Re: [computer-go] small study
On Sun, Oct 26, 2008 at 21:22, Don Dailey [EMAIL PROTECTED] wrote: I'm doing a small study of the scalability of the reference bot at various numbers of playouts. I still need a lot more games, but in general you eventually start to see a point of diminishing returns for each doubling. I didn't take it any farther than 8192, but my guess is that anything beyond this is not going to give you much. I imagine that it approaches some hypothetical level in an asymptotic way. I may test 16384 later. Hi! I may remember incorrectly, but didn't your previous scalability test show that when a new player was added at the top, the previous top players' ratings got a slight boost too? Meaning that at the top (and possibly at the bottom too, but that's unimportant) the levels may be a little squashed by the border effect? It's very possible that the effect is negligible, but we can't know until we measure... The differences between adjacent levels look very symmetrical at the top and bottom, so a few more levels might reveal what is going on. best regards, Vlad ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] From zero to playing on CGOS in 10 minutes
OK, after dicking about for a few hours with git and Mercurial I decided against using any of them. I keep getting errors or completely fail to understand how it works. It's just not intuitive enough to get going quickly. Moreover, if my goal is to get newcomers up and running quickly, I don't want to put them through the same pain. I'm quite comfortable with Subversion and I feel confident to get someone up to speed very quickly using Eclipse. I don't know how to do that with either git or Mercurial. It's probably possible. But not by me at this point in time. So I think I'm just going to use an online Subversion repository again. To avoid confusion I think it would be better not to use my existing project I have at dev.java.net. So I'll have to request a new project. On my own computer I've called it GoPluginFramework but I'm not sure if that's a good name. Basically what it does is allow someone to implement a relatively simple engine interface and have it act as a GTP program. For that you don't really need the whole project, only the JAR containing the Java application and drop your own JAR containing an engine implementation in the same directory. Then I have another project with a very simple random engine, which I called GoEngineTemplate. I expect this would be copied and then renamed by people wanting to start their own engine. And a third project has my reference bot. So I'm looking for suggestions. Suggestions for a project name(s) and suggestions how to best organize it. Should I put all three projects under the same online project, or create separate projects for them? Mark ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
[computer-go] Transpostions in UCT search
A while ago I implemented what I thought was a fairly straightforward way to deal with transpositions. But to my surprise it made the program weaker instead of stronger. Since I couldn't figure out immediately what was wrong with it, I decided to leave it alone for the time being. Just now I decided to do a search on transpostions and UCT in this mailing list and it seems to have been discussed several times in the past. But from what I found it's not entirely clear to me what was the conclusion of those discussions. Let me first describe what I did (ar attempted to do): all nodes are stored in a hash-table using a checksum. Whenever I create a new node in the tree I add it in the hash-table as well. If two nodes have the same checksum, they are stored at the same slot in the hashtable in a small list. When I add a node to a slot that already contains something, then I use the playout statistics of the node(s) already there and propagate that up the tree. When I have done a playout I propagate the result of the single playout up the tree, but at each step I check in the hashtable to see if there are multiple paths to update. I've seen some posts that expressed concerns about using the existing statistics of another path. This may be the reason I'm not seeing any improvement. So I was wondering if there's any consensus about how to deal with transpositions in a UCT tree. Or if someone could point me to other sources of information on the subject. Mark ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Transpostions in UCT search
- Original Message From: Mark Boon [EMAIL PROTECTED] snippage Let me first describe what I did (ar attempted to do): all nodes are stored in a hash-table using a checksum. Whenever I create a new node in the tree I add it in the hash-table as well. If two nodes have the same checksum, they are stored at the same slot in the hashtable in a small list. When I add a node to a slot that already contains something, then I use the playout statistics of the node(s) already there and propagate that up the tree. Am I reading this right? Are all nodes in the same slot considered equivalent? Could some of these nodes be collisions? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Transpostions in UCT search
On 27-okt-08, at 11:51, terry mcintyre wrote: - Original Message From: Mark Boon [EMAIL PROTECTED] snippage Let me first describe what I did (ar attempted to do): all nodes are stored in a hash-table using a checksum. Whenever I create a new node in the tree I add it in the hash-table as well. If two nodes have the same checksum, they are stored at the same slot in the hashtable in a small list. When I add a node to a slot that already contains something, then I use the playout statistics of the node(s) already there and propagate that up the tree. Am I reading this right? Are all nodes in the same slot considered equivalent? Could some of these nodes be collisions? Yes, all the nodes in the same slot are considered equivalent. They're not collisions. If a node hashes to a slot with a different checksum, it keeps looking for an empty slot. If it doesn't find an empty slot it throws out some nodes to which it collided. Mark ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Transpostions in UCT search
When a child has been sampled often through some other path a naive implementation may initially explore other less frequently visited children first. The new path leading to the transposition may therefore suffer from some initial bias. Using state-action values appears to solve the problem. Erik On Mon, Oct 27, 2008 at 2:21 PM, Mark Boon [EMAIL PROTECTED] wrote: A while ago I implemented what I thought was a fairly straightforward way to deal with transpositions. But to my surprise it made the program weaker instead of stronger. Since I couldn't figure out immediately what was wrong with it, I decided to leave it alone for the time being. Just now I decided to do a search on transpostions and UCT in this mailing list and it seems to have been discussed several times in the past. But from what I found it's not entirely clear to me what was the conclusion of those discussions. Let me first describe what I did (ar attempted to do): all nodes are stored in a hash-table using a checksum. Whenever I create a new node in the tree I add it in the hash-table as well. If two nodes have the same checksum, they are stored at the same slot in the hashtable in a small list. When I add a node to a slot that already contains something, then I use the playout statistics of the node(s) already there and propagate that up the tree. When I have done a playout I propagate the result of the single playout up the tree, but at each step I check in the hashtable to see if there are multiple paths to update. I've seen some posts that expressed concerns about using the existing statistics of another path. This may be the reason I'm not seeing any improvement. So I was wondering if there's any consensus about how to deal with transpositions in a UCT tree. Or if someone could point me to other sources of information on the subject. Mark ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Transpostions in UCT search
