Re: [Computer-go] Computer-aided Go on High-dan Level

2015-08-30 Thread Ingo Althöfer
Now I found a youtube video, showing the whole exhibition
game CrazyManja vs Guo Juan:
https://www.youtube.com/watch?v=rrvadZJIveA

It includes also the analysis session, starting
at 2h:12min.

Ingo.


 Gesendet: Dienstag, 11. August 2015 um 17:22 Uhr
 Von: Ingo Althöfer 3-hirn-ver...@gmx.de
 An: computer-go@computer-go.org
 Betreff: Re: [Computer-go] Computer-aided Go on High-dan Level

 In the congress there was also an exhibition game
 between team CrazyManja and professional Guo Juan (5p).
 Guo gave three handicap stones and won convincingly.
 
 Here is a photo, where Guo takes a photo of Manja.
 http://www.dgob.de/yabbse/index.php?action=dlattach;topic=5753.0;attach=4231;image
 
 On the left side you can see the monitor with CrazyStone's analysis mode.
 Manja had this information available when selecting her move.
 
 Ingo.
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[Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Minjae Kim
I finally managed to build a program that can produce a sequence of random
legal go moves. One problem I found recently is that it rarely never ends a
game because of triple ko, especially on small boards.

One possible solution would be saving every board position that has
occurred and searching for a match before generating a move. But this
doesn't sound like an efficient solution at all.

How do you handle this problem?

Also as a side question, white constantly seems to have a better winning
rate in any board size larger than 9x9 with komi greater than 6 under area
scoring in completely random games; is this natural?
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Re: [Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Minjae Kim
Yes, but to 'remember' the prior board state, doesn't the program have to
store the whole board position per every turn by whatever means including
Zobrist hashing that you suggested?

After that, the program has to search whether the current position matches
any of the previous ones. You said 3 is enough for triple kos, but as far
as I know aren't there some rare repeating positions with a cycle longer
than 3?

But anyway solving the problem this way seems too expensive to me.
2015. 8. 31. 오전 9:59에 Jason House jason.james.ho...@gmail.com님이 작성:

 Triple ko can be detected by remembering the prior three board states. A
 zorbist hash value should be good enough to detect a repeat.
 On Aug 30, 2015 8:46 PM, Minjae Kim xive...@gmail.com wrote:

 I finally managed to build a program that can produce a sequence of
 random legal go moves. One problem I found recently is that it rarely never
 ends a game because of triple ko, especially on small boards.

 One possible solution would be saving every board position that has
 occurred and searching for a match before generating a move. But this
 doesn't sound like an efficient solution at all.

 How do you handle this problem?

 Also as a side question, white constantly seems to have a better winning
 rate in any board size larger than 9x9 with komi greater than 6 under area
 scoring in completely random games; is this natural?

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Re: [Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Minjae Kim
To my understanding, you need a sufficiently large bitstring to minimize
possible hash collisions when using Zobrist hashing. When a hash collision
does occur, it can possibly generate an illegal move. What is an acceptable
size of the hash bitstring for a 19x19 board?

On Mon, Aug 31, 2015 at 10:52 AM, Jason House jason.james.ho...@gmail.com
wrote:

 There are longer cycles that can occur but I have never encountered any
 that didn't naturally resolve themselves in the playout.

 Zobrist having is cheap to compute (one xor if no stones were captured).
 Comparing the resulting number against the others is also cheap. The hash
 is also helpful for handling transpositions in the search tree.

 https://en.m.wikipedia.org/wiki/Zobrist_hashing
 On Aug 30, 2015 9:17 PM, Minjae Kim xive...@gmail.com wrote:

 Yes, but to 'remember' the prior board state, doesn't the program have to
 store the whole board position per every turn by whatever means including
 Zobrist hashing that you suggested?

 After that, the program has to search whether the current position
 matches any of the previous ones. You said 3 is enough for triple kos, but
 as far as I know aren't there some rare repeating positions with a cycle
 longer than 3?

