Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-08 Thread Rémi Coulom

On 7 janv. 2012, at 21:07, Jouni Valkonen wrote:
 
 6d for MC-gobot seems a bit optimistic, I would bet €5 that it won't happen 
 in 2012. 6d's are ridiculously strong. I calculated that in January, out of 
 56 games against 5d's CS won 48%. This is indeed impressive, although there 
 is long way to beat 6d's in even game.

I take the bet. Zen19D is 5.99 dan today. No way it won't improve to 6d. I 
would take the bet for Crazy Stone too.

Rémi
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[Computer-go] January KGS bot tournament

2012-01-08 Thread Nick Wedd
The  January KGS bot tournament will be held next Sunday, January 15th, 
starting at 08:00 UTC and finishing at 16:00.


It will be an 8-round Swiss with 19x19 boards and 29 minutes each (plus 
some fast Canadian overtime).  It will use Chinese rules with 7.5 points 
komi. There are details at

http://www.gokgs.com/tournInfo.jsp?id=669 .

Please send your registration email (with the words KGS Tournament
Registration in the title) to me at maproom at gmail dot com (converted
to a valid address by using @ and .).
--
Nick Wedd
n...@maproom.co.uk
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Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-08 Thread Thomas Wolf



On Sun, 8 Jan 2012, Rémi Coulom wrote:



On 7 janv. 2012, at 21:07, Jouni Valkonen wrote:


6d for MC-gobot seems a bit optimistic, I would bet €5 that it won't happen in 
2012. 6d's are ridiculously strong. I calculated that in January, out of 56 
games against 5d's CS won 48%. This is indeed impressive, although there is 
long way to beat 6d's in even game.


I take the bet. Zen19D is 5.99 dan today. No way it won't improve to 6d. I 
would take the bet for Crazy Stone too.



Reaching 6 Dan may well happen, I only want to say that the difference between
5.99 dan and a stable 6.00 dan can be big because then all players get one more
stone, all games are somewhat different.

Thomas



Rémi
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Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-08 Thread Rémi Coulom

On 8 janv. 2012, at 16:25, Thomas Wolf wrote:
 
 Reaching 6 Dan may well happen, I only want to say that the difference between
 5.99 dan and a stable 6.00 dan can be big because then all players get one 
 more
 stone, all games are somewhat different.

This all depends on the rating system. Depending on how well the rating system 
is calibrated, reaching 6d might make things easier or harder. I expect that 
for computers, reaching 6d will make things easier, because the level of play 
of computers is very uneven. Some of the fast progress of Crazy Stone when it 
passed the 5d bar might come from that phenomenon.

Rémi
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Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-08 Thread Ingo Althöfer
Hmm, Remi and Thomas,

good fodder to meditate about.

Remi wrote:
 Thomas Wolf wrote:
  Reaching 6 Dan may well happen, I only want to say that the difference
  between 5.99 dan and a stable 6.00 dan can be big because then all 
  players get one more stone, all games are somewhat different.
 
 This all depends on the rating system. Depending on how well the rating
 system is calibrated, reaching 6d might make things easier or harder. 

So far, your opinion are compatible.


Remi went on:
 I expect that for computers, reaching 6d will make things easier, because the
 level of play of computers is very uneven. Some of the fast progress of Crazy
 Stone when it passed the 5d bar might come from that phenomenon.
 
That sounds very interesting but also very complicated.
Can you try to explain it in more detail?

Has there been this phenomenon with other bots at other barriers?
Did the Zen team experience it at some k-dan/(k+1)-dan barrier(s)?

What a wonderfully complicated world,
Ingo.


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belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de
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Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-08 Thread Jouni Valkonen
On 8 January 2012 14:27, Rémi Coulom remi.cou...@free.fr wrote:


 On 7 janv. 2012, at 21:07, Jouni Valkonen wrote:
 
  6d for MC-gobot seems a bit optimistic, I would bet €5 that it won't
 happen in 2012. 6d's are ridiculously strong. I calculated that in January,
 out of 56 games against 5d's CS won 48%. This is indeed impressive,
 although there is long way to beat 6d's in even game.

 I take the bet. Zen19D is 5.99 dan today. No way it won't improve to 6d. I
 would take the bet for Crazy Stone too.


oh, Zen is drifting more than I expect, when old games are dropping. It did
not look like getting into 6d when she played actively in November. I guess
that I already lost the bet. Is it ok, that I pay the bet as buying CS for
iPad2? It is only €5.99, so after reducing Apple's share and taxes, it may
be a little less than 5 euros for you.

