Re: [computer-go] rotate board

2007-12-20 Thread Chris Fant
As Gunnar pointed out, you may not need the canonical hash at all.  I
think you only need to compute the canonical hash if you are matching
to some game-external hash, such as a fuseki or pattern library.  If
you are just using it for transposition and super-ko checking, no
board rotation will have occurred.
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[computer-go] CGOS 19 is stuck

2007-12-20 Thread Chris Fant
CGOS 19 is has been stuck for a while now.

At the bottom of the page, it says Many Faces is in a game, but does
not show it as currently playing at the top of the page.  Perhaps the
problem is related to a bot leaving near the time a round is
ending/beginning.

I guess Oliver isn't running the watchdog script that Don created?
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Re: [computer-go] How does MC do with ladders?

2007-12-19 Thread Chris Fant
On Dec 19, 2007 9:40 AM, Heikki Levanto [EMAIL PROTECTED] wrote:
 On Wed, Dec 19, 2007 at 12:21:18AM -0500, Chris Fant wrote:
  I just witnessed CrazyStone defend a fairly long ladder, resulting in
  a dead 17-stone block.  Why not use a ladder reader at the root of the
  UCT tree to prevent provably bad ladder moves from being considered?

 I don't know for sure, but I suspect that even if it means that it would not
 play out a bad ladder, the UCT would still see it as a desirable thing, and
 direct the game towards one - and then not play it.

Still better than actually playing it out.  Another idea I had was to
do a tactical analysis of a block whenever the UCT node has been hit X
number of times.  When the move is provably pointless (e.g. adding to
a dead block), prevent that line from continuing to be explored.  If X
is large enough and the tactical analysis is restricted enough,
hopefully it won't significantly affect the overall speed.  And it has
the nice trait that it can be used not only at the root but at any
level in the tree.

 Plus, it is not quite trivial to recognize a bad ladder - some times it pays
 off to extend a stone that is in atari, and then sacrifice two stones. Some
 nakade shapes also require sacrificing more than one stone...

But this was the trivial kind and it cost the game.
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Re: [computer-go] rotate board

2007-12-19 Thread Chris Fant
Another thing about Zobrist hashes...  after you select the canonical
hash, you will end up with a non-uniform distribution.  If this value
is going to be used in binary tree, you may wish to swap the low-order
bits with the high-order bits to keep the tree more balanced.


On Dec 19, 2007 10:44 AM, Don Dailey [EMAIL PROTECTED] wrote:
 I actually have a routine in Lazarus that rotates a full board.   It's
 called transformBoard() and it takes 2 arguments - a board to rotate and
 a transformation   (0 through 7) and returns a new rotated board.

 I don't use it much except for debugging or stuff done at the root,
 because there are faster ways to do things.

 I also have a routine called canHash()  which returns a canonical hash
 of the board by trying all 8 transformations and returning the lowest
 valued one. It is more efficient (but not efficient) because it
 doesn't actually produce a new board - it just builds 8 hashes of the
 board from scratch without touching anything.This routine is only
 used at the root for storing opening book moves.

 You can use zobrist hashing for maintaining all 8 keys incrementally,
 but you probably need a fairly good reason to do so. Incrementally
 updating of 1 key is almost free, but 8 might be noticeable if you are
 doing it inside a tree search or play-outs.   It depends on how fat or
 lean your program is.   Even 8 keys may not be noticeable if your
 program does a lot of work at each move (or an end nodes.)If you are
 not,  then it doesn't really matter how you do it.

 I typically have 2 routines for everything - I have a slow_make() and a
 fast_make() and the fast_make() doesn't care about superko (although it
 checks for simple-ko) or anything that fast play-outs doesn't care
 about.   So the fast make doesn't even try to update zobrist keys.


 - Don






 Ben Lambrechts wrote:
  Hi all,
 
  I am planning a fuseki database.
  Now I got the following problem: how to rotate/mirror the board for a
  unique representation.
 
  $$c
  $$ +---+
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . O . . . . . , . . . . . X . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . , . . . . . , . . . . . , . . . |
  $$ | . . . . . . . . . . . . . . . . 5 . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . O . . . . . , . . . . . , . . . |
  $$ | . . . . . . . . . . . . . . . X . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ +---+
 
  $$c
  $$ +---+
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . 5 . . . . . . . . . . |
  $$ | . . X , . . . . . , . . . . . X . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . , . . . . . , . . . . . , . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . O . . . . . , . . . . . O . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ | . . . . . . . . . . . . . . . . . . . |
  $$ +---+
 
  Both are the same board, but has anyone made an algorithm that rotates
  the board or an area of the board in a unique way?
  I don't need the move order, just the snapshot of the board.
 
  Ben
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Re: [computer-go] rotate board

2007-12-19 Thread Chris Fant
 The basic idea is this: 90 degree rotation (to the right) is represented as
 a circular shift (to the right) by 1/4 of the key length.  mirroring the
 board (swap left and right) is done as reversing the order of the bits in
 the key.

 Distinct hash values around the board would have to share the same rules.

 Picking a somewhat arbitrary example (on 19x19), here's some candidate keys
 (kept simple for manual typing)

 A2   = 0x 01 02 03 04
 B19 = 0x 04 01 02 03
 T18  = 0x 03 04 01 02
 U1   = 0x 02 03 04 01

 T2   = 0x 20 c0 40 80
 B1   = 0x 80 20 c0 40
 A18 = 0x 40 80 20 c0
 U19 = 0x c0 40 80 20

 Points on lines of symmetry (such as C3 with 4 equivalent points or the
 unique tengen) need more care with how they're selected).

That's the same system I used in my first Go program, and it appears
to also be the same as what is in the paper that Remi linked.  I
didn't use it for full-board hashes, I used it for patterns.
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Re: [computer-go] random numbers with functional languages

2007-12-19 Thread Chris Fant
Yes, the large amount of state in a playout will probably enable you
to safely get away with what you are doing, but I would certainly want
to test the overall strength of the engine using this method this
versus using the straight-forward method of seeding the RNG once and
generating a new random number anytime you need it.
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Re: [computer-go] Re: language efficiency

2007-12-18 Thread Chris Fant
On Dec 18, 2007 2:21 PM, Harald Korneliussen [EMAIL PROTECTED] wrote:
 I'd like to know how well MoGo would have played if you let it think
 for a week for every move. Only it seems to me that is not possible,
 because I don't think MoGo will run for a week without crashing.
 Crazystone also crashes quite a lot, if I understand the comments in
 KGS logs correctly.

The windows version does crash after a while, but the Linux version
seems stable until you run out of memory.
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Re: [computer-go] Re: language efficiency

2007-12-18 Thread Chris Fant
On Dec 18, 2007 3:03 PM, Chris Fant [EMAIL PROTECTED] wrote:
 On Dec 18, 2007 2:21 PM, Harald Korneliussen [EMAIL PROTECTED] wrote:
  I'd like to know how well MoGo would have played if you let it think
  for a week for every move. Only it seems to me that is not possible,
  because I don't think MoGo will run for a week without crashing.
  Crazystone also crashes quite a lot, if I understand the comments in
  KGS logs correctly.

 The windows version does crash after a while, but the Linux version
 seems stable until you run out of memory.


Sorry, I was talking about MoGo.
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Re: [computer-go] Re: language efficiency

2007-12-18 Thread Chris Fant
  I suspect that for very long time controls we would be better off
  turning UCT (with, say 10K playouts)  into an evaluation function and
  then using alpha-beta on top of it.
 
  Álvaro.

 This is very interesting to me.Not the memory management part, but
 the fact that you believe the tree is not being grown optimally (if that
 is what you are saying.)


I thought his point was that with an alpha-beta layer on top of the
UCT layer, you can do much longer searches because you are throwing
away the large UCT tree after each evaluation of an AB tree node.
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Re: [computer-go] How does MC do with ladders?

2007-12-18 Thread Chris Fant
On Dec 11, 2007 11:36 AM, Rémi Coulom [EMAIL PROTECTED] wrote:
  Question: how do MC programs perform with a long ladder on the board?
 
 Crazy Stone handles ladder with progressive widening. Ladder atari is
 usually ranked first or very high in the move list, and ladder extension
 lower. So, the tree-search part usually does not read out the ladder
 completely, but prunes the extension. It seems to work well in practice.
 Because progressive widening will include the ladder extension at some
 point, Crazy Stone may still play ladder extensions if it finds reasons
 to do so.

I just witnessed CrazyStone defend a fairly long ladder, resulting in
a dead 17-stone block.  Why not use a ladder reader at the root of the
UCT tree to prevent provably bad ladder moves from being considered?
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Re: [computer-go] How does MC do with ladders?

2007-12-18 Thread Chris Fant
 I just witnessed CrazyStone defend a fairly long ladder, resulting in
 a dead 17-stone block.  Why not use a ladder reader at the root of the
 UCT tree to prevent provably bad ladder moves from being considered?

I meant to include the CGOS-19 game number:  7613

The game is still in progress as of this writing, but once it's
finished, it should be at
http://www.lri.fr/~teytaud/SGF/2007/12/19/7613.sgf
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Re: [computer-go] MC-UCT and tactical information

2007-12-16 Thread Chris Fant
On Dec 14, 2007 2:29 PM, David Fotland [EMAIL PROTECTED] wrote:
  Many Faces does life and death search at the root before the main search.
 It typically allocates a few hundred nodes to life and death search.  Since
 the search is best-first, it keeps the search trees from move to move.
 Later searches can extend earlier ones.  The trees are small, so it doesn't
 cost much to keep them.

 During evaluation tactical search results are cached, but the search tree is
 not.  During a main search to find the move to play, Many Faces does a few
 million nodes of tactical search, so it's too much to cache.

 David


Dave, will Many Faces 12 be able to take advantage of multiple processors?
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Re: [computer-go] low-hanging fruit - yose

2007-12-13 Thread Chris Fant
Seems like the final solution to this would need to build out the
search tree to the end of the game, finding a winning line.  And then
search again with a different evaluation function (one based on
points).  If the second search cannot find a line that wins bigger
than the first search did, just play the move returned by the first
search.  And you could get more clever be allowing the second search
to start with some information from the first search.  Note that when
I say winning line, I mean all the way to the end.  No MC here.
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Re: [computer-go] low-hanging fruit - yose

2007-12-13 Thread Chris Fant
On Dec 13, 2007 3:33 PM, Chris Fant [EMAIL PROTECTED] wrote:
 Seems like the final solution to this would need to build out the
 search tree to the end of the game, finding a winning line.  And then
 search again with a different evaluation function (one based on
 points).  If the second search cannot find a line that wins bigger
 than the first search did, just play the move returned by the first
 search.  And you could get more clever be allowing the second search
 to start with some information from the first search.  Note that when
 I say winning line, I mean all the way to the end.  No MC here.



Actually, I suppose it need not be to the absolute end of the game.
As long as all MC sims that finish out the game prior to scoring lead
to a win, then you can consider the tree portion a guaranteed winning
line and try the second search to maximize points.
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Re: [computer-go] Go++ in gogui

2007-12-11 Thread Chris Fant
Are you sure it has a public GTP interface?


On Dec 11, 2007 6:53 AM, Ben Lambrechts [EMAIL PROTECTED] wrote:
 Hi,

 Does someone know what the arguments of Go++ are to start it with gogui?
 --mode gtp and -gtp are not working.

 Ben
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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Chris Fant
 Since Valkyria is slow anyway, I can have it read ladders in the
 simulations. The ladder code is really fast and a little buggy, but
 works often enough to not cause major problems. I never tested the
 benefits of the ladder code it just appeared to be much stronger.