[EMAIL PROTECTED] wrote on 27-10-2008 14:57:54: On 27-okt-08, at 11:51, terry mcintyre wrote: - Original Message From: Mark Boon [EMAIL PROTECTED] snippage Let me first describe what I did (ar attempted to do): all nodes are stored in a hash-table using a checksum. Whenever I create a new node in the tree I add it in the hash-table as well. If two nodes have the same checksum, they are stored at the same slot in the hashtable in a small list. When I add a node to a slot that already contains something, then I use the playout statistics of the node(s) already there and propagate that up the tree. Am I reading this right? Are all nodes in the same slot considered equivalent? Could some of these nodes be collisions? Yes, all the nodes in the same slot are considered equivalent. They're not collisions. If a node hashes to a slot with a different checksum, it keeps looking for an empty slot. If it doesn't find an empty slot it throws out some nodes to which it collided. Do you mean the Graph History Interaction ? (GHI) If you implement (some kind of) superko, the result of the evaluation ( = playouts) *should* depend on the path taken. For simple ko, the path is not relevant, IMHO. There may also be some information-theoretic complications (propagating twice means that some measurements are counted twice, while they have been estimated only once. This _could_ lead to inflation, because you underestimate the variance in these branches)I am not a statistician. YMMV. AvK ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Transpostions in UCT search
On 27-okt-08, at 12:45, Erik van der Werf wrote: Using state-action values appears to solve the problem. What are 'state-action values'? Mark ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Transpostions in UCT search
Reinforcement Learning terminology :-) In Go the state is the board situation (stones, player to move, ko info, etc.), the action is simply the move. Together they form state-action pairs. A standard transposition table typically only has state values; action values can then be inferred from a one ply search. In a full graph representation the state-action values are the values of the edges. Erik On Mon, Oct 27, 2008 at 4:03 PM, Mark Boon [EMAIL PROTECTED] wrote: On 27-okt-08, at 12:45, Erik van der Werf wrote: Using state-action values appears to solve the problem. What are 'state-action values'? Mark ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
[computer-go] Another study based on the reference bot
The following modification to AMAF seems to perform better and scale better. The idea is to weight the moves at the beginning of the playout heavier than the moves at the end of the playout. It's probably not a new idea. This code from the reference implementation: wins[mv] += sc; hits[mv]++; Becomes this: double weight = 1.0 - (double)(i - savctm) / (ctm - savctm); wins[mv] += weight * sc; hits[mv] += weight; If you are not familiar with the reference code, here are the meanings of the variables in the code above: i is the loop variable, counting from savctm to ctm mv iterates over each move in the playout sc is 1 or -1, depending on the outcome of the playout ctm is the move count at the end of the playout savctm is the move count at the beginning of the playout hits is the number of times a given move was played wins is the number of times a given move resulted in a playout win At15 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At30 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At60 playouts per move, the modified version wins 54.5% of the time (±3.5%) after 200 games. At 125 playouts per move, the modified version wins 53.0% of the time (±3.5%) after 200 games. At 250 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At 500 playouts per move, the modified version wins 55.5% of the time (±3.5%) after 200 games. At 1000 playouts per move, the modified version wins 57.5% of the time (±3.5%) after 200 games. At 2000 playouts per move, the modified version wins 63.0% of the time (±3.4%) after 200 games. At 4000 playouts per move, the modified version wins 63.5% of the time (±3.4%) after 200 games. At 8000 playouts per move, the modified version wins 63.5% of the time (±3.4%) after 200 games. At 16000 playouts per move, the modified version wins 71.0% of the time (±3.2%) after 200 games. Because of the weighting, it is probably safe to remove the code that checks to see if the move was previously played before awarding credit. Doing so and incrementally calculating the weight would yield this simple and fast update loop after each playout: // Track win statistics using weighted AMAF - (All Moves As First) // --- double weight = 1.0; double weightDelta = 2.0 / (ctm - savctm + 1); for (int i = savctm; i ctm; i += 2) { int mv = mvs[i] MASK; wins[mv] += weight * sc; hits[mv] += weight; weight -= weightDelta; } ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Another study based on the reference bot
Interesting. I had tried something much more simple. I added two wins for the first move in the sequence, figuring that a move being first in the sequence should have more weight than the rest. But to my surprise that played much worse, winning only 37%. Maybe I made a mistake and I should try again. Mark On 27-okt-08, at 15:01, Michael Williams wrote: The following modification to AMAF seems to perform better and scale better. The idea is to weight the moves at the beginning of the playout heavier than the moves at the end of the playout. It's probably not a new idea. This code from the reference implementation: wins[mv] += sc; hits[mv]++; Becomes this: double weight = 1.0 - (double)(i - savctm) / (ctm - savctm); wins[mv] += weight * sc; hits[mv] += weight; If you are not familiar with the reference code, here are the meanings of the variables in the code above: i is the loop variable, counting from savctm to ctm mv iterates over each move in the playout sc is 1 or -1, depending on the outcome of the playout ctm is the move count at the end of the playout savctm is the move count at the beginning of the playout hits is the number of times a given move was played wins is the number of times a given move resulted in a playout win At15 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At30 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At60 playouts per move, the modified version wins 54.5% of the time (±3.5%) after 200 games. At 125 playouts per move, the modified version wins 53.0% of the time (±3.5%) after 200 games. At 250 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At 500 playouts per move, the modified version wins 55.5% of the time (±3.5%) after 200 games. At 1000 playouts per move, the modified version wins 57.5% of the time (±3.5%) after 200 games. At 2000 playouts per move, the modified version wins 63.0% of the time (±3.4%) after 200 games. At 4000 playouts per move, the modified version wins 63.5% of the time (±3.4%) after 200 games. At 8000 playouts per move, the modified version wins 63.5% of the time (±3.4%) after 200 games. At 16000 playouts per move, the modified version wins 71.0% of the time (±3.2%) after 200 games. Because of the weighting, it is probably safe to remove the code that checks to see if the move was previously played before awarding credit. Doing so and incrementally calculating the weight would yield this simple and fast update loop after each playout: // Track win statistics using weighted AMAF - (All Moves As First) // --- double weight = 1.0; double weightDelta = 2.0 / (ctm - savctm + 1); for (int i = savctm; i ctm; i += 2) { int mv = mvs[i] MASK; wins[mv] += weight * sc; hits[mv] += weight; weight -= weightDelta; } ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Another study based on the reference bot
Great information. I'll include a version of this to my scalability study. Is this the C version? wins[] and hits[] are integer arrays and weight is a fraction less than 1.0, so I'm not sure how this works. Did you change hits and wins to be doubles? There are many enhancements possible, and I'm not going to change the definition, it was my intention to provide a very basic bare-bones reference implementation for others to build on. - Don On Mon, 2008-10-27 at 13:01 -0400, Michael Williams wrote: The following modification to AMAF seems to perform better and scale better. The idea is to weight the moves at the beginning of the playout heavier than the moves at the end of the playout. It's probably not a new idea. This code from the reference implementation: wins[mv] += sc; hits[mv]++; Becomes this: double weight = 1.0 - (double)(i - savctm) / (ctm - savctm); wins[mv] += weight * sc; hits[mv] += weight; If you are not familiar with the reference code, here are the meanings of the variables in the code above: i is the loop variable, counting from savctm to ctm mv iterates over each move in the playout sc is 1 or -1, depending on the outcome of the playout ctm is the move count at the end of the playout savctm is the move count at the beginning of the playout hits is the number of times a given move was played wins is the number of times a given move resulted in a playout win At15 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At30 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At60 playouts per move, the modified version wins 54.5% of the time (±3.5%) after 200 games. At 125 playouts per move, the modified version wins 53.0% of the time (±3.5%) after 200 games. At 250 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At 500 playouts per move, the modified version wins 55.5% of the time (±3.5%) after 200 games. At 1000 playouts per move, the modified version wins 57.5% of the time (±3.5%) after 200 games. At 2000 playouts per move, the modified version wins 63.0% of the time (±3.4%) after 200 games. At 4000 playouts per move, the modified version wins 63.5% of the time (±3.4%) after 200 games. At 8000 playouts per move, the modified version wins 63.5% of the time (±3.4%) after 200 games. At 16000 playouts per move, the modified version wins 71.0% of the time (±3.2%) after 200 games. Because of the weighting, it is probably safe to remove the code that checks to see if the move was previously played before awarding credit. Doing so and incrementally calculating the weight would yield this simple and fast update loop after each playout: // Track win statistics using weighted AMAF - (All Moves As First) // --- double weight = 1.0; double weightDelta = 2.0 / (ctm - savctm + 1); for (int i = savctm; i ctm; i += 2) { int mv = mvs[i] MASK; wins[mv] += weight * sc; hits[mv] += weight; weight -= weightDelta; } ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ signature.asc Description: This is a digitally signed message part ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Another study based on the reference bot
Yes, they become doubles. Don Dailey wrote: Great information. I'll include a version of this to my scalability study. Is this the C version? wins[] and hits[] are integer arrays and weight is a fraction less than 1.0, so I'm not sure how this works. Did you change hits and wins to be doubles? There are many enhancements possible, and I'm not going to change the definition, it was my intention to provide a very basic bare-bones reference implementation for others to build on. - Don On Mon, 2008-10-27 at 13:01 -0400, Michael Williams wrote: The following modification to AMAF seems to perform better and scale better. The idea is to weight the moves at the beginning of the playout heavier than the moves at the end of the playout. It's probably not a new idea. This code from the reference implementation: wins[mv] += sc; hits[mv]++; Becomes this: double weight = 1.0 - (double)(i - savctm) / (ctm - savctm); wins[mv] += weight * sc; hits[mv] += weight; If you are not familiar with the reference code, here are the meanings of the variables in the code above: i is the loop variable, counting from savctm to ctm mv iterates over each move in the playout sc is 1 or -1, depending on the outcome of the playout ctm is the move count at the end of the playout savctm is the move count at the beginning of the playout hits is the number of times a given move was played wins is the number of times a given move resulted in a playout win At15 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At30 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At60 playouts per move, the modified version wins 54.5% of the time (±3.5%) after 200 games. At 125 playouts per move, the modified version wins 53.0% of the time (±3.5%) after 200 games. At 250 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At 500 playouts per move, the modified version wins 55.5% of the time (±3.5%) after 200 games. At 1000 playouts per move, the modified version wins 57.5% of the time (±3.5%) after 200 games. At 2000 playouts per move, the modified version wins 63.0% of the time (±3.4%) after 200 games. At 4000 playouts per move, the modified version wins 63.5% of the time (±3.4%) after 200 games. At 8000 playouts per move, the modified version wins 63.5% of the time (±3.4%) after 200 games. At 16000 playouts per move, the modified version wins 71.0% of the time (±3.2%) after 200 games. Because of the weighting, it is probably safe to remove the code that checks to see if the move was previously played before awarding credit. Doing so and incrementally calculating the weight would yield this simple and fast update loop after each playout: // Track win statistics using weighted AMAF - (All Moves As First) // --- double weight = 1.0; double weightDelta = 2.0 / (ctm - savctm + 1); for (int i = savctm; i ctm; i += 2) { int mv = mvs[i] MASK; wins[mv] += weight * sc; hits[mv] += weight; weight -= weightDelta; } ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] small study
