Re: [Computer-go] Standard Computer Go Datasets - Proposal
On Fri, Nov 13, 2015 at 10:46 AM, Darren Cookwrote: > > The advantages of storing games: > * accountability/traceability > * for programs who want to learn sequences of moves. > Another advantage of storing games is that it is much more efficient; you only have to encode one move per position. Erik ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Scraping lower-ranked games from kgs
Thanks for the tip. I agree and I have no intention to misbehave. Arthur > On Nov 13, 2015, at 8:38 AM, Petri Pitkanen> wrote: > > Yes scraping for large amounts of data from a smallish server is not really > polite. May overload the server. Besides quite inefficient. You could make a > request to owner of site instead. Assuming you can present good enough reason > you might get lucky ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Standard Computer Go Datasets - Proposal
I think if you start calculating the Zobrist hashes and scraping features yourself you will have a neverending variety of datasets. I would prefer datasets of whole, high quality games without SGF errors, perhaps cleaned of identifying information. Parsing an SGF is already trivial. I personally divide them in: - Handicap used or not - Normal (5.5 - 7.5) or not komi, this disqualifies some older games - Rules used - Board size Following the idea of having more information instead of very specific features already extracted, it would be interesting to also have the playing times, although I don't know where you'd get that from. You'd be an angel if you could provide a large dataset of matches with Chinese rules, specially in board sizes other than 19x19. It would of course also have to be completely free for any use. I personally only use the KGS 6d+ and a collection of 70k pro games that I don't know where it came from. The GoGoD is proprietary. :) Gonçalo F. On 11/13/2015 08:39 AM, Josef Moudrik wrote: Hello List, There has been some debate in science about making the research more reproducible and open. Recently, I have been thinking about making a standard public fixed dataset of Go games, mainly to ease comparison of different methods, to make results more reproducible and maybe free the authors of the burden of composing a dataset. I think that the current practice can be improved a lot. Since the success of this endeavor crucially depends on how many authors use the dataset, I would like to ask You (potential authors) a few questions: 1) Would this be welcomed and used? Would You personally use it? (Am I not reinventing the wheel?) 2) What parameters should the dataset have? The number of dataset variants (if any) should be in my opinion kept at bare minimum to reduce "fragmentation". 2a) Size: My current view is that at least 2 sizes are necessary: small (1000-2000 games?) and large dataset (5-6 games). 2b) Strength & year span: Currently I am thinking about including modern professional games only (1970-2015) 3) Do you have any other comments, requirements for the dataset and ideas? Thanks for Your attention, Kind regards Josef Moudrik ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Standard Computer Go Datasets - Proposal
At least in the past some DCNN made use of the players ranks, so it should be best to leave it. On 11/13/2015 10:27 AM, Josef Moudrik wrote: On Fri, Nov 13, 2015 at 11:16 AM Erik van der Werfwrote: On Fri, Nov 13, 2015 at 10:46 AM, Darren Cook wrote: The advantages of storing games: * accountability/traceability * for programs who want to learn sequences of moves. Another advantage of storing games is that it is much more efficient; you only have to encode one move per position. Erik Yes, I think that having full games would be much more useful. The anonymization of the I had in mind would include hiding information not important for computer processing such as file-names, player names, dates, ranks, comments (given that the dataset would ensure consistent "balanced" distribution). Like this, the database would have no (or much less) use for human study. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Mylin Valley The World Computer Weiqi Tournament
Hi, It seems DolBaram won. (from last photo on web) 1st DolBaram 2nd Zen 3rd ManyFaces of Go 4th Ray http://51wq.lianzhong.com/Home/NewsDetails?newsID=539=%25e7%2584%25a6%25e7%2582%25b9%25e6%2596%25b0%25e9%2597%25bb Hiroshi Yamashita ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
[Computer-go] Standard Computer Go Datasets - Proposal