 -Magnus

What do you do with the knowledge learned by reading out the ladder in
a simulation?
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Re: [computer-go] low-hanging fruit - yose

2007-12-10 Thread Chris Fant
 Such guidance has to be fairly subtle, however; it often must take the form
 of if he plays here, do this, if there, do that.


Doesn't the search tree provide such functionality?
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Re: [computer-go] crazystone, mogo, go4++, greenpeep, valkyra or other strong programs on cgos19x19?

2007-12-09 Thread Chris Fant
 OK, I have connected Crazy Stone.

 Rémi


And it's doing very well.
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Re: [computer-go] Re: Update of MoGo binary release, and windows version available!

2007-12-07 Thread Chris Fant
No problem.  You might also be able to use my Ruby GTP implementation:
 http://fantius.com/Gtp.html


On Dec 7, 2007 5:49 AM, Edward de Grijs [EMAIL PROTECTED] wrote:



  Hi,

  I have a solution now, thanks for all the help.

  For those interested, the solution for me:
  I use a ruby script (thanks Chris), to open de mogo
  program (with IO.popen) and with gets en puts
  it is possible to read the commands from stdin,
  and outputs these commands to mogo.
  Obvously ruby can send these commands without EOF,
  so mogo does work properly this way.
  I noticed however that is could be necessary to wait
  for the reply of mogo before sending another command,
  because otherwise it sometimes fails.

  Thanks,
  Edward.




  
  From: [EMAIL PROTECTED]
 To: computer-go@computer-go.org
 Subject: RE: [computer-go] Re: Update of MoGo binary release, and windows
 version available!
 Date: Wed, 5 Dec 2007 11:23:42 +0100




 Hi to all,

 Can someone help me with this problem, for which I cannot
 find a solution:
 I am trying to run MoGo in an automatic way, using the
 cygwin toolkit.
 The problem in its simplest form is this:
 If I use MoGo on the command line, typing the commands which
 are send by stdin (i suppose) it works perfectly.
 If I make a file with command like:
  boardsize 9
  genmove w
 Then MoGo will continue to perform a genmove, and can only
 be stopped by killing it.
 I vagely suspect that it has something to do with non-blocking
 input, but I also do not know all the aspects of this.
 To be honest, I tried to implement pondering using non-blocking
 input, but that did not work out this way, because of some alike
 problems...

 Now I can run GoGui, and this program seems to work fine
 with Mogo, so it must be possible to interact automatically.

 Can you help me?
 What am I doing wrong?

 Thanks,
 Edward





  
  Pas je zoekresultaten aan op JOUW wensen met Live.nl! Live.nl
 
 Windows Live Messenger het beste van de toekomst Download NU! Windows Live
 Messenger!
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Re: [computer-go] ELO Ratings of move pattern

2007-12-06 Thread Chris Fant
But then you lose information on player-to-move, right?

On Dec 6, 2007 7:18 AM, Álvaro Begué [EMAIL PROTECTED] wrote:
 Oh, I see you have applied the symmetries, but not the swapping of roles.
 Still, this should probably be done and cut the number of gamma values in
 half.

 Álvaro.




 On Dec 6, 2007 7:13 AM, Álvaro Begué  [EMAIL PROTECTED] wrote:
  Thanks for the file! This should be very helpful when I try to reproduce
 results.
 
  It looks like you are not taking advantage of symmetries. For instance,
  88|0|17.033168
  88|1|12.263955
  and
  164|0|17.388714
 
  164|1|25.862695
  Are identical except for swapping the roles of white and black (88 == 1120
 in base 4, 164 == 2210 in base 4), and therefore they should have the same
 scores. If you do take symmetries of this type into consideration, you'll
 reduce the number of gamma values you have to compute by a factor of almost
 16 (8 symmetries in the D4 group, times 2 colors). This should result in
 faster learning and better estimates.
 
  Álvaro.
 
 
 
 
 
 
  On Dec 6, 2007 4:28 AM, Lars [EMAIL PROTECTED]  wrote:
 
   While you can find the gamma-values of non-shape patterns in the paper
   of Remi, I can give you the list of shape-pattern gamma-values.
  
   The source-code is mixed with my engine-code, which i don't like to
   publish. But the algorithm is more or less easy to implement..
  
   I'll try to attach the file to this mail, if it don't work I send it to
   your address.
  
   The file have the following coding:
   It's a text-file with one pattern each line.
   Lines look as:
   Pattern-ID|Move-right(0=black, 1=white)|gamma-value\n
  
   The Pattern-IDs have the following coding:
   In the binary representation of the ID you have 2 Bits for every field.
   So you have 18 Bits at all.
   00 = Empty, 01 = Black, 02 = White, 03 = Edge
   The pairs are ordered as:
   1 2 3
   4 5 6
   7 8 9
   in the ID it is
   123456789
  
   While you can rotate and mirror the patterns only one respresentation of
   the various possible representations is contained in the file.
  
   
On Dec 5, 2007 3:17 PM, Lars [EMAIL PROTECTED] wrote:
Thank you for your explanations!
You were right, it was a bug, and now it works really fine.
   
Are you (or Remi) willing to publish any of the following?
1. Source code for extracting ELO ratings for moves
2. Full list of gamma values, including patterns
   
   
Either of those would help kick start those of us that are just
starting to go down a similar road.
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Re: [computer-go] ELO Ratings of move pattern

2007-12-06 Thread Chris Fant
Oh, I didn't notice at first that the player-to-move was encoded
seperatly from the pattern shape.

On Dec 6, 2007 9:53 AM, Álvaro Begué [EMAIL PROTECTED] wrote:



 On Dec 6, 2007 9:31 AM, Chris Fant [EMAIL PROTECTED] wrote:
  But then you lose information on player-to-move, right?

 No. What I am saying is that it is as urgent for black to play on

 . . .
 . . X
 X O .

 as it is for white to play in

 . . .
 . . O
 O X .

 Precisely one way of implementing what I said is by only storing patterns
 with black to move. If it is white's turn, make turn the 01s into 10s and
 the 10s into 01s in the pattern and then do the lookup.

 Some code like this would do:

 unsigned switch_players_in_pattern(unsigned x){
   return ((x0x2)1) | ((x0x1)1);
 }

 Álvaro.


 
 
 
 
 
 
 
 
  On Dec 6, 2007 7:18 AM, Álvaro Begué [EMAIL PROTECTED] wrote:
   Oh, I see you have applied the symmetries, but not the swapping of
 roles.
   Still, this should probably be done and cut the number of gamma values
 in
   half.
  
   Álvaro.
  
  
  
  
   On Dec 6, 2007 7:13 AM, Álvaro Begué  [EMAIL PROTECTED] wrote:
Thanks for the file! This should be very helpful when I try to
 reproduce
   results.
   
It looks like you are not taking advantage of symmetries. For
 instance,
88|0|17.033168
88|1|12.263955
and
164|0|17.388714
   
164|1|25.862695
Are identical except for swapping the roles of white and black (88 ==
 1120
   in base 4, 164 == 2210 in base 4), and therefore they should have the
 same
   scores. If you do take symmetries of this type into consideration,
 you'll
   reduce the number of gamma values you have to compute by a factor of
 almost
   16 (8 symmetries in the D4 group, times 2 colors). This should result in
   faster learning and better estimates.
   
Álvaro.
   
   
   
   
   
   
On Dec 6, 2007 4:28 AM, Lars [EMAIL PROTECTED]  wrote:
   
 While you can find the gamma-values of non-shape patterns in the
 paper
 of Remi, I can give you the list of shape-pattern gamma-values.

 The source-code is mixed with my engine-code, which i don't like to
 publish. But the algorithm is more or less easy to implement..

 I'll try to attach the file to this mail, if it don't work I send it
 to
 your address.

 The file have the following coding:
 It's a text-file with one pattern each line.
 Lines look as:
 Pattern-ID|Move-right(0=black, 1=white)|gamma-value\n

 The Pattern-IDs have the following coding:
 In the binary representation of the ID you have 2 Bits for every
 field.
 So you have 18 Bits at all.
 00 = Empty, 01 = Black, 02 = White, 03 = Edge
 The pairs are ordered as:
 1 2 3
 4 5 6
 7 8 9
 in the ID it is
 123456789

 While you can rotate and mirror the patterns only one
 respresentation of
 the various possible representations is contained in the file.

 
  On Dec 5, 2007 3:17 PM, Lars [EMAIL PROTECTED]  wrote:
  Thank you for your explanations!
  You were right, it was a bug, and now it works really
 fine.
 
  Are you (or Remi) willing to publish any of the following?
  1. Source code for extracting ELO ratings for moves
  2. Full list of gamma values, including patterns
 
 
  Either of those would help kick start those of us that are just
  starting to go down a similar road.
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Re: [computer-go] winning a won game

2007-12-06 Thread Chris Fant
I propose a far more powerful and correct set of rules:

1.  Play the move that gives you the best chance of winning.

Unfortunately, that it not very helpful for humans.  Luckily it is
helpful for a UCT engine or a similar best first + MC engine.


On Dec 6, 2007 6:29 PM, terry mcintyre [EMAIL PROTECTED] wrote:

 I am hardly fit to clean the dust from Pro 9-dan Go Seigen's goban, so I'll
 just rest my argument with the chapter headings from his book, Winning a Won
 Game:

  Chapter 1 Three Golden Rules
  Avoid uncertainties when you have the lead
  Seize the opportunity when it is presented
  Attack the opponent's weakness and deliver the fatal blow
 Chapter 2 Seven Examples of Success
  Avoid battle while ahead
  Grasp the opportunity and attack vigorously
  Claim victory by invading
  Counterattack when your opponent tries to claim victory
  Do not back off even slightly in close games
  Do not let any opportunity slip away
  Use the splitting attack What's good enough for him, should be fair enough
 for the rest of us ... now to determine who to convert these maxims to
 robust code.


  
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Re: [computer-go] Re: Update of MoGo binary release, and windows version available!

2007-12-05 Thread Chris Fant
You can find my Ruby Mogo controller here:   http://fantius.com/Mogo.rb

I created and used this for MechaGoZilla in the November KGS Computer
Go Tournament.


On Dec 5, 2007 8:53 AM, Edward de Grijs [EMAIL PROTECTED] wrote:


 Hi Hideki,

  The file is used by:
  cat file | mogo arguments

  Adding quit to the file lets mogo quit the game, but
  I want to let mogo wait for the obvious next command like
  play b vertex

  Normally I use the pipe with a self made server program
  that send a new line through the pipe each time one of
  the two programs, which are competing, generate a move.
  This works for my program, and also for gnugo, but
  mogo reacts differently.

  Maybe I am using a wrong method, or there are much
  better ways to do this, please let me know.

  How do others let programs play against each other
  while maintaining full control as a server?

  Thanks,
  Edward.








  Date: Wed, 5 Dec 2007 22:17:03 +0900
  From: [EMAIL PROTECTED]
  Subject: Re: [computer-go] Re: Update of MoGo binary release, and windows
 version available!
  To: computer-go@computer-go.org


 
  Adding quit does not help?
 
  Edward de Grijs: [EMAIL PROTECTED]:
  
  
  
  Hi to all,
  
  Can someone help me with this problem, for which I cannot
  find a solution:
  I am trying to run MoGo in an automatic way, using the
  cygwin toolkit.
  The problem in its simplest form is this:
  If I use MoGo on the command line, typing the commands which
  are send by stdin (i suppose) it works perfectly.
  If I make a file with command like:
   boardsize 9
   genmove w
  Then MoGo will continue to perform a genmove, and can only
  be stopped by killing it.
  I vagely suspect that it has something to do with non-blocking
  input, but I also do not know all the aspects of this.
  To be honest, I tried to implement pondering using non-blocking
  input, but that did not work out this way, because of some alike
  problems...
  
