Re: [computer-go] Re: 9x9 games wanted

2007-07-09 Thread Martin Møller Skarbiniks Pedersen

I want to prepare an opening book and I am looking for a 9x9 games
collection. So far I have only found in total 244 games, which is for a book
much too less (I am used to have the CB-Megabase).
Is there a larger collection with at least = 5 Amateur Dan Level available?
If the price is reasonable, I am willing to pay for a professionally made
collection.


I have collected 9x9 games from nngs.
http://tusk.dyndns.org/archive/go/1995-2000-go9.zip

Regards
Martin
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Re: [computer-go] 9x9 games wanted and the next big challenge

2007-07-09 Thread Jacques Basaldúa

Except for the relation between not finding 9x9 games
which is *not* real go, you can find as many 19x19 games
as you want, I agree with Chrilly.

Let's accept it. We are amateurs, all except those who
are paid by some University to research on go. And even
some of them are, because a serious go project takes many
years and some have one semester. We have other jobs and
(at least myself) try to work less for the money and dedicate
20 hours per week to go programming. We would be very happy
to work 60 hours a week on go programming if someone else
paid the bills, but that's not the case. I my opinion, the
most important software project of the decade, i.e.
writing a non-Microsoft _compatible_ operating system, is
called wine http://www.winehq.org/ and also looks amateurish.
(I don't really know who works there.) 3D studio and other
successful projects started as amateur job, so there is nothing
wrong in being amateurs.

There is no program today which is so much better than free
programs that is worth paying for it, so we can't blame
the users. We should blame ourselves for not being able to
write a program that is worth its price.

Also, I don't even doubt that the day computer go can challenge
the strongest pro player, the media will understand the importance
of the event. (In fact, computer go is already in the media: The
Economist, The Times, Scientific American, Abcnews, Reuters, have
all written articles in 2007.) And companies will understand that
if they want their names related to a historical event like that
with no possible repetition in the future, something like the
first man on the moon, they will have to pay for it. The money
payed for deep blue will be like comparing 1950s with 2007s
football contracts. Go is played only by a small freak community.
That's not true. Like chess players were admired in the previous
century as superintelligent human beings and today no one is
interested in chess except the chess community. Go still keeps the
supreme form of intelligence myth. And after go, there is void.
Of course, you can always invent new games, but you cannot invent
millenary games with millions of players.

Someone is going to make millions with this. Don't know when, don't
know how. I wish I knew ;-)


Jacques.
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[computer-go] Re: Congratulations to Crazy Stone!

2007-07-09 Thread Hideki Kato
Hi Nick, thank you for the tournament.

I have two questions. One is the start time of the tournament. 
According to the page: http://www.weddslist.com/kgs/past/index.html, 
it started 16:00 GMT but it started 24:00 JST (+900). I guess it 
started 15:00 GMT. #DST problem?

The other is about the result. The results on 
http://www.gokgs.com/tournEntrants.jsp?sort=sid=300
and one on http://www.weddslist.com/kgs/past/28/index.html
are different. Which one is correct?
# Either is OK for me.

-gg

Nick Wedd: [EMAIL PROTECTED]:
  which was the undefeated winner of both divisions in yesterday's KGS 
bot tournament.  My report is at
http://www.weddslist.com/kgs/past/28/index.html

Nick
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Re: [computer-go] 9x9 games wanted and the next big challenge

2007-07-09 Thread Don Dailey
Very well said Jacques.  I agree with  everything you said.  
A couple of comment below.

On Mon, 2007-07-09 at 12:02 +0100, Jacques Basaldúa wrote:
 Except for the relation between not finding 9x9 games
 which is *not* real go, you can find as many 19x19 games
 as you want, I agree with Chrilly.

I'll bet there have been millions of 9x9 games by very strong players,
they are probably just not readily accessible.  

 Let's accept it. We are amateurs, all except those who
 are paid by some University to research on go. And even
 some of them are, because a serious go project takes many
 years and some have one semester. We have other jobs and
 (at least myself) try to work less for the money and dedicate
 20 hours per week to go programming. We would be very happy
 to work 60 hours a week on go programming if someone else
 paid the bills, but that's not the case. I my opinion, the
 most important software project of the decade, i.e.
 writing a non-Microsoft _compatible_ operating system, is
 called wine http://www.winehq.org/ and also looks amateurish.
 (I don't really know who works there.) 3D studio and other
 successful projects started as amateur job, so there is nothing
 wrong in being amateurs.

I use wine but I personally don't place a great deal of importance on
it.  I put linux as the single most important amateur project (at least
as it started that way) because it is an open source high quality
operating system that competes favorably with it's only serious
competitor, non-free Unix.  

Wine is important - no question about it - because the marketing genius
behind Windows has created a huge software base.  Some of this software
is high quality stuff that linux users are even willing to use.  

 There is no program today which is so much better than free
 programs that is worth paying for it, so we can't blame
 the users. We should blame ourselves for not being able to
 write a program that is worth its price.

I think computer Go could take off if it were promoted correctly.   I
don't think it was a complete coincidence that 9x9 computer GO really
took off when Nick Wedd starting having monthly computer tournaments and
later when CGOS went up.CGOS was created by the computer Go
community - a response to a strong desire in the community to have
something like it.It provides competition,  instant feedback and to
a certain extent a sense of status or reward for accomplishing something
good. 

The progress has been enormous in a short time.  When CGOS went up I
think the strongest program was about 1700 by the CGOS scale.   But now
1700 is a pretty mediocre rating on CGOS!I was completely astounded
because I did not believe 2000 would be attained any time in the near
future - but even 2000 is a modest rating on CGOS now.   

The progress would still of course be there without CGOS,  because the
Monte Carlo paradigm was alive before CGOS.But 9x9 would have
remained basically unmeasured except in invisible private testing.   One
might have heard claims of advancements and papers would be written but
with such things you almost always have to trust the paper author and
his statistics.   There is little or no independent verification of
results possible.

If we want to see rapid 19x19 progress, we need these 3 elements:

   1.  competition
   2.  feedback
   3.  status.

This is what something like CGOS provides.  The rating and rank provides
status and of course the competition is intense and the feedback is
instant.

Also, it's hard to beg-off when you have something fairly visible like
CGOS.  If you have a strong commercial program,  and you are in the
business of making money,  it's very tempting to rest on your laurels.
You can advertise victories and championships but once you have obtained
them,  playing in further competitions risks spoiling your reputation
(and thus your income.)  

But with something like CGOS a program like Mogo has bragging rights.
It's possible one of the  commercial programs is better than Mogo, or
perhaps another amateur program is better.   But in most peoples minds,
Mogo is the best at 9x9 because it was willing to take the risk on CGOS
(in all likelihood, it really IS the best and few doubt this.)There
are many reasons you might NOT play on CGOS or in tournaments, but most
people will probably believe (whether true or not) that you have nothing
substantial to show.   Of course you simply may not care and that's ok.
But you can't make viable claims unless you show up at tournaments, or
play on CGOS or in some way take the necessary risks to prove what you
have.Tournaments are quite useful and provide visibility and status,
but they are infrequent,  a very high investment in time and expense for
programmers and to be quite frank,  they don't really make clear who the
best player really is.   Any good program has a chance to win a
tournament.