   –Jouni
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[Computer-go] Lines of code

2012-01-08 Thread Michael Williams
Has there been any studies into the number of lines of code in the top
chess/go programs over time?  Another measure would be bytes of executable
or bytes of executable+data.  Obviously the latter grows in chess with
endgame databases, so maybe that's less interesting.
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Re: [Computer-go] Lines of code

2012-01-08 Thread terry mcintyre
Go programs can have databases too. They can be a compact representation of 
information which might otherwise be a large amount of case-specific code. 

 
Terry McIntyre terrymcint...@yahoo.com


Unix/Linux Systems Administration
Taking time to do it right saves having to do it twice.



 From: Michael Williams michaelwilliam...@gmail.com
To: computer-go@dvandva.org 
Sent: Sunday, January 8, 2012 3:13 PM
Subject: [Computer-go] Lines of code
 

Has there been any studies into the number of lines of code in the top 
chess/go programs over time?  Another measure would be bytes of executable or 
bytes of executable+data.  Obviously the latter grows in chess with endgame 
databases, so maybe that's less interesting.
 
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Re: [Computer-go] replacing dynamic komi with a scoring function

2012-01-08 Thread Yamato

(2012/01/09 9:56), Jouni Valkonen wrote:

There is indeed a problem with Dynamic komi with Zen. Zen often loses
the handicap games if black tries to minimize the move count. Often if
it is possible to bring game to small yose in around move 180 or so and
if not too much behind, then Zen most likely will lose. I have played
few games where Zen noted only when filling last dames that it is losing
the game by few or half points and then resign. Although, one game was
that I lost by ½ points, because I accidentally defended unnecessarily
instead of taking the last dame. One game was that i was about ten
points behind around move 180, but then Zen played a slack small yose,
and lost by 2½ points. Also good and very easy strategy against zen in
handicap games is to take all the sides and give center territory to the
Zen. Zen almost always will take the center territory as too small and
gives sides as too big.


I think people often confuse the evaluation problem and the dynamic komi
problem. A more urgent problem is the underestimation of the edge and
corner territory.

--
Yamato
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Re: [Computer-go] replacing dynamic komi with a scoring function

2012-01-08 Thread steve uurtamo
underestimation?

s.

On Sun, Jan 8, 2012 at 7:30 PM, Yamato yamato...@yahoo.co.jp wrote:
 (2012/01/09 9:56), Jouni Valkonen wrote:

 There is indeed a problem with Dynamic komi with Zen. Zen often loses
 the handicap games if black tries to minimize the move count. Often if
 it is possible to bring game to small yose in around move 180 or so and
 if not too much behind, then Zen most likely will lose. I have played
 few games where Zen noted only when filling last dames that it is losing
 the game by few or half points and then resign. Although, one game was
 that I lost by ½ points, because I accidentally defended unnecessarily
 instead of taking the last dame. One game was that i was about ten
 points behind around move 180, but then Zen played a slack small yose,
 and lost by 2½ points. Also good and very easy strategy against zen in
 handicap games is to take all the sides and give center territory to the
 Zen. Zen almost always will take the center territory as too small and
 gives sides as too big.


 I think people often confuse the evaluation problem and the dynamic komi
 problem. A more urgent problem is the underestimation of the edge and
 corner territory.

 --
 Yamato
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Re: [Computer-go] Lines of code

2012-01-08 Thread David Fotland
For Many Faces, all engine code is c, and line counts are from wc (includes
blank lines and comments for .c and .h files)

 

today:

The uct/playout code is 10K lines.

The old go engine is 55K lines.  Some of the is code is not used by the
strongest level, but the weaker levels still use the old alpha-beta
searcher.

There are about 2500 playout pattern gamma constants,  about 62K joseki
patterns, and about 2K old program patterns (with 51K move-value pairs).

 

version 10, in 1997, had 42K lines of code

in 2001 the old engine had 53K lines of code

version 11, in 2002, had 52K lines of code

 

The original version 12, 10/2008, had 5.2K lines in the uct/playout code.
This was the first release that used MCTS.

 

I don't have any on-line source older than version 10, and the older backups
are on floppies, so I can't read them any more J  I don't think I even have
backups any more for any code before 1990.

 

Everything from version 10 forward is in Git, so I could in theory see how
many lines are unchanged since 1997.

 

David

 

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Michael Williams
Sent: Sunday, January 08, 2012 12:14 PM
To: computer-go@dvandva.org
Subject: [Computer-go] Lines of code

 

Has there been any studies into the number of lines of code in the top
chess/go programs over time?  Another measure would be bytes of executable
or bytes of executable+data.  Obviously the latter grows in chess with
endgame databases, so maybe that's less interesting.