  Now I can run GoGui, and this program seems to work fine
  with Mogo, so it must be possible to interact automatically.
  
  Can you help me?
  What am I doing wrong?
  
  Thanks,
  Edward
  


 
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Re: [computer-go] Where and How to Test the Strong Programs?

2007-12-04 Thread Chris Fant
  Where can one play the latest versions of MoGo or other, similarly
  strong programs? It is said that some programs are on KGS, but I
  cannot find them. How to find them? Is it possible to play against
  them as a human on CGOS?
 CGOS is designed for computer/computer only.You could modify the
 client to accept moves or build a client and pretend you are a bot - but
 you have no control over the scheduling algorithm - you would be forced
 to accept whatever pairing and color was assigned to you.

 But Mogo is now a free program.You can get a copy, find some good
 hardware and play at 9x9 and 19x19.


But the released version is probably not the latest.
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Re: [computer-go] Where and How to Test the Strong Programs?

2007-12-04 Thread Chris Fant
 What I consider more of an issue is that MoGo seems to be very
 sensitive to (undocumented) configuration options.  Such issues
 probably exist with all engines.  It'd probably be smarter to set up a
 day where strong bots would connect to CGOS and invite dan-level
 players to challenge them.

You mean KGS, right?  I don't think humans on CGOS are an appropriate
direction for that server.
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Re: [computer-go] Where and How to Test the Strong Programs?

2007-12-04 Thread Chris Fant
MoGo.  But it seems that it hasn't been playing recently (anyway, you
would have had no idea of the settings and hardware used).  You could
play against it on your own hardware to understand it's strength
against a human, and let it get a CGOS rating using the same hardware
whenever you are not playing it.


On Dec 4, 2007 4:13 PM, Christoph Birk [EMAIL PROTECTED] wrote:
 On Tue, 4 Dec 2007, Gunnar Farnebäck wrote:
  terry mcintyre wrote:
  Some of the MonteGNU code was just released on CVS. Check out Gnugo's
  development pages.
 
  Don't expect that code to do better than 2000 on CGOS though
  (mgtest2). The remaining code used by MonteGNU is still too messy.

 That's why I asked for 'MonteGNU'. It has a well established rating
 on CGOS (23670 games).
 I there any other (fairly) strong CGOS 9x9 program that's available
 for download AND that has an reliable rating on CGOS?

 Christoph

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Re: [computer-go] xboard like for Go

2007-12-04 Thread Chris Fant
GoGui is written in Java.  So you should be able to use it in Linux.


On Dec 4, 2007 7:36 PM, Joshua Shriver [EMAIL PROTECTED] wrote:
 Anyone recommend a good Go GUI for Linux? Not for bot matches and suchs but
 just to play gtp based engines.
 For chess I use xboard and it's wondeful, would love to find a similiar tool
 for Go.

 -Josh

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Re: [computer-go] Micro-Matrix GO Machine

2007-11-30 Thread Chris Fant
Oops, I see it now.

On Nov 30, 2007 10:32 AM, Chris Fant [EMAIL PROTECTED] wrote:
 Dutch, German, Latin and French?  Can someone please translate to this 
 language?



 On Nov 30, 2007 10:28 AM, Richard Brown [EMAIL PROTECTED] wrote:
  On Nov 30, 2007 9:00 AM, Ben Lambrechts [EMAIL PROTECTED] wrote:
   You find it in http://daogo.org/download/computer_go_02.pdf page 27
 
  I was a subscriber to this journal.  When I read this piece back in
  1987, I had assumed that it was humor; a joke.
 
  The article provides a number of subtle clues toward that effect.
  (Humidity, orange-juice cans plus miles of wire, the price, 243 lines
  of C code, and especially No-Yoke Importers.)
 
  I believe that if you re-read the article while entertaining the
  assumption that it is a farcical satire, you may similarly become
  convinced that it was an attempt at levity.
 
  The picture on the cover, however, is not a joke; Leibniz did write an
  article on go that appeared in a scholarly journal in 1710.  The
  original Latin (in which it was fashionable for scholars to write,
  back then) as well as a few translations may be found at
  http://www.gozillago.net/Leibnitz/Leibnitz.html  by those who may
  have an interest in such things.
  --
  Rich
 
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Re: [computer-go] Micro-Matrix GO Machine

2007-11-30 Thread Chris Fant
Ha.

... prepaid by truck?  This sounds like a joke.  171 1987 CPUs and
243 lines of code?  I don't think so.



On Nov 30, 2007 10:17 AM, Heikki Levanto [EMAIL PROTECTED] wrote:
 On Fri, Nov 30, 2007 at 10:12:24AM -0500, Lars Nilsson wrote:
   You find it in http://daogo.org/download/computer_go_02.pdf page 27
 
  Has anyone heard of the No-Yoke Importers company? Is the device still
  for sale? ;)

 I wonder if the power supply can be adapted to European 230V system. It
 seemed complex...

 -Heikki

 --
 Heikki Levanto   In Murphy We Turst heikki (at) lsd (dot) dk


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Re: [computer-go] Micro-Matrix GO Machine

2007-11-30 Thread Chris Fant
Dutch, German, Latin and French?  Can someone please translate to this language?


On Nov 30, 2007 10:28 AM, Richard Brown [EMAIL PROTECTED] wrote:
 On Nov 30, 2007 9:00 AM, Ben Lambrechts [EMAIL PROTECTED] wrote:
  You find it in http://daogo.org/download/computer_go_02.pdf page 27

 I was a subscriber to this journal.  When I read this piece back in
 1987, I had assumed that it was humor; a joke.

 The article provides a number of subtle clues toward that effect.
 (Humidity, orange-juice cans plus miles of wire, the price, 243 lines
 of C code, and especially No-Yoke Importers.)

 I believe that if you re-read the article while entertaining the
 assumption that it is a farcical satire, you may similarly become
 convinced that it was an attempt at levity.

 The picture on the cover, however, is not a joke; Leibniz did write an
 article on go that appeared in a scholarly journal in 1710.  The
 original Latin (in which it was fashionable for scholars to write,
 back then) as well as a few translations may be found at
 http://www.gozillago.net/Leibnitz/Leibnitz.html  by those who may
 have an interest in such things.
 --
 Rich

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Re: [computer-go] CGOS down? Java client - basic GTP problem

2007-11-28 Thread Chris Fant
He was not asking about GTP.  Anyway, the problem is solved now.

On Nov 28, 2007 4:49 PM, Jason House [EMAIL PROTECTED] wrote:

 On Wed, 2007-11-28 at 04:08 +0200, Harri Salakoski wrote:
  I use pure java solutions when it is possible.  plain E3 atleast don't seem
  work, tried many other combinations also without success.
  t. harri

 According to GTP, the simplest correct response is = G3\n\n



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Re: [computer-go] December KGS Computer Go tournament: full boards, fast

2007-11-27 Thread Chris Fant
   are there any limits (set by either rules or ethiquette) on power of
 the machines running the bots? Or noone cares? I wonder if it's ok to
 use a 16-core opteron-packed machine to run the bot or something of the
 scale of a reasonable modern desktop would be more appropriate.

There are lots of rules, but that is not one of them.  I ran on 20
cores in the last tourney.
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Re: [computer-go] FPGA to Hardware

2007-11-24 Thread Chris Fant
You want an ASIC fabricated?  I don't think they do cheap.  What's
wrong with FPGAs?


On Nov 24, 2007 4:07 PM, Joshua Shriver [EMAIL PROTECTED] wrote:
 Ok so I've written a Go based processor in VHDL and seeking someplace
 *preferably cheap* to burn it into hardware. Any recommendations?
 Oh and btw did I mention CHEAP.. this is purely a 100% hobby and I'm poor.
 So *cheap* is probably more important than time and output as long as it
 acts like the VHDL that I wrote. I dont mind if it takes 6 months to
 fabricate as long as they can do it for a lot cheaper than anything I've
 seen online and in low quantities. I'm looking for 1-10 max quantity. It is
 designed to be paralleized, but quantities are still low due to cost.

 Oh and cheaper the better ;)

 -Josh


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Re: [computer-go] Language

2007-11-20 Thread Chris Fant
I'll try that with my Ruby GTP code.  I'm assuming random moves until
no non-eye-filling moves are left and on a 9x9 board?


On Nov 20, 2007 9:58 AM, Chuck Paulson [EMAIL PROTECTED] wrote:




 My 2 cents about languages.



 C is the universal assembly language. I don't think I've ever used a
 computer family that didn't have a C compiler on it (after C was invented of
 course). Often new languages, to get started, will just translate into C
 code and then compile with the C compiler.



 I wrote my first Go programs earlier this year. I first used Ruby and it was
 short and easy to write. The GTP protocol (enough for CGOS) took only about
 1 page of code. However in timing tests, it could only do about 30 game
 simulations per second. This was unacceptable and I abandoned Ruby.



 Next I translated the ideas into C++. Everything was more work, but I
 anticipated a 10-20 times speed up so it seemed the tradeoff would be worth
 it. After finishing, I did the same timing tests as with Ruby and it did
 9000 game simulations per second without much optimization. I knew, of
 course, that Ruby is slower than C++ but a factor of 300 is amazing. It
 helps to have explicit control of memory and mature C compilers that
 generate fast code.



 I am still wondering how Ruby could be so much slower than C++. Perhaps this
 problem is just not suited for Ruby.



 Chuck Paulson


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Re: [computer-go] Speed of generating random playouts

2007-11-17 Thread Chris Fant
On Nov 16, 2007 10:44 PM, Imran Hendley [EMAIL PROTECTED] wrote:
 On Nov 16, 2007 6:38 PM, Chris Fant [EMAIL PROTECTED] wrote:
 Neat. Was the 15-bit version for 81 values or 361? At the risk of
 putting my foot in my mouth, I don't think there exist 361 15-bit
 numbers that satisfy minimum requirements (if the floating-point
 average of any four code values is a code value, then the four code
 values are identical).
   
It was 361 values.  So either you are wrong or I have a bug.  I
probably have a bug.  Here's the list.  If it violates the rules,
please let me know.
  
   Yep, I think I had a bug.  I just removed an optimization that I
   thought was valid and now I'm getting smaller lists.  So I guess it
   was not valid.  Let me see how small I can get the numbers without
   that optimization...
  
 
  Turns out that wasn't the problem.  The actual bug was quite
  laughable.  I won't get into it.  But I should have been more
  thorough. Now that it's fixed, yeah, you can't do much with 15 bits.
  Best I can do now is 30 bits (for 361 values):

 Shouldn't we be taking John's advice and only looking for 19 values?
 He said we can have a separate sum for x and y coordinates.

If a better method is available, absolutely.  All of this was just a
reaction to a particular method previously presented.  We can enjoy
even if it doesn't lead to the optimal Go entity.
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Re: [computer-go] Speed of generating random playouts

2007-11-16 Thread Chris Fant
  Neat. Was the 15-bit version for 81 values or 361? At the risk of
  putting my foot in my mouth, I don't think there exist 361 15-bit
  numbers that satisfy minimum requirements (if the floating-point
  average of any four code values is a code value, then the four code
  values are identical).

 It was 361 values.  So either you are wrong or I have a bug.  I
 probably have a bug.  Here's the list.  If it violates the rules,
 please let me know.

Yep, I think I had a bug.  I just removed an optimization that I
thought was valid and now I'm getting smaller lists.  So I guess it
was not valid.  Let me see how small I can get the numbers without
that optimization...
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Re: [computer-go] Speed of generating random playouts

2007-11-16 Thread Chris Fant
  Start with 500 random numbers.
  Throw out the ones that violate the tests.
  Hope that you are left with enough (361).
 
