting a ball out because he out-played his opponent during the
point and just happened to miss that least easy shot.  

I happen to feel that byoyomi is not very logical and that a Fischer
type clock is superior but that's beside the point - byoyomi is still
way better than sudden death.   

- Don



 
 Is there a big reason not to use some overtime?  It could be
 relatively quick, say 10s per move.  Just to prevent losing a won game
 on time.  Some people would argue the human should manage his time
 better, but people are much more used to playing with overtime, and
 accommodating this doesn't seem like a big deal.  Even on CGOS there
 is a 1s Bronstein delay to prevent silly time loses due to lag.  We
 need the same thing for humans except that for humans it needs to be a
 bit more than 1s.  
 
 Same thing for bots on KGS.
 
 - Andy
 
 
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Re: [computer-go] Time controls in bots vs human matches

2008-09-04 Thread Don Dailey
In such a case, I think it's better for the human not to have a time
control at all.   This is more satisfying than having a human lose on
time, but giving the win to him anyway under the assumption that he
didn't really need all that time even though he used it.

- Don





On Thu, 2008-09-04 at 19:49 +0200, Gian-Carlo Pascutto wrote:
 Andy wrote:
  I think for bot vs human, the time control should include
  byoyomi/overtime of some kind instead of sudden death.  I'm afraid in
  one of these exhibition matches the human will be winning but lose on
  time.  It would be especially bad if the bot was playing meaningless
  invasions or territory filling moves when the human loses.
 
 This more or less happened in the Leela vs Xiao Ai Lin match.
 
  
  Is there a big reason not to use some overtime?  It could be relatively
  quick, say 10s per move.  Just to prevent losing a won game on time. 
  Some people would argue the human should manage his time better, but
  people are much more used to playing with overtime, and accommodating
  this doesn't seem like a big deal.  Even on CGOS there is a 1s Bronstein
  delay to prevent silly time loses due to lag.  We need the same thing
  for humans except that for humans it needs to be a bit more than 1s. 
  
  Same thing for bots on KGS.
 
 As far as I understand, GTP only supports canadian byo-yomi which is not
 so popular. Leela should support it but I have never tried.
 

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Re: [computer-go] Time controls in bots vs human matches

2008-09-04 Thread Don Dailey
On Thu, 2008-09-04 at 11:40 -0500, Andy wrote:
 Even on CGOS there is a 1s Bronstein delay to prevent silly time loses
 due to lag.  We need the same thing for humans except that for humans
 it needs to be a bit more than 1s. 

The gift is 0.75 seconds as it turns out.  

And I really hate the Bronstein clock compared to the Fischer, but it's
not so bad if the delay is pretty small.For instance a 1 second
delay in chess would easily cover the administrative cost of making a
move, in other words the physical process time of moving the piece,
punching your clock, etc.  

But a Fischer clock is way more logical in my opinion.  You get the time
increment added to your clock for each move and you don't get penalized
for moving quickly like you do with Bronstein.  

- Don

 

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Re: [computer-go] Time controls in bots vs human matches

2008-09-04 Thread Gian-Carlo Pascutto
Don Dailey wrote:

 In such a case, I think it's better for the human not to have a time
 control at all.   This is more satisfying than having a human lose on
 time, but giving the win to him anyway under the assumption that he
 didn't really need all that time even though he used it.

I think the problem is that in this case the match can't possibly show
anything.

-- 
GCP
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Re: [computer-go] Time controls in bots vs human matches

2008-09-04 Thread Jason House



Sent from my iPhone

On Sep 4, 2008, at 1:49 PM, Gian-Carlo Pascutto [EMAIL PROTECTED] wrote:

As far as I understand, GTP only supports canadian byo-yomi which is  
not

so popular. Leela should support it but I have never tried.


kgs-time_settings is much easier to interpret. KGS will send  
time_left 0 0 when you run out of main time. I don't remember what  
it does when you lose a byo yomi period. When in byo yomi, time_left  
will still have 0 for the 2nd parameter.


HouseBot is coded to use only the first byo yomi period. Just like  
other monte-carlo bots, I don't recognize moves that require more  
think time, so  I don't bother using all periods yet.

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