Here is what we need in order to achieve a Dan level 19x19 player within
a couple of years in my 

Re: [computer-go] Congratulations to Crazy Stone!

2007-07-09 Thread Nick Wedd
In message 
[EMAIL PROTECTED], Jason 
House [EMAIL PROTECTED] writes

Open Division Round 1
 - You mention AyaBot2 joining it's game with CrazyStone.  That should
be HBotSVN.


Yes, my mistake, now corrected


 - Printing name and version number happens when the bot crashes,
kgsGtp terminates, and a script automatically reconnects the bot, and
the cycle repeats.  It may be better to say that the SimonBot engine
kept crashing when trying to score the game?


Yes.  Now rewritten as you suggest.


Open Division Round 5
 - I personally thought the IdiotBot/HBotSVN game had an interesting
end position.  Despite the extreme weakness of HBotSVN (simply using
the UCB algorithm), the position was problematic for several monte
carlo engines.  HBotSVN thought it had a 100% chance of victory though
the bulk of the end of the game because the random playouts assumed
idiotbot would fill one of its eyes.


I am interested to see that UCB does indeed have that effect.  We were 
discussing it this morning, and wondering if a pure UCB program would be 
happy about its opponent have a two-point group, expecting one of them 
to get filled in.


But I doubt this would be of general interest to programmers?


Also, HB04 does not show up in the names of programs page.  Of course,
the housebot logins are piling up:
HouseBot: Intended for stable version of HouseBot.  It's the only
ranked account.
HB04 - Very old HouseBot 0.4 - Extremely fast play based on 1-ply move
heuristics
HB05 - HouseBot 0.5 - Global alpha-beta search
HBotSVN - Latest and greatest version of HouseBot, generally
experimental.  Once upon a time, it was version 0.5 .  In this last
tournament, it was version 0.6.


I've added all that now.  Thank you for explaining these differences, 
and for pointing out the other errors.


Nick
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Re: [computer-go] Re: Congratulations to Crazy Stone!

2007-07-09 Thread Nick Wedd
In message [EMAIL PROTECTED], Hideki Kato 
[EMAIL PROTECTED] writes

Hi Nick, thank you for the tournament.

I have two questions. One is the start time of the tournament.
According to the page: http://www.weddslist.com/kgs/past/index.html,
it started 16:00 GMT but it started 24:00 JST (+900). I guess it
started 15:00 GMT. #DST problem?


Yes, my mistake, a DST problem.  Some software automatically allows for 
DS, some automatically converts times to remove the DS correction.  It 
always confuses me.  I envy you living in a country where the clocks 
tell the right time throughout the year.



The other is about the result. The results on
http://www.gokgs.com/tournEntrants.jsp?sort=sid=300
and one on http://www.weddslist.com/kgs/past/28/index.html
are different. Which one is correct?
# Either is OK for me.


The former is correct, the latter was my error, which I have now 
corrected.  And this was not a copying error by me (as many in the past 
have been).  I assume that I copied the results from the KGS results 
page after all the games were over, but before I had closed the 
tournament, so that two of the games had somehow not registered.


Thank you for pointing out these errors.

Nick
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Re: [computer-go] Congratulations to Crazy Stone!

2007-07-09 Thread Jason House

On 7/9/07, Nick Wedd [EMAIL PROTECTED] wrote:


In message
[EMAIL PROTECTED], Jason
House [EMAIL PROTECTED] writes
Open Division Round 5
- I personally thought the IdiotBot/HBotSVN game had an interesting
end position. Despite the extreme weakness of HBotSVN (simply using
the UCB algorithm), the position was problematic for several monte
carlo engines. HBotSVN thought it had a 100% chance of victory though
the bulk of the end of the game because the random playouts assumed
idiotbot would fill one of its eyes.

I am interested to see that UCB does indeed have that effect.  We were
discussing it this morning, and wondering if a pure UCB program would be
happy about its opponent have a two-point group, expecting one of them
to get filled in.

But I doubt this would be of general interest to programmers?



UCB has nothing to do with it.  UCB is simply 1-ply UCT.

The interesting part is the anti-eye-filling rule used as part of the MC
playouts.  As far as I know (and this was mostly confirmed in the computer
go chat room), eye-points are detected by the same means.  All adjacent
points (4 directions) must be the same color, and the surrounding points (8
directions) must have no more than one break, where the edge is included.

Here are ALL of the legal eye patterns if you allow them to be rotated.
XXX
X X
XXX

XX
X X
XXX

XXO
X X
XXX


|XX
| X
|XX

|XX
| X
|---


The edge group in the game was something very close to the following:
|XXX
|X X
| XX
|XX

Note how the lower eye fails to be detected as an eye.  There are other
examples that can be created that are not detected as eyes, but this is what
came up in the game.
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Re: [computer-go] Congratulations to Crazy Stone!

2007-07-09 Thread Jason House

On 7/9/07, Jason House [EMAIL PROTECTED] wrote:




On 7/9/07, Nick Wedd [EMAIL PROTECTED] wrote:

 Also, HB04 does not show up in the names of programs page. Of course,
 the housebot logins are piling up:
 HouseBot: Intended for stable version of HouseBot. It's the only
 ranked account.
 HB04 - Very old HouseBot 0.4 - Extremely fast play based on 1-ply move
 heuristics
 HB05 - HouseBot 0.5 - Global alpha-beta search
 HBotSVN - Latest and greatest version of HouseBot, generally
 experimental. Once upon a time, it was version 0.5 . In this last
 tournament, it was version 0.6.

 I've added all that now.  Thank you for explaining these differences,
 and for pointing out the other errors.


There's still one problem...
The description of HB04 says Old version 0.4 of HouseBot. Uses MC/UCB, no
UCT.  In reality, it does not do MC (or UCB) at all.  It votes on moves
based on simple heuristics such as descending to protect a group's skirt,
placing stones in atari, forming benson unconditional life, etc...  It's
1-ply logic like UCB, but has absolutely no MC element.  That's why it plays
blazingly fast...  Games of HB04 vs. IdiotBot have been known to finish in
seconds.



I should have added a few more things to this...
* The UCB version was HBotSVN, but I wouldn't recommend adding that to the
description of it.  (Actually, the UCB simply represents the configuration
for the tournament)
* The old entries for the various flavors of HouseBot were left on the bot
names page.  While I would recommend deleting those old entries, I'd
appreciate it if you kept the link to the homepage:
http://housebot.sourceforge.net http://housebot.sourceforge.net/
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Re: [computer-go] creating a random position

2007-07-09 Thread George Dahl

On 7/9/07, Erik van der Werf [EMAIL PROTECTED] wrote:


On 7/9/07, George Dahl [EMAIL PROTECTED] wrote:
 I think this is what I want.  Thanks!  So I might have to repeat this
 a few hundred times to actually get a legal position?