Hello List, There has been some debate in science about making the research more reproducible and open. Recently, I have been thinking about making a standard public fixed dataset of Go games, mainly to ease comparison of different methods, to make results more reproducible and maybe free the authors of the burden of composing a dataset. I think that the current practice can be improved a lot. Since the success of this endeavor crucially depends on how many authors use the dataset, I would like to ask You (potential authors) a few questions: 1) Would this be welcomed and used? Would You personally use it? (Am I not reinventing the wheel?) 2) What parameters should the dataset have? The number of dataset variants (if any) should be in my opinion kept at bare minimum to reduce "fragmentation". 2a) Size: My current view is that at least 2 sizes are necessary: small (1000-2000 games?) and large dataset (5-6 games). 2b) Strength & year span: Currently I am thinking about including modern professional games only (1970-2015) 3) Do you have any other comments, requirements for the dataset and ideas? Thanks for Your attention, Kind regards Josef Moudrik ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Standard Computer Go Datasets - Proposal
Hi! On Fri, Nov 13, 2015 at 08:39:20AM +, Josef Moudrik wrote: > There has been some debate in science about making the research more > reproducible and open. Recently, I have been thinking about making a > standard public fixed dataset of Go games, mainly to ease comparison of > different methods, to make results more reproducible and maybe free the > authors of the burden of composing a dataset. I think that the current > practice can be improved a lot. I think the current de facto standard dataset is GoGoD (some year, not quite fixed). So I think it's useful to differentiate your proposal against this dataset - what are the current problems and what will be the advantage? One advantage would be of course if the dataset is freely available. But it's not clear how to achieve that, i.e. where to get a large professional game collection without copyright protection. > 2a) Size: My current view is that at least 2 sizes are necessary: small > (1000-2000 games?) and large dataset (5-6 games). What's the usecase for a small dataset? -- Petr Baudis If you have good ideas, good data and fast computers, you can do almost anything. -- Geoffrey Hinton ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Standard Computer Go Datasets - Proposal
> standard public fixed dataset of Go games, mainly to ease comparison of > different methods, to make results more reproducible and maybe free the > authors of the burden of composing a dataset. Maybe the first question should be is if people want a database of *positions* or *games*. I imagine a position database to be a set of board descriptions, with each pro move marked on it. Ideally each move would say not just the number of times it was chosen, but break it down by rank of player. Each would have a zobrist hash calculated, in all 8 combinations, and the lowest chosen. This handles rotations and duplicates. If there was as a ko-illegal point on the board that needs to be stored, and also be part of the zobrist hash. A database of positions has some advantages: * No licensing issues (*) * Rotational duplicates already removed * Ready-to-go with the information (most) programs want to learn. The advantages of storing games: * accountability/traceability * for programs who want to learn sequences of moves. Darren *: At least that was my conclusion when I looked into this before. Game collections can be copyrighted; moves cannot. A database of moves can be freely distributed, even it was generated from copyrighted game collections, as long as there exists no way to regenerate the game collection from it. Text corpora (used in machine translation studies, for instance) follow the same idea: if you split the corpora into sentences, then shuffle them up randomly, you can distribute the set of sentences. (I did wonder about storing player ranks, e.g. if a given position has a move chosen by only a single 9p, and you can then extract each follow-up position, you could extract a game. But, IMHO, you cannot regenerate any particular game collection this way. If it is a concern, it can be solved by only using a random 80% of moves from games.) ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Scraping lower-ranked games from kgs
Yes scraping for large amounts of data from a smallish server is not really polite. May overload the server. Besides quite inefficient. You could make a request to owner of site instead. Assuming you can present good enough reason you might get lucky 2015-11-13 8:39 GMT+02:00 Josef Moudrik: > Hello, > > I have a simple script for downloading info (gamelist, list of oponents, > games) one by one here: > > http://repo.or.cz/gostyle.git/blob/HEAD:/kgs/kgs.py > > If you want to download more players, you need to search through opponents > of players you know. But do not spam the kgs server too much please :-) > > Regards, > Josef > > > On Thu, Nov 12, 2015 at 2:35 PM Arthur Cater wrote: > >> Hello, >> I would be interested for research purposes in getting lots of game sgfs >> of >> lower-ranked players, to contrast with the high dan and pro games that >> get put into collections. Even kyu games. I was thinking of getting them >> from kgs archives. >> >> I wonder if anyone already has a script that could (or could be easily >> adapted to) do this? And would they share? >> >> Thanks, >> >> Arthur >> >> ___ >> Computer-go mailing list >> Computer-go@computer-go.org >> http://computer-go.org/mailman/listinfo/computer-go > > > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Standard Computer Go Datasets - Proposal