  This actually worked all the way down to 15-bit numbers.

 Neat. Was the 15-bit version for 81 values or 361? At the risk of
 putting my foot in my mouth, I don't think there exist 361 15-bit
 numbers that satisfy minimum requirements (if the floating-point
 average of any four code values is a code value, then the four code
 values are identical).

It was 361 values.  So either you are wrong or I have a bug.  I
probably have a bug.  Here's the list.  If it violates the rules,
please let me know.

14
56
81
155
354
383
414
448
467
472
513
519
520
591
619
633
732
766
873
875
949
1025
1058
1129
1148
1153
1207
1221
1230
1281
1283
1401
1546
1712
1720
1777
1791
1816
1936
2011
2061
2104
2217
2335
2367
2418
2456
2466
2502
2553
2792
2846
2898
2958
3022
3047
3051
3232
3295
3410
3702
3867
4178
4227
4247
4358
4382
4542
4646
4650
4683
4877
4895
4917
4968
4977
5396
5398
5408
5477
5641
5688
5702
5707
5730
5791
5875
6010
6124
6172
6188
6379
6438
6447
6452
6599
6607
6609
6633
6653
6808
6833
6852
6867
6876
6962
6996
7085
7108
7155
7311
7396
7489
7494
7672
7795
7863
7894
7908
8115
8192
8244
8484
8527
8581
8687
8715
8886
8941
8982
9101
9105
9217
9259
9500
9576
9708
9742
9750
9803
9808
9921
9967
10093
10094
10138
10232
10293
10332
10369
10381
10616
10617
10646
10739
10944
11032
11181
11239
11280
11670
11677
11679
11778
11912
12101
12126
12188
12418
12439
12451
12534
12705
12731
12752
12922
12973
13001
13009
13022
13069
13189
13203
13279
13375
13383
13654
13669
13858
13943
14047
14147
14263
14380
14414
14529
14618
14646
14766
14809
14817
14941
14975
14993
15051
15161
15192
15207
15499
15517
15540
15554
15628
15686
15689
15837
15840
15874
15954
16063
16084
16091
16096
16168
16199
16335
16350
16416
16500
16580
16775
16814
17089
17227
17256
17564
17706
17829
17848
18227
18354
18422
18611
18614
18634
18741
18935
18953
18962
19034
19074
19102
19180
19234
19314
19351
19692
19694
19842
19869
19935
20228
20254
20320
20428
20540
20694
20728
20729
21021
21212
21269
21442
21538
21764
21824
21840
21918
21986
22005
22103
22174
22204
22289
22320
22353
22359
22759
22865
22960
22980
23127
23145
23199
23292
23298
23364
23392
23481
23564
23645
23664
23720
23829
24143
24184
24426
24428
24496
24710
24872
25001
25294
25443
25453
25615
25719
25907
26092
26452
26593
26865
27106
27186
27386
27428
27532
27628
27723
27749
27919
27954
28243
28573
28672
28681
28691
28699
28749
28878
29040
29113
29141
29358
29565
29627
29960
29977
30607
30675
30917
31127
31348
31374
31679
32000
32033
32050
32162
32443
32444
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Re: [computer-go] Speed of generating random playouts

2007-11-16 Thread Chris Fant
   Neat. Was the 15-bit version for 81 values or 361? At the risk of
   putting my foot in my mouth, I don't think there exist 361 15-bit
   numbers that satisfy minimum requirements (if the floating-point
   average of any four code values is a code value, then the four code
   values are identical).
 
  It was 361 values.  So either you are wrong or I have a bug.  I
  probably have a bug.  Here's the list.  If it violates the rules,
  please let me know.

 Yep, I think I had a bug.  I just removed an optimization that I
 thought was valid and now I'm getting smaller lists.  So I guess it
 was not valid.  Let me see how small I can get the numbers without
 that optimization...


Turns out that wasn't the problem.  The actual bug was quite
laughable.  I won't get into it.  But I should have been more
thorough. Now that it's fixed, yeah, you can't do much with 15 bits.
Best I can do now is 30 bits (for 361 values):

{695994,3425151,5024227,6195337,10756099,12685034,14190782,19276645,19610086,21257213,33467706,34107351,37341108,39663043,40080060,48536443,48833891,51324627,51543534,53629094,54053988,54168706,54305010,56936587,62526517,63940143,69626018,69775175,69995191,70462945,75391363,76006948,76501618,79460230,80529907,81403132,81427142,85589571,87427397,89453781,95204521,95832150,96813951,99758135,101514010,101589067,102142872,105663795,106268233,108946420,110387486,110790702,122849738,124725165,130281656,132459869,133186227,139802632,139911791,141710261,152019246,154051409,154143415,154998446,155955509,156443849,156930461,156951172,162639186,163834660,169944699,170406362,171231506,172052012,172729494,176822929,179886663,184729761,187696637,187809326,190587139,191170681,192871608,195485860,195817964,196765001,197946482,201150697,201472754,202302229,202620417,202738844,208306429,209623066,210475067,213121206,217101624,224577359,228344669,230934300,231435565,232545604,236054388,236378269,239823956,240321981,241203134,241319515,241609220,243015914,244216233,244628285,245518085,246135652,246413310,251319494,252973072,253663373,255677525,256201984,256551965,256827858,258031575,260656026,262695529,263215213,263702903,264517567,264634820,264661569,264777221,265723540,270400764,271344419,273431945,275426866,279507931,279866456,283528786,284296293,287747882,289392926,290432257,292673448,294975290,296233685,296975203,299741664,300067552,300637398,304461891,307450069,307512348,309049854,311898495,312869462,313146965,327918875,329692504,330121661,330652505,332363453,334569906,335857027,336029416,336735035,339321881,342035890,343583906,344843555,345319765,346015759,350659471,350915874,357004139,358553978,358917882,361706980,366064140,367487991,370032755,371602915,372246927,373908246,376668997,376922118,376978682,380329069,380972096,387718327,387842677,392635570,393301627,397694050,405850486,406024607,412358645,412558673,414650326,416905120,418841170,420654075,420878387,421213805,422689197,423532325,423793178,429560404,431540248,433615858,436552218,443356387,444548231,446323387,446986427,450508098,453313222,453824514,454438241,459402765,462041992,470095444,473027653,483478444,484450481,486608014,487754448,487775846,501584520,504443815,509124629,513379823,514075817,522523844,523645368,524927756,527372398,527630118,530715243,535181379,536904454,543186587,544381651,551495773,551649352,552809763,554027745,563575354,566207080,569231812,574797489,575273016,577076326,577999448,583153667,585390686,586410479,586702338,591455417,592664380,593479449,596074134,600065212,601451629,602467517,604202068,606078832,621143399,623435448,624051258,624317877,627556192,629151006,633838703,634635468,645639978,653852460,654546857,660483942,660983165,66489,664487278,664577376,665639265,670495310,672569002,678965542,679566972,685851872,687070897,693799289,700779222,702709872,708672098,712518612,714992770,715459995,715729197,716374965,717491646,723820928,724577712,747610695,749521708,749884719,760970104,763526051,766450146,769105383,770089785,772163869,775854430,779688611,783698944,784218610,792822940,796327419,824425842,829604819,831813149,835302825,839171803,839560212,847621648,847688052,848924436,851960634,854007611,856115045,860091576,869657263,871693393,873578450,879930966,884962756,888034072,903247802,905115311,906290653,907391718,910694188,911008000,911475375,914703110,915892571,919535473,929013993,954796058,955682145,957899111,959768355,970865371,974539259,979447847,980491433,993390326,1006629321,1010711939,1020567488,1023382083,1031975269}
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Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Chris Fant
 Based off the posts of others, it seems like creating new children of a leaf
 after 50 sims gives extra strength (smaller values yield weaker bots at 10k
 sims)


I think it's just to save memory.
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Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Chris Fant
 With a slight modification, you can also eliminate the pseudoliberty
 count completely and just use a single number. Take the largest code
 value you will need, add 1, multiply by four, round up to the next
 power of 5, and add this value to every code value, and now you can
 just use the test

   if (code_sum = threshold) {


  ((code_sum code_sum div threshold

 ! All you have to do is to add a sufficiently large fixed value to
 every single representation.

Can someone cleanup this section?
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Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Chris Fant
On Nov 15, 2007 8:13 PM, Petr Baudis [EMAIL PROTECTED] wrote:
 On Thu, Nov 15, 2007 at 12:13:33PM -0800, Christoph Birk wrote:
  On Thu, 15 Nov 2007, Petr Baudis wrote:
  This looks like a good technique I should implement too. What big
  values are popular? I'm thinking size*size/3, but maybe that is too
  conservative?
 
  If there is a capture of more than 1 stone during the random-games then
count the number of white and black stones on the board.
If there are more than twice as many stones of one color then
  score current board position
  If this is consistent with the winner of stone counting then
abort the current simulation

 Nice idea. The only catch is that I cannot really properly score a board
 position if it has eyes of size larger than 1. ;-)

You can also incrementally track the number of black and white stones
on the board and end the game when the difference is large.  No need
to score the game in that case -- the winner is the one with more
stones.
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Re: [computer-go] Speed of generating random playouts

2007-11-14 Thread Chris Fant
 Let elaborate a little more on this. We want one number for each cells :
   nums = {n1, n2, n3, ..., n81}

 And we want the following properties :

   for any a, b in nums :
   (a + b) / 2 is in nums -- a == b
   for any a, b, c in nums :
   (a + b + c) / 3 is in nums -- a == b == c
   for any a, b, c, d in nums :
   (a + b + c + d) / 4 is in nums -- a == b == c == d

 If we have this we are sure to don't have problems like you pointed.
 Using brute force search, I've produced the following sequence of
 numbers :

 [17, 18, 21, 30, 49, 86, 134, 274, 590, 1061, 1348, 2301, 3005, 4805,
 7609, 11157, 17802, 19393, 29046, 31538, 41442, 49154, 74823, 97358,
 134625, 148826, 217801, 234930, 294657, 402550, 452686, 610274,
 726514, 885190, 1040877, 1070361, 1337862, 1611001, 1829345, 1962193,
 2308061, 3007701, 3133837, 4007989, 4727218, 4883797, 5546029, 7454733,
 8548661, 9547305, 11552366, 13177582, 13697142, 14689461, 15538838,
 15733662, 21054617, 22691377, 24433197, 27274934, 31994414, 35217106,
 37507258, 41114134, 45045090, 47089386, 57357330, 62400606, 68297193,
 75036946, 83039110, 96477718, 110160994, 119390498, 122575210,
 148912497, 156351446, 168096257, 176942297, 194310098, 211199842]

-- snip --

 And the second problems is that this solution doesn't scale well. On
 19x19 you need 361 numbers in your list, so even if you find a list like
 this, I doubt that you can sum up the value of all the pseudo liberties
 of a big group without overflowing an unsigned and you have to switch
 to bigger int like int 64.


Based on more recent emails, this may not be useful anymore, but I
have a list of 361 32-bit numbers that satisfy these properties in
case anyone is interested.
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Re: [computer-go] Language

2007-11-13 Thread Chris Fant
 No need to get turned off on that. In most cases you don't need to
 shake that much. Remember you only need to get the new stone and its
 direct opponent neighbours connected to a liberty. There's plenty of
 tricks for early termination. Last time I tested it I got ~75k uniform
 random playouts on 9x9 (IIRC libego got ~100k on the same machine).

 Erik

That's pretty good.  And I'm guessing your code wasn't optimized to
the extent that libego has been.  Is it fair to say that heavy
playouts are a better use of MC execution time?  And does a bitboard
approach make it more difficult to incorporate heavier concepts into
the playouts?
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Re: [computer-go] Language

2007-11-13 Thread Chris Fant
I used Lisp a little bit in college and I enjoyed it.  And you are not
the first person to mention that it is a good fit for Go.  Thanks for
everyone's comments and thanks for not being hostile to each other on
this touchy subject.  Turns out we CAN all just get along.