Are you aware that nearly all of these positions will be final positions?

So I'll repeat my question: why do you need any of this? If you only
need final positions it's probably much better to take them from real
games, and if you actually need middle game positions you will have to
use a different procedure...

E.
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Won't the final positions be much more likely to be rejected since they are
much more likely to be illegal?  What is your claim about the distribution
of the number of stones on the board with this scheme?

I am hoping to use this method to help generate training data for a
learning system that learns certain graph properties of the board that can
also be computed deterministically from the board position.  I know that
might sound crazy, but it is working towards the eventual goal of creating
feature extractors for Go positions.  By learning to map Go positions as an
array of stones to Go positions as graphs of strings (instead of just
mapping them with a hand coded algorithm) I can take intermediate results in
the learner's computation and use it as a feature for another learner.
- George
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RE: [computer-go] 9x9 games wanted and the next big challenge

2007-07-09 Thread David Fotland

 I'll bet there have been millions of 9x9 games by very strong 
 players, they are probably just not readily accessible.  

Very unlikely.  I'm a strong player (but not very strong - 3 dan amateur),
and I've played perhaps a dozen 9x9 games with people who were just learning
the rules.  I played in a couple of 9x9 tournaments on the crazy go day at
the go congress (along with 3-d go, hex go, etc).  Most beginners only need
a couple of games on 9x9 before they start paying 19x19.  9x9 go is not very
interesting to strong players, since it's not really go.  I might as well be
playing checkers or 9 men's morris :)

 But with something like CGOS a program like Mogo has bragging 
 rights. It's possible one of the  commercial programs is 
 better than Mogo, or
 perhaps another amateur program is better.   But in most 
 peoples minds,
 Mogo is the best at 9x9 because it was willing to take the 
 risk on CGOS
 (in all likelihood, it really IS the best and few doubt 
 this.)

I can confirm that Mogo is quite a bit stronger than the commercial programs
at 9x9 go.  I'm not very interested in 9x9 go.  Most of the commercial
programs have algorithms that don't scale well down to 9x9, since they are
all designed for 19x19 go.  The 19x19 knowledge that makes them strong does
not apply at 9x9.  Since people don't play 9x9 go, there is no incentive
commercial program authors to make their programs strong at 9x9.

 
 
 Here is what we need in order to achieve a Dan level 19x19 
 player within a couple of years in my opinion:
 
   COMPETITION
 
 Not once a year, but constant.   A very high profile occasional
 competition however is still a great and useful thing to have.  
 
   FEEDBACK
 
 You need to always know where you stand so you can constantly  be goal
 oriented.   Where you stand in relation to others that is.  
 
   STATUS
 
 There must be some kind of recognition, highly visible 
 acknowledgment of
 the pecking order to stimulate and motivate the competitors.  

I agree.  Progress was very swift in the Ing competition, with programs
improving from about 25 kyu to about 5-8 kyu.  Since 2000 the competition
and status has been missing, so progress has stopped, or at least is not
visible.  The algorithms that worked well on a 33 MHz 386 with 0.5 MB memory
are very different from what is possible on today's machines.
 
 
 Once money and status come into the picture big time,  then cheating
 will start to play a major role. 

Cheating did play big role.  Even though Ing and FOST had on-site
tournaments, there was still the issue of reverse engineering the top
programs.

 
 I also have to say that Nick Wedd's monthly tournaments are 
 critically important and unquestionably a big part of the 
 sudden progress in
 computer GO.   I think those tournaments and CGOS complement 
 each other
 in a beautiful way.   Probably more credit goes to Nick Wedd's
 tournaments than CGOS.   Those tournament inspired CGOS and they also
 motivated (in my opinion) a lot of progress in computer chess before
 CGOS was even up and running.But they do complement each other -
 CGOS provides instrumentation that KGS is lacking.  

Nick's tournaments and CGOS have made a huge difference in revitalizing
computer go.  I'd like to see both expanded to 19x19 with 30 minute per
player time limits and some overtime.
 
 
 - Don

-David Fotland


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Re: [computer-go] creating a random position

2007-07-09 Thread Chris Fant

In that case, you would probably rather have actual Go positions,
right?  Just grab a bunch of CGOS games (assuming you are studying
9x9) and pick a game and move number at random.


On 7/9/07, George Dahl [EMAIL PROTECTED] wrote:



On 7/9/07, Erik van der Werf [EMAIL PROTECTED] wrote:
 On 7/9/07, George Dahl [EMAIL PROTECTED] wrote:
  I think this is what I want.  Thanks!  So I might have to repeat this
  a few hundred times to actually get a legal position?

 Are you aware that nearly all of these positions will be final positions?

 So I'll repeat my question: why do you need any of this? If you only
 need final positions it's probably much better to take them from real
 games, and if you actually need middle game positions you will have to
 use a different procedure...

 E.
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Won't the final positions be much more likely to be rejected since they are
much more likely to be illegal?  What is your claim about the distribution
of the number of stones on the board with this scheme?

 I am hoping to use this method to help generate training data for a
learning system that learns certain graph properties of the board that can
also be computed deterministically from the board position.  I know that
might sound crazy, but it is working towards the eventual goal of creating
feature extractors for Go positions.  By learning to map Go positions as an
array of stones to Go positions as graphs of strings (instead of just
mapping them with a hand coded algorithm) I can take intermediate results in
the learner's computation and use it as a feature for another learner.
- George

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Re: [computer-go] SGF parsing

2007-07-09 Thread Joshua Shriver

Do you have a good example of a regular Go game in sgf?
A lot of the examples I found on the SGF spec site seem confusing, and
not sure if they're even for Go or backgammon, etc.

Also is there a command line go conversion program kinda like
pgnextract that lets you modify sgf datasets. Like strip comments,
etc. All I really want from a program perspective is move lists and
user ranking.

-Josh

On 7/9/07, Don Dailey [EMAIL PROTECTED] wrote:

On Mon, 2007-07-09 at 11:49 -0400, Joshua Shriver wrote:
 I really like the pgn format, just viewing it you can get a feel for
 what is going on. I tried to figure out the SGF format by looking at
 it, and have no clue what's going on.

SGF has a real grammer associated with it and is technically superior.
It provides support for marking up boards and things.  However for
simple storage requirements, you probably don't need that.

However, PGN is wonderfully readable and for what you want more useful
in a practical way.   Unfortunately, it is not standard for GO and you
will be sorry if you want to be able to see a game using a reader for
instance.

I would stick with SGF for Go.  It's isn't that difficult to figure out.
You can grab an SGF from somewhere and use it as an example.

What we be really useful, is a conversion utility so that you could use
both.  PGN is more compact but if you zip or compress games it probably
doesn't make any difference.

