Re: [computer-go] Re: Dynamic Komi at 9x9 ?

2010-02-18 Thread Don Dailey
On Thu, Feb 18, 2010 at 7:28 AM, Ingo Althöfer 3-hirn-ver...@gmx.dewrote: Hello Don, several very good points by you! Does anyone have data based on several thousands games that attempts to measure the effect of dynamic komi? I would like to see results that are statistically

Re: [computer-go] Dynamic Komi at 9x9 ?

2010-02-18 Thread Don Dailey
Baudis pa...@ucw.cz On Wed, Feb 17, 2010 at 05:29:36PM -0500, Don Dailey wrote: Does anyone have data based on several thousands games that attempts to measure the effect of dynamic komi?I would like to see results that are statistically meaningful. We need to see a few thousand games

Re: [computer-go] Re: Dynamic Komi at 9x9 ?

2010-02-18 Thread Don Dailey
2010/2/18 dhillism...@netscape.net Ingo, I'm not a proper statistician, but I believe there's a crucial second step that's missing in your analysis of significance. Even if this were the only computer-go test that you personally had ever conducted, we would nevertheless need to take into

Re: [computer-go] Dynamic Komi at 9x9 ?

2010-02-17 Thread Don Dailey
Does anyone have data based on several thousands games that attempts to measure the effect of dynamic komi?I would like to see results that are statistically meaningful. We need to see a few thousand games played against a fixed opponent WITH dynamic komi, and then the same program without

Re: [computer-go] Gongo: Go in Go

2009-12-16 Thread Don Dailey
That's pretty impressive for the go language if this is an apples to apples comparison. Is it pretty much? On Wed, Dec 16, 2009 at 9:50 PM, Brian Slesinsky br...@slesinsky.orgwrote: Oops, you're right. Here it is with -server: Plug-and-Go refbot:17857 CRef bot (-O3)

Re: [SPAM] Re: [computer-go] Reference Montecarlo TreeDecision Bot.

2009-12-14 Thread Don Dailey
That same statement baffles me. AMAF gives a huge boost with light playouts for me. As the number of playouts increase, AMAF gives less and less. After a few thousand playouts it's almost nothing but if it's worse than not doing AMAF it is difficult to measure. Of course MCTS never does

Re: [computer-go] Gongo: Go in Go

2009-12-12 Thread Don Dailey
That's awesome! Do you have performance numbers on the same hardware for the C refbot? - Don On Sat, Dec 12, 2009 at 7:39 PM, Brian Slesinsky br...@slesinsky.orgwrote: Thought I'd announce that I've ported the Java refbot to the Go language (with some modifications). I'm getting about

Re: [computer-go] Kinds of Zobrist hashes

2009-12-08 Thread Don Dailey
The empty value is not needed. In some games it's easier to have it because it can be a simplification - everything handled uniformly for instance and it can avoid a conditional branch but I don't think that is an issue with Go. - Don On Tue, Dec 8, 2009 at 5:49 PM, Petr Baudis pa...@ucw.cz

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread Don Dailey
A few months ago there was a post in the computer chess forums about optimizing combinations of features. It was called orthogonal multi-testing. Did I mention that on this forum already? If not, here is a brief on how it works: Suppose you have 1 feature you want to test - you might

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread Don Dailey
I know there are heuristics for trying to understand the interactions and without looking too hard I assume this package is just a more comprehensive version of this. On Wed, Nov 25, 2009 at 9:11 AM, steve uurtamo uurt...@gmail.com wrote: the way to do all of this exactly is with experimental

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread Don Dailey
On Wed, Nov 25, 2009 at 10:44 AM, Heikki Levanto hei...@lsd.dk wrote: On Wed, Nov 25, 2009 at 09:01:22AM -0500, Don Dailey wrote: You could of course just play games where you choose each player randomly. If you have 256 feature you have a ridiculous number of combinations, more than you

Re: [computer-go] Mathematical Go

2009-11-25 Thread Don Dailey
Berlekamp came to MIT and gave a talk for us, and after that we talked about Go and Chess and other things and took him out to eat. I can vouch for the fact that he is a truly humble and modest person and is a real joy to talk to. It was all thoroughly enjoyable. - Don On Wed, Nov 25, 2009

