Re: [computer-go] Strongest 9x9 programm?

2007-01-01 Thread Don Dailey
Are we to assume that Size is starting to get good at 9x9 and can beat
Gnugo consistently?

- Don

On Mon, 2007-01-01 at 13:14 +0100, Chrilly wrote:
  For testing Suzie on 9x9 we (Peter Woitke and Chrilly) use Gnu-Go
 Level 
  16.
  Is there something stronger around /available?
 
 Y 

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Re: [computer-go] Strongest 9x9 programm?

2007-01-01 Thread Chrilly
- Original Message - 
From: alain Baeckeroot [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Monday, January 01, 2007 2:33 PM
Subject: Re: [computer-go] Strongest 9x9 programm?




Having various opponents is the best way for improvement.


Yes, I fully agree.


I believe Sluggo is an extreme example of this, it is by design especially
strong against GNU  http://files.gokgs.com/games/2006/12/20/GNU-slugGo.sgf
but it is not clear that it is stronger against other opponents:


Yes, a well known effect. Very similar to Gnu-Go, but slightly stronger. 
This has a big impact.



But GNU seems significantly stronger than Mogo19 (rated 2k higher on kgs)
http://files.gokgs.com/games/2006/12/18/MoGoBot19-GNU.sgf


For 19x19 Gnu-Go is also no good sparring partner for Suzie. Its too strong. 
The ideal sparring partner is slightly stronger.
I think that any kind of search works quite well on 9x9. Search works too at 
19x19, but the hardware is at the moment not fast enough. The INTEL 
engineers have to work a little bit harder for 19x19.



Ok, crazystone 9X9 is available for download at Remi's page, but i see no

license, so i suppose using it for testing is ok.

Thanks for the information.

Chrilly

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Re: [computer-go] Strongest 9x9 programm?

2007-01-01 Thread Chrilly



Are we to assume that Size is starting to get good at 9x9 and can beat
Gnugo consistently?

- Don

Peter Woitke has done a great job in the last month. He deserves the Hero 
of the Suzie work medal. Especially he fixed a lot of bugs. But on 19x19 
its still not satisfactory, so Peter gave it a try on 9x9. To his surprise 
its much stronger than Peters own programm GoAhead. On 19x19 GoAhead is 
still clearly better. So he started to play with Gnu-Go. But thats still a 
little bit too weak. Suzie does not win all the time but she is already 
better.
Peter does his experiments with a fixed depth 7 ply search. I want to 
improve the search in the next time. E.g. introducing time control, 
permanent brain, rote-learning Some basic things every chess programm 
has. But if the opponent is already beaten 70% of the time, its difficult to 
measure the effects. Therefore I am looking for an opponent which is at 
least as good.


Attached is best of Suzie (or worst of Gnu-Go). But its not always like 
this.


Yes, I forgot to mention that.  KGS tournaments are only played once a 
month
but there is nothing like the stress of a tournament to bring out bugs,and 
poblems.


This is a very good rate of playing. Playing constantly is pointless, 
because one has always already something new. But one can make every month a 
stable version and look how it plays.
Very stupid question: Were to I get a fool-proof description how to join the 
tournament?
You know I am from the generation, were one travelled to tournament, shake 
hand with the programmer of the opponent, entered the moves by hand 
These internet tournaments are also a cultural shock.


Chrilly


GnuGo-Suzie_02_43.sgf
Description: Binary data
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Re: [computer-go] Sho-Dan-level at 9x9

2007-01-01 Thread Christian Nilsson

On 1/1/07, Łukasz Lew [EMAIL PROTECTED] wrote:

I believe that MoGo is already stronger than 1d on KGS.
I'm 3d KGS and it's hard to win.
Mogo has almost no loses KGS.
Lukasz


I made a quick and dirty update to my old php-script to half-heartedly
support cgoban3 ( not the online script, it's still permanently
killed. Thank you Lukasz for providing the server-space, you can
remove my login if you like. ).

Being my worst piece of code ever, I don't trust the numbers 100%..
maybe 80%. ;)

Anyway, MoGoBot is showing a rating of approximately 3 dan. This may
be a bit high, I'm quite sure it lingers around the shodan level. Most
will lose the first games played by underestimating the program.. by
their third or fourth game they will start winning. :)

//Christian
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Re: [computer-go] Sho-Dan-level at 9x9

2007-01-01 Thread Nick Wedd
In message [EMAIL PROTECTED], Chrilly 
[EMAIL PROTECTED] writes



For Suzie I try for 9x9 to establish a Dan-ranking at the next European
Championship in Villach/Austria.