On Nov 13, 2007 2:59 PM, Stefan Nobis [EMAIL PROTECTED] wrote:
 Chris Fant [EMAIL PROTECTED] writes:

  I would like some language recommendations.

 So I would suggest Common Lisp: The programmable programming
 language. I think it's the single most flexible language -- you get
 everything, from imperative over object-oriented to functional and
 declarative paradigm, from very low level with all the bit twiddling
 to very abstract ways (a complete prolog like inference engine with
 quite reasonable performance in just about 100 lines of code).

 Oh, yes, and quite good interfacing to C.

 BTW the performace is really good (compared to Java, C# and the like)
 and in special cases sometimes even better than C. Most Common Lisp
 implementations compile to native code. There are free and open source
 as well as commercial compilers and IDEs available.

 --
 Until the next mail...,
 Stefan.

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Re: [computer-go] Speed of generating random playouts

2007-11-13 Thread Chris Fant
  Is there any known way to get the best of the both worlds? :-)

 Yes, you can generalize pseudoliberties by extending them
 with another field, such that if the (summed) pseudoliberty field
 is between 1 and 4, then the other (summed) field will tell you if all these
 are coming from a single true liberty.

 regards,
 -John


Sorry, but I don't get it.  Can you expand on this?
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Re: [computer-go] Congratulations to LeelaBot and to greenpeep!

2007-11-12 Thread Chris Fant
Nick, could you include MechaGozilla on
http://www.weddslist.com/kgs/names.html?  Thanks.

Some comments about MechaGozilla's performance...
There were two blunders.  Nick mentions the first one in his analysis.
 Mecha failed to play a move after the cleanup stage.  The other
blunder was that it did not attempt to make a move until about two
minutes into the first game against greenpeep.  The reason it finally
made a move was because I restarted the engine.  I hope that was not
in violation of the rules.  It lost that game anyway, so it did not
affect the outcome.  I fixed one bug between matches that I believe to
be the cause of both problems.  Both situations (the cleanup phase and
starting a game after another game ended) came up later in the
tournament and MechaGozilla handled them correctly.

To the MoGo team, thanks for letting me use your engine.  Sorry I let
you down  :)

-Chris


On Nov 12, 2007 10:30 AM, Nick Wedd [EMAIL PROTECTED] wrote:
 The results of yesterday's KGS bot tournament are now available at
 http://www.weddslist.com/kgs/past/32/index.html.

 Your comments and corrections will be appreciated as usual.

 Nick
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[computer-go] Language

2007-11-12 Thread Chris Fant
I would like some language recommendations.  Requirements:
   Runs in Linux
   Has garbage collection
   Fast
   Well supported
   Can interface with MPI (can make C calls)

Hope this doesn't start a war.
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Re: [computer-go] Language

2007-11-12 Thread Chris Fant
I'm not a troll, I promise.  I'm asking because I want to start a new
project.  I already have a bunch of code in C++, but I've never
considered myself an expert.  I think I'll cherry-pick from that and
convert to use smart pointers.  Thanks for the help.


On Nov 12, 2007 5:03 PM, terry mcintyre [EMAIL PROTECTED] wrote:


 From: Peter Drake [EMAIL PROTECTED]


  Opinions may differ as to what counts as fast, but Java may be your
 best choice here.

  (Hint: double your speed by using the -server command-line option.)

 I googled java option server and found this tidbit which goes into more
 detail:

 quote
 In the article Performance Tuning in Java, Java Developer's Journal,
 August 2002, Dov Kruger wrote: Let's start by saying that if you want a
 program to run fast, get JDK 1.4 and run it with optimization turned on:
  java -server MyClass

  The -server option scans the entire loaded program as it's being run,
 eliminating methods by inlining them, turning methods into native
 assemblers, removing constant evaluations from loops, and other
 optimizations. It improves performance, often by a factor of 10 in
 CPU-intensive bits of code. It might surprise you to think about optimizing
 programs at runtime, but considering that Java runs on different machine,
 the only way to optimize for your processor is at runtime.
  /quote


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Re: [computer-go] Language

2007-11-12 Thread Chris Fant
Yes, I have plenty of experience with C# and have a full UCT engine
built in it that works for arbitrary board topographies (standard,
cylindrical, toroidal, others could be easily added).  And I agree,
writing/testing/debugging is very easy.  I've never used Mono.
Perhaps I should also consider that route.  I don't care about whether
the language is open or not as I am probably the only person who is
ever going to see this code.


On 11/12/07, Phil Garcia [EMAIL PROTECTED] wrote:

  - Original Message 
  From: Chris Fant [EMAIL PROTECTED]
 
  I'm not a troll, I promise.  I'm asking because I want to start a new
  project.  I already have a bunch of code in C++, but I've never
  considered myself an expert.  I think I'll cherry-pick from that and
  convert to use smart pointers.  Thanks for the help.

 Consider C# since you are already familiar with C++. Yes, it's not as fast
 as native C, but it's easier to develop in C# because of it's automatically
 memory management, gargage collection, generics, class libraries, etc. I'm
 pretty good at C/C++ but writing/testing/debuging in C# is several times
 faster. The trade-off between code speed and development time may be worth
 wild for you.  It also meets all your requirements, including MPI and Linux
 (using the Mono).


 BTW. The type of optimization that Peter mentioned for Java is automatically
 in C#.

 Phil
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Re: [computer-go] Language

2007-11-12 Thread Chris Fant
Topologies, not topographies.


On 11/12/07, Chris Fant [EMAIL PROTECTED] wrote:
 Yes, I have plenty of experience with C# and have a full UCT engine
 built in it that works for arbitrary board topographies (standard,
 cylindrical, toroidal, others could be easily added).  And I agree,
 writing/testing/debugging is very easy.  I've never used Mono.
 Perhaps I should also consider that route.  I don't care about whether
 the language is open or not as I am probably the only person who is
 ever going to see this code.


 On 11/12/07, Phil Garcia [EMAIL PROTECTED] wrote:
 
   - Original Message 
   From: Chris Fant [EMAIL PROTECTED]
  
   I'm not a troll, I promise.  I'm asking because I want to start a new
   project.  I already have a bunch of code in C++, but I've never
   considered myself an expert.  I think I'll cherry-pick from that and
   convert to use smart pointers.  Thanks for the help.
 
  Consider C# since you are already familiar with C++. Yes, it's not as fast
  as native C, but it's easier to develop in C# because of it's automatically
  memory management, gargage collection, generics, class libraries, etc. I'm
  pretty good at C/C++ but writing/testing/debuging in C# is several times
  faster. The trade-off between code speed and development time may be worth
  wild for you.  It also meets all your requirements, including MPI and Linux
  (using the Mono).
 
 
  BTW. The type of optimization that Peter mentioned for Java is automatically
  in C#.
 
  Phil
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Re: [computer-go] Language

2007-11-12 Thread Chris Fant
I think he was joking since he went ahead and responded to the question.

On 11/12/07, Don Dailey [EMAIL PROTECTED] wrote:


 Nick Apperson wrote:
  Are you a troll?

 Hi Nick,

 We should definitely be able to talk about programming languages for our
 domain of Go.   I see no problem here.


 - Don



  I'd recomend staying away from proprietary languages personally... for
  obvious reasons.  I don't think there is any language that doesn't
  sacrifice some speed for garbage collection.  But, speed is a relative
  thing.  If you don't directly use the heap in C++ ( i.e. you use the
  smart pointer class) you don't have to worry about garbage collection
  (except if you make a circular list).  If you are willing to sacrifice
  some speed, you could go with java or c#, but these will be noticably
  slower, have mediocre support for interfaceing with C, and are
  proprietary...  There aren't that many well supported languages honestly.
 
  You will probably get a few people here recommending D, but that is
  most definately not well supported and it is slower than C or C++ in
  terms of writing a go program.  I guess what I'm trying to say is: you
  are going to have to give on one of your requirements.  If you are
  serious about go programming, learn a real language like C++...  It
  might take a few years to learn, but it is the way to go.  If you are
  just looking to mess around, fast isn't really as much of a priority.
  Even some of the slowest languages out there are within an order of
  magnitude of the speed of C++.
 
  I hope that helps.
 
  On Nov 12, 2007 3:41 PM, Chris Fant [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED] wrote:
 
  I would like some language recommendations.  Requirements:
Runs in Linux
Has garbage collection
Fast
Well supported
Can interface with MPI (can make C calls)
 
  Hope this doesn't start a war.
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Re: [computer-go] KGS connection

2007-11-10 Thread Chris Fant
Ok, I see what you are saying now.

On 11/10/07, Nick Wedd [EMAIL PROTECTED] wrote:
 In message [EMAIL PROTECTED],
 Chris Fant [EMAIL PROTECTED] writes
   A beginner could easily run gnugo for a day or two, get a 7k rank for the
  gnugo account, then replace gnugo with an account that moves randomly for a
  few moves then resigns. Play this new robot as white with handicap 6, and
  you will soon get a dan-level account.
 
 On the surface, that sounds like a broken system.  That is only my
 opinion based on my limited knowledge of the situation you describe.

 It isn't broken, in the sense that a beginner can't do that, because he
 won't be able to get the bot's account rated.

 It is broken in the sense that even as things stand, he can persuade his
 big brother to open an account, win games, get a 2-dan rating, and then
 throw games to him.  I don't see how any system could prevent this.

 Nick
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Re: [computer-go] KGS connection

2007-11-09 Thread Chris Fant
The way I understand it, you must have permission from the program
authors for either division.  And only one version of a given program
can compete in the formal division.


On Nov 9, 2007 9:35 AM, Joshua Shriver [EMAIL PROTECTED] wrote:
 What are the rules for putting bots on kgs? Do you have the author or
 can anyone put up a gnugo bot?

 -Josh


 On Nov 9, 2007 4:12 AM, William Shubert [EMAIL PROTECTED] wrote:
 
   TCP Port 2379 on goserver.gokgs.com
 
   This is an outbound connection from your system. No other connection is
  needed.
 
 
   On Thu, 2007-11-08 at 09:59 +0100, Olivier Teytaud wrote:
   Does someone know which port of which server
  can be accepted by KGS for launching a bot
  (we have tedious troubles with a firewall...) ?
 
  Thanks for any information,
  Olivier
 
 
 

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Re: [computer-go] KGS connection

2007-11-09 Thread Chris Fant
I was referring to the KGS bot tournaments.  I see now that you did
not specifically ask about that.


On Nov 9, 2007 9:40 AM, Chris Fant [EMAIL PROTECTED] wrote:
 The way I understand it, you must have permission from the program
 authors for either division.  And only one version of a given program
 can compete in the formal division.



 On Nov 9, 2007 9:35 AM, Joshua Shriver [EMAIL PROTECTED] wrote:
  What are the rules for putting bots on kgs? Do you have the author or
  can anyone put up a gnugo bot?
 
  -Josh
 
 
  On Nov 9, 2007 4:12 AM, William Shubert [EMAIL PROTECTED] wrote:
  
TCP Port 2379 on goserver.gokgs.com
  
This is an outbound connection from your system. No other connection is
   needed.
  
  
On Thu, 2007-11-08 at 09:59 +0100, Olivier Teytaud wrote:
Does someone know which port of which server
   can be accepted by KGS for launching a bot
   (we have tedious troubles with a firewall...) ?
  
   Thanks for any information,
   Olivier
  
  
  
 
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Re: [computer-go] KGS connection

2007-11-09 Thread Chris Fant
Do you know of any reasons why it would not be granted to the program author?