I would only use it if it is licensed for commercial use. David On Fri, 13 Nov 2015 08:39:20 +, Josef Moudrik wrote: Hello List, There has been some debate in science about making the research more reproducible and open. Recently, I have been thinking about making a standard public fixed dataset of Go games, mainly to ease comparison of different methods, to make results more reproducible and maybe free the authors of the burden of composing a dataset. I think that the current practice can be improved a lot. Since the success of this endeavor crucially depends on how many authors use the dataset, I would like to ask You (potential authors) a few questions: 1) Would this be welcomed and used? Would You personally use it? (Am I not reinventing the wheel?) 2) What parameters should the dataset have? The number of dataset variants (if any) should be in my opinion kept at bare minimum to reduce "fragmentation". 2a) Size: My current view is that at least 2 sizes are necessary: small (1000-2000 games?) and large dataset (5-6 games). 2b) Strength & year span: Currently I am thinking about including modern professional games only (1970-2015) 3) Do you have any other comments, requirements for the dataset and ideas? Thanks for Your attention, Kind regards Josef Moudrik - ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Standard Computer Go Datasets - Proposal
Hello, On Fri, Nov 13, 2015 at 10:13 AMwrote: > I would only use it if it is licensed for commercial use. Yes, I would like to licence this as such, please see below. On Fri, Nov 13, 2015 at 10:23 AM Petr Baudis wrote: > I think the current de facto standard dataset is GoGoD (some year, not > quite fixed). So I think it's useful to differentiate your proposal > against this dataset - what are the current problems and what will be > the advantage? Yes, I know GoGoD is used frequently, but I think that the lack of "precise" specification is the problem. There are many choices an author has to make when using the GoGoD database: year of release, year span, handicap games?, amateur/professional? (how to tell? pro rank is d not p). Related thing is that some of the games (If I remember my experience correctly) cannot be parsed by some libraries in which case they are usually skipped. All these are branching points that make "precise" replication of results hard. > One advantage would be of course if the dataset is freely available. > But it's not clear how to achieve that, i.e. where to get a large > professional game collection without copyright protection. I consider this "negotiation" as the hardest work I will have to do, but before I start, I want to research if the dataset would be even used. From the point of view of copyright law, I believe that what is protected is the "collection of games" and "additional materials" (comments, etc), not the actual individual games themselves (which as a record of a historical event afaik cannot be copyrighted). The "collection of games" and "additional materials" right of current collection owners could be protected by anonymization of the records and mixing of different databases, if the current owners agree. >From the licensing point of view, again given that owners agree, I would like to release the dataset under something like free-for-all-purposes-with-attribution license. This I have to research yet. > What's the usecase for a small dataset? I had prototype testing in mind, s.t. authors can say "our method is slow, so we only tested on the SmallGoDataset" instead of "we randomly took 1000 games from the BigGoDataset", but I assume there would be other usecases as well. Anyway, I think the big and small datasets would not imo cause much use-fragmentation, because the use cases for big vs small would be different. But maybe I am overthinking things and this would not be used much.. Regards, Josef ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Standard Computer Go Datasets - Proposal
I was recently working on assigning final scores to completed games, using the large data set from Badukmovies.com. My observation is that the size of the data set (50,000 games) is not large enough to get good coverage of unusual situations occurring in real games. There's a definite need for a curated collection of atypical but interesting games, probably manipulated to explore the boundaries between interesting and normal. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Standard Computer Go Datasets - Proposal
I was recently working on assigning final scores to completed games, using the large data set from Badukmovies.com. My observation is that the size of the data set (50,000 games) is not large enough to get good coverage of unusual situations occurring in real games. There's a definite need for a curated collection of atypical but interesting games, probably manipulated to explore the boundaries between interesting and normal. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