On Sun, Oct 26, 2008 at 4:22 PM, Don Dailey [EMAIL PROTECTED] wrote: I imagine that it approaches some hypothetical level in an asymptotic way. For most board positions, it is reasonable to expect that there exists a single move for which the asymptotic Monte Carlo value is higher than the rest. Even when this is not the case, the different moves with the same value are generally symmetrical, and the only possible strategic advantage of one of these moves over another would be due to superko. So I expect that the asymptotic behavior is very nearly deterministic. In the past, I have had difficulties in evaluating the overall strength of such players, because I would not get a good variety of positions in the games played. If you continue with higher numbers of playouts, you might want to either ensure that you either include at least one strong player that plays a variety of openings, or else play games with a variety of starting positions. Weston ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Another study based on the reference bot
It's actually more bare-bones (in the sense that there is less code) if you consider the update loop that I showed. Don Dailey wrote: Great information. I'll include a version of this to my scalability study. Is this the C version? wins[] and hits[] are integer arrays and weight is a fraction less than 1.0, so I'm not sure how this works. Did you change hits and wins to be doubles? There are many enhancements possible, and I'm not going to change the definition, it was my intention to provide a very basic bare-bones reference implementation for others to build on. - Don On Mon, 2008-10-27 at 13:01 -0400, Michael Williams wrote: The following modification to AMAF seems to perform better and scale better. The idea is to weight the moves at the beginning of the playout heavier than the moves at the end of the playout. It's probably not a new idea. This code from the reference implementation: wins[mv] += sc; hits[mv]++; Becomes this: double weight = 1.0 - (double)(i - savctm) / (ctm - savctm); wins[mv] += weight * sc; hits[mv] += weight; If you are not familiar with the reference code, here are the meanings of the variables in the code above: i is the loop variable, counting from savctm to ctm mv iterates over each move in the playout sc is 1 or -1, depending on the outcome of the playout ctm is the move count at the end of the playout savctm is the move count at the beginning of the playout hits is the number of times a given move was played wins is the number of times a given move resulted in a playout win At15 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At30 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At60 playouts per move, the modified version wins 54.5% of the time (±3.5%) after 200 games. At 125 playouts per move, the modified version wins 53.0% of the time (±3.5%) after 200 games. At 250 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At 500 playouts per move, the modified version wins 55.5% of the time (±3.5%) after 200 games. At 1000 playouts per move, the modified version wins 57.5% of the time (±3.5%) after 200 games. At 2000 playouts per move, the modified version wins 63.0% of the time (±3.4%) after 200 games. At 4000 playouts per move, the modified version wins 63.5% of the time (±3.4%) after 200 games. At 8000 playouts per move, the modified version wins 63.5% of the time (±3.4%) after 200 games. At 16000 playouts per move, the modified version wins 71.0% of the time (±3.2%) after 200 games. Because of the weighting, it is probably safe to remove the code that checks to see if the move was previously played before awarding credit. Doing so and incrementally calculating the weight would yield this simple and fast update loop after each playout: // Track win statistics using weighted AMAF - (All Moves As First) // --- double weight = 1.0; double weightDelta = 2.0 / (ctm - savctm + 1); for (int i = savctm; i ctm; i += 2) { int mv = mvs[i] MASK; wins[mv] += weight * sc; hits[mv] += weight; weight -= weightDelta; } ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
[computer-go] MC programs vs. top commercial programs?
Now that Leela and Many Faces v12 are available for any Windows user to purchase and run (and Fuego is free to tinker with), has anyone tried them against the old guard of commercial programs? KCC Igo, Haruka, Go++, and HandTalk haven't competed in a while so it is hard to tell how much better MC is than the previous state of the art. (For that matter, it isn't a foregone conclusion that they are better; GNU Go won the 2008 US computer go tournament against a field MC programs.) Alternatively, I wonder whether Hiroshi Yamashita has tested his stronger AyaMC against his stable of commercial programs (as he previously did in 2007 using GNU Go). ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] From zero to playing on CGOS in 10 minutes
A post from Michael Williams led me to review this mail below once more. I hadn't looked at the code of Don's reference bot very closely until now and instead relied on the description he gave below: On 23-okt-08, at 14:29, Don Dailey wrote: Let me give you a simple example where we set the level to a measly 2 playouts: So you play 2 unformly random games that go like the following. This is a nonsense game that probably has illegal moves, but I just made up the moves for the sake of example: Black to move: c3 d4 g5 f6 b2 g7 c3 d4 g7 pass pass - black wins d4 b2 g7 c6 g5 a5 c3 d5 c7 pass pass - black loses In the first game black played: c3, g5, b2, c3, d4 ... but we cannot count d4 because white played it first. and we can only count c3 once because black played it twice. So our statistics so far for black is: c3 - 1 win 1 game g5 - 1 win 1 game b2 - 1 win 1 game In the second game black played: d4, g7, g5, c3, c7 - and black played these moves first but lost. If you combine the statistics you get: c3 1 win 2 games0.50 g5 1 win 2 games0.50 b2 1 win 1 game 1.00 d4 0 wins 1 game 0.00 g7 0 wins 1 game 0.00 c7 0 wins 1 game 0.00 The highest scoring move is b2 so that is what is played. It's called AMAF because we only care if black played the move, we don't care WHEN he played it. So AMAF cheats by viewing a single game as several separate games to get many data points from 1 game instead of just 1 data point. Please note that we don't care what WHITE did, we only take statistics on the moves black made (although we ignore any move that black didn't play first.) So if white plays e5 and later BLACK plays e5 (presumably after a capture) then we cannot count e5 because white played it first. I think if you study my example you will understand. So I understand from the above that when a playout leads to a win you add 1 to the wins. But in the code you subtract one when it leads to a loss. So doesn't the actual result statistics in the example above become: c3 1 win 2 games0.00 g5 1 win 2 games0.00 b2 1 win 1 game 1.00 d4 0 wins 1 game-1.00 g7 0 wins 1 game-1.00 c7 0 wins 1 game-1.00 Maybe it doesn't matter and it leads to the same result. But I was trying to make sense of what Michael wrote in light of what I coded myself. Mark ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] MC programs vs. top commercial programs?