Do you mean that you are planning to enter it for a regular human Go 
event?  Have you checked that the organisers will allow this?


I once entered Professor Chen's HandTalk for a human Go tournament which 
I was organising, in Oxford.  I received no complaints from its 
opponents, but several from stronger players, and from British Go 
Association officials, who asked me never to do this again.


Nick
--
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Re: [computer-go] Strongest 9x9 programm?

2007-01-01 Thread Don Dailey
Yes, where is Suzie?

Seriously,  CGOS tries to be programmer friendly and will be improved
to be more so.

Unfortunately you will not always get a tough opponent,  but 
this is impossible with an open server.   However CGOS tries 
hard to keep the opponents paired up fairly closely and you will 
get your fair share of tough matches.

In fact this is what CGOS is designed to do, no elitism or refusal
to play certain opponents because they weaker.   But this cuts both
ways,  stronger opponents cannot look down on Suzie and refuse to
play her either.

The only program not guaranteed tough matches is Mogo, because there
isn't anything on CGOS that can challenge Mogo.That's why you
need to get on CGOS and try to change the status quo :-)

- Don



On Mon, 2007-01-01 at 17:23 +0100, [EMAIL PROTECTED] wrote:
 Hello,
 
  To generate this pain one needs a slightly stronger opponent. The
  pain-level of Gnu-Go is for Suzie on 9x9 already too low.
 
 What you can do is to limit your program. For MoGo I test with 3k or 10k 
 simulations per move. Of course it is not in the real games conditions, but 
 at least this is fast :).
 Then when you want to really test, play on CGOS, I don't see any Suzie on 
 CGOS... ;).
 
 Sylvain
 
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Re: [computer-go] Sho-Dan-level at 9x9

2007-01-01 Thread Chrilly



For Suzie I try for 9x9 to establish a Dan-ranking at the next European
Championship in Villach/Austria.


Do you mean that you are planning to enter it for a regular human Go 
event?  Have you checked that the organisers will allow this?


I once entered Professor Chen's HandTalk for a human Go tournament which I 
was organising, in Oxford.  I received no complaints from its opponents, 
but several from stronger players, and from British Go Association 
officials, who asked me never to do this again.


Nick


I am in touch with the organizers. They have asked me to give a lecture 
about computer-go. Maybe one can organize around this a 9x9 match humans 
against Suzie. Some sort of practical lecture. One has to give the humans 
some (small) incentive to take the match serious. E.g. at the Vienna chess 
open I played once with Nimzo Blitz. Every player had to pay 1$. The money 
was put in a pot and the first winner of a game got the pot. This was 
extremly popular and some players even went away during their games to hit 
the jack-pot.


I do not plan to play in the official part of the tournament. There is up 
to my knowledge anyway no 9x9 tournament and if it is, an EC is for humans 
and not for computers.


Chrilly

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Re: [computer-go] Sho-Dan-level at 9x9

2007-01-01 Thread Don Dailey
Hi Chrilly,

I find it pretty amazing that even a little money will inspire people
to play a computer who wouldn't otherwise.

Many years ago my old chess programs were welcome at tournaments, but
as soon as players started losing,  the program wore out it's welcome!

The change was like night and day.   We came to one tournament and
almost everyone signed the refuse to play a computer list.

So I offered 5 dollars for a draw and 10 dollars for a win.  This tiny
incentive caused almost all the players to agree to play the computer
and in fact many players begged to play it.

What was ironic, was that didn't pay out a single penny but everyone was
happy!

- Don



On Mon, 2007-01-01 at 18:53 +0100, Chrilly wrote:
 
 For Suzie I try for 9x9 to establish a Dan-ranking at the next European
 Championship in Villach/Austria.
 
  Do you mean that you are planning to enter it for a regular human Go 
  event?  Have you checked that the organisers will allow this?
 
  I once entered Professor Chen's HandTalk for a human Go tournament which I 
  was organising, in Oxford.  I received no complaints from its opponents, 
  but several from stronger players, and from British Go Association 
  officials, who asked me never to do this again.
 