 

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Re: [Computer-go] replacing dynamic komi with a scoring function

2012-01-08 Thread David Fotland
Yes.  That's why MCTS prefers the center.  Sometimes the playouts let an
invasion work, so corner territory is not evaluated as being as secure as it
should be.  It seems easier for MCTS to kill groups in the center in the
playouts.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of steve uurtamo
 Sent: Sunday, January 08, 2012 8:03 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] replacing dynamic komi with a scoring function
 
 underestimation?
 
 s.
 
 On Sun, Jan 8, 2012 at 7:30 PM, Yamato yamato...@yahoo.co.jp wrote:
  (2012/01/09 9:56), Jouni Valkonen wrote:
 
  There is indeed a problem with Dynamic komi with Zen. Zen often loses
  the handicap games if black tries to minimize the move count. Often if
  it is possible to bring game to small yose in around move 180 or so and
  if not too much behind, then Zen most likely will lose. I have played
  few games where Zen noted only when filling last dames that it is
losing
  the game by few or half points and then resign. Although, one game was
  that I lost by ½ points, because I accidentally defended unnecessarily
  instead of taking the last dame. One game was that i was about ten
  points behind around move 180, but then Zen played a slack small yose,
  and lost by 2½ points. Also good and very easy strategy against zen in
  handicap games is to take all the sides and give center territory to
the
  Zen. Zen almost always will take the center territory as too small and
  gives sides as too big.
 
 
  I think people often confuse the evaluation problem and the dynamic komi
  problem. A more urgent problem is the underestimation of the edge and
  corner territory.
 
  --
  Yamato
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Re: [Computer-go] Lines of code

2012-01-08 Thread steve uurtamo
awesome. :)

s.

On Sun, Jan 8, 2012 at 8:12 PM, David Fotland fotl...@smart-games.com wrote:
 For Many Faces, all engine code is c, and line counts are from wc (includes
 blank lines and comments for .c and .h files)



 today:

 The uct/playout code is 10K lines.

 The old go engine is 55K lines.  Some of the is code is not used by the
 strongest level, but the weaker levels still use the old alpha-beta
 searcher.

 There are about 2500 playout pattern gamma constants,  about 62K joseki
 patterns, and about 2K old program patterns (with 51K move-value pairs).



 version 10, in 1997, had 42K lines of code

 in 2001 the old engine had 53K lines of code

 version 11, in 2002, had 52K lines of code



 The original version 12, 10/2008, had 5.2K lines in the uct/playout code.
 This was the first release that used MCTS.



 I don’t have any on-line source older than version 10, and the older backups
 are on floppies, so I can’t read them any more J  I don’t think I even have
 backups any more for any code before 1990.



 Everything from version 10 forward is in Git, so I could in theory see how
 many lines are unchanged since 1997.



 David





 From: computer-go-boun...@dvandva.org
 [mailto:computer-go-boun...@dvandva.org] On Behalf Of Michael Williams
 Sent: Sunday, January 08, 2012 12:14 PM
 To: computer-go@dvandva.org
 Subject: [Computer-go] Lines of code



 Has there been any studies into the number of lines of code in the top
 chess/go programs over time?  Another measure would be bytes of executable
 or bytes of executable+data.  Obviously the latter grows in chess with
 endgame databases, so maybe that's less interesting.




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Re: [Computer-go] replacing dynamic komi with a scoring function

2012-01-08 Thread Aja Huang
No long ago I was considering a scheme something like bias uct formula by 
solid points to cure the problem of underestimation of the edge and
corner territory, but still have no time to try. I believe it is one of the 
solutions to the notorious problem that MCTS programs usually like center 
territory more.


Take the empty position as an example: a center move A and a corner move B 
might both have 47% winning rate, but B should have higher score in UCT 
formula computation. The reason is simple: from the ownership information of 
the playouts, there is no solid points for A (everywhere both sides own 
almost 50%) while B has some solid points at the corner (such as Black owns 
that corner points in 60% of the playouts).


Aja

-原始郵件- 
From: Yamato

Sent: Sunday, January 08, 2012 8:30 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] replacing dynamic komi with a scoring function

(2012/01/09 9:56), Jouni Valkonen wrote:

There is indeed a problem with Dynamic komi with Zen. Zen often loses
the handicap games if black tries to minimize the move count. Often if
it is possible to bring game to small yose in around move 180 or so and
if not too much behind, then Zen most likely will lose. I have played
few games where Zen noted only when filling last dames that it is losing
the game by few or half points and then resign. Although, one game was
that I lost by ½ points, because I accidentally defended unnecessarily
instead of taking the last dame. One game was that i was about ten
points behind around move 180, but then Zen played a slack small yose,
and lost by 2½ points. Also good and very easy strategy against zen in
handicap games is to take all the sides and give center territory to the
Zen. Zen almost always will take the center territory as too small and
gives sides as too big.


