Author: James B. Shearer
Date: 15:35:34 03/19/99
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On March 19, 1999 at 15:40:32, Robert Hyatt wrote: >On March 19, 1999 at 01:08:35, James B. Shearer wrote: <snip> >> This is a bit different than your original statement. Also it still >>seems a bit onesided. Don't some of the people running clones find and report >>bugs to you? With a little coordination the numerous crafty clones would >>provide you with more data rather than less. >> James B. Shearer > >I would guess 1% of the 'clones' on the servers do this. which means 99% of >the games are 'lost'. Which is not a problem normally, but if crafty sits idle >most of the time, as it does now, it makes a difference. Well most of these games are of no interest to you being played by weakened crafties or against weak opponents or against other crafty clones. As for the rest how easy do you make it for clone operators to provide feedback? For example you could add an option for play on the servers which produces a log of whatever games are of interest to you and ask operators to use the option and send you the log files periodically (or perhaps this log could be emailed automatically). Robert Hyatt continued: >that was the only point. Best scenario would be a queue... you want to play >crafty, you get 'crafty' if it is free, if not, you get crafty1, or crafty450, >or whatever... that would totally solve the problem, but would require a lot >of work to the server code, or it would require some sort of 'bot' user that >would make all crafty's 'close' (not accept _any_ matches). Then everyone >matches the 'bot' and it notifies the proper 'crafty' to issue that challenge >to the player... This is not desirable from the player's point of view. Crafties are not completely interchangable. I would guess most players would prefer the challenge of playing the real crafty but if not that should be their decision. James B. Shearer
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