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread Don Dailey
On Wed, Nov 25, 2009 at 2:00 PM, Matthew Woodcraft matt...@woodcraft.me.ukwrote: steve uurtamo wrote: the way to do all of this exactly is with experimental design. to design experiments correctly that handle inter-term interactions of moderate degree, this tool is quite useful:

Re: [computer-go] Hahn system tournament and MC bots

2009-11-23 Thread Don Dailey
On Mon, Nov 23, 2009 at 1:58 AM, Robert Jasiek jas...@snafu.de wrote: Don Dailey wrote: this simplification of the rules Simplification? It does not even simplify strategy. I am asserting that a properly modified bot is going to better at this variant of the game. It's way easier to play

Re: [computer-go] Hahn system tournament and MC bots

2009-11-23 Thread Don Dailey
On Mon, Nov 23, 2009 at 9:34 AM, Alain Baeckeroot alain.baecker...@laposte.net wrote: Le 23/11/2009 à 15:04, Don Dailey a écrit : On Mon, Nov 23, 2009 at 1:58 AM, Robert Jasiek jas...@snafu.de wrote: Don Dailey wrote: this simplification of the rules Simplification? It does

Re: [computer-go] Re: Hahn system tournament and MC bots

2009-11-23 Thread Don Dailey
I have repeatedly stated that the Hahn system is a simplification, but this is just a guess on my part and I might have it backwards.I'm not sure whether that invalidates the idea that computers will play this better or not. Here is a thought experiment.Imagine an omniscient player or

Re: [computer-go] Hahn system tournament and MC bots

2009-11-23 Thread Don Dailey
On Mon, Nov 23, 2009 at 11:07 AM, Robert Jasiek jas...@snafu.de wrote: Don Dailey wrote: I think it's simpler because I am a weak player and I think more in terms of total points rather than winning games Many weak players have told me (and for me when I was a beginner it was the same

Re: [computer-go] Re: Hahn system tournament and MC bots

2009-11-23 Thread Don Dailey
. - Don On Mon, Nov 23, 2009 at 12:01 PM, Robert Jasiek jas...@snafu.de wrote: Don Dailey wrote: In win game mode [God] will play ANY move randomly that is good enough. If God is set to play any randomly chosen winning move, yes. Since it is omnicient there is no point in talking

Re: [computer-go] Re: Hahn system tournament and MC bots

2009-11-23 Thread Don Dailey
What I cannot decide is if it is really more challenging - I just know it's more challenging to do it perfectly. More challenging for whom? For God, it is equally boring. More challenging in the sense that more work must be done. - Don -- robert jasiek

Re: [computer-go] Re: Hahn system tournament and MC bots

2009-11-23 Thread Don Dailey
On Mon, Nov 23, 2009 at 12:01 PM, Robert Jasiek jas...@snafu.de wrote: Don Dailey wrote: In win game mode [God] will play ANY move randomly that is good enough. If God is set to play any randomly chosen winning move, yes. Since it is omnicient there is no point in talking about risk

Re: [computer-go] Re: Hahn system tournament and MC bots

2009-11-23 Thread Don Dailey
On Mon, Nov 23, 2009 at 1:39 PM, Robert Jasiek jas...@snafu.de wrote: GoGod and GoDevil are objective technical terms referring to the game tree. They were defined roughly on rec.games.go quite some years ago but I do not recall the definition details by heart. They have nothing to do with

Re: [computer-go] Re: Hahn system tournament and MC bots

2009-11-23 Thread Don Dailey
On Mon, Nov 23, 2009 at 3:23 PM, Nick Wedd n...@maproom.co.uk wrote: In message 5212e61a0911231136t1e83ce37i9375a033fe3e0...@mail.gmail.com, Don Dailey dailey@gmail.com writes On Mon, Nov 23, 2009 at 12:01 PM, Robert Jasiek jas...@snafu.de wrote: Don Dailey wrote: In win game

Re: [computer-go] Re: Hahn system tournament and MC bots

2009-11-23 Thread Don Dailey
On Mon, Nov 23, 2009 at 4:51 PM, Robert Jasiek jas...@snafu.de wrote: Don Dailey wrote: If all moves lose, how would YOU select? E.g., I choose some that creates the most ready traps. Did you get the point that I'm defining 2 separate strategies?One is to maximize the points

