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RULES1. Playing rules Play is governed by the AGA rules. Any rule disputes will be settled by the tournament director. 2. Time Each program will have one hour to make 125 moves. Games will be played until both programs pass or one program has used up its hour of playing time. If less than 125 moves have been played by the program that ran out of time it loses. Otherwise, if there is time left in the round the game will continue; any time after move 250 the tournament director may determine the outcome of the game in order to allow the next round to start. 3. Tournament format This is a Swiss style tournament. First round pairings will be determined by past results of the programs or by chance. In each round programs with the same number of wins will be paired whenever possible. No program will get more than one bye. A bye counts as a win. The same opponents will not be paired twice. The tournament director has final say on the pairings. Tournament results are determined first by number of wins, then by sum of defeated opponent's scores, then by sum of opponent's scores, then by head to head competition. 4. Equipment Upon prior arrangement, the tournament will provide contestants with a Windows 2000-equipped PC. Contestants may also provide their own computer, which must be present at the contest site, with transportation costs and risks being borne by the contestant. There will be a locked room for the contest, but neither the Conference nor the Intelligent Go Foundation can be responsible for the safety of any equipment left there. 5. Use of GMP All participants should implement the Standard Computer Go Modem Protocol to allow them to play one another without human intervention. Using the modem protocol gives each program more time, and speeds the rounds since operator time is removed. Participating programs should also be capable of clock management. Games will thus be played without a clock and without the aid of a physical go board. If a game is interrupted by a crash, power failure, or failure of communication between programs, and GMP-based play cannot be resumed, then then the game will be continued using clocks and a go board. If a program does not implement the protocol, moves will be typed by hand between it and its opponent. If a move is entered incorrectly the problem may be fixed while the clock is running. If the participant is unable to correct his program to agree with the position on the Go board, the participant loses. 6. Other Programs should be able to remove dead stones from the screen or demonstrate that the dead stones are recognized at the end of the game. If both programs pass and unsettled groups remain on the board, they are assumed to be alive. The tournament director will resolve any disagreement between programs on the status of groups after the game is over. Participants are responsible for submitting game records in SGF format of the tournament games played by their program. 7. Program failure If a program crashes it can be restarted, but its clock continues to run. Any number of program crashes is allowed as long as the time limit is not exceeded. 8. Program changes No changes to the program, its databases, or its parameters may take place during a round, but changes are allowed between rounds. 9. Substitute Operators Programs may be operated by other than the author for all or part of the tournament. The program author should attempt to arrange for the substitute operator. IGF will attempt to find substitute operators if requested, but cannot guarantee being able to do so. When using a substitute operator, there is no recourse for problems such as failures in installation, configuration, or operation. |
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