Ian Osgood wrote: (For that matter, it isn't a foregone conclusion that they are better; GNU Go won the 2008 US computer go tournament against a field MC programs.) Believe me, in match long enough to exclude pure luck, with the MC programs running on something faster than a Pentium 4, it IS a foregone conclusion. There will be an update of Leela to the version used in the Olympiad soon. You can try it against GNU Go then. Or look at the KGS ratings. They're against a wider range of opponents. -- GCP ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] From zero to playing on CGOS in 10 minutes
Maybe Don built it that way so that the playouts could handle integer komi and the possibility of a draw. In that case, it would neither add one nor subtract one. Mark Boon wrote: A post from Michael Williams led me to review this mail below once more. I hadn't looked at the code of Don's reference bot very closely until now and instead relied on the description he gave below: On 23-okt-08, at 14:29, Don Dailey wrote: Let me give you a simple example where we set the level to a measly 2 playouts: So you play 2 unformly random games that go like the following. This is a nonsense game that probably has illegal moves, but I just made up the moves for the sake of example: Black to move: c3 d4 g5 f6 b2 g7 c3 d4 g7 pass pass - black wins d4 b2 g7 c6 g5 a5 c3 d5 c7 pass pass - black loses In the first game black played: c3, g5, b2, c3, d4 ... but we cannot count d4 because white played it first. and we can only count c3 once because black played it twice. So our statistics so far for black is: c3 - 1 win 1 game g5 - 1 win 1 game b2 - 1 win 1 game In the second game black played: d4, g7, g5, c3, c7 - and black played these moves first but lost. If you combine the statistics you get: c3 1 win 2 games0.50 g5 1 win 2 games0.50 b2 1 win 1 game 1.00 d4 0 wins 1 game 0.00 g7 0 wins 1 game 0.00 c7 0 wins 1 game 0.00 The highest scoring move is b2 so that is what is played. It's called AMAF because we only care if black played the move, we don't care WHEN he played it. So AMAF cheats by viewing a single game as several separate games to get many data points from 1 game instead of just 1 data point. Please note that we don't care what WHITE did, we only take statistics on the moves black made (although we ignore any move that black didn't play first.) So if white plays e5 and later BLACK plays e5 (presumably after a capture) then we cannot count e5 because white played it first. I think if you study my example you will understand. So I understand from the above that when a playout leads to a win you add 1 to the wins. But in the code you subtract one when it leads to a loss. So doesn't the actual result statistics in the example above become: c3 1 win 2 games0.00 g5 1 win 2 games0.00 b2 1 win 1 game1.00 d4 0 wins 1 game-1.00 g7 0 wins 1 game-1.00 c7 0 wins 1 game-1.00 Maybe it doesn't matter and it leads to the same result. But I was trying to make sense of what Michael wrote in light of what I coded myself. Mark ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] MC programs vs. top commercial programs?
From: Ian Osgood [EMAIL PROTECTED] Now that Leela and Many Faces v12 are available for any Windows user to purchase Thanks for the heads-up, I must have missed the announcement. Do either of these worthy programs work with Wine on Linux? I recently tried a development version of MGF12 on Wine, and the registration failed. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] MC programs vs. top commercial programs?
terry mcintyre wrote: From: Ian Osgood [EMAIL PROTECTED] Now that Leela and Many Faces v12 are available for any Windows user to purchase Thanks for the heads-up, I must have missed the announcement. Do either of these worthy programs work with Wine on Linux? You can try the free version of Leela to check. It will work with wine 1.1.6 or later, as far as I know. -- GCP ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] From zero to playing on CGOS in 10 minutes
On Mon, 2008-10-27 at 17:19 -0200, Mark Boon wrote: So I understand from the above that when a playout leads to a win you add 1 to the wins. But in the code you subtract one when it leads to a loss. This is just semantics. In the literal code a win is 1 and a loss is -1 but when I actually report the statistics I fix this up to report a score between 0 and 1. I basically divide the final score by 2 and add 0.5 - Don signature.asc Description: This is a digitally signed message part ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Another study based on the reference bot
By your argument, it would seem to make sense to remove this check even if you don't use my decaying weight. boolean ok = true;// ok to use this move? // see if either side has used this move before for (int j=savctm; ji; j++) { if ( (mvs[j] MASK) == mv ) { ok = false; break; } } Don Dailey wrote: On Mon, 2008-10-27 at 14:48 -0400, Michael Williams wrote: It's actually more bare-bones (in the sense that there is less code) if you consider the update loop that I showed. The spirit of the recipe is to avoid any magic, any special cleverness, anything that requires extra explanation, etc. For instance one thing I hate is the magic constant of 3X for the stopping rule - but some things are absolutely necessary. I could have specified early cutoffs for AMAF because I have found it's better not to go all the way to the end for this, but again that is an enhancement that goes beyond the most basic thing and would require additional explanation.This idea of course supplants that, but it's easy to imagine that someone else might come along and show a different decay function that is more effective than yours and so on. In fact, the number of simple enhancements could go on indefinitely. AMAF would even seem to violate this basic principle of simplicity, however AMAF has become so ubiquitous that it seems right to make it part of this. So no, the idea isn't to make the strongest reference bot possible but to provide a definition so simple and easy to explain that people will be willing to implement it.I don't want to add several paragraphs to explain each little tweak. However, having said all of that, I like the idea of tracking these kinds of enhancements. We might even have progressively stronger version that we could standardize and test against so that new bot authors could progressively add features (such as this nice enhancement) as they learn. - Don Don Dailey wrote: Great information. I'll include a version of this to my scalability study. Is this the C version? wins[] and hits[] are integer arrays and weight is a fraction less than 1.0, so I'm not sure how this works. Did you change hits and wins to be doubles? There are many enhancements possible, and I'm not going to change the definition, it was my intention to provide a very basic bare-bones reference implementation for others to build on. - Don On Mon, 2008-10-27 at 13:01 -0400, Michael Williams wrote: The following modification to AMAF seems to perform better and scale better. The idea is to weight the moves at the beginning of the playout heavier than the moves at the end of the playout. It's probably not a new idea. This code from the reference implementation: wins[mv] += sc; hits[mv]++; Becomes this: double weight = 1.0 - (double)(i - savctm) / (ctm - savctm); wins[mv] += weight * sc; hits[mv] += weight; If you are not familiar with the reference code, here are the meanings of the variables in the code above: i is the loop variable, counting from savctm to ctm mv iterates over each move in the playout sc is 1 or -1, depending on the outcome of the playout ctm is the move count at the end of the playout savctm is the move count at the beginning of the playout hits is the number of times a given move was played wins is the number of times a given move resulted in a playout win At15 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At30 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At60 playouts per move, the modified version wins 54.5% of the time (±3.5%) after 200 games. At 125 playouts per move, the modified version wins 53.0% of the time (±3.5%) after 200 games. At 250 playouts per move, the modified version wins 54.0% of the time (±3.5%) after 200 games. At 500 playouts per move, the modified version wins 55.5% of the time (±3.5%) after 200 games. At 1000 playouts per move, the modified version wins 57.5% of the time (±3.5%) after 200 games. At 2000 playouts per move, the modified version wins 63.0% of the time (±3.4%) after 200 games. At 4000 playouts per move, the modified version wins 63.5% of the time (±3.4%) after 200 games. At 8000 playouts per move, the modified version wins 63.5% of the time (±3.4%) after 200 games. At 16000 playouts per move, the modified version wins 71.0% of the time (±3.2%) after 200 games. Because of the weighting, it is probably safe to remove the code that checks to see if the move was previously played before awarding credit. Doing so and incrementally calculating the weight would yield this simple and fast update loop after each playout: // Track win statistics using weighted AMAF - (All
Re: [computer-go] MC programs vs. top commercial programs?