If this catches on, perhaps the rules will be referred to as the Ingo rules ;-) Since this is based on a real world variant of Go, why not base epsilon on that? The fact that the limit of displacement from the intended position is limited to the immediately adjacent points, suggests that the thrower is pretty accurate. The distribution is narrow enough that the chance of going further afield is (effectively) zero. Therefore epsilon should be pretty tiny. It must be large enough that there is a chance of the frisbee being at least 50% over the line (i.e. epsilon > 0), but small enough that the chance of it going 70.7% over the line is vanishingly small (otherwise we would be allowing it to be displaced onto the diagonally adjacent positions). Assuming a Gaussian distribution (probably not true for frisbees but it will do) and assuming 3 standard deviations away is close enough to "vanishingly small", we have 3.sigma = 0.7071... (sqrt(0.5)), sigma = 0.2357 (sqrt(0.5)/3), tipping point for throw being >50% over the line t.sigma = 0.5, t = 0.5 / sigma = 3.sqrt(0.5) = 2.12 => epsilon = 0.017, approximately 1 in 60. Looking at this from a purely combinatorial point of view,t we need 1/epsilon > number-of-moves-in-a-game but 1/epsilon^2 << number-of-moves-in-a-game, which 0.017 seems to satisfy for all common board sizes. Hopefully such a small epsilon also avoids destroying the possibility of local tactical play but also introduces a new element to the game (75% chance of at least once displaced move in 81 move game, over 99% chance of at least one displaced move in a 361 move game). In fact to model the real world, epsilon ought to vary depending on the move. It should increase depending on distance from throwing position, and should not be equal for N,S,E and W displacement. Assuming standing south of the board, we expect epsilon N > S > E = W (range is normally harder to judge than direction and overthrows tend to be worse than under-throws). It seems to me this may bring in interesting elements to move choice - it may be better to play a weaker move which is closer and therefore more likely to be played successfully than a stronger move which is less likely to be played successfully. But perhaps this over complicates things - how does it work out with fixed epsilon around 0.017. Raffles On 11-Nov-15 15:29, Álvaro Begué wrote: 1/5 also seems natural (equal chance of hitting each the 5 possible points). Álvaro. On Wed, Nov 11, 2015 at 10:08 AM, John Trompwrote: > By the way: It would also be necessary to decide about > the eps for the event. Natural candidates would be > eps=0.1 or eps=0.125. I would say the 2 most interesting choices are 1/8 or 1/4. The latter guarantees you miss your aim by distance 1, while the former gives you an even chance to hit it. -John ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go No virus found in this message. Checked by AVG - www.avg.com Version: 2016.0.7163 / Virus Database: 4457/10958 - Release Date: 11/06/15 ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Standard Computer Go Datasets - Proposal
To answer the original question: yes, the curation of a dataset like this would be hugely beneficial to the community. Look at what ImageNet has done for computer vision. In fact, it might be good to emulate ImageNet further and pre-split the dataset into a publicly-available training set, and a hidden testing set, for truly objective comparisons between move-prediction algorithms. If you undertake this, many thanks in advance! On Fri, Nov 13, 2015 at 1:20 PM, Dave Dyerwrote: > > I was recently working on assigning final scores to completed games, using > the large data set from Badukmovies.com. > > My observation is that the size of the data set (50,000 games) is not > large enough to get good coverage of unusual situations occurring in real > games. > > There's a definite need for a curated collection of atypical but > interesting games, probably manipulated to explore the boundaries > between interesting and normal. > > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
[Computer-go] Program declining some games on KGS
My program, Orego, is playing on KGS as Orego4. It's taking on all comers, but refuses one particular opponent, apparently because there is an unfinished game between Orego4 and this opponent. Does anyone know what exactly might cause this or how to fix it? There is certainly no code in Orego that keeps track of specific opponents; I wouldn't even know how to get that information out of kgsgtp. -- Peter Drake https://sites.google.com/a/lclark.edu/drake/ ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Program declining some games on KGS