On Nov 9, 2007 12:53 PM, Nick Wedd [EMAIL PROTECTED] wrote:
 In message [EMAIL PROTECTED],
 Chris Fant [EMAIL PROTECTED] writes
 Unlikely to be granted?  I assume you mean only if you are not the
 program author?

 It is more likely to be granted if you can convince them that you are
 the author;  but by no means certain.  I don't know what the guidelines
 are.  As an admin myself, I ought to know.  I shall try to find out.

 Nick


 On Nov 9, 2007 12:17 PM, Nick Wedd [EMAIL PROTECTED] wrote:
  In message
  [EMAIL PROTECTED], Joshua
  Shriver [EMAIL PROTECTED] writes
  Aye, it would be bad to enter a tournament with a bot I didn't write.
  I was thinking more general. Just for play.
 
  Anyone can run a bot on KGS, the only obstacles are the small amount of
  technical competence required to get it and kgsGtp running and
  connected, and the need for an internet-connected platform to run it on.
  The bot can be one that they have written, downloaded, or stolen, KGS
  won't know nor care.
 
  Running a _rated_ bot on KGS is another matter.  This requires active
  intervention by an admin, which is unlikely to be granted.  While your
  bot is unrated, it won't be able to play any rated games, and won't
  acquire a rating.
 
  Nick
  --
  Nick Wedd[EMAIL PROTECTED]
 
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[computer-go] MoGo pondering

2007-11-05 Thread Chris Fant
Could Sylvain (or anyone who knows) talk about MoGo's pondering
strategy?  Does it just build the tree as usual or does it speculate
on some number of moves and hope that the opponent choses one of
those?
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[computer-go] cgos viewer feature request

2007-11-01 Thread Chris Fant
It would be nice to be able to automatically follow all the games for
a certain bot.
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Re: [computer-go] Crazy Stone on 19x19 CGOS

2007-10-29 Thread Chris Fant
How does one configure MoGo to do a fixed number of playouts per move?
 I saw only time-based command line options.

On 10/27/07, Rémi Coulom [EMAIL PROTECTED] wrote:
 Hi,

 I have just connected Crazy Stone (CS-8-26-10k-1CPU). It uses 10,000
 playouts per move, and runs on 1 CPU. It should finish all its games in
 less than 5 minutes. In my tests, it scores 41% against GNU Go 3.6 Level
 10, and 73.5% against MoGo_release3 at 10k playouts per move (the
 playouts of Mogo are about 10% slower than those of Crazy Stone). These
 tests were run over 600 games, starting from 300 positions with two
 stones located at random (but not on the first two lines), and
 alternating colors.

 (computational power provided by the Grid5000 project:
 https://www.grid5000.fr/mediawiki/index.php/Grid5000:Home
 (they ask for advertisement in exchange))

 I am a bit surprised that Crazy Stone won so easily against MoGo,
 because on the old server, it looked much stronger:
 http://cgos.boardspace.net/19x19/standings.html
 Olivier, do the numbers there indicate the number of playouts? Or is it
 playouts per processor? Maybe I messed up something. The log of Mogo
 indicates:
 1 simulations(average length:0) done, time used:   2.94 seconds.(
 3401.4 games/sec)
 So, it looks OK.

 I have the feeling that, maybe, MoGo overfits GNU more than Crazy Stone
 does. In particular, MoGo's romantic opening style is completely
 confusing for GNU, but Crazy Stone has no problem with it. I'll run Mogo
 10k against GNU to check.

 Rémi
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[computer-go] 9x9 CGOS

2007-10-26 Thread Chris Fant
I'm trying to get back on 9x9 cgos and I'm having some trouble.  I'm
using the windows executables from Don's web page.  cgosview.exe shows
me nothing when I run it.  Is there a command line option I need to
use to set a certain port?  And what are the command line options for
cgos3.exe?  I tried %MYNAME% %MYPWD% %MYPROG% %SENTINEL%, but that
just hung.  That could be because I haven't opened the right port.
What port should I open?  I opened ports 6819 and 6867.
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Re: [computer-go] Ruby GTP shell

2007-10-26 Thread Chris Fant
On 10/24/07, Chris Fant [EMAIL PROTECTED] wrote:
 Since no one knew of one, I had to write it myself.  Hopefully someone
 else can also make use of it.  This is my first Ruby script, so please
 do criticize so I can learn.  Thanks.


I got zero responses to this.  Anyway, the latest version will be available at:

http://fantius.com/Gtp.rb
http://fantius.com/GtpTest.rb

So far, I'm quite happy with Ruby.
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Re: [computer-go] 19x19 CGOS

2007-10-26 Thread Chris Fant
Any chance of getting some extra data fields in the viewer, such as
the time remaining for each player?


On 10/27/07, David Fotland [EMAIL PROTECTED] wrote:
 10 minutes is slightly too fast for Many Faces full strength.  It plays most
 of the game at level 10, then drops down.

 Also, the gnugo 10 that's fixed at 1800 doesn't remove dead stones, so the
 score is often wrong.

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Don Dailey
  Sent: Friday, October 26, 2007 6:24 PM
  To: computer-go
  Cc: [EMAIL PROTECTED]
  Subject: Re: [computer-go] 19x19 CGOS
 
 
  Olivier needs to put a .htaccess file in the SGF directory
  that looks like this:
 
  -[ snip ]---
  AddType application/x-go-sgf sgf
  -[ snip ]-
 
  - Don
 
 
 
 
  David Fotland wrote:
   I puton Many Faces version 11, but it might not be playing at fill
   strength. It ouwld be nice if I can click on a game to see the sgf
   record.  right now it gives an error.
  
   David
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
   Olivier Teytaud
   Sent: Friday, October 26, 2007 9:15 AM
   To: computer-go
   Subject: [computer-go] 19x19 CGOS
  
  
   The cgos 19x19 server is seemingly ok,
   the port 6919 is now opened for all the universe.
  
   The name of the machine is cgos.lri.fr (and not
   pc5-120.lri.fr as previously).
  
   The port is 6919. It is 19x19, 10 minutes per side for
   testing; I will move to something longer later (depending on
   what people prefer, I'll do a weighted average of durations
   suggested on the mailing list :-) ).
  
   http://www.lri.fr/~teytaud/cgosStandings.html
  
   Unfortunately, I'll be away from my email
   from tomorrow to wednesday and will not be able to
   correct the troubles that people will almost surely find
   in this installation; sorry for that.
   The installation is a bit complicated in order to avoid
   troubles due to the firewall and I am almost sure that some
   troubles will appear very soon :-)
  
   All comments welcome (in particular in the next hours as I am
   still close to my computer a few hours :-) ).
  [EMAIL PROTECTED]
  
  
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Re: [computer-go] MoGo

2007-10-25 Thread Chris Fant
Free, Closed, It prefers Linux.

On 10/25/07, Joshua Shriver [EMAIL PROTECTED] wrote:
 Is MoGo a commercial or free program? Open or closed source? Linux
 version available?

 Thanks in advance :)
 -Josh
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Re: [computer-go] Ruby GTP shell

2007-10-24 Thread Chris Fant
Since no one knew of one, I had to write it myself.  Hopefully someone
else can also make use of it.  This is my first Ruby script, so please
do criticize so I can learn.  Thanks.



class Gtp

  def initialize (engine, input, output)
@engine = engine
@input = input
@output = output
@commands = {}

AutoRegister(self)
AutoRegister(@engine)

#Re-register commands that were auto-registered under the wrong
gtp command name
RegisterCommand(kgs-genmove_cleanup,
@engine.method(:gtp_kgs_genmove_cleanup))
  end

  def AutoRegister(provider)
#Assumes methods that start with gtp_ are implemented gtp commands
for functionName in provider.methods
  if functionName.slice(0,4) == gtp_
RegisterCommand(functionName.slice(4, functionName.length -
1), provider.method(functionName))
  end
end
  end

  def RegisterCommand(name, function)
#Overrides any previous registration for name or function
@commands.delete_if {| key, value | value == function }
@commands[name] = function
  end

  def ProcessCommands()
#Main GTP command processing loop
continue = true
while continue
  continue = ProcessCommand(@input.gets)
end
  end

  def ProcessCommand(commandLine)
commandParts = commandLine.strip.split( )
command = commandParts[0]
args = commandParts.slice(1, commandLine.length - 1)
if command
  if @commands[command]
@output.puts =  + @commands[command].call(*args).to_s
  else
@output.puts ? Command not implemented:   command
  end
  @output.puts
  @output.flush
end
command != quit
  end

  def TestCommand(commandLine)
@output.puts TEST  commandLine
ProcessCommand(commandLine)
  end

  def gtp_list_commands(*unused)
list = 
@commands.keys.sort.each {| commandName | list  commandName  \n}
list
  end

  def gtp_known_command(command, *unused)
@commands.has_key?(command)
  end

  def gtp_quit(*unused)

  end

end

#  Testbench 

class TestEngine
  def non_gtp_function
#This should not show up as an implemented GTP command
  end
  def gtp_name(*unused)
TestEngine
  end
  def gtp_kgs_genmove_cleanup(color, *unused)
a1
  end
end

@engine = TestEngine.new
gtp = Gtp.new(@engine, $stdin, $stdout)
gtp.TestCommand(list_commands)
gtp.TestCommand(known_command quit)
gtp.TestCommand(known_command asdf)
gtp.TestCommand(asdf)
gtp.TestCommand(name)
gtp.ProcessCommands
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[computer-go] Ruby GTP shell

2007-10-23 Thread Chris Fant
Does anyone know of a simple GTP engine written in Ruby that I would
be able to use as a starting point?
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Re: [computer-go] 19x19 CGOS

2007-10-23 Thread Chris Fant
I oppose more time per side.

On 10/23/07, Christoph Birk [EMAIL PROTECTED] wrote:
 On Tue, 23 Oct 2007, Olivier Teytaud wrote:
  http://www.lri.fr/~teytaud/cgosStandings.html
 
  If someone wants to test it, the port is 6919 on machine pc5-120.lri.fr.
  10 minutes per side. But only try it if you want to take risks, it is almost
  surely
  not stable yet, and the connection might be refused for an unknown reason 
  :-)

 Am really curious to see MFGO, Crazystone and Mogo play at 19x19.
 But I suggest allowing more time, at least 20 minutes per side.

 Christoph

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Re: [computer-go] libego

2007-10-21 Thread Chris Fant
Thanks.  I'm getting this when I compile.  Is gcc having a problem
finding the standard library?  Any idea what I need to do to fix it?
BTW, I'm no Linux expert.

# make
basic_go_types.cpp: In constructor 'player_t::player_t()':
basic_go_types.cpp:76: warning: converting negative value
'-0x1' to 'uint'
board.cpp: At global scope:
board.cpp:472: warning: 'flatten' attribute directive ignored
uct.cpp:335: warning: 'flatten' attribute directive ignored
/tmp/cceBZbqE.o(.text+0x5e): In function
`getc_non_space(std::basic_istreamchar, std::char_traitschar )':
main.cpp: undefined reference to `std::basic_istreamchar,
std::char_traitschar ::get(char)'



On 10/21/07, Urban Hafner [EMAIL PROTECTED] wrote:

 On Oct 21, 2007, at 00:50 , Chris Fant wrote:

  Lukasz's Libego site is not working (http://www.mimuw.edu.pl/~lew/
  hg/libego/).
 
  Does anyone know the link directly to the latest release?

