Re: [computer-go] Allocating remaining time

2007-01-08 Thread Don Dailey
My program does this to an extent - it's time control is based on an aggressive percentage of the remaining time but it is modified by other factors. It has the interesting characteristic that it can get into time trouble! I think a really good time control must get into trouble once in a whi

Re: [computer-go] Allocating remaining time

2007-01-08 Thread Oliver Lewis
It seems important to have some way of measuring how good / settled the current "best move" is, particularly if you're also going to think in your opponent's time. Otherwise, you could end up spending significant amounts of "allocated" time when, for example, a sequence of forced moves is being p

Re: [computer-go] Allocating remaining time

2007-01-06 Thread Eduardo Sabbatella Riccardi
Hello, I was thinking about this a few days ago and I decided I will try the following: When the engine is searching for best moves there is a "game path" of 3, 4 or up to 10 moves that the engine have found to be the "best moves" so far. 0) Before start the search, based on total available ti

Re: [computer-go] Allocating remaining time

2007-01-04 Thread Chrilly
How much time should a program spend on each move? I think this is one of the most important and also difficult questions in game programming. Much effort is done to speed up the node-count by 10%, but a good time control is a much more effective speedup. If my program has t milliseconds le

Re: [computer-go] Allocating remaining time

2007-01-04 Thread Don Dailey
On Wed, 2007-01-03 at 22:04 -0800, Peter Drake wrote: > How much time should a program spend on each move? > > If my program has t milliseconds left to use in a game, and there are > an estimated m moves left on the board (e.g., this many vacant > spaces), one reasonable choice is t / m. Exce

[computer-go] Allocating remaining time

2007-01-04 Thread Peter Drake
How much time should a program spend on each move? If my program has t milliseconds left to use in a game, and there are an estimated m moves left on the board (e.g., this many vacant spaces), one reasonable choice is t / m. In practice, this seems to spend too much time on early moves, whi