- Don


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Re: [computer-go] 9x9 games wanted and the next big challenge

2007-07-09 Thread Brian Slesinsky

On 7/9/07, David Fotland [EMAIL PROTECTED] wrote:


Very unlikely.  I'm a strong player (but not very strong - 3 dan amateur),
and I've played perhaps a dozen 9x9 games with people who were just learning
the rules.  I played in a couple of 9x9 tournaments on the crazy go day at
the go congress (along with 3-d go, hex go, etc).  Most beginners only need
a couple of games on 9x9 before they start paying 19x19.  9x9 go is not very
interesting to strong players, since it's not really go.  I might as well be
playing checkers or 9 men's morris :)


I agree that 9x9 is not that interesting for very long, even for
beginners, but I'd like to put in a good word here for 13x13.  I'm at
about 25 kyu on dragongo; nearly all my games are 13x13, and I think I
would be having much less fun at 19x19.  There seems to be quite a bit
of room for strategy at this smaller board size (for example, room
enough for joseki patterns, though their significance is probably
different) but games are over much quicker, which is an important
consideration if you want to have fast games on a non-real-time
server.  Games take long enough as it is, and quicker feedback is
useful for learning.

It seems like 13x13 would be a good intermediate step for computer go.

- Brian
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Re: [computer-go] SGF parsing

2007-07-09 Thread Don Dailey
On Mon, 2007-07-09 at 11:49 -0400, Joshua Shriver wrote:
 I really like the pgn format, just viewing it you can get a feel for
 what is going on. I tried to figure out the SGF format by looking at
 it, and have no clue what's going on. 

SGF has a real grammer associated with it and is technically superior.
It provides support for marking up boards and things.  However for
simple storage requirements, you probably don't need that.  

However, PGN is wonderfully readable and for what you want more useful
in a practical way.   Unfortunately, it is not standard for GO and you
will be sorry if you want to be able to see a game using a reader for
instance. 

I would stick with SGF for Go.  It's isn't that difficult to figure out.
You can grab an SGF from somewhere and use it as an example.  

What we be really useful, is a conversion utility so that you could use
both.  PGN is more compact but if you zip or compress games it probably
doesn't make any difference.  

- Don


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RE: [computer-go] 9x9 games wanted and the next big challenge

2007-07-09 Thread Don Dailey
On Mon, 2007-07-09 at 09:12 -0700, David Fotland wrote:
  I'll bet there have been millions of 9x9 games by very strong 
  players, they are probably just not readily accessible.  
 
 Very unlikely.  I'm a strong player (but not very strong - 3 dan amateur),
 and I've played perhaps a dozen 9x9 games with people who were just learning
 the rules.  I played in a couple of 9x9 tournaments on the crazy go day at
 the go congress (along with 3-d go, hex go, etc).  Most beginners only need
 a couple of games on 9x9 before they start paying 19x19.  9x9 go is not very
 interesting to strong players, since it's not really go.  I might as well be
 playing checkers or 9 men's morris :)

You are in a better position to understand this than I am.  I just know
I've seen very strong players play 9x9 games on KGS - and over a period
of years I would expect there to be a large number although it obviously
wouldn't begin to compare to the real game.   I don't remember what I
actually saw, perhaps it was a match with a weaker player or odds game
or something. 

I also agree that 9x9 doesn't compare to 19x19.   I disagree that it's
not interesting.   It would be uninteresting if, for instance, someone
like you were just as good at the top pro's at 9x9.   It stops being
interested when it can be mastered.If the top players can always
play a perfect game, it's not interesting to them, but probably still
interesting to me, and to a lesser extent
someone like you who would probably be playing close to perfect if the
pro's were playing perfect.   There would probably be very little
difference in someone like you and a top pro and if you played a game
well enough you might get some wins if you were on the right side of
komi.  But this all assumes the game is almost played out.   I don't
think 9x9 is.

I have no argument that any particular individual may not find it
interesting as a matter of personal choice.   For instance there are
many things I don't find interesting even though I haven't mastered
them.Or your point of view may be that the bigger board is much MORE
interesting, so why bother with smaller ones?   But that doesn't take
away from the fact that 9x9 is still interesting and still a deep
profound game.   If you belittle 9x9,  indirectly you detract from 19x19
because you imply that the whole game isn't very interesting unless you
can put on a massive board. 



  But with something like CGOS a program like Mogo has bragging 
  rights. It's possible one of the  commercial programs is 
  better than Mogo, or
  perhaps another amateur program is better.   But in most 
  peoples minds,
  Mogo is the best at 9x9 because it was willing to take the 
  risk on CGOS
  (in all likelihood, it really IS the best and few doubt 
  this.)
 
 I can confirm that Mogo is quite a bit stronger than the commercial programs
 at 9x9 go.  I'm not very interested in 9x9 go.  Most of the commercial
 programs have algorithms that don't scale well down to 9x9, since they are
 all designed for 19x19 go.  The 19x19 knowledge that makes them strong does
 not apply at 9x9.  Since people don't play 9x9 go, there is no incentive
 commercial program authors to make their programs strong at 9x9.

Most of my comments are directed to 19x19 go.   I lay out one possible
plan to produce a very strong 19x19 player.  

I'm interested in 9x9 only as a stepping stone.  It's far more
manageable and if you can't whip 9x9, you have no chance going bigger.
It's way easier to test and get quick results in a methodical way.

 
  Here is what we need in order to achieve a Dan level 19x19 
  player within a couple of years in my opinion:
  
COMPETITION
  
  Not once a year, but constant.   A very high profile occasional
  competition however is still a great and useful thing to have.  
  
FEEDBACK
  
  You need to always know where you stand so you can constantly  be goal
  oriented.   Where you stand in relation to others that is.  
  
STATUS
  
  There must be some kind of recognition, highly visible 
  acknowledgment of
  the pecking order to stimulate and motivate the competitors.  
 
 I agree.  Progress was very swift in the Ing competition, with programs
 improving from about 25 kyu to about 5-8 kyu.  Since 2000 the competition
 and status has been missing, so progress has stopped, or at least is not
 visible.  The algorithms that worked well on a 33 MHz 386 with 0.5 MB memory
 are very different from what is possible on today's machines.
  
  
  Once money and status come into the picture big time,  then cheating
  will start to play a major role. 
 
 Cheating did play big role.  Even though Ing and FOST had on-site
 tournaments, there was still the issue of reverse engineering the top
 programs.

YES!  I remember that and I thought it was a real travesty.   

  I also have to say that Nick Wedd's monthly tournaments are 
  critically important and unquestionably a big part of the 
  sudden progress in
  computer GO.   I think 

Re: [computer-go] 9x9 games wanted and the next big challenge

2007-07-09 Thread Don Dailey
Brian,

The idea of moving towards 13x13 appeals to me too.   I would even
consider removing the 9x9 server and going to 13x13 instead if I didn't
think it would cause an out-rage.  

