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Re: [computer-go] re: Computer Go tournament thoughts
On Tue, 15 Feb 2005 00:55:30 -0800 (PST), steve uurtamo
<apoxonpoo@xxxxxxxxxxxxxxxxx> wrote:
> > Lets separate the issues of running formal
> > tournaments from
> > having a convenient place to play practice games
> > as part of
> > the develepment process.
>
> well said.
>
> i'm happy to write some code. my thinking is
> that this isn't a big project, except:
>
> a) it's not useful unless people will use it.
> b) there are a few technical points that i'm
> curious about, mostly with respect to a)
>
> i) will most people's* code "pass"? this is related
> to my earlier question about finishing games.
> if not, i'm open to suggestions about how to end
> games.
Mine can, though it has occasionally done so from less-than-opportune
positions ;)
>
> ii) can most people* write/are most people willing
> to write simple client socket code and/or link
> against client socket libraries that i have no
> interest in supporting beyond whatever OS they're
> written for? if not, something already written
> will have to get used. (even if it's Expect).
My favorite would be if there was a cross-platform client side GTP
bridge available. I may be available to help write such depending
upon time constraints. If such isn't available, I will probably write
one, assuming the relevant protocol is simple and sane enough. Might
take a while for me to get to that, though.
>
> iii) can people* live with one ruleset, one timeset,
> playing whomever happens to be in the queue next
> as opposed to setting up a tournament-style
> challenge/response system, playing fair, being
> nice and generally not requiring 10 miles of
> code to try to guarantee that they're not
> cheating in some way? (not that there's any
> way to know, of course).
Sure, provided that the timeset is sufficiently long and that 9x9
games are supported. I would want at least 45 mins absolute time,
preferably 60 or more. My preference would be to support flexible
times and sizes, or maybe just have a few different standard settings
and have each program allow / disallow each one.
I'm fine with the queue idea, though some code to try to ensure
pairing variation would be a good thing.
I have no particular need for anti-cheating measures; I really doubt
it will be a problem.
>
> my predilection would be to implement this
> minimally with hard-coded options on the server
> side and modify it later only if there were major
> problems with using it. getting something up
> and running that people could connect to sounds
> more useful in the short term than debating (too
> much) the merits of features that don't yet exist.
I'm definitely agreed on that point, though I'd need at a minimum 9x9
and long time limits in order to play.
Evan Daniel
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