Re: [Computer-go] Playout speed... again

2015-10-16 Thread Urban Hafner
Very nice speed up Goncalo! This prompted me to check my playout speed and with the recent addition of 3x3 patterns I'm now down to 6pps on 19x19. Whoops! ;) I may need to do some optimisations ... Urban On Fri, Oct 16, 2015 at 1:09 AM, Gonçalo Mendes Ferreira wrote: > Thanks

Re: [Computer-go] Could you please stop using "Zen" and stop posting here?

2015-10-16 Thread djhbrown .
yes to both requests ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go

[Computer-go] David's original message

2015-10-16 Thread Ingo Althöfer
Hello, the original message by David Ormerod from GoGameGuru was: * Hi all, I usually just lurk on this list, but for those of you who are interested in an analysis of the first game, you can find one here:

[Computer-go] codecentric Challenge 2015: pro comments

2015-10-16 Thread Ingo Althöfer
Hi David, thanks for your posting. I just chased through the comments by An Younggli (8p from Korea, living in Sidney). Highly recommended, even for go beginners like me. At one point Younggil asks if MC bots (like Zen) can have something like a fighting spirit. I would say so, for instance

Re: [Computer-go] Go in virtual reality

2015-10-16 Thread Ben Ellis
I believe there is a Go Island in Second life, so assuming Second life supports Oculus / VR (which it should) then you're most of the way there already. On 28 September 2015 at 22:31, Sébastien 'Cb' Kuntz < sebastien.ku...@nowan.net> wrote: > Hi list, > just a quick update with more info and

Re: [Computer-go] Javascript go programs

2015-10-16 Thread Ben Ellis
I made a start on this but I decided to start over as I didn't like the data structures I was using and my unit test coverage wasn't good enough for me to debug problems effectively. My goal was to make an program that was suitable for beginners (beat a double digit (ideally 12k) player) and that

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

2015-10-16 Thread Ben Ellis
My go playing program mostly just does random play outs so I don't claim to be an expert, but I check for super KO in my go program and it doesn't seem to slow it down too much. I use the same algorithm for checking for simple KO as well. *This doesn't catch 100% of super KO but it is good enough

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

2015-10-16 Thread Gonçalo Mendes Ferreira
I'm currently using random numbers ensuring they are not 0 or repeated in the table, for obvious reasons. I suspect the next step for those interested would be ensuring each bit has a similar ratio of occurrences, or bruteforcing it. On 16/10/2015 14:51, Álvaro Begué wrote: Btw does anyone

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

2015-10-16 Thread Gonçalo Mendes Ferreira
Hmmm, that's interesting but for random playouts seems a bit overkill. In a random playout kos will only consistently happen if they are the last legal positions in the board, at which point it might be better just waiting for a few more plays, reaching the max depth and calling the score as

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

2015-10-16 Thread Gonçalo Mendes Ferreira
And your method, although I didn't understand it completely, seems very similar to having one big hash table with an entry for the Zobrist hash of every state of the match, with the advantage of also stopping superkos. I used this when I had neural networks playing and they absolutely could

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

2015-10-16 Thread Álvaro Begué
> Btw does anyone have a good initialization vector for the Zobrist table? The obvious thing to try is random numbers. Another idea is turning your Zobrist key into CRC64, which I think is what you get if you generate your numbers like this: #include int main() { unsigned long long const P =

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

2015-10-16 Thread Álvaro Begué
That sounds kind of obsessive. I think the probability of having a 0 or repeated numbers in the table is about 3.18*10^-15 (someone else please check my math). To generate some intuition for how small this number is, if you did this a thousand times per second, the expected time to finding a

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

2015-10-16 Thread Álvaro Begué
We are talking about initialization of the Zobrist table. That will happen once per execution of the program; or even just once ever, if he just generates the table and hard-codes it into the program --which is what I do. Álvaro. On Fri, Oct 16, 2015 at 10:29 AM, Igor Polyakov

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

2015-10-16 Thread Gonçalo Mendes Ferreira
Heh you got me there. I guess I do it because there's not really any drawback to it, better be safe than sorry, even if only every 10,000 years. On 16/10/2015 15:21, Álvaro Begué wrote: That sounds kind of obsessive. I think the probability of having a 0 or repeated numbers in the table is

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

2015-10-16 Thread Igor Polyakov
If you're only getting 1000 table generations a second, you should look into your algorithm. You should get at least 100,000 table generations a second! On 2015-10-16 7:21, Álvaro Begué wrote: That sounds kind of obsessive. I think the probability of having a 0 or repeated numbers in the