I think people often confuse the evaluation problem and the dynamic komi
problem. A more urgent problem is the underestimation of the edge and
corner territory.

--
Yamato
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Re: [Computer-go] replacing dynamic komi with a scoring function

2012-01-08 Thread steve uurtamo
even with the joseki libraries, MCTS prefers center?

that seems to favor the idea of center actually being good.

s.

On Sun, Jan 8, 2012 at 8:13 PM, David Fotland fotl...@smart-games.com wrote:
 Yes.  That's why MCTS prefers the center.  Sometimes the playouts let an
 invasion work, so corner territory is not evaluated as being as secure as it
 should be.  It seems easier for MCTS to kill groups in the center in the
 playouts.

 David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of steve uurtamo
 Sent: Sunday, January 08, 2012 8:03 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] replacing dynamic komi with a scoring function

 underestimation?

 s.

 On Sun, Jan 8, 2012 at 7:30 PM, Yamato yamato...@yahoo.co.jp wrote:
  (2012/01/09 9:56), Jouni Valkonen wrote:
 
  There is indeed a problem with Dynamic komi with Zen. Zen often loses
  the handicap games if black tries to minimize the move count. Often if
  it is possible to bring game to small yose in around move 180 or so and
  if not too much behind, then Zen most likely will lose. I have played
  few games where Zen noted only when filling last dames that it is
 losing
  the game by few or half points and then resign. Although, one game was
  that I lost by ½ points, because I accidentally defended unnecessarily
  instead of taking the last dame. One game was that i was about ten
  points behind around move 180, but then Zen played a slack small yose,
  and lost by 2½ points. Also good and very easy strategy against zen in
  handicap games is to take all the sides and give center territory to
 the
  Zen. Zen almost always will take the center territory as too small and
  gives sides as too big.
 
 
  I think people often confuse the evaluation problem and the dynamic komi
  problem. A more urgent problem is the underestimation of the edge and
  corner territory.
 
  --
  Yamato
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Re: [Computer-go] replacing dynamic komi with a scoring function

2012-01-08 Thread David Fotland
middle game playouts are far out of the joseki library, and in any case the
joseki library moves are not used in the playouts, only the uct tree.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of steve uurtamo
 Sent: Sunday, January 08, 2012 8:23 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] replacing dynamic komi with a scoring function
 
 even with the joseki libraries, MCTS prefers center?
 
 that seems to favor the idea of center actually being good.
 
 s.
 
 On Sun, Jan 8, 2012 at 8:13 PM, David Fotland fotl...@smart-games.com
 wrote:
  Yes.  That's why MCTS prefers the center.  Sometimes the playouts let an
  invasion work, so corner territory is not evaluated as being as secure
as
 it
  should be.  It seems easier for MCTS to kill groups in the center in the
  playouts.
 
  David
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of steve uurtamo
  Sent: Sunday, January 08, 2012 8:03 PM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] replacing dynamic komi with a scoring
function
 
  underestimation?
 
  s.
 
  On Sun, Jan 8, 2012 at 7:30 PM, Yamato yamato...@yahoo.co.jp wrote:
   (2012/01/09 9:56), Jouni Valkonen wrote:
  
   There is indeed a problem with Dynamic komi with Zen. Zen often
loses
   the handicap games if black tries to minimize the move count. Often
if
   it is possible to bring game to small yose in around move 180 or so
 and
   if not too much behind, then Zen most likely will lose. I have
played
   few games where Zen noted only when filling last dames that it is
  losing
   the game by few or half points and then resign. Although, one game
was
   that I lost by ½ points, because I accidentally defended
unnecessarily
   instead of taking the last dame. One game was that i was about ten
   points behind around move 180, but then Zen played a slack small
yose,
   and lost by 2½ points. Also good and very easy strategy against zen
in
   handicap games is to take all the sides and give center territory to
  the
   Zen. Zen almost always will take the center territory as too small
and
   gives sides as too big.
  
  
   I think people often confuse the evaluation problem and the dynamic
 komi
   problem. A more urgent problem is the underestimation of the edge and
   corner territory.
  
   --
   Yamato
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