Re: [computer-go] Shodan Go Bet: Nov '09 Update

2009-11-22 Thread Don Dailey
It's too early for computers to win bets like this - but it will eventually happen. We just need to wait a few more years which will come and go before you realize it. - Don 2009/11/22 terry mcintyre terrymcint...@yahoo.com Any hardware which can be brought to the playing site would

Re: [computer-go] Hahn system tournament and MC bots

2009-11-22 Thread Don Dailey
I'm pretty sure that this simplification of the rules would favor computers. Of course that would require some program modifications, primarily counting points on the board instead of wins and losses. These rules basically takes out some (or at least reduces) elements of the game that humans

Re: [computer-go] Re: First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-29 Thread Don Dailey
There is no question that computers play better at longer time controls even though this has been disputed on this group. Is there any issues with parallelism at short searches?In the old days when I competed in computer chess with many processors, the program could out-search the single

Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-29 Thread Don Dailey
2009/10/29 Olivier Teytaud olivier.teyt...@lri.fr Yes, this group does not have a consensus at all on this. On the one hand we hear that MCTS has reached a dead end and there is no benefit from extra CPU power, and on the other hand we have these developers hustling around for the

Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-29 Thread Don Dailey
2009/10/29 Olivier Teytaud olivier.teyt...@lri.fr Just curious, who actually claimed that and what was it based on? I don't know who claimed it first, and who agreed for it, but I agree with it :-) But you always seek the most hardware when you play against a human it seems. I think

Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-29 Thread Don Dailey
On Thu, Oct 29, 2009 at 12:40 PM, Petr Baudis pa...@ucw.cz wrote: On Thu, Oct 29, 2009 at 12:00:32PM -0400, Don Dailey wrote: That is exactly as it should be and is not a barrier. I don't think you know the difference between a wall and a point that is just far away. I'd phrase

Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-29 Thread Don Dailey
Yes, I agree with you on most of this. However, I believe that Go is a very simple domain in some sense and that we romanticize it too much. I am not saying there is not amazing depth to it, but it's represented very compactly and it's a game of perfect information with very limited

Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-29 Thread Don Dailey
What is interesting is not the fact that intrasitivity exists, that is not in doubt. But it quite interesting that this much intransitivity can be created with non-trivial and strong programs. I would like to see the data though, specifically the number of games between each player at each level

Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-26 Thread Don Dailey
2009/10/26 Richard J. Lorentz lore...@csun.edu How things changes. You would never hear a comment like Remark c) below concerning the old alpha-beta chess engines. Yes, this group does not have a consensus at all on this. On the one hand we hear that MCTS has reached a dead end and there

Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-26 Thread Don Dailey
Peter, did your comment get cut off? Anyway, I agree with you on this. Humans are not stronger on short time settings. I believe that SOME humans could be better if they have a problem staying interested for a longer period of time and the longer time control upsets their rhythm or

Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-26 Thread Don Dailey
at 6:14 PM, Mark Boon tesujisoftw...@gmail.com wrote: 2009/10/26 Don Dailey dailey@gmail.com: 2009/10/26 Richard J. Lorentz lore...@csun.edu Yes, this group does not have a consensus at all on this. On the one hand we hear that MCTS has reached a dead end

Re: [computer-go] Re: Neural networks

2009-10-14 Thread Don Dailey
On Wed, Oct 14, 2009 at 10:21 AM, Álvaro Begué alvaro.be...@gmail.comwrote: We should let go of this idea that artificial neural networks have anything to do with the brain. ANNs are just a family of parametric functions (often with too many parameters for their own good) and associated

Re: [computer-go] Rating variability on CGOS

2009-10-08 Thread Don Dailey
One must be very careful about proclaiming wild transitivity issues. I'm not saying it's not an issue, there is some going on with every program on CGOS, but with less than 500 games between any two players you are going to get error margins of +/- 30-50 ELO or something like that. And CGOS

Re: kgsGtp (was Re: [computer-go] Congratulations to AyaMC!)

