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Re: [computer-go] Re: Computer Go tournament thoughts



After thinking about a computer go server,  I see that there will be
some complicated issues that need to be addressed.   I won't try to
solve them in this email,  but I would like to alert you to what some
of the issues may be:

  1.  Server will probably need to have the capability to manage the
      matches.   As someone else suggested and I completeley agree with,
      I would like to log my program onto the server, leave it attended
      for a few days,   and come back with lots of results.

  2.  Time-control.    Programs like SlugGo and my program will want
      to have long time control matches.    Other programs may not
      want this.   Provisions should be made for both.

  3.  Although managed matches should be provided, you may also want
      to request by mutual agreement, specific matchups.  I may decide
      to log in specifically to play a game or series of games with
      someone elses program for example.

  4.  It's rude to log off during a game so there needs to be a way to
      gracefully terminate the session,  perhaps by saying "no more games
      after the current game finished."


GTP does not have to be used for this, it's just very simple and can
be easily extended to handle logins and such.  I don't care which
protocol is used as long as it's not really complicated to implement
which would probably keep a lot of program off the server.

GTP is a command driven protocol, which is a strength and weakness.
The strength is utter simplicity.  It would make a GO server (and the
clients) easy to implement.

- Don




   X-Original-To: computer-go@xxxxxxxxxxxxxxxxx
   Date: Mon, 14 Feb 2005 13:10:19 +0100 (CET)
   From: A van Kessel <adriaan.van.kessel@xxxxxxxxxxxxxxxxx>

   > The Kiseido Go Server (KGS) supports the GTP protocol, and has programs
   GTP has no mechanism for login/passwd (IIRC, maybe I missed another
   draft)
   NB I do not want to start another server-war ;-]

   Also, I believe GTP is intended for controlling an engine,
   which is not the same as comunicating with a go-playing-program.
   There is for instance no provision for challenging your opponent, or
   accepting a match request.
   AvK
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