At some point sticking with 9x9 is going to inhibit progress in my
opinion.  And a really strong 13x13 program is more likely to be strong
at 19x19.  

- Don


On Mon, 2007-07-09 at 09:32 -0700, Brian Slesinsky wrote:
 On 7/9/07, David Fotland [EMAIL PROTECTED] wrote:
 
  Very unlikely.  I'm a strong player (but not very strong - 3 dan amateur),
  and I've played perhaps a dozen 9x9 games with people who were just learning
  the rules.  I played in a couple of 9x9 tournaments on the crazy go day at
  the go congress (along with 3-d go, hex go, etc).  Most beginners only need
  a couple of games on 9x9 before they start paying 19x19.  9x9 go is not very
  interesting to strong players, since it's not really go.  I might as well be
  playing checkers or 9 men's morris :)
 
 I agree that 9x9 is not that interesting for very long, even for
 beginners, but I'd like to put in a good word here for 13x13.  I'm at
 about 25 kyu on dragongo; nearly all my games are 13x13, and I think I
 would be having much less fun at 19x19.  There seems to be quite a bit
 of room for strategy at this smaller board size (for example, room
 enough for joseki patterns, though their significance is probably
 different) but games are over much quicker, which is an important
 consideration if you want to have fast games on a non-real-time
 server.  Games take long enough as it is, and quicker feedback is
 useful for learning.
 
 It seems like 13x13 would be a good intermediate step for computer go.
 
 - Brian
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Re: [computer-go] SGF parsing

2007-07-09 Thread Joshua Shriver

Ok found some KGS games, and they make a lot more sense. With the
specification I can see what all of the OT, AP, TM, FF, etc commads
are. However I don't understand the way it sets the location, so far
nothing I've seen describes it.

;B[kr]  for example.
I thought Go boards used A..x 1..y notation. Perhaps I'm wrong.

-Josh

On 7/9/07, Joshua Shriver [EMAIL PROTECTED] wrote:

Do you have a good example of a regular Go game in sgf?
A lot of the examples I found on the SGF spec site seem confusing, and
not sure if they're even for Go or backgammon, etc.

Also is there a command line go conversion program kinda like
pgnextract that lets you modify sgf datasets. Like strip comments,
etc. All I really want from a program perspective is move lists and
user ranking.

-Josh

On 7/9/07, Don Dailey [EMAIL PROTECTED] wrote:
 On Mon, 2007-07-09 at 11:49 -0400, Joshua Shriver wrote:
  I really like the pgn format, just viewing it you can get a feel for
  what is going on. I tried to figure out the SGF format by looking at
  it, and have no clue what's going on.

 SGF has a real grammer associated with it and is technically superior.
 It provides support for marking up boards and things.  However for
 simple storage requirements, you probably don't need that.

 However, PGN is wonderfully readable and for what you want more useful
 in a practical way.   Unfortunately, it is not standard for GO and you
 will be sorry if you want to be able to see a game using a reader for
 instance.

 I would stick with SGF for Go.  It's isn't that difficult to figure out.
 You can grab an SGF from somewhere and use it as an example.

 What we be really useful, is a conversion utility so that you could use
 both.  PGN is more compact but if you zip or compress games it probably
 doesn't make any difference.

 - Don


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Re: [computer-go] creating a random position

2007-07-09 Thread Erik van der Werf

On 7/9/07, George Dahl [EMAIL PROTECTED] wrote:




On 7/9/07, Erik van der Werf [EMAIL PROTECTED] wrote:

 On 7/9/07, George Dahl [EMAIL PROTECTED] wrote:
  I think this is what I want.  Thanks!  So I might have to repeat this
  a few hundred times to actually get a legal position?

 Are you aware that nearly all of these positions will be final positions?

 So I'll repeat my question: why do you need any of this? If you only
 need final positions it's probably much better to take them from real
 games, and if you actually need middle game positions you will have to
 use a different procedure...

 E.
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Won't the final positions be much more likely to be rejected since they are
much more likely to be illegal?


Sure, but that does not necessarily matter because there are many more
end- than middle-game positions. The reason I brought it up is that I
remembered a statement by someone (sorry forgot the source, maybe John
or Gunnar remembers) that from all legal positions nearly all can be
considered final. Of course one could argue about what makes a
position final, obviously not all borders will be nicely closed and
generally there will still be some points to be gained, but I think
the main idea was that at that point the winner is relatively easy to
determine (so one side would normally resign). This also makes sense
if you simply look at the expected number of stones on the board.



What is your claim about the distribution
of the number of stones on the board with this scheme?


Simply that for most interesting purposes you will have too many of
them on the board. Further, depending on the purpose, one might argue
that there are more interesting distributions to sample from (e.g.,
you could sample from all positions ever played by strong players on
KGS).



 I am hoping to use this method to help generate training data for a
learning system that learns certain graph properties of the board that can
also be computed deterministically from the board position.  I know that
might sound crazy,


Not to me ;-)


but it is working towards the eventual goal of creating
feature extractors for Go positions.  By learning to map Go positions as an
array of stones to Go positions as graphs of strings (instead of just
mapping them with a hand coded algorithm) I can take intermediate results in
the learner's computation and use it as a feature for another learner.


Well, I'm not sure whether this way you will be able to beat hand
coded algorithms, but it's certainly interesting to try. In any case I
would still think that, to make a strong program, it's better to
sample from real games, or maybe do both to see if it makes much
difference.

Erik
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Re: [computer-go] SGF parsing

2007-07-09 Thread alain Baeckeroot
Le lundi 9 juillet 2007 18:46, Joshua Shriver a écrit :
 Ok found some KGS games, and they make a lot more sense. With the
 specification I can see what all of the OT, AP, TM, FF, etc commads
 are. However I don't understand the way it sets the location, so far
 nothing I've seen describes it.
 
 ;B[kr]  for example.
 I thought Go boards used A..x 1..y notation. Perhaps I'm wrong.

If i remeber well:

* Real life wooden Go board uses A...x without I , 1..y 
 but
 sgf uses only letters for both coordinates (including I)

* Axes are not the same.
 for board: Ox toward East, Oy toward North
 for sgf: Ox toward south, Oy toward East

Alain
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Re: [computer-go] 9x9 games wanted and the next big challenge

2007-07-09 Thread terry mcintyre
I concur with Christian Nilsson; handicap stones permit the win-loss ratio to 
approximate 50%,  where it is more sensitive to improvements. As one tweaks the 
program, the progress would be measurable within a few games, one's handicap 
would decrease. 

Is it possible to tie together the handicap information and the win-loss 
percentages into a unified ELO-type score? Would an experiment be needed to 
measure the effect of handicap stones on the probability of winning?
 