GNU Go won the tournament at the US Go Congress against several MC programs including Many Faces and Leela, but the Many Faces that competed was not quite the newest. David Fotland was working on the program while in Portland and only got the multi-core (to use both cores of a duo) working after the tournament. By some stroke of luck for him, after the tournament GNU Go was not turned off and sat waiting for more games against Many Faces. David played his multi-threaded multi-core version against GNU Go and all of those games were won by Many Faces. I do not recall the number of games he played before he went home. Cheers, David On 27, Oct 2008, at 12:05 PM, Ian Osgood wrote: Now that Leela and Many Faces v12 are available for any Windows user to purchase and run (and Fuego is free to tinker with), has anyone tried them against the old guard of commercial programs? KCC Igo, Haruka, Go++, and HandTalk haven't competed in a while so it is hard to tell how much better MC is than the previous state of the art. (For that matter, it isn't a foregone conclusion that they are better; GNU Go won the 2008 US computer go tournament against a field MC programs.) Alternatively, I wonder whether Hiroshi Yamashita has tested his stronger AyaMC against his stable of commercial programs (as he previously did in 2007 using GNU Go). ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Another study based on the reference bot
On Mon, 2008-10-27 at 16:08 -0400, Michael Williams wrote: By your argument, it would seem to make sense to remove this check even if you don't use my decaying weight. boolean ok = true;// ok to use this move? // see if either side has used this move before for (int j=savctm; ji; j++) { if ( (mvs[j] MASK) == mv ) { ok = false; break; } } I strongly considered not doing this check. However, in most descriptions I've seen of how AMAF works, this check was considered important. Also, if you don't do the check it's possible to get a move credited SEVERAL times per game EVEN if your opponent plays it first! Somehow that just seems wrong. There are some decisions that HAVE to be made that could be considered arbitrary no matter which direction you go. For instance the eye rule is arbitrary and is not the simplest possible eye rule. So I tried to keep it real simple, but still gave some consideration to tradition, correctness and reasonableness. Tradition dictated the eye rule (it is the one almost everyone uses), AMAF, and this check you mention. Correctness seemed to indicate this check also (although it's also easy to argue that this is not an issue of correctness because AMAF is not correct anyway.) I especially tried to avoid any gratuitous enhancements. It's very easy to do little tweaks that make it play stronger but are blatantly recognizable as improvements that go beyond the basic implementation. This clearly fits in that category. I'm not going to keep modifying the spec every time someone finds a little helpful change. I didn't intend for this to be a forum to gradually evolve a stronger bot.However, the idea of doing that is appealing as a separate project and I would like to track these type of things when I build the web page.We might even have them as options to the program and give them names so that we know what we are talking about. We could call this one the mw enhancement :-) I'm testing your enhancement now, as we speak. It's hard to draw any conclusions after only 184 games, but I'm testing 4096 and it seems to be almost as strong as the reference 8092.I may later try testing only the 2 against each other like you did.I took out the above check and implemented it exactly as you specified. I may later test the reference bot with and without the check to see if it really makes any difference. Rank Name Elo+- games score oppo. draws 1 refbot-0081922661 25 24 1223 78% 21890% 2 mwRefbot-004096 2655 70 66 184 80% 20240% 3 refbot-0040962631 25 24 1223 75% 21740% 4 refbot-0020482532 24 24 1219 65% 21820% 5 refbot-0010242410 25 25 1223 56% 21460% 6 refbot-0005122245 29 30 1214 51% 20150% 7 refbot-0002562003 36 37 1218 44% 18960% 8 refbot-0001281646 45 46 1214 45% 16320% 9 refbot-641301 45 45 1208 52% 12880% 10 refbot-32 974 44 45 1214 53% 10190% 11 refbot-16 619 37 35 1208 55% 7740% 12 refbot-08 377 29 28 1202 48% 6380% 13 refbot-04 248 26 25 1200 43% 5330% 14 refbot-02 135 24 24 1199 35% 4830% 15 refbot-00 0 25 25 1200 23% 4790% 16 refbot-01 -1 25 26 1199 22% 4620% - Don signature.asc Description: This is a digitally signed message part ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
[computer-go] Re: OT: Harder than go?
I think the question is largely meaningless, because few games have been studied by humans (or human computer programmers) with the depth and intensity that has been achieved for games like chess and go. In general, games with many choices and no obvious strategies are good for people and bad for computers. Two examples that fit this paradigm, and have been proposed as examples of hard for computers are Arimaa and Havannah ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] OT: Harder than go?
On Tue, 2008-10-28 at 08:55 +0900, Darren Cook wrote: Where harder means the gap between top programs and top human players is bigger, are there any games harder than go? Including games of imperfect information, multi-player games, single-player puzzle games. Naturally I'm most interested in well-known games, but if there is an artificially created game where humans run rings around the computers I would also like to hear about it. Darren I think Arimaa was designed to be tough for computers http://arimaa.com/arimaa/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] OT: Harder than go?
Where harder means the gap between top programs and top human players is bigger, are there any games harder than go? Including games of imperfect information, multi-player games, single-player puzzle games. Poetry contests? I caught the smiley, but if you can define the rules (such that a mechanical referee can decide the winner, as in all games from go to poker to scrabble) then I guess the computer would be strong [1]. Thanks for the Arimaa and Havannah suggestions; I'd not heard of Havannah before. I see both have bets by humans that they'll not be beaten any time soon. David, is MCTS likely to be useful for Arimaa? Darren [1]: Though http://en.wikipedia.org/wiki/Scrabble#Computer_players is ambiguous about if computer scrabble players are stronger than human players or not. -- Darren Cook, Software Researcher/Developer http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic open source dictionary/semantic network) http://dcook.org/work/ (About me and my work) http://dcook.org/blogs.html (My blogs and articles) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
RE: [computer-go] MC programs vs. top commercial programs?