 But anyway solving the problem this way seems too expensive to me.
 2015. 8. 31. 오전 9:59에 Jason House jason.james.ho...@gmail.com님이 작성:

 Triple ko can be detected by remembering the prior three board states. A
 zorbist hash value should be good enough to detect a repeat.
 On Aug 30, 2015 8:46 PM, Minjae Kim xive...@gmail.com wrote:

 I finally managed to build a program that can produce a sequence of
 random legal go moves. One problem I found recently is that it rarely never
 ends a game because of triple ko, especially on small boards.

 One possible solution would be saving every board position that has
 occurred and searching for a match before generating a move. But this
 doesn't sound like an efficient solution at all.

 How do you handle this problem?

 Also as a side question, white constantly seems to have a better
 winning rate in any board size larger than 9x9 with komi greater than 6
 under area scoring in completely random games; is this natural?

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Re: [Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Peter Drake
64 bits seems to be enough. As I understand it, the convention is to simply
*ignore* the possibility of collisions; you're more likely to have a
hardware error.

On Sun, Aug 30, 2015 at 8:27 PM, Minjae Kim xive...@gmail.com wrote:

 To my understanding, you need a sufficiently large bitstring to minimize
 possible hash collisions when using Zobrist hashing. When a hash collision
 does occur, it can possibly generate an illegal move. What is an acceptable
 size of the hash bitstring for a 19x19 board?

 On Mon, Aug 31, 2015 at 10:52 AM, Jason House jason.james.ho...@gmail.com
  wrote:

 There are longer cycles that can occur but I have never encountered any
 that didn't naturally resolve themselves in the playout.

 Zobrist having is cheap to compute (one xor if no stones were captured).
 Comparing the resulting number against the others is also cheap. The hash
 is also helpful for handling transpositions in the search tree.

 https://en.m.wikipedia.org/wiki/Zobrist_hashing
 On Aug 30, 2015 9:17 PM, Minjae Kim xive...@gmail.com wrote:

 Yes, but to 'remember' the prior board state, doesn't the program have
 to store the whole board position per every turn by whatever means
 including Zobrist hashing that you suggested?

 After that, the program has to search whether the current position
 matches any of the previous ones. You said 3 is enough for triple kos, but
 as far as I know aren't there some rare repeating positions with a cycle
 longer than 3?

 But anyway solving the problem this way seems too expensive to me.
 2015. 8. 31. 오전 9:59에 Jason House jason.james.ho...@gmail.com님이 작성:

 Triple ko can be detected by remembering the prior three board states.
 A zorbist hash value should be good enough to detect a repeat.
 On Aug 30, 2015 8:46 PM, Minjae Kim xive...@gmail.com wrote:

 I finally managed to build a program that can produce a sequence of
 random legal go moves. One problem I found recently is that it rarely 
 never
 ends a game because of triple ko, especially on small boards.

 One possible solution would be saving every board position that has
 occurred and searching for a match before generating a move. But this
 doesn't sound like an efficient solution at all.

 How do you handle this problem?

 Also as a side question, white constantly seems to have a better
 winning rate in any board size larger than 9x9 with komi greater than 6
 under area scoring in completely random games; is this natural?

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-- 
Peter Drake
https://sites.google.com/a/lclark.edu/drake/
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Re: [Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Jason House
Triple ko can be detected by remembering the prior three board states. A
zorbist hash value should be good enough to detect a repeat.
On Aug 30, 2015 8:46 PM, Minjae Kim xive...@gmail.com wrote:

 I finally managed to build a program that can produce a sequence of random
 legal go moves. One problem I found recently is that it rarely never ends a
 game because of triple ko, especially on small boards.

 One possible solution would be saving every board position that has
 occurred and searching for a match before generating a move. But this
 doesn't sound like an efficient solution at all.

 How do you handle this problem?

 Also as a side question, white constantly seems to have a better winning
 rate in any board size larger than 9x9 with komi greater than 6 under area
 scoring in completely random games; is this natural?

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 Computer-go@computer-go.org
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Re: [Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Jason House
There are longer cycles that can occur but I have never encountered any
that didn't naturally resolve themselves in the playout.

Zobrist having is cheap to compute (one xor if no stones were captured).
Comparing the resulting number against the others is also cheap. The hash
is also helpful for handling transpositions in the search tree.

https://en.m.wikipedia.org/wiki/Zobrist_hashing
On Aug 30, 2015 9:17 PM, Minjae Kim xive...@gmail.com wrote:

 Yes, but to 'remember' the prior board state, doesn't the program have to
 store the whole board position per every turn by whatever means including
 Zobrist hashing that you suggested?