Hi, I think human player can push "Resume" and select Orego4 game. Then, when Orego4 is idle, it will join resume game. Regards, Hiroshi Yamashita - Original Message - From: "Peter Drake"To: Sent: Saturday, November 14, 2015 7:52 AM Subject: [Computer-go] Program declining some games on KGS My program, Orego, is playing on KGS as Orego4. It's taking on all comers, but refuses one particular opponent, apparently because there is an unfinished game between Orego4 and this opponent. Does anyone know what exactly might cause this or how to fix it? There is certainly no code in Orego that keeps track of specific opponents; I wouldn't even know how to get that information out of kgsgtp. -- Peter Drake https://sites.google.com/a/lclark.edu/drake/ ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
Attached is a frisbee go game 9x9 between me and a Chines 5-dan amateur. 50% chance of playing in the intended spot. When a connection is required, it is just up to chance who wins the fight. It's a little silly, but was a lot of fun to play. David On Wed, 11 Nov 2015 23:13:51 +0100, "Ingo Althöfer" wrote: Hmm. >> Would the game end after two unintentional passes? > Good point. In principle I would say so. That makes little sense to me. IMO, the principled rule is that two consecutive intentional passes end the game. We should have some test games to see how long a game would be "typically" stretched by unintended passes. Ingo. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go frisbee.sgf Description: application/go-sgf ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Mylin Valley The World Computer Weiqi Tournament
I don't have records but I watched three games between Zen and Dolburam, and in each case Dol Buram won in the middle game fighting by capturing some large group. In the final of the elimination tournament the game server crashed wen the game was about 2/3 finished, so they played another game from the beginning. Dol Buram in playing a pro now with four stones. The game is being streamed at 51wq.lianzhong.com/yidongwq/index.html David On Fri, 13 Nov 2015 13:22:48 +, Aja Huang wrote: Congratulations to Dol Baram! I was wondering if Dol Baram's author is reading this list and if he could kindly give a brief description on his main approaches? From my observation Dol Baram's style is quite human-like and it reads very well in life-and-death situations. I suspect Dol Baram combines a life-and-death solver with the main search. Aja On Fri, Nov 13, 2015 at 12:30 PM, Rémi Coulom wrote: Thanks Hiroshi. This seems to be a more recent post: http://51wq.lianzhong.com/Home/NewsDetails?newsID=546=%25e7%2584%25a6%25e7%2582%25b9%25e6%2596%25b0%25e9%2597%25bb Congratulations to Dol Baram! Rémi On 11/13/2015 01:17 PM, Hiroshi Yamashita wrote: Hi, It seems DolBaram won. (from last photo on web) 1st DolBaram 2nd Zen 3rd ManyFaces of Go 4th Ray http://51wq.lianzhong.com/Home/NewsDetails?newsID=539=%25e7%2584%25a6%25e7%2582%25b9%25e6%2596%25b0%25e9%2597%25bb Hiroshi Yamashita ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go - ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Mylin Valley The World Computer Weiqi Tournament
The result of the top four single elimination tournament was the same order as the preliminary round robin. Ray is quite strong, and only 18 months old. Many Faces played it twice, in the round robin, and in the final. In the final it was quite far ahead in the middle game, but missed a cut, allowing MF to make the game close, then MF outplayed it in the endgame and won. David On Fri, 13 Nov 2015 21:17:23 +0900, Hiroshi Yamashita wrote: Hi, It seems DolBaram won. (from last photo on web) 1st DolBaram 2nd Zen 3rd ManyFaces of Go 4th Ray http://51wq.lianzhong.com/Home/NewsDetails?newsID=539=%25e7%2584%25a6%25e7%2582%25b9%25e6%2596%25b0%25e9%2597%25bb Hiroshi Yamashita ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
> > (effectively) zero. Therefore epsilon should be pretty tiny. It must be > large enough that there is a chance of the frisbee being at least 50% over > the line (i.e. epsilon > 0), but small enough that the chance of it going > 70.7% over the line is vanishingly small (otherwise we would be allowing it > to be displaced onto the diagonally adjacent positions). > I do not understand, I think that we do not need to ensure that the stone cannot land diagonally by small epsilon, since ingo defined it s.t. it cannot. Having small epsilon as you suggest makes any attempts at writing a specialized frisbee-go code not really fruitful, since the displacement is quite rare; so realistically, with small epsilon, no-one would probably bother to do anything different than to run current programs unchanged. I think that frisbee-go is much interesting for larger epsilons - e.g. 1/8, 1/6 - because it has nontrivial strategical/tactical implications. For instance, seki are no longer sekis in this setting, since the loosing party can always improve its expected outcome by trying to be lucky, and therefore the winning side can do the same (of course sometimes this is quite like starting the "1 year ko"). Also when the game ends each dame is essentially assigned "randomly", so under chinese rules score can "change randomly". Moreover, larger epsilons change the game's dynamic s.t. it is easier to live and harder to kill (hypothesis). Another thing is that the MCTS might work much better with this setting (since random playouts are much more true). ingo: One note for rules (you should add) is that when players throw stone to a location where the probability of landing on a valid location is exactly zero (all 5 positions are stones or invalid) this counts as a pass (otw, the loosing party might play the "non-voluntary pass" moves and make the game infinite. (sorry if I overlooked someone mentioning this already) Regards, Josef ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