At Portland, I ran 3 games against gnugo with the two-CPU version, and won all three. Version 12 as released is quite a bit stronger than the code I was using in Portland. Many Faces version 11 was competitive against the old guard, winning about 30% to 40% against handtalk for example. Version 12 is about 5 stones stronger on 19x19 than version 11. David -Original Message- From: [EMAIL PROTECTED] [mailto:computer-go- [EMAIL PROTECTED] On Behalf Of David Doshay Sent: Monday, October 27, 2008 3:56 PM To: computer-go Subject: Re: [computer-go] MC programs vs. top commercial programs? GNU Go won the tournament at the US Go Congress against several MC programs including Many Faces and Leela, but the Many Faces that competed was not quite the newest. David Fotland was working on the program while in Portland and only got the multi-core (to use both cores of a duo) working after the tournament. By some stroke of luck for him, after the tournament GNU Go was not turned off and sat waiting for more games against Many Faces. David played his multi-threaded multi-core version against GNU Go and all of those games were won by Many Faces. I do not recall the number of games he played before he went home. Cheers, David On 27, Oct 2008, at 12:05 PM, Ian Osgood wrote: Now that Leela and Many Faces v12 are available for any Windows user to purchase and run (and Fuego is free to tinker with), has anyone tried them against the old guard of commercial programs? KCC Igo, Haruka, Go++, and HandTalk haven't competed in a while so it is hard to tell how much better MC is than the previous state of the art. (For that matter, it isn't a foregone conclusion that they are better; GNU Go won the 2008 US computer go tournament against a field MC programs.) Alternatively, I wonder whether Hiroshi Yamashita has tested his stronger AyaMC against his stable of commercial programs (as he previously did in 2007 using GNU Go). ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
[computer-go] The 2nd Comuputer Go UEC Cup
* CALL FOR PARTICIPATION The 2nd Computer Go UEC Cup The University of Electro-Communication, Tokyo, Japan, 13-14 December 2008 http://jsb.cs.uec.ac.jp/~igo/2008/eng/index.html * #Important Information Championship: December 13-14, 2008 Entry's Deadline: November 28, 2008 #Schedule December 13 Preliminary Match December 14 Final Tournament Exhibition Match Explanation by professional Igo player #Guest Comentator Mr.Cheng Ming Huang(9th-grade), Ms.Kaori Aoba(4th-grade) #Event Exhibition match: Ms.Kaori Aoba(4th-grade) VS Championship Program (Handicap Game) #Entry Cost:free Entry:accepting now http://jsb.cs.uec.ac.jp/~igo/2008/eng/mailform.html #Venue The University of Electro-communications : Building W-9 3F AV hall(campus map:40) 1-5-1 Chofugaoka, Chofu-shi, Tokyo 182-8585 Japan. #Past The 1st Comuputer Go UEC Cup http://jsb.cs.uec.ac.jp/~igo/2007/eng/index.html #Host Organizer Cognitive Science and Entertainment (EC) Research Station, The University of Electro-communications #Support Computer Go Forum #Contact (Tournament committee) [EMAIL PROTECTED] - Takeshi Ito The University of Electro-Communications [EMAIL PROTECTED] ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] OT: Harder than go?
Computer Scrabble significantly exceeds humans. A basic monte carlo search and an endgame solver is very effective. There is probably still much strength to be gained (very little opponent modeling is done), but it's already so strong I don't think it's getting much attention. Looks like there's about 700 elo between the top Arimaa bot and human. I suppose for go it is quite a bit more? For single player games, there are definitely many types of puzzles that computers struggle with. Sokoban is a puzzle I saw a while ago that is still difficult for computers. I don't think I'd say it's harder than go, though. http://www.grappa.univ-lille3.fr/icga/phpBB3/viewtopic.php?f=2t=35 - Original Message - From: Darren Cook [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Monday, October 27, 2008 8:54 PM Subject: Re: [computer-go] OT: Harder than go? Where harder means the gap between top programs and top human players is bigger, are there any games harder than go? Including games of imperfect information, multi-player games, single-player puzzle games. Poetry contests? I caught the smiley, but if you can define the rules (such that a mechanical referee can decide the winner, as in all games from go to poker to scrabble) then I guess the computer would be strong [1]. Thanks for the Arimaa and Havannah suggestions; I'd not heard of Havannah before. I see both have bets by humans that they'll not be beaten any time soon. David, is MCTS likely to be useful for Arimaa? Darren [1]: Though http://en.wikipedia.org/wiki/Scrabble#Computer_players is ambiguous about if computer scrabble players are stronger than human players or not. -- Darren Cook, Software Researcher/Developer http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic open source dictionary/semantic network) http://dcook.org/work/ (About me and my work) http://dcook.org/blogs.html (My blogs and articles) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] OT: Harder than go?