 After that, the program has to search whether the current position matches
 any of the previous ones. You said 3 is enough for triple kos, but as far
 as I know aren't there some rare repeating positions with a cycle longer
 than 3?

 But anyway solving the problem this way seems too expensive to me.
 2015. 8. 31. 오전 9:59에 Jason House jason.james.ho...@gmail.com님이 작성:

 Triple ko can be detected by remembering the prior three board states. A
 zorbist hash value should be good enough to detect a repeat.
 On Aug 30, 2015 8:46 PM, Minjae Kim xive...@gmail.com wrote:

 I finally managed to build a program that can produce a sequence of
 random legal go moves. One problem I found recently is that it rarely never
 ends a game because of triple ko, especially on small boards.

 One possible solution would be saving every board position that has
 occurred and searching for a match before generating a move. But this
 doesn't sound like an efficient solution at all.

 How do you handle this problem?

 Also as a side question, white constantly seems to have a better winning
 rate in any board size larger than 9x9 with komi greater than 6 under area
 scoring in completely random games; is this natural?

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Re: [Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Minjae Kim
Is 64 bits really enough?

I may be wrong but there are 3^361 possible board positions in 19x19.
log2(3^361) gives me 572.171..., which means I need at least 573 bits to
record all possible board positions. This still doesn't mean that a 2048
bit Zobrist hash for example will never collide for a 19x19 board, but the
odds will be significantly lesser.

Do you have some source about the probability of Zobrist hash collision on
a go board for different bit string sizes?

On Mon, Aug 31, 2015 at 12:37 PM, Peter Drake dr...@lclark.edu wrote:

 64 bits seems to be enough. As I understand it, the convention is to
 simply *ignore* the possibility of collisions; you're more likely to have
 a hardware error.

 On Sun, Aug 30, 2015 at 8:27 PM, Minjae Kim xive...@gmail.com wrote:

 To my understanding, you need a sufficiently large bitstring to minimize
 possible hash collisions when using Zobrist hashing. When a hash collision
 does occur, it can possibly generate an illegal move. What is an acceptable
 size of the hash bitstring for a 19x19 board?

 On Mon, Aug 31, 2015 at 10:52 AM, Jason House 
 jason.james.ho...@gmail.com wrote:

 There are longer cycles that can occur but I have never encountered any
 that didn't naturally resolve themselves in the playout.

 Zobrist having is cheap to compute (one xor if no stones were captured).
 Comparing the resulting number against the others is also cheap. The hash
 is also helpful for handling transpositions in the search tree.

 https://en.m.wikipedia.org/wiki/Zobrist_hashing
 On Aug 30, 2015 9:17 PM, Minjae Kim xive...@gmail.com wrote:

 Yes, but to 'remember' the prior board state, doesn't the program have
 to store the whole board position per every turn by whatever means
 including Zobrist hashing that you suggested?

 After that, the program has to search whether the current position
 matches any of the previous ones. You said 3 is enough for triple kos, but
 as far as I know aren't there some rare repeating positions with a cycle
 longer than 3?

 But anyway solving the problem this way seems too expensive to me.
 2015. 8. 31. 오전 9:59에 Jason House jason.james.ho...@gmail.com님이 작성:

 Triple ko can be detected by remembering the prior three board states.
 A zorbist hash value should be good enough to detect a repeat.
 On Aug 30, 2015 8:46 PM, Minjae Kim xive...@gmail.com wrote:

 I finally managed to build a program that can produce a sequence of
 random legal go moves. One problem I found recently is that it rarely 
 never
 ends a game because of triple ko, especially on small boards.

 One possible solution would be saving every board position that has
 occurred and searching for a match before generating a move. But this
 doesn't sound like an efficient solution at all.

 How do you handle this problem?

 Also as a side question, white constantly seems to have a better
 winning rate in any board size larger than 9x9 with komi greater than 6
 under area scoring in completely random games; is this natural?

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 https://sites.google.com/a/lclark.edu/drake/

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