  Nick
 
 I am in touch with the organizers. They have asked me to give a lecture 
 about computer-go. Maybe one can organize around this a 9x9 match humans 
 against Suzie. Some sort of practical lecture. One has to give the humans 
 some (small) incentive to take the match serious. E.g. at the Vienna chess 
 open I played once with Nimzo Blitz. Every player had to pay 1$. The money 
 was put in a pot and the first winner of a game got the pot. This was 
 extremly popular and some players even went away during their games to hit 
 the jack-pot.
 
  I do not plan to play in the official part of the tournament. There is up 
 to my knowledge anyway no 9x9 tournament and if it is, an EC is for humans 
 and not for computers.
 
 Chrilly
 
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Re: [computer-go] Time handling on CGOS

2007-01-01 Thread Don Dailey

On Mon, 2007-01-01 at 19:06 +0100, Urban Hafner wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Hej,
 I figured I'd ask my question about CGOS here as the documentation is  
 said to be out of date. My question is: Does CGOS do the time  
 handling like KGS, i.e. send a time_left command before every  
 gen_move command?

Yes, it's sends this information via the client just like KGS does.

In the near future I'm going to silently add in a fudge factor to
each move.   It's been brought to my attention that even if a 
program plays instantly,  it will lose a significant amount of
time on each move, perhaps 1/2 second or so.   

So it will probably be 1/4 or 1/2 second I add but your program won't
need to know about this.   I won't allow time to 
accumulate.  You won't have more time left than you did the
move before.

- Don



 Thanks,
 Urban
 - --
 http://bettong.net - Urban's Blog
 
 
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.6 (Darwin)
 
 iD8DBQFFmU26ggNuVCIrEyURAu7TAJ9IkUeWYNc9eoXZFSer4NztRyENDwCgrbf+
 x5ryCVBN0FEP+cFqaxtr0Mo=
 =wrgM
 -END PGP SIGNATURE-
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RE: [computer-go] UCT vs MC

2007-01-01 Thread David Fotland
Thanks.  So it seems that doing as many random games as possible is not the
ideal approach.

In UCT, I suppose the equivalent of the principal variation would be the
path from the root that always visits the child with the highest number of
simulations.  When you make a move with 70,000 simulations, how deep is this
UCT_principal variation?  

I expect that after this many simulations the UCT tree will include every
position in some number of ply from the root.  Deeper in the tree it will
not visit every child.  Typically, how many ply in the UCT tree is full
width?

I'm curious about the full width depth and the principal variation depth to
compare UCT wilth alpha-beta.

It's great to see a new approach to computer go that works so well.  Thanks
for sharing your work.

David

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 [EMAIL PROTECTED]
 Sent: Monday, January 01, 2007 3:56 AM
 To: computer-go
 Subject: Re: [computer-go] UCT vs MC
 
 
 Hello and happy new year!
 
 
  I have some questions about your paper...
 Whouah that's a lot of questions :). I'll try to answer well.
 
 
  I thought that the Monte Carlo evaluation of a position is done by 
  making many random games from that position, and averaging the 
  win/loss result. So the evaluation of a position would be a number 
  between 0 and 1.  I thought several thousand random games would be 
  used for one evaluation.
 No, we consider one evaluation as one simulation, so the 
 evaluation function 
 is a bernoulli random variable. Now you are mainly interested in its 
 expectation, and it is why you can think making a lot of 
 simulations and 
 averaging, trying to approximate the expectation by the 
 empirical average. 
 
  In your paper, say that each UCT leaf node is evaluated by 
 exactly one 
  random game (simulation), with a result of 0 or 1.  Is this true?
 Yes it is true. We try having more that one simulation per 
 leaf node, and: -with the same number of nodes, the 
 improvement is very small; -with the same number of total 
 simulations the level is much weaker.
 
 This seems counter intuitive, but in fact it is not. At each 
 simulation we add 
 a node. So a node often visited will have a lot of 
 descendants, so will 
 average a lot of simulations. The key idea of UCT is that the 
 value in a node 
 is the average of its children's values weigthed by the 
 frequency of visits 
 for its children.
 