Terry McIntyre [EMAIL PROTECTED]
They mean to govern well; but they mean to govern. They promise to be kind 
masters; but they mean to be masters. -- Daniel Webster




  

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Re: [computer-go] SGF parsing

2007-07-09 Thread Unknown
On Mon, 2007-07-09 at 12:46 -0400, Joshua Shriver wrote:
 Ok found some KGS games, and they make a lot more sense. With the
 specification I can see what all of the OT, AP, TM, FF, etc commads
 are. However I don't understand the way it sets the location, so far
 nothing I've seen describes it.
 
 ;B[kr]  for example.
 I thought Go boards used A..x 1..y notation. Perhaps I'm wrong.


SGF uses a different coordinate system (making it easier to make
mistakes ...) It is all in the Fine Manual:
http://www.red-bean.com/sgf/go.html#properties
Read it.

SGF is surprisingly easy to parse; the only special tokens the parser
needs to recognize are ()[]; ( \n and newline escaping add some
complexity, but can _initially_ be ignored.) 

 -Josh
 
 On 7/9/07, Joshua Shriver [EMAIL PROTECTED] wrote:
  Do you have a good example of a regular Go game in sgf?
  A lot of the examples I found on the SGF spec site seem confusing, and
  not sure if they're even for Go or backgammon, etc.

Ignore everything except for GM[1] (= go), and the generic part.

For simple sgf, (without variations or game collections) you can create
a parser in a few hours. This will probably include reading the manual
and understanding the format, too.

HTH,
AvK

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Re: [computer-go] 9x9 games wanted and the next big challenge

2007-07-09 Thread Chris Fant

I think it would be great to try this out.  Perhaps at 13x13.


On 7/9/07, Don Dailey [EMAIL PROTECTED] wrote:

On Mon, 2007-07-09 at 10:10 -0700, terry mcintyre wrote:
 I concur with Christian Nilsson; handicap stones permit the win-loss
 ratio to approximate 50%,  where it is more sensitive to improvements.
 As one tweaks the program, the progress would be measurable within a
 few games, one's handicap would decrease.

 Is it possible to tie together the handicap information and the
 win-loss percentages into a unified ELO-type score? Would an
 experiment be needed to measure the effect of handicap stones on the
 probability of winning?

I think the common formula is 100 ELO per stone?   I think we could
start with this guess (or a better one) and after a few weeks of play we
could do a statistical analysis to see if things are as they should be.
Then we could make any adjustments if needed.

CGOS would still use the same scheduling algorithm - trying to prevent
serious mismatches.  So we would avoid matches that required many stones
handicap although they would appear from time to time.

The ELO formula is the same.  Whatever program is getting the extra
stones is assumed (for rating purposes) to be 100H ELO stronger where H
is the number of stones handicap.   The constant 100 might have to be
adjusted of course.

It may even be that we have to use a different constant depending where
you are at on the ELO scale.  With enough games it might be possible to
determine if this is needed or not.I've discussed this with Steve in
private emails in the past.

It might not be difficult to make this auto-adjust.  If the server
notices that some value isn't predicting the winner very accurately, a
tiny adjustment is made.

- Don


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Re: [computer-go] the next big challenge - handicap stones on CGOS? or komi?

2007-07-09 Thread terry mcintyre
From: Don Dailey [EMAIL PROTECTED]
 Is it possible to tie together the handicap information and the
 win-loss percentages into a unified ELO-type score? Would an
 experiment be needed to measure the effect of handicap stones on the
 probability of winning?   

 I think the common formula is 100 ELO per stone?   

I expect the per-stone adjustment to depend on the size of the board. Two 
players might be evenly matched on a 19x19 board when the first gets a 9 stone
handicap, but first player would have an easy win on a 9x9 board with the
same 9 stone handicap. http://senseis.xmp.net/?HandicapForSmallerBoardSizes
suggests that 2 stones on 9x9 would be about right; the author also proposes 
tweaking the komi. According to http://senseis.xmp.net/?AGAHandicaps, the
AGA at the 2004 Congress used no handicap stones on 9x9, adjusting the komi
instead.

Most human players are much more used to handicap stones, but adjusting the komi
is another method of compensating for differences in skill, which is much more 
fine-grained than handicap stones. 









   

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[computer-go] Who's going to the Gifu Challenge?

2007-07-09 Thread Ian Osgood
From what I can tell, there has not been a clash of the Go titans  
since the 2003 Gifu Challenge, which had all of KCC Igo, Haruka, Go+ 
+, Goemate/Handtalk, Many Faces, GNU Go, and Go Intellect  
participating. (This was the last public competition for many of  
these programs.) It seems with the tuning of MoGo and CrazyStone for  
the full size board and their recent success at the Olympiad, that  
there is a chance to knock KCC Igo (sold as Silver Star in Japan)  
from its four year throne. Are any of the Mogo, CrazyStone, and other  
professional program authors leaving room in their autumn schedules  
to travel to Ogaki City, Japan for this year's Gifu Challenge?


Ian
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Re: [computer-go] 9x9 games wanted and the next big challenge

2007-07-09 Thread Jason House

On 7/9/07, Don Dailey [EMAIL PROTECTED] wrote:


I think the common formula is 100 ELO per stone?   I think we could
start with this guess (or a better one) and after a few weeks of play we
could do a statistical analysis to see if things are as they should be.
Then we could make any adjustments if needed.




Once upon a time, people also discussed treating handicapped versions of
bots as distinct players with their own ranking.  It may be good to
experiment with handicap stones that way and then extend it to automatic
handicap and folding the results into the rankings.
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Re: [computer-go] creating a random position

2007-07-09 Thread dhillismail

 If I took a set of game positions, generated by flipping a coin, and 
generated a histogram of

x = black_stones - white_stones

I would expect to see the distribution of x looking like a nice Gaussian, 
centered at zero. If I looked at positions generated by playing out moves, I 
would expect to see *much* more weight in the tails and the center at a 
positive value between zero and true Komi. Removing illegal positions from the 
coin flip set might change the distribution in ways that would be easy to 
measure and rash to predict.

 When I look at statistics such as this for real games, I?generally see 
measurable differences between strong and weak players.

- Dave Hillis



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Re: [computer-go] Who's going to the Gifu Challenge?

2007-07-09 Thread Nick Wedd
In message [EMAIL PROTECTED], Ian 
Osgood [EMAIL PROTECTED] writes
From what I can tell, there has not been a clash of the Go titans since 
the 2003 Gifu Challenge, which had all of KCC Igo, Haruka, Go+ +, 
Goemate/Handtalk, Many Faces, GNU Go, and Go Intellect  participating. 
(This was the last public competition for many of  these programs.) It 
seems with the tuning of MoGo and CrazyStone for  the full size board 
and their recent success at the Olympiad, that  there is a chance to 
knock KCC Igo (sold as Silver Star in Japan)  from its four year 
throne. Are any of the Mogo, CrazyStone, and other  professional 
program authors leaving room in their autumn schedules  to travel to 
Ogaki City, Japan for this year's Gifu Challenge?


Do we know that the Gifu Challenge is going to happen this October?  Do 
you have a URL for it?


Nick
--
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Re: [computer-go] Who's going to the Gifu Challenge?