Core Wars , robot soccer (there is a simulation league), pictionary,... - Dave Hillis ? - Original Message - From: Darren Cook [EMAIL PROTECTED]? To: computer-go@computer-go.org? Sent: Monday, October 27, 2008 8:54 PM? Subject: Re: [computer-go] OT: Harder than go?? ? Where harder means the gap between top programs and top human players? is bigger, are there any games harder than go? Including games of? imperfect information, multi-player games, single-player puzzle games.? ? Poetry contests?? ? I caught the smiley, but if you can define the rules (such that a? mechanical referee can decide the winner, as in all games from go to? poker to scrabble) then I guess the computer would be strong [1].? ? Thanks for the Arimaa and Havannah suggestions; I'd not heard of? Havannah before. I see both have bets by humans that they'll not be? beaten any time soon.? ? David, is MCTS likely to be useful for Arimaa?? ? Darren? ? [1]: Though http://en.wikipedia.org/wiki/Scrabble#Computer_players is? ambiguous about if computer scrabble players are stronger than human? players or not.? ? -- Darren Cook, Software Researcher/Developer? http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic? open source dictionary/semantic network)? http://dcook.org/work/ (About me and my work)? http://dcook.org/blogs.html (My blogs and articles)? ___? computer-go mailing list? [EMAIL PROTECTED] http://www.computer-go.org/mailman/listinfo/computer-go/ ? ___? computer-go mailing list? [EMAIL PROTECTED] http://www.computer-go.org/mailman/listinfo/computer-go/? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The 2nd Comuputer Go UEC Cup
Will remote computing be allowed, or do we need to have our hardware on site? Cheers, David On 27, Oct 2008, at 7:21 PM, TAKESHI ITO wrote: * CALL FOR PARTICIPATION The 2nd Computer Go UEC Cup The University of Electro-Communication, Tokyo, Japan, 13-14 December 2008 http://jsb.cs.uec.ac.jp/~igo/2008/eng/index.html * #Important Information Championship: December 13-14, 2008 Entry's Deadline: November 28, 2008 #Schedule December 13 Preliminary Match December 14 Final Tournament Exhibition Match Explanation by professional Igo player #Guest Comentator Mr.Cheng Ming Huang(9th-grade), Ms.Kaori Aoba(4th-grade) #Event Exhibition match: Ms.Kaori Aoba(4th-grade) VS Championship Program (Handicap Game) #Entry Cost:free Entry:accepting now http://jsb.cs.uec.ac.jp/~igo/2008/eng/mailform.html #Venue The University of Electro-communications : Building W-9 3F AV hall(campus map:40) 1-5-1 Chofugaoka, Chofu-shi, Tokyo 182-8585 Japan. #Past The 1st Comuputer Go UEC Cup http://jsb.cs.uec.ac.jp/~igo/2007/eng/index.html #Host Organizer Cognitive Science and Entertainment (EC) Research Station, The University of Electro-communications #Support Computer Go Forum #Contact (Tournament committee) [EMAIL PROTECTED] - Takeshi Ito The University of Electro-Communications [EMAIL PROTECTED] ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
RE: [computer-go] The 2nd Comuputer Go UEC Cup
Do we have to show up in person, or can our programs be operated for us? David Fotland -Original Message- From: [EMAIL PROTECTED] [mailto:computer-go- [EMAIL PROTECTED] On Behalf Of TAKESHI ITO Sent: Monday, October 27, 2008 7:22 PM To: computer-go@computer-go.org Subject: [computer-go] The 2nd Comuputer Go UEC Cup * CALL FOR PARTICIPATION The 2nd Computer Go UEC Cup The University of Electro-Communication, Tokyo, Japan, 13-14 December 2008 http://jsb.cs.uec.ac.jp/~igo/2008/eng/index.html * #Important Information Championship: December 13-14, 2008 Entry's Deadline: November 28, 2008 #Schedule December 13 Preliminary Match December 14 Final Tournament Exhibition Match Explanation by professional Igo player #Guest Comentator Mr.Cheng Ming Huang(9th-grade), Ms.Kaori Aoba(4th-grade) #Event Exhibition match: Ms.Kaori Aoba(4th-grade) VS Championship Program (Handicap Game) #Entry Cost:free Entry:accepting now http://jsb.cs.uec.ac.jp/~igo/2008/eng/mailform.html #Venue The University of Electro-communications : Building W-9 3F AV hall(campus map:40) 1-5-1 Chofugaoka, Chofu-shi, Tokyo 182-8585 Japan. #Past The 1st Comuputer Go UEC Cup http://jsb.cs.uec.ac.jp/~igo/2007/eng/index.html #Host Organizer Cognitive Science and Entertainment (EC) Research Station, The University of Electro-communications #Support Computer Go Forum #Contact (Tournament committee) [EMAIL PROTECTED] - Takeshi Ito The University of Electro-Communications [EMAIL PROTECTED] ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] OT: Harder than go?
I love pictionary! The computers will be drunk, right? [EMAIL PROTECTED] wrote: Core Wars , robot soccer (there is a simulation league), pictionary,... - Dave Hillis - Original Message - From: Darren Cook [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] To: computer-go@computer-go.org mailto:computer-go@computer-go.org Sent: Monday, October 27, 2008 8:54 PM Subject: Re: [computer-go] OT: Harder than go? Where harder means the gap between top programs and top human players is bigger, are there any games harder than go? Including games of imperfect information, multi-player games, single-player puzzle games. Poetry contests? I caught the smiley, but if you can define the rules (such that a mechanical referee can decide the winner, as in all games from go to poker to scrabble) then I guess the computer would be strong [1]. Thanks for the Arimaa and Havannah suggestions; I'd not heard of Havannah before. I see both have bets by humans that they'll not be beaten any time soon. David, is MCTS likely to be useful for Arimaa? Darren [1]: Though http://en.wikipedia.org/wiki/Scrabble#Computer_players is ambiguous about if computer scrabble players are stronger than human players or not. -- Darren Cook, Software Researcher/Developer http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic open source dictionary/semantic network) http://dcook.org/work/ (About me and my work) http://dcook.org/blogs.html (My blogs and articles) ___ computer-go mailing list computer-go@computer-go.org mailto:computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org mailto:computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ McCain or Obama? Stay updated on coverage of the Presidential race while you browse - Download Now! http://pr.atwola.com/promoclk/10075x1211139166x1200680084/aol?redir=http://toolbar.aol.com/elections/download.html?ncid=emlweusdown0002 ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
RE: [computer-go] MC programs vs. top commercial programs?
You can also try the free version of Many Faces of Go 12 at www.smart-games.com. Many Faces version 11 worked under wine, so this one should too. If you try it please let me know if it works. David -Original Message- From: [EMAIL PROTECTED] [mailto:computer-go- [EMAIL PROTECTED] On Behalf Of Gian-Carlo Pascutto Sent: Monday, October 27, 2008 1:00 PM To: computer-go Subject: Re: [computer-go] MC programs vs. top commercial programs? terry mcintyre wrote: From: Ian Osgood [EMAIL PROTECTED] Now that Leela and Many Faces v12 are available for any Windows user to purchase Thanks for the heads-up, I must have missed the announcement. Do either of these worthy programs work with Wine on Linux? You can try the free version of Leela to check. It will work with wine 1.1.6 or later, as far as I know. -- GCP ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/