  I think
  you say Mogo does 70,000 random games per move.  Does this 
 mean that the
  UCT tree for a move has 70,000 nodes?  When you say 70,000 
 games per move,
  does that mean total game move made, or game per node evaluation?
 That means per MoGo's move. So yes, UCT tree for a move has 
 7 nodes. It is 
 the total number of simulations.
 I use the same count for the CGOS versions of MoGo. 
 MoGo_xxx_10k uses 1 
 simulations for each move, or if you prefer, 1 nodes in 
 its tree. That 
 means that if the CGOS game finished after 40 MoGo moves, 
 then MoGo has 
 computed 400 000 random simulations for the complete game. 
 (There is also a 
 5000 simulations per move version on CGOS).
 
 
  How many simulations (random games with patterns) does Mogo do per 
  second?
 On a P4 3.4Ghz, 4500 in 9x9, 1000 in 19x19.
 
  How do you back up values in the UCT tree?  There are values in the 
  example tree, but I can't see how they are calculated.
 
 As in the UCT algorithm. For each node for the root to the 
 leaf of the current 
 sequence you simply add the 0/1 result to a variable, and 1 
 to the count of 
 the number of simulations.
 
  Your code says that the value is backed up by sum and 
 negation (line 
  26, value := -value).  But I don't see any negative values in your 
  sample tree, or values greater than one.  How do you 
 actually back up 
  values to the root?
 Sorry, it is value := 1-value. Thank you for pointing out the mistake.
 
 
  on page 5 you say that UCB1-TUNED performs better and you use that 
  formula. In the code for the algorithm, you use UCB (line 
 16).  Which 
  is correct?
 
 Since the beginning we used UCB1-TUNED and it performed 
 better. Now with all 
 other improvements, and with a fine parameters tuning the 
 difference is very 
 small. UCB1-TUNED has the advantage that it does not need a 
 parameters tuning 
 to performs well in Go (the famous sqrt(1/10) constant Remi 
 Coulom posted in 
 this list).
 
  In your paper you show win rates against GnuGo of about 
 50%, depending 
  on the parameters.  The current Mogo beats GnuGo over 90%.  What 
  changed?  Are you doing more simulations, or do you have more go 
  knowledge in your patterns?
 
 The results near 50% was with the uniform random simulations. 
 The 80% is with 
 the improved simulations. In the current MoGo there are new 
 improvements not 
 yet published. Currently, against gnugo 3.6 level 8 with 
 7 simulations, 
 the result is 92.5%.
 MoGo which plays on tournaments makes more than 

Re: [computer-go] Time handling on CGOS

2007-01-01 Thread Don Dailey
I want to point out that this is not an attempt to be fair about
network lag - if you have a more reliable network your program 
will always have an advantage.

What it tries to do is make it so that the time your bot spends
thinking as reckoned by your local clock is an upper bound on
the time the server thinks you spent.  

- Don


On Mon, 2007-01-01 at 13:18 -0500, Don Dailey wrote:
 In the near future I'm going to silently add in a fudge factor to
 each move.   It's been brought to my attention that even if a 
 program plays instantly,  it will lose a significant amount of
 time on each move, perhaps 1/2 second or so.

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Time Zones (was Re: [computer-go] KGS Slow tournament)

2007-01-01 Thread Peter Drake

An interesting report.

I have a question about a line near the end where you address the two  
meanings of UCT:


UCT as applied to times stands for Universal Coordinate Time. It is  
the same, for most practical purposes including ours, as GMT,  
Greenwich Mean Time, the time zone based on London, England.


I had an experience where I set a Mac OS X Dashboard Widget clock  
to London time, and it was an hour off from UCT. I could only get the  
correct time by using Dakar as the city. Does London use something  
like Daylight Savings Time, making London time the same as GMT/UCT  
only part of the year?


Peter Drake
Assistant Professor of Computer Science
Lewis  Clark College
http://www.lclark.edu/~drake/


On Dec 23, 2006, at 10:58 AM, Nick Wedd wrote:

I have written up the week's Slow KGS bot tournament. My report,  
which is fuller than usual, is at

http://www.weddslist.com/kgs/past/s1/index.html

I think that, despite various accidents, the event was a success. I  
plan to hold another one, but only after the next release of the  
KGS server fixes the five minute rule bug.


Congratulations to the winner, MoGoBot19!