2007-07-09 Thread chrilly


- Original Message - 
From: Ian Osgood [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Monday, July 09, 2007 8:01 PM
Subject: [computer-go] Who's going to the Gifu Challenge?


From what I can tell, there has not been a clash of the Go titans  
since the 2003 Gifu Challenge, which had all of KCC Igo, Haruka, Go+ 
+, Goemate/Handtalk, Many Faces, GNU Go, and Go Intellect  
participating. (This was the last public competition for many of  
these programs.) It seems with the tuning of MoGo and CrazyStone for  
the full size board and their recent success at the Olympiad, that  
there is a chance to knock KCC Igo (sold as Silver Star in Japan)  
from its four year throne. Are any of the Mogo, CrazyStone, and other  
professional program authors leaving room in their autumn schedules  
to travel to Ogaki City, Japan for this year's Gifu Challenge?



Is there a price money? Or at least some sponsorship for traveling?

Chrilly


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Re: [computer-go] 9x9 games wanted and the next big challenge

2007-07-09 Thread Rémi Coulom

Don Dailey wrote:

On Mon, 2007-07-09 at 10:10 -0700, terry mcintyre wrote:
  

I concur with Christian Nilsson; handicap stones permit the win-loss
ratio to approximate 50%,  where it is more sensitive to improvements.
As one tweaks the program, the progress would be measurable within a
few games, one's handicap would decrease. 


Is it possible to tie together the handicap information and the
win-loss percentages into a unified ELO-type score? Would an
experiment be needed to measure the effect of handicap stones on the
probability of winning?   



I think the common formula is 100 ELO per stone?   I think we could
start with this guess (or a better one) and after a few weeks of play we
could do a statistical analysis to see if things are as they should be.
Then we could make any adjustments if needed.


According to some early experiments I have made on a database of games 
played by humans on KGS, I'd say it is more likely to be 70 or 80 Elo 
points. Also, it is likely to depend on strength. I'll be able to give 
more precise data in a few weeks.


The problem with programs is that GNU Go really does not know how to 
play handicap games. Crazy Stone and, I expect, MC programs in general, 
should handle handicap much better. Crazy Stone played a few handicap 
games against weaker humans on KGS two days ago, and it really plays 
agressive moves when it is behind.


Rémi
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Re: [computer-go] Who's going to the Gifu Challenge?

2007-07-09 Thread Rémi Coulom

Ian Osgood wrote:
From what I can tell, there has not been a clash of the Go titans 
since the 2003 Gifu Challenge, which had all of KCC Igo, Haruka, Go++, 
Goemate/Handtalk, Many Faces, GNU Go, and Go Intellect participating. 
(This was the last public competition for many of these programs.) It 
seems with the tuning of MoGo and CrazyStone for the full size board 
and their recent success at the Olympiad, that there is a chance to 
knock KCC Igo (sold as Silver Star in Japan) from its four year 
throne. Are any of the Mogo, CrazyStone, and other professional 
program authors leaving room in their autumn schedules to travel to 
Ogaki City, Japan for this year's Gifu Challenge?


Ian
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Is there a date set, already ? Anyway, it is not likely I'll go because 
it usually takes place at the time of year when my classes start. Also I 
still don't know how to have Crazy Stone play with Japanese rules.


Rémi
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Re: [computer-go] Who's going to the Gifu Challenge?

2007-07-09 Thread Ian Osgood


On Jul 9, 2007, at 11:17 AM, Nick Wedd wrote:

In message [EMAIL PROTECTED],  
Ian Osgood [EMAIL PROTECTED] writes
From what I can tell, there has not been a clash of the Go titans  
since the 2003 Gifu Challenge, which had all of KCC Igo, Haruka, Go 
+ +, Goemate/Handtalk, Many Faces, GNU Go, and Go Intellect   
participating. (This was the last public competition for many of   
these programs.) It seems with the tuning of MoGo and CrazyStone  
for  the full size board and their recent success at the Olympiad,  
that  there is a chance to knock KCC Igo (sold as Silver Star in  
Japan)  from its four year throne. Are any of the Mogo,  
CrazyStone, and other  professional program authors leaving room  
in their autumn schedules  to travel to Ogaki City, Japan for this  
year's Gifu Challenge?


Do we know that the Gifu Challenge is going to happen this  
October?  Do you have a URL for it?


Nick
--
Nick Wedd[EMAIL PROTECTED]


I guess there has not been an announcement yet, though it has been in  
early October the previous two years.  Last year's pre-announcement  
was sent to the list on July 5. Perhaps the manager of the Computer  
Go Forum (http://www.computer-go.jp/index.html) has more information.


Ian
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Re: [computer-go] Who's going to the Gifu Challenge?

2007-07-09 Thread David Doshay
There is prize money. I think it was about $3000 US last year for  
first place.


No remote computing, so if like me you use a cluster, you must bring it.

Cheers,
David



On 9, Jul 2007, at 11:33 AM, chrilly wrote:


travel to Ogaki City, Japan for this year's Gifu Challenge?

Is there a price money? Or at least some sponsorship for traveling?



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Re: [computer-go] SGF parsing

2007-07-09 Thread David Doshay

Yes, without variations SGF is not hard. Unfortunately, doing it right
when you want to look at lots of variations at each move is quite
tricky. We need to do this to inspect what SlugGo is considering on
each of the many CPUs we are using, and every now and again we
need to revisit this code.

Cheers,
David



On 9, Jul 2007, at 10:31 AM, Unknown wrote:

For simple sgf, (without variations or game collections) you can  
create

a parser in a few hours.


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Re: [computer-go] Cgos problems and resignation

2007-07-09 Thread Gunnar Farneb�ck
Don wrote:
 On Sun, 2007-07-08 at 12:53 +0200, Magnus Persson wrote:
  I just had an exception in Valkyria because it recieved
  
  play b resign
  
  from the server.
  
  As far as I know CGOS used to to send nothing to the winner when a program
  resigned. Am I wrong or has this something to do with the current stability
  problems of CGOS?
  
  Her is the end of the log. Game was 69653
  
  12:35:43C-E genmove w
  12:35:45E-C = j1
  12:35:45C-S j1
  12:35:47S-C play b RESIGN 47144
  12:35:47C-E play b RESIGN
 
 It's easy to take this out of the client.   I think I have it in because
 RESIGN is a legitimate GTP move and part of the standard. [...]

It's not. Resign is a valid response to the genmove command but it's
not a legitimate move and cannot be used with the play command.

/Gunnar
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Re: [computer-go] Cgos problems and resignation

2007-07-09 Thread Don Dailey
Ok,  my bad.I will take it out of the next client version.  If it
causes anyone trouble it can easily be removed from the client, just let
me know.

- Don



On Mon, 2007-07-09 at 23:24 +0200, Gunnar Farnebäck wrote:
 Don wrote:
  On Sun, 2007-07-08 at 12:53 +0200, Magnus Persson wrote:
   I just had an exception in Valkyria because it recieved
   
   play b resign
   
   from the server.
   