Hi David, hi all, thanks for all the constructive feedback. I will reply later in detail. We are in Berlin. When returning to the hotel shortly past midnight, the hungarian flag was at halfmast. Then we saw the terrible news from Paris. Berlin is suffering vicariously with the people in Paris. Ingo. Gesendet: Samstag, 14. November 2015 um 04:55 Uhr Von: fotl...@smart-games.com An: computer-go@computer-go.org Betreff: Re: [Computer-go] Frisbee Go Simulation Attached is a frisbee go game 9x9 between me and a Chines 5-dan amateur. 50% chance of playing in the intended spot. When a connection is required, it is just up to chance who wins the fight. It's a little silly, but was a lot of fun to play. David On Wed, 11 Nov 2015 23:13:51 +0100, "Ingo Althöfer" <3-hirn-ver...@gmx.de> wrote: Hmm. > >> Would the game end after two unintentional passes? > > > Good point. In principle I would say so. > > That makes little sense to me. > IMO, the principled rule is that two consecutive intentional passes > end the game. We should have some test games to see how long a game would be "typically" stretched by unintended passes. Ingo. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Standard Computer Go Datasets - Proposal
Hi! On Fri, Nov 13, 2015 at 09:46:54AM +, Darren Cook wrote: > (I did wonder about storing player ranks, e.g. if a given position has a > move chosen by only a single 9p, and you can then extract each follow-up > position, you could extract a game. But, IMHO, you cannot regenerate any > particular game collection this way. If it is a concern, it can be > solved by only using a random 80% of moves from games.) Dropping player names and some positions is a nice idea - especially, from a moral standpoint, if the collection includes a prominent notice encouraging voluntary donations by the users to the source collection, e.g. GoGoD. (A technical notice: you want info about last + second-to-last move in the position as that's a feature that's often used in patterns. Plus, bridging over just a 1-3 moves seems pretty easy to do by brute force. A better scheme might be to drop, say, a block of 20 moves starting at move 40-80 at random.) I think a good question is what other uses besides learning move patterns do people envision. -- Petr Baudis If you have good ideas, good data and fast computers, you can do almost anything. -- Geoffrey Hinton ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Standard Computer Go Datasets - Proposal
On Fri, Nov 13, 2015 at 11:16 AM Erik van der Werfwrote: > On Fri, Nov 13, 2015 at 10:46 AM, Darren Cook wrote: >> >> The advantages of storing games: >> * accountability/traceability >> * for programs who want to learn sequences of moves. >> > > Another advantage of storing games is that it is much more efficient; you > only have to encode one move per position. > > Erik > Yes, I think that having full games would be much more useful. The anonymization of the I had in mind would include hiding information not important for computer processing such as file-names, player names, dates, ranks, comments (given that the dataset would ensure consistent "balanced" distribution). Like this, the database would have no (or much less) use for human study. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Scraping lower-ranked games from kgs
Thank you Josef for that script. > > If you want to download more players, you need to search through opponents of > players you know. But do not spam the kgs server too much please :-) > Point taken, I would not want to spoil the kgs experience for users. I think a few hundred a day would be easily handled, after all I’ve heard it said that approx 25k games a day are played on it. Clearly if I tried to download all games from say 2010 onward in one go that would be horrendous and most uncivilised of me. Arthur ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Mylin Valley The World Computer Weiqi Tournament
Thanks Hiroshi. This seems to be a more recent post: http://51wq.lianzhong.com/Home/NewsDetails?newsID=546=%25e7%2584%25a6%25e7%2582%25b9%25e6%2596%25b0%25e9%2597%25bb Congratulations to Dol Baram! Rémi On 11/13/2015 01:17 PM, Hiroshi Yamashita wrote: Hi, It seems DolBaram won. (from last photo on web) 1st DolBaram 2nd Zen 3rd ManyFaces of Go 4th Ray http://51wq.lianzhong.com/Home/NewsDetails?newsID=539=%25e7%2584%25a6%25e7%2582%25b9%25e6%2596%25b0%25e9%2597%25bb Hiroshi Yamashita ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go