Nick
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Re: [computer-go] Interesting problem

2007-01-01 Thread Mark Boon


On 31-dec-06, at 15:34, David Fotland wrote:

A strong chinese player using chinese rules will pick up a point or  
two
during the dame filling stage when playing a strong japanese  
player. The
Chiense player will choose earlier moves that gain a later dame  
point that

the japanese player will think have no benefit over other moves.


I'm rather late to the discussion, having been on vacation, but the  
above seems strange. Choosing a move that will gain a later dame  
point is equivalent to making a point. Therefore by definition the  
move the chinese player made was not a dame point.


As long as both players fill in dame, the Chinese player will never  
gain a point. The only case where I've seen strong Chinese players  
gain a point very late in the game against other strong players is by  
winning the last half-point ko but instead of filling it he fills  
another dame-point. Provided he has many more ko-threats so he can  
wait filling the ko until all dame are filled he gains either zero or  
two points (depending on whether the number of remaining dame was  
even or uneven.).


Mark

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Re: [computer-go] UCT vs MC

2007-01-01 Thread Don Dailey
I seem to remember someone on this group a couple of years ago or so
saying that there won't be a 1 Dan 9x9 player anytime soon.   I don't 
remember the exact quote or who said it.   I'm looking through the 
archives but I can't find it.  I would not name the person even when
I do, but it gives me a strong feeling of Deja Vue.   

Chrilly probably remembers when the strongest chess computers were
about beginner strength despite furious attempts to make them play
strongly.

- Don






On Mon, 2007-01-01 at 01:33 +0100, John Tromp wrote:
 
 On 1/1/07, David Fotland [EMAIL PROTECTED] wrote:
 In your paper you show win rates against GnuGo of about 50%,
 depending on
 the parameters.  The current Mogo beats GnuGo over 90%.  What
 changed?  Are
 you doing more simulations, or do you have more go knowledge
 in your 
 patterns?  Does Mogo have an opening book?
 
 I spent most of yesterday on KGS playtesting MoGo on 9x9 with 30 min
 total thinking time.
 The experience was quite unlike any other program I've played on 9x9
 in the past. 
 
 As I wrote to Sylvain in a private email:
  I had a lot of fun playing MoGo today. In the first game, it played
 some nonsensical moves 
 and I got a totally won position, but MoGo turned out to be very
 inventive and led me into
 a trap:(
 That was not the last game I was to lose to MoGo. I found it much more
 challenging than
 any other program I played. It is quite resourceful. And in one game
 you'll see it play 
 a beautiful tesuji. This really makes me feel like it's only a matter
 of time till MC programs
 can challenge professionals on 9x9.
 
 I enclose 2 of the games I played. In the first, MoGo is quite
 enterprising in the opening, 
 with moves like e6. It would be very hard for an evaluation function
 to appreciate the
 potential w has for territory after black c8. But MoGo correctly
 assesses that w will
 control the right half of the board. Furthermore, it very nicely
 punishes blacks mistake 
 of playing f5 prematurely with a beautiful tesuji at d3.
 
 In the other game, Mogo plays a different atari on the 6th move,
 leading to a very
 different game. It shows good timing in playing b7 when the right
 group can fend 
 for itself and plays a nice probe at e3 to determine its followup.
 Apparently it sees
 that g2 is sente on the d2 group, preventing black from a killing
 attempt at h5.
 
 It makes a mistakeat move 30 with f7 though. Playing 
 a4 c4 a2 b3 a3 d4 a6 b3 e8 instead would have given it a win.
 Later testing with MoGo showed that it indeed was unlucky to choose
 f7,
 and prefers e8 with a bit more search.
 
 I feel that the shodan level go 9x9 programs have arrived... 
 
 regards,
 -John
 
 
 
 
 
 
 
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Re: [computer-go] UCT vs MC

2007-01-01 Thread Don Dailey
On Mon, 2007-01-01 at 20:10 +0100, [EMAIL PROTECTED] wrote:
 
  I'm curious about the full width depth and the principal variation
 depth to
  compare UCT wilth alpha-beta.
 The comparison is not so easy to do I think, because using MC as an
 evaluation 
 function for alpha beta, you have to do several simulations for one 
 evaluation and take the average. So the question is how many
 simulations to 
 do (tradeoff false alpha-beta cuts/depth)? The right should be
 the 
 number which makes the stronger player. I did not made such
 experiments. 
 Perhaps someone did?