 I have a local copy of (what I think is) the latest release. You can
 download it from http://darcs.bettong.net/erlygo/lib/

 Urban


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Re: [computer-go] Re: Former Deep Blue Research working on Go

2007-10-13 Thread Chris Fant
Not only is it interesting to know what the strongest engine is, but
also what the strongest opener is, the strongest middle-gamer, and the
strongest finisher.  It seems like a general consensus that UCT makes
for a strong finisher.


On 10/13/07, Harri Salakoski [EMAIL PROTECTED] wrote:

  Considering how monte carlo actually works, I think it's plausible
  to argue that it works best where the distance to endgame is small.
 Is it then natural use it only after middle game.
 Build fuseki-joseki-extend scripted engine and change for monte-carlo engine
 in middle game?

 t. harri

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Re: [computer-go] best approach forward

2007-10-12 Thread Chris Fant
Not so crazy after all.:)


On 10/12/07, David Fotland [EMAIL PROTECTED] wrote:
 I looked at all the games and scored them with Many Faces and I agree with
 the result, 14 wins, 5 losses, and one unfinished early.  It looks like
 Crazy stone is stronger than any traditional program at 19x19.

 David

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ian Osgood
  Sent: Friday, October 12, 2007 11:54 AM
  To: computer-go
  Subject: Re: [computer-go] best approach forward
 
 
 
  On Oct 11, 2007, at 11:01 AM, Rémi Coulom wrote:
 
   In case nobody noticed, Crazy Stone won a match against KCC Igo
   this summer, with 15 wins and 4 losses. The match was organized by
   Hiroshi Yamashita. The games can be found in the KGS archives.
  
  http://www.gokgs.com/gameArchives.jsp?user=kcconguiyear=2007month=7
  
   Rémi
 
  Are you certain of the result? Two of the games I examined have
  scores that don't take into account removal of dead stones.  (W+66.5
  should be B+20, and W+48.5 looks like a 1 pt game.)  This makes me
  wonder if some of the other losses and unfinished games (by score or
  time) are actually wins for KCC Igo on the board. I would certainly
  like to see the twenty games of this match validated, corrected,
  commented, and preserved for posterity.
 
  If this is valid, it is quite an achievement! I've updated my own
  ranking estimates accordingly:
 
 http://senseis.xmp.net/?GoPlayingPrograms%2FDiscussion#toc8
 
  Ian
 
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-12 Thread Chris Fant
How do I find the ones narrated in English?  Do they exist?  The
closest I could find was this one which is almost unwatchable.

http://www.youtube.com/watch?v=uArhCnJu7LM


On 10/12/07, Ray Tayek [EMAIL PROTECTED] wrote:
 At 07:36 AM 10/12/2007, you wrote:
 Chris Fant wrote:
   Ho can I find Go vids on youtube?  Searching for go obviously
  does nothing.
  
  
 Atari was also a good keyword here. There it is:
 http://www.youtube.com/watch?v=qt1FvPxmmfE

 searching for: go baduk weiqi

 returns a bunch.

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Chris Fant
In your own paper you say:

At the 19x19 level, Monte Carlo programs are now at the level of the
strongest traditional programs.
[https://webdisk.lclark.edu/drake/publications/GAMEON-07-drake.pdf]

And MC programs are more scalable that traditional programs.  That
seems like some evidence that it can or will.  Especially given that
the current techniques are still so young.


On 10/11/07, steve uurtamo [EMAIL PROTECTED] wrote:
 i think that it's an accurate statement.

 it certainly hasn't already played such a role, and there is
 no evidence that it will or can.

 s.

 - Original Message 
 From: Chris Fant [EMAIL PROTECTED]
 To: computer-go computer-go@computer-go.org
 Sent: Wednesday, October 10, 2007 9:15:18 PM
 Subject: Re: [computer-go] Former Deep Blue Research working on Go

 I'm just now reading the article.

 Monte Carlo techniques have recently had success in Go played on a
 restricted 9-by-9 board. My hunch, however, is that they won't play a
 significant role in creating a machine that can top the best human
 players in the 19-by-19 game.

 The author loses credibility with this statement.


 On 10/10/07, Ray Tayek [EMAIL PROTECTED] wrote:
  At 02:33 PM 10/7/2007, you wrote:
  Found this link and thought you all might find it interesting.
  
  http://www.spectrum.ieee.org/oct07/5552
 
  thread on slashdot: http://slashdot.org/article.pl?sid=07/10/10/1758244
 
 
  ---
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Re: [computer-go] best approach forward

2007-10-11 Thread Chris Fant
Yeah, let's get it up tonight (in three hours).  I can't give you an
account, but I can administer it.


On 10/11/07, Don Dailey [EMAIL PROTECTED] wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1



 Olivier Teytaud wrote:
  I'd connect Crazy Stone to CGOS if Many Faces is there.
 
  Mogo will be there also; a 19x19 Cgos would be very interesting
  in my humble opinion.

 But we had a 19x19 server and it WAS NOT interesting.  Nobody seemed
 willing to play on it.

 That's why it was killed.

 If I know this match will take place I will put up the server if someone
  such as Chris Fant gives me an account.

 Or better if someone will administer it for me.   I will give you the
 server code and help you get it started.

 It can be made to run on windows but better is linux if you want my help.


 - - Don



 The only drawback of Cgos for me is that
  we have no idea (at least, I have no idea) of the equivalence
  with human standards (kgs rankings are much easier than usual
  rankings, as far as I know, but it gives a first idea).
  Olivier
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 -BEGIN PGP SIGNATURE-
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 Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Chris Fant
Can we also count on Steenvreter for this 19x19 smack-down?  You out
there, Erik?


On 10/11/07, Eric Boesch [EMAIL PROTECTED] wrote:
 On 10/11/07, David Fotland [EMAIL PROTECTED] wrote:
  But the only way to settle this is to do some experiments.  I could
  certainly be wrong.  If we have a mogo-many faces match on 19x19 cgos, and
  we also have them play for ratings against people on kgs, it would settle
  it.

 Mogobot1 and mogobot2 are rated 2k and 3k, respectively, on KGS.
 CrazyStone is rated 2k. All of these numbers are with moderate time
 controls (not the 15 minute sudden death time controls that became a
 subject of controversy).

 There was also KCConGui, running KCC Igo, that played for a while on
 KGS. I don't know whether it was an official bot, or whether its
 departure had anything to do with its lopsided losing record against
 CrazyStone. The KCConGui page notes that KCC Igo won the Gifu
 Challenge four years in a row, most recently against sparse
 competition, but the best claim to the computer go throne belongs to
 Steenvreter, for edging out Mogo and CrazyStone in the stronger ICGA
 tournament.
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Chris Fant
Someone already did:  Stone eater.

On 10/11/07, terry mcintyre [EMAIL PROTECTED] wrote:

 Erik,

 It would be great to see Steenvreter on the 9x9 cgos server. BTW, can you
 translate Steenvreter for us English speakers? Thanks!

 From: Erik van der Werf [EMAIL PROTECTED]

 Yes I'm here :-) Sorry to have to disappoint you though, I have not
 yet found enough time to work on 19x19. For now the throne rightfully
 belongs to Mogo.

 Erik



  
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-10 Thread Chris Fant
I'm just now reading the article.

Monte Carlo techniques have recently had success in Go played on a
restricted 9-by-9 board. My hunch, however, is that they won't play a
significant role in creating a machine that can top the best human
players in the 19-by-19 game.

The author loses credibility with this statement.


On 10/10/07, Ray Tayek [EMAIL PROTECTED] wrote:
 At 02:33 PM 10/7/2007, you wrote:
 Found this link and thought you all might find it interesting.
 
 http://www.spectrum.ieee.org/oct07/5552

 thread on slashdot: http://slashdot.org/article.pl?sid=07/10/10/1758244


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Re: [computer-go] Crazystone patterns

2007-09-20 Thread Chris Fant
Does this mean that you need to calculate the Bradley-Terry
probability for every legal move before selecting one on that
probability?  Isn't that expensive?  Have you tried selecting only N
legal candidates at random and then selecting one of those based on
their Bradley-Terry probability distribution to save time?


On 9/20/07, Rémi Coulom [EMAIL PROTECTED] wrote:
 Chris Fant wrote:
  I was not able to tell from the CrazyStone paper how the patterns are
  used in the playouts.  Can anyone enlighten me?  Does it simply select
  the move with the highest score?
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 No. It selects moves according to the Bradley-Terry probability
 distribution. Deterministic playouts cannot work, unless you have a
 super good policy.

 Rémi
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Re: [computer-go] MoGo, and computer Go events

2007-09-20 Thread Chris Fant
On 9/20/07, Nick Wedd [EMAIL PROTECTED] wrote:
 events as a benchmark.  Its source code has been released, and there is

It has?  Where?
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[computer-go] Crazystone patterns

2007-09-19 Thread Chris Fant
I was not able to tell from the CrazyStone paper how the patterns are
used in the playouts.  Can anyone enlighten me?  Does it simply select
the move with the highest score?
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Re: [computer-go] monte carlo transposition reuse (MCTR)

2007-09-14 Thread Chris Fant
Does it defeat it based on number of samples taken or time allotted per turn?

On 9/14/07, Jason House [EMAIL PROTECTED] wrote:
 I know I'm only wading in the kiddie pool of computer go with my 1-ply bots,
 but I think I may have found a useful enhancement to monte carlo.

 HouseBot supports three 1-ply search modes:
   1plyMC - Uniform sampling
   1plyShuffle - Uniform sampling with monte carlo transposition reuse
   1plyUCT - Non-uniform sampling based on the UCT algorithm (AKA UCB)

 Obviously, 1plyMC is far inferior to 1plyUCT as everyone probably expects.
 What may surprise many is that 1plyShuffle defeats 1plyUCT nearly every
 time.  I'm basic this on self-play data from CGOS.  Currently,
 http://cgos.boardspace.net/9x9/cross/housebot-617-UCB.html
 shows 10 matches between housebot-617-UCB has played housebot-618-shuff.
 housebot-617-UCB (1plyUCT) lost every time.

 While tricky, it should be possible to combine UCT and MCTR for an even
 stronger bot.  MCTR can be thought of as a low bias alternative to the AMAF
 heuristic.  Rather than using all moves, MCTR takes only the top N moves,
 where N is computed based on which moves were played in the random game.
 From an open board position MCTR uses about 1/3 of the moves that AMAF
 would.  Computation of the resulting winning percentage must also be
 weighted based on the probabilities of duplicating results (roughly
 speaking, it's 1/N).

 As a result of using MCTR, winning rates are no longer integers as one would
 expect.  Here's the estimated winning rates for all three algorithms when
 asked for a white response to black G3:

 1plyMC:   781 / 1272
 1plyShuffle:  140.15 /  231.75
 1plyUCT: 936 / 1515

 1plyShuffle is slower because of the extra work information tracking, but
 the variance in estimates should be far lower than the numbers would
 indicate.  I have yet to do the computations, but a sample size of 231.75
 has an estimation error of around 6000 normal MC runs for that position.
 That is why my implementation of MCTR is defeating my (1ply) implementation
 of UCT.

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Re: [computer-go] OT U. of Alberta bots vs. the Poker pros

2007-07-28 Thread Chris Fant
 I don't mean to say that poker is simple, but that a lot of strategy
 involves rock-paper-scissors psychology, which dilutes the intellectual
 idea of how strong a program (or person) is.  It's interesting in it's
 own way, but I prefer a game like Go, where the information is perfect
 but the game is very deep and strength easily measured.

 In poker there's a huge advantage to knowing your opponent's internal
 strategy.  In Go a stronger player can tell you exactly what he's doing
 at a high level, but it won't help much because his skill will overcome
 yours.

