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Re: [gnugo-devel] working on gnugo


From: Evan Berggren Daniel
Subject: Re: [gnugo-devel] working on gnugo
Date: Sat, 13 Jul 2002 12:23:10 -0400 (EDT)

I'm not at all sure how common a problem this is (abrupt dragon status
changes).  Will a separate program catch enough examples, or do we want
the development version to spit out sgf files in normal play for
submission as bug reports?

It looks like I can figure out how to create a separate program.  Is there
some other simple GTP client I can build off of, or will I need to write
the GTP interface from scratch?

Do you need my assignment of copyright in other than electronic form?

Thanks

Evan Daniel

On Sat, 13 Jul 2002, Gunnar Farneback wrote:

> Evan wrote:
> > I'm an aspiring developer, and I thought I might try coding a little bit
> > for gnugo.  It looks from the todo list like it would be helpful if I
> > wrote code that noticed abrupt changes from alive to dead and saved the
> > game as an sgf file.  It sounds like this would would be a relatively
> > simple way to start working on the project.  So I thought I'd ask if
> > anyone was already doing this, and if there are people who would be
> > willing to look at patches from a relatively inexperienced coder.
>
> Noone is doing this yet, or at least noone has informed us about it.
>
> Reviewing patches is standard practice, so no problem there. The
> response may be a little slow at this time of the year though, since
> some people are out travelling (I'm off later today).
>
> Regarding implementation this functionality is not needed in the
> engine proper, so to save complexity there it would be better to do
> this as an auxiliary program. A good approach would probably be to use
> GTP mode to play through a game and query dragon status for each move.
> Please ask if it is unclear to you how to do that.
>
> You probably want to join the mailing list. As you may have seen in
> the TODO file we ask contributors to assign copyright to FSF. I leave
> the details of this to Dan.
>
> /Gunnar
>





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