I did something similar.   But it takes a huge amount of horsepower to
zero in on the right value.

What seems to be the case is that you need less simulations as you
search deeper.   Of course it's always better to do more simulations
but the question is the trade-off of whether it's better to go 1 ply
deeper doing less,  or one ply less doing more. 

Unfortunately, to get the right answer requires a lot of work.  There
are other variables too such as how much cheating should you do.   You
can seriously reduce the number of simulations you do at end nodes by
stopping early when it appears unlikely your score will fall within
the alpha/beta window.You can do this by asking the question, what
would be my score if the next N games were all wins or losses?

I also discovered that it is not efficient doing too few simulations.
If you are not doing enough,  doubling the number of simulations only
increases the search effort slightly,  or in some cases it improves
it.   This is almost certainly because of move ordering issues,  very
difficult to get good move ordering with a fuzzy evaluator.   

I have a theory on how to make straight alpha beta work with monte
carlo evaluations at end nodes.   You want to use monte carlo
as an evaluation function, but you want it applied to quiet positions.
I think you need to take your end node positions before you apply monte
carlo as an evaluation and do something similar to the following:

   1. Identify clearly dead and live groups.

   2. Create a proxy position that is similar to the position you want
  to evaluate, but has been fixed-up to be less confusing to the
  monte carlo simulations.

  This could involve placing stones so that living groups are not
  touched in the simulation.  It might involve artificially killing
  dead groups so that monte carlo is not distracted killing them.

  A veto list involves identifying moves that cannot possibly help
  and telling the monte carlo simulation about these moves.   Even
  if you know the move can't possible help in the next 4 or 5 moves,
  it might be a major boost of quality to simulation.

  It might involve move suggestions, veto-tables, etc. to help the
  monte carlo search.The idea is to do anything that makes the
  final position more quiet and monte carlo search more relevant
  and doing it safely - only what you can be sure of.

   3. And your monte carlo search should have some intelligence built
  in like Mogo does,  it's not 100 percent random.

This is just an idea that hasn't been tried or tested as far as I know,
something to be taken with a grain of salt! 

- Don




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[computer-go] Re: Interesting problem

2007-01-01 Thread Jacques Basaldúa

David Fotland wrote:


Most of the world plays be Japanese rules, so any commercial program
must implement Japanese rules.

I totally agree.

A strong chinese player using chinese rules will pick up a point or two
during the dame filling stage when playing a strong japanese player. The
Chiense player will choose earlier moves that gain a later dame point that
the japanese player will think have no benefit over other moves.

That's interesting. And it confirms my point: the difference is small,
the strategy is the same, but using the ruleset in one's own benefit
some extra points can be won. In either direction. Not more than that.

And now remember how this discussion started: There was a proposal
to penalize pass moves made by Lukasz Lew.

If that proposal is implemented, Japanese programs will no longer
loose one or two points against a better ruleset adapted bot, but
they would loose dozens of points. They will frequently loose won
games. Maybe some programs can easily switch from Chinese to
Japanese, but some others may not. Anyway, outside computer go,
people understands go as Japanese. Beginners find it more complicated,
but when they understand, they see its just concentrating on the only
interesting part. A natural evolution of the game. When they are 10kyu
or better they normally agree what is alive and what is not. If they
don't, its probably worth playing out.

I still think Chinese rules are better today for computer tournaments!
But, of course, without penalizing pass moves. I hope that the day when
computers evolve to Japanese rules as humans did, is near, but that
cannot be forced. It is required that all programs agree when scoring
games. At least: *when* nothing more can be won and what is *alive*
and what is not at that moment.

When that happens, the credibility of computer-go will increase a lot.


Jacques.

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Re: [computer-go] Re: Interesting problem

2007-01-01 Thread Don Dailey
Hi Jacques,

I think Chinese should be universally adapted, but before you flame
me I'll tell you why.

I know of players who thought Go might be an interesting game, but
gave up quickly when they realized they could never play by Japanese
rules.   

Even though they eventually could have learned to play by Japanese 
rules, it's not possible for 2 beginners to correctly play and score a
game by these rules.   And when someone comes along to do it for
them, they are horrified by what seems to their limited perception
to be gross unfairness.