It's perfectly fine to prefer a game of perfect information over a
game of imperfect information, but I don't think it's fair to say that
poker is a dilution of the concept of playing strength (neither do the
poker pros).
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Re: [computer-go] The Problem With Random Playouts

2007-07-26 Thread Chris Fant
On 7/26/07, Darren Cook [EMAIL PROTECTED] wrote:
  The statement will never give a strong computer go program.  is rather
  devoid of meaning.  You either should define strong ...

 OK, I'll add something. By strong I mean dan level.

In that case, the statement seems downright wrong.  We know from both
theory and Dan's experiments that there is no limit to the strength of
UCT with random playouts.  Maybe you only meant MC Go without UCT?
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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread Chris Fant
On 7/26/07, steve uurtamo [EMAIL PROTECTED] wrote:
  There is certainly more money to be made in poker than in go.
 
  Yes, but its also more difficult.

 do you mean this in a casual, unsubstantiated way, or in an exact way?


My feeling is that there are a lot of people making a lot of money in
online poker by having a bot play for them.  They don't like to talk
about it because they don't want their situation to change.  I myself
made a go at it.  My bot was able to play fully automated 7 card stud
on ParadisePoker.com.  It had to read the graphical screen to
understand what was going on and when it was it's turn, etc.  It
played decently, but it was too easy for the other players to catch-on
to it's strategy.  Eventually I lost interest.  That was about 4 years
ago.
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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread Chris Fant
Someone start a CGOS-like poker server for bots.  ~10 person tables,
No Limit Texas Hold-em.
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Re: [computer-go] mailing list archive on Google Groups?

2007-07-22 Thread Chris Fant

On 7/21/07, Brian Slesinsky [EMAIL PROTECTED] wrote:

I'm not working on anything Go-related at the moment.   My 20% time is
oversubscribed; too many ideas, not enough time.  But yes, it would be
a cool thing to try.  It's not really my area so this is just
speculation, but hypothetically, what code would you want to run?

- Brian


Any solid UCT engine capable of taking advantage of N CPUs.  Mine
doesn't qualify.  The monthly tournaments would be a great forum
because you wouldn't be tying up whatever servers you could get your
hands on 24/7.
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Re: [computer-go] mailing list archive on Google Groups?

2007-07-21 Thread Chris Fant

On 7/21/07, Brian Slesinsky [EMAIL PROTECTED] wrote:

...
archive.   Also, I should confess to an ulterior motive: I actually
work at Google, but I haven't used Google Groups much, so this is
...

- Brian


Do you have a 20% project related to Go?  It would be fun the see the
results of UCT on some massive Google hardware.  Can you get me a job?
:)
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Re: [computer-go] Neural Networks

2007-07-20 Thread Chris Fant

The initial patterns are, of course, bitmaps of the board. When a nonzero
signal finally arrives at cell #5, one of the 1-bits is randomly selected
as the move. (If that turns out illegal, the actual move is pass.)


Without understanding everything about what you're doing (not even
close), I'm wondering why you wouldn't pick different 1-bit when the
first one you tried was illegal.  And of course pass when they are all
illegal.  Probably you would also have some other mechanism for
generating passes even in the case that they are not all illegal.
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Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread Chris Fant

On 7/19/07, steve uurtamo [EMAIL PROTECTED] wrote:

my guess is that you are in fact missing something --
it seems unlikely that they enumerated _on disk_ all
possible games and their correct response moves.

anything taking up less space than that would require
something more intelligent (or at least with a better
capacity to collapse situations) than brute force.

please someone set me straight -- if it's simply a list,
generated one at a time, of board positions and response moves,
i'll have a merry laugh tonight.

s.



You would not need to enumerate positions that cannot be reached when
neither player is playing perfect.   Not sure how many that leaves.
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Re: [computer-go] mailing list archive on Google Groups?

2007-07-18 Thread Chris Fant

The current list appears indexed on Google quite well.  Search for
some computer-go terms in Google and you will see some list messages.

Also, when I was to search for something that I know was posted to the
list, I search within my own gmail messages.


On 7/18/07, Brian Slesinsky [EMAIL PROTECTED] wrote:

What does everyone think about setting up an archive for the
computer-go mailing list on Google Groups?  This would allow better
searching of archived messages than with the current archives.

(I don't know a good way to upload messages from the current archive,
so it would only include messages starting around now.)

- Brian
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Re: [computer-go] Interesting Test Position (for UCT)

2007-07-12 Thread Chris Fant

I haven't been working on Go at all recently so here's my UI code.
It's not great.  I only used it for testing and feedback.  It's not
meant to look nice.  Perhaps someone else can also use it.

www.fantius.com/Go.UI.rar
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Re: [computer-go] Interesting Test Position (for UCT)

2007-07-12 Thread Chris Fant

I forgot to mention, it's C#.


On 7/12/07, Chris Fant [EMAIL PROTECTED] wrote:

I haven't been working on Go at all recently so here's my UI code.
It's not great.  I only used it for testing and feedback.  It's not
meant to look nice.  Perhaps someone else can also use it.

www.fantius.com/Go.UI.rar


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Re: [computer-go] Re: Why are different rule sets?

2007-07-12 Thread Chris Fant

BTW I have no idea what IGGA means, International Guild Of Glass
Artists, International Grooving and Grinding Association,
International Gomputer Games Association, is it a typo???


No, gomputers are real:

http://www.google.com/search?q=gomputer
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Re: [computer-go] Go programming as a profession.

2007-07-11 Thread Chris Fant

On 7/11/07, Joshua Shriver [EMAIL PROTECTED] wrote:

Really know a place hiring over 30k US? :) that doesn't require moving
to California lol


Sure.  You just have to have professional experience.  Without that,
you must be coming straight out of a 4-year degree.  If you have been
only hobby programming for x years, companies do not like you.
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Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-10 Thread Chris Fant

Nonetheless, a program that could not only play a decent game of go, but
somehow emulate the _style_ of a given professional would be of interest,
would it not?


Is this the case in chess?  If so, I've never heard of it.
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Re: [computer-go] creating a random position

2007-07-09 Thread Chris Fant

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


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



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

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

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

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

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

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

2007-07-09 Thread Chris Fant

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


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

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

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

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

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

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

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

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

- Don


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

2007-07-04 Thread Chris Fant

2) If the playouts are too deterministic, and the moves are merely pretty
good, the program may avoid an important move and thus misjudge the value of
a position.


IMO, this is the most interesting part of Computer Go today.  How can
one possibly design an optimal playout agent when making a playout
agent that plays strong is not the solution?  The only known method
seems to be trial and error.
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Re: [computer-go] scalability study - final results

2007-06-27 Thread Chris Fant

That still doesn't deal with dame though.   Dame points always come out
as not owned much by either side.The algorithm might be to do a
simple test for dame and if it looks like a dame point and the ownership
map is close to neutral, then it's probably a dame point.   Maybe dame
isn't that hard to detect - I don't know much about this.


Yeah, it doesn't seem like dames would be that hard to detect.  I was
thinking more about over-invading and over-defending.  Those seem like
the ones that would lose your game for you.
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Re: [computer-go] Question regarding archives and avoiding spam (fwd)

2007-06-17 Thread Chris Fant

I get lots of spam in my yahoo inbox but gmail almost perfectly
filters all the spam out of my inbox.


On 6/17/07, terry mcintyre [EMAIL PROTECTED] wrote:


Spam is so prevalent that I've pretty well given up and assumed that one
will get lots of it. Fortunately,
yahoo is pretty good about filtering most of it. Certain addresses are never
used on mailing lists. Beyond
that, I just ignore the pesky stuff.
 Terry McIntyre [EMAIL PROTECTED]
They mean to govern well; but they mean to govern. They promise to be kind
masters; but they mean to be masters. -- Daniel Webster


- Original Message 
From: steve uurtamo [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Sunday, June 17, 2007 7:41:55 PM
Subject: Re: [computer-go] Question regarding archives and avoiding spam
(fwd)

i haven't found that i've received any additonal spam as a result of
being a member of (or of posting to) this list.

knock on wood.

s.


- Original Message 
From: the Robot Vegetable [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Sunday, June 17, 2007 10:16:44 PM
Subject: [computer-go] Question regarding archives and avoiding spam (fwd)

Hi,
Today I received the email below.  I have not
way of knowing if the any of the spam I get is from having
an address visible through this list.  Can people who
post frequently address this?  Do you experience new
spam after posting here?
I suspect that although it is possible that
our addresses are being harvested here, other places
(coughmyspacecough) are easier to harvest from and from
my end more clearly correleated with spam.
In general, I have thought that spammers are
lazy and they miss out on many posibilities, things
technically easy but a bit more work than normal.
This is sheer conjecture.
The list works well - I am hesitant to change
anything.
Anyone have an opinion?

veg, computer-go admin


-- Forwarded message --
Date: Sun, 17 Jun 2007 19:30:55 -0400
To: [EMAIL PROTECTED]
Subject: Question regarding archives and avoiding spam

Hi,

I recently subscribed to the computer-go mailing list, and I'd really like
to join some of the discussions, but I noticed that on the archives (
http://computer-go.org/pipermail/computer-go/) only simple
email obfuscation
is used. For example [EMAIL PROTECTED] would appear as johndoe at
yahoo.com.

I am afraid to post to the list, because this kind of obfuscation supposedly
makes it even easier for spammers to find my email address online. You
cannot search for the character @ on google, but if you search for * at
*.com you get millions of results. And more specifically if you perform the
following search:
site:http://computer-go.org/pipermail/computer-go/ * at
*.com then you get a lot of the email addresses of people who post to the
computer go list. Also please see the following article on this subject:
http://typewriting.org/2006/06/19/Email_Obfuscation_Helps_Spammers/

Is it possible to remove email addresses from future archives or find a
better obfuscation scheme? Or is there some personal setting I can adjust
that hides my email address?

Best regards,
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Re: [computer-go] Java hounds salivate over this:

2007-06-15 Thread Chris Fant

Wow, 48-cores in a second-generation chip.  The future is not far now.


On 6/15/07, terry mcintyre [EMAIL PROTECTED] wrote:


Azul Systems has released a compute appliance with 768 cores and 768
gigabytes of RAM,
happily driving your Java applications faster than ever before:

http://www.azulsystems.com/products/compute_appliance.htm
 Terry McIntyre [EMAIL PROTECTED]
They mean to govern well; but they mean to govern. They promise to be kind
masters; but they mean to be masters. -- Daniel Webster


 
Choose the right car based on your needs. Check out Yahoo! Autos new Car
Finder tool.
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Re: [computer-go] Progressive unpruning in Mango 19x19

2007-05-24 Thread Chris Fant

On 5/24/07, John Tromp [EMAIL PROTECTED] wrote:

 Question for native English speakers: do you think this technique is best
 described by progressive unpruning or progressive widening?

I'm no native speaker, but I think using the word selectivity may be
most descriptive.
Does regressive selectivity sound too weird ?


Yes.

I like progressive widening.

Progressive unpruning is too easily read as progressive pruning.

Plus, unpruning is not a word.
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Re: [computer-go] Go and UCT: article in June 2007 SciAm

2007-05-23 Thread Chris Fant

Favorite line:

If the index equals the win rate of the move, the algorithm quickly
focuses on the most promising path.


On 5/23/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

I just received the June issue of Scientific American and
found a 1.5 page article on Computer Go and UCT.

I've scanned and uploaded a copy to my personal website so
that interested computer-go folks can have a look.  It's titled
Silicon Smackdown: new Go algorithm aims to depose humans, by
Karen Frenkel, on pages 32 and 34.

   http://www.solarmirror.com/personal/sciam-uct-go/index.htm

I plan to remove the article from my site in a few weeks; please don't
publish the link past the computer-go mailing list.

Cheers
Marc Ringuette




myhosting.com - Premium Microsoft(r) Windows(r) and Linux web and application
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