   As far as I know CGOS used to to send nothing to the winner when a program
   resigned. Am I wrong or has this something to do with the current 
   stability
   problems of CGOS?
   
   Her is the end of the log. Game was 69653
   
   12:35:43C-E genmove w
   12:35:45E-C = j1
   12:35:45C-S j1
   12:35:47S-C play b RESIGN 47144
   12:35:47C-E play b RESIGN
  
  It's easy to take this out of the client.   I think I have it in because
  RESIGN is a legitimate GTP move and part of the standard. [...]
 
 It's not. Resign is a valid response to the genmove command but it's
 not a legitimate move and cannot be used with the play command.
 
 /Gunnar

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Re: [computer-go] Re: Explanation to MoGo paper wanted.

2007-07-09 Thread Gunnar Farneb�ck
Dave wrote:
 We have seen a similar effect many times in MoGo. Often we try
 something that seems like it should improve the quality of the
 simulation player, but it makes the overall performance worse. It is
 frustrating and surprising! Has anyone else encountered this?

I'm not surprised. The goal of Monte Carlo simulations should be to
provide an unbiased estimate of the true min-max value with as low
variance as possible. This has little to do with strength, unless you
happen to find a perfect simulation player, but then the whole search
business becomes moot.

The fact that many modifications of uniformly random playouts
simultaneously improve simulation playing strength and overall strength
is a red herring. Uniformly random playouts are strongly biased to
overestimate the value of having tightly connected stones since e.g. one
space jumps become cut through disproportionally often compared to what
happens in relevant paths through the min-max tree. Almost any change in
simulation policy that counters this tendency will improve overall
strength and likewise pretty much every sensible change will improve
simulation strength compared to uniformly random play.

At higher levels something that may happen is that a change in the
simulation policy improves the skill at making life in tight spots,
without changing other skills. This would likely improve simulation
strength but would cause a bias for positions where there's room for a
futile invasion that barely fails, decreasing overall strength.

Similar phenomena have turned up in GNU Go over the years. If you tune
tactical reading or life and death reading to find some new class of
attacking moves, results are likely to become worse if you don't do
matching changes in the capability to find defense moves.

There's also the classical effect of fixing an obvious mistake just to
find some regression tests starting to fail. Closer examination shows
that the tests were previously only passing because there were two
mistakes that cancelled each other and fixing one of them breaks the
balance.

/Gunnar
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Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-09 Thread Gunnar Farneb�ck
Don wrote:
 Of course now we just had to go and spoil it all by imposing domain
 specific rules.  I have done the same and I admit it.It would be fun
 to see how far we could go if domain specific knowledge was forbidden as
 an experiment.   Once patterns are introduced along with other direct Go
 knowledge, it's still fun but it feels a bit wrong, kind of like
 cheating.   It's clear that when we do this, we introduce strengths and
 weaknesses to the program,  making it a bit more fragile, less
 universal or robust.  Stronger too, but more susceptible to
 in-transitivity.  

I'm on the other side of this issue. In my opinion all kinds of go
knowledge are fair game and I'm rather disappointed that so small
amounts of domain specific knowledge have been merged with the UCT
search approaches.

/Gunnar
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Re: [computer-go] 9x9 games wanted and the next big challenge

2007-07-09 Thread Tom Cooper
Yes.  This number is strongly dependent on strength and board size I 
think.  Very roughly speaking, you can argue as follows
1) in a 9x9 game, the weaker player has only 1/4 as many moves in 
which to throw away the handicap advantage (compared to 19x19).
2) weak players lose so many points compared to perfect play that the 
final score (the difference between the number of points the two 
players lose) has a large variance compared to the value of a handicap stone.




According to some early experiments I have made on a database of 
games played by humans on KGS, I'd say it is more likely to be 70 or 
80 Elo points. Also, it is likely to depend on strength. I'll be 
able to give more precise data in a few weeks.


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Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-09 Thread Gunnar Farneb�ck
Benjamin wrote:
  I have build just for fun a simple BackGammon engine. [...]
 Interesting - did you also try it for chess, or do you think there's
 no point in this?

This is a bit of speculation since I don't know enough about chess but I
suspect that uniform random simulation in go is about as reliable an
evaluation as a plain counting of piece values in chess, except that the
latter comes without noise. So doing random simulations in chess would
only make life more difficult, unless possibly if the simulation policy
was really good.

Doing UCT search instead of alpha-beta with some deterministic
evaluation function might be an interesting experiment but I suspect
alpha-beta is more efficient in that case.

Othello seems like a better fit for UCT/MC and I suppose that has
already been tested.

/Gunnar
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Re: [computer-go] creating a random position

2007-07-09 Thread Erik van der Werf

On 7/9/07, Gunnar Farnebäck [EMAIL PROTECTED] wrote:

Erik wrote:
 Sure, but that does not necessarily matter because there are many more
 end- than middle-game positions. The reason I brought it up is that I
 remembered a statement by someone (sorry forgot the source, maybe John
 or Gunnar remembers) that from all legal positions nearly all can be
 considered final. Of course one could argue about what makes a
 position final, obviously not all borders will be nicely closed and
 generally there will still be some points to be gained, but I think
 the main idea was that at that point the winner is relatively easy to
 determine (so one side would normally resign). This also makes sense
 if you simply look at the expected number of stones on the board.

I don't remember that statement. My guess, without trying it out, is
that most legal positions are rather unsettled and that the number of
positions that are final in any strong sense is a tiny fraction of the
legal positions.


Ok, then probably I'm mistaken and read it in a different context.  In
any case, my statement should be relatively easy to falsify; just
generate some positions and count the fraction that is easily solved.
If correct, a decent uct search, or maybe even a traditional solver,
would in most cases quickly converge to an extreme probability of
winning.

Erik
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Re: [computer-go] Re: Explanation to MoGo paper wanted.

2007-07-09 Thread Brian Slesinsky

This discussion reminds me of a naive theory that I sometimes wonder about:

Since the players in the playouts are so weak, it seems like the
improving the ability to defend a strong position from a
not-very-clever move (and not lose it via a blunder) should be more
important than improving the ability to find an attack.  If there are
two equally bad players that can easily attack each other but can't
defend, it seems like the results will be close to random, almost
regardless of starting position, unless it is very strong.  On the
other hand, if two bad players are somewhat better at defense but
lousy at seeing weaknesses in the other side, there will be less noise
and the one with more territory will tend to win, but an attack on a
mostly solid position will sometimes be found via a random move, and
given enough playouts, this will result in the probability of defense
with a weakness being slightly lower than a truly winning position.

It seems like this effect would be especially true of the endgame
where there aren't so many points to take, but a position could be
lost due to a blunder.

I'm not sure how useful that is, since to defend a position you need
to know how it might be attacked, but perhaps it leads somewhere?

- Brian
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