By far, Chinese is more intuitive and natural.  Japanese rules are
based on some very non-intuitive concepts - that it really does 
come out the same as Chinese scoring (within a point or two) appears
to be magic to the uninitiated.  

To strong players who are immersed in the Japanese rules,  it may
seem to be more intuitive and natural,  but so is anything that
you want to get used to - it's like indenting style in C,  and
why there is style jokingly referred to as the one true brace
style.   If it's not YOUR brace style it somehow seems inferior.

I wonder how many GO players have been lost forever because of
the Japanese rules?   It may not matter to most casual players,
you may not care one iota about this,  but what's good for the
majority is usually good for everyone.  

The issue of dead stones is a non-issue.   I'm not advocating
playing games out to the bitter end.   CGOS of course does this
because it's simple and creates the least amount of problems,
which by itself should tell you something.   

But Chinese rules as played by good players doesn't involve this
kind of tedium.   I'm not advocating that games be played out
to the bitter end and this isn't what the debate is about.

Of course it can be argued that Chinese encourages a more extended
game, because you get severely punished under Japanese rules for
not knowing which groups are dead. 

But when all things are considered,  Chinese rules is better for
the game in general.   I do feel there is significant snobbery
the GO community about this,  although I don't claim you are
like this.   It is as if the Japanese have an elitist attitude
where they don't care if the peon's don't understand the rules,
it's not for the feeble-minded anyway.

I think the fact that Japanese rules is used more than Chinese
must be a historical accident.It's been said that if Alien
beings ever contacted us, it's likely they would be GO players
due to the simplicity of the rules.   My guess is that they 
would play by Chinese rules.

Of course I don't expect the world to adapt Chinese rules because
Japanese is ingrained.

I want to tell you a little about Chess notation in the USA.  
In the 1970's  US players used a different system for recording
games called descriptive notation.You would record moves
like  N-Kb3 meaning Knight to kings bishop 3.   In algebraic
that is Nf3 or Nf6 if you are black. It reminds me
somehow of Japanese rules in GO, I'm not sure why but maybe
because it was traditional and entrenched.   Or because it
was less explicit, N-KB3 could mean different things depending
on the context,  like in Japanese you can't always tell who is 
winning by looking at the board. 

There was much resistance changing over to algebraic, and a lot
of old timers complained loudly.   I even heard some threaten
to give up Chess.   There was a huge emotional attachment and
to them algebraic was just insane and crazy.   Many seemed to
believe it would ruin the game.But a lot of players didn't
care - they knew it had nothing to do with the game itself.

I was one who quickly embraced it - I just felt it was superior
but I didn't care that much.   My first chess program had an
option to use either notational style.


- Don

 





On Mon, 2007-01-01 at 20:15 +, Jacques Basaldúa wrote:
 David Fotland wrote:
 
 
  Most of the world plays be Japanese rules, so any commercial program
  must implement Japanese rules.
 
 I totally agree.
 
  A strong chinese player using chinese rules will pick up a point or two
  during the dame filling stage when playing a strong japanese player. The
  Chiense player will choose earlier moves that gain a later dame point that
  the japanese player will think have no benefit over other moves.
 
 That's interesting. And it confirms my point: the difference is small,
 the strategy is the same, but using the ruleset in one's own benefit
 some extra points can be won. In either direction. Not more than that.
 
 And now remember how this discussion started: There was a proposal
 to penalize pass moves made by Lukasz Lew.
 
 If that proposal is implemented, Japanese programs will no longer
 loose one or two points against a better ruleset adapted bot, but
 they would loose dozens of points. They will frequently loose won
 games. Maybe some programs can easily switch from Chinese to
 Japanese, but some others may not. Anyway, outside computer go,
 people understands go as Japanese. 

Re: [computer-go] Re: Interesting problem

2007-01-01 Thread steve uurtamo
one early habit that is good for new go players to learn is
to always fill dame.  sometimes groups get ataried this way
that the newer player wouldn't have noticed.  it can result
in massive point loss if you're not careful about it, and it's
a good teaching tool (from the japanese rules point of view)
about being careful at the end of the game.  under chinese
rules, you also do this because it's worth points to you.

bent-four, triple ko, seki 'points', etc., are all things that have
to be dealt with by any scoring ruleset, but are things that you
would be foolish to try to explain to someone during their first
game.  it would only complicate what is otherwise a very simple
set of rules unnecessarily, and when such situations arise, the
exceptional cases can be pointed out and explained (or the
curious player will read about them elsewhere).

i think that the fun of go is in the playing, and not the scoring,
and that anyone who has played more than two games can
tell (however late in the process) that they're getting destroyed
(and thus that scoring is unnecessary) or that it's close (and
thus that scoring is necessary).

one thing to keep in mind about japanese scoring is that after
you've done it ten or so times, there are a number of counting
shortcuts that you can force onto the board after the game is finished
that can make it incredibly efficient to determine the difference in score.
my guess is that many chinese players who haven't seen this would
be horrified to see these happen on their board, because they are
based upon assumptions implicit in the japanese system of counting.

after you've counted a few 19x19 boards the naive way, this is much
easier to appreciate.

the only place i've seen japanese rules cause confusion with players
is in LD situations where one player thinks that a group is dead
and the other doesn't.  the practical reality is that if one of the two
is a much stronger player, then they can patiently explain on the board
what the situation is, with playout or otherwise. if, on the other hand, the
two are of equivalent and of low strength, playing it out to prove the
case one way or the other is more important as a learning tool than the
actual and exact score of the game.  in point of fact, weak players often
beat each other by huge margins where counting may be amusing for
the winner, but entirely unnecessary.

(here i am assuming that strong players don't generally disagree about
status, or if they do, can agree upon an effective measure for determining
status and don't mind the need to.  [since one player generally thinks
that the other is a fool for not seeing what is 'obviously dead', they are
often more than happy to attempt to prove it.]).

all that being said, simply for end-of-game counting over the board,
japanese rules get my vote.

s.


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Re: [computer-go] Re: Interesting problem

2007-01-01 Thread Antonin Lucas

Let's not confuse japanese counting with Japanese rules. It is quite
feasible with Chinese rules and the use of pass stones to end up doing
territory counting  over the board which is equivalent to area scoring,

On 1/1/07, steve uurtamo [EMAIL PROTECTED] wrote:


one early habit that is good for new go players to learn is
to always fill dame.  sometimes groups get ataried this way
that the newer player wouldn't have noticed.  it can result
in massive point loss if you're not careful about it, and it's
a good teaching tool (from the japanese rules point of view)
about being careful at the end of the game.  under chinese
rules, you also do this because it's worth points to you.

bent-four, triple ko, seki 'points', etc., are all things that have
to be dealt with by any scoring ruleset, but are things that you
would be foolish to try to explain to someone during their first
game.  it would only complicate what is otherwise a very simple
set of rules unnecessarily, and when such situations arise, the
exceptional cases can be pointed out and explained (or the
curious player will read about them elsewhere).

i think that the fun of go is in the playing, and not the scoring,
and that anyone who has played more than two games can
tell (however late in the process) that they're getting destroyed
(and thus that scoring is unnecessary) or that it's close (and
thus that scoring is necessary).

one thing to keep in mind about japanese scoring is that after
you've done it ten or so times, there are a number of counting
shortcuts that you can force onto the board after the game is finished
that can make it incredibly efficient to determine the difference in
score.
my guess is that many chinese players who haven't seen this would
be horrified to see these happen on their board, because they are
based upon assumptions implicit in the japanese system of counting.

after you've counted a few 19x19 boards the naive way, this is much
easier to appreciate.

the only place i've seen japanese rules cause confusion with players
is in LD situations where one player thinks that a group is dead
and the other doesn't.  the practical reality is that if one of the two
is a much stronger player, then they can patiently explain on the board
what the situation is, with playout or otherwise. if, on the other hand,
the
two are of equivalent and of low strength, playing it out to prove the
case one way or the other is more important as a learning tool than the
actual and exact score of the game.  in point of fact, weak players often
beat each other by huge margins where counting may be amusing for
the winner, but entirely unnecessary.

(here i am assuming that strong players don't generally disagree about
status, or if they do, can agree upon an effective measure for determining
status and don't mind the need to.  [since one player generally thinks
that the other is a fool for not seeing what is 'obviously dead', they are
often more than happy to attempt to prove it.]).

all that being said, simply for end-of-game counting over the board,
japanese rules get my vote.

s.


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