2009-10-06 Thread Don Dailey
2009/10/6 Jason House jason.james.ho...@gmail.com That already exists: kgs-game_over is sent after every game (if you support it). That it's up to your bot to decide if it should terminate, run a full garbage collection, pause pondering, etc... I think most people use a sentinel file. Are

Re: [computer-go] test: ignore

2009-09-12 Thread Don Dailey
2009/9/12 jorge jorge...@terra.es sorry, but as i don´t receive anything, i don´t know is the list is not active or if i´m doing something wrong ... It's fairly active, but you might not get a message every single day. - Don ___ computer-go

Re: [computer-go] any mac programmers out there?

2009-09-06 Thread Don Dailey
I tried both llvm-gcc and CLANG. I did not have any trouble getting them to work for my 64 bit chess program. I didn't try too hard, but neither is producing executables as fast as gcc. llvm-gcc is the slowest about 20% slower than gcc and clang is only a little slower than gcc. Since I

Re: [computer-go] Bitmap Go revisited and mockup implementation

2009-08-25 Thread Don Dailey
A couple of notes. Some of us on this computer-go forum are also Chess programmers and many of write 64 bit chess programs. I am one of them but I know there are others. My 64 bit chess program runs almost 2X faster if I compile it to run on a 64 bit OS - in other words I'm using real 64 bit

Re: [computer-go] Dynamic komi at high handicaps

2009-08-20 Thread Don Dailey
I'm glad to see some are actually experimenting with this. My suggestion is to modify a program such as fuego to follow one of the algorithms as suggested - then test it with a large sample of games. If it doesn't work we can experiment until it does or until we are satisfied that it won't.

Re: [computer-go] Dynamic komi at high handicaps

2009-08-19 Thread Don Dailey
One must decide if the goal is to improve the program or to improve it's playing behavior when it's in a dead won or dead lost positions. It's my belief that you can probably cannot improve the playing strength soley with komi manipulation, but at a slight decrease in playing strength you can

Re: [computer-go] Dynamic komi at high handicaps

2009-08-19 Thread Don Dailey
. - Don -Magnus Quoting Don Dailey dailey@gmail.com: One must decide if the goal is to improve the program or to improve it's playing behavior when it's in a dead won or dead lost positions. It's my belief that you can probably cannot improve the playing strength soley with komi

Re: [computer-go] Dynamic komi at high handicaps

2009-08-19 Thread Don Dailey
, but perhaps they do not. Terry McIntyre terrymcint...@yahoo.com “We hang the petty thieves and appoint the great ones to public office.” -- Aesop -- *From:* Don Dailey dailey@gmail.com *To:* computer-go computer-go@computer-go.org *Sent:* Wednesday, August 19

Re: [computer-go] (no subject)

2009-08-19 Thread Don Dailey
PS: Once again I would like to mention my report on Laziness of Monte Carlo, at http://www.althofer.de/mc-laziness.pdf In the meantime, a student has found the same phenomenon in UCT search (instead of basic MC). Also in discrete online optimization (so outside of combinatorial games) it

Re: [computer-go] Laziness

2009-08-19 Thread Don Dailey
On Wed, Aug 19, 2009 at 2:11 PM, Brian Sheppard sheppar...@aol.com wrote: My conclusion is the same as Gian-Carlo Pascutto's: I am convinced that the phenomenon of laziness is real, and that it hurts practical strength. Unfortunately this is not that point that is in question - I think we

Re: [computer-go] representing liberties

2009-08-15 Thread Don Dailey
2009/8/15 Jason House jason.james.ho...@gmail.com On Aug 14, 2009, at 11:02 PM, David Fotland fotl...@smart-games.com wrote: Moves often merge two groups. I count liberties incrementally as I make moves, so no need to search to count. How do you detect shared libreties to avoid double

Re: [computer-go] representing liberties

2009-08-15 Thread Don Dailey
can use the code of one implementation to debug then next - always checking to see that you get the same answer. - Don 2009/8/15 Jason House jason.james.ho...@gmail.com On Aug 15, 2009, at 8:22 AM, Don Dailey dailey@gmail.com wrote: 2009/8/15 Jason House jason.james.ho...@gmail.com

Re: [computer-go] Erlang and computer go

2009-08-14 Thread Don Dailey
Have you looked at scala yet?I don't understand Erlang performance but scala gives you something higher level than Java or C and same performance as Java, which for most long running applications is pretty close to C performance.I'm currently taking a look at it - I'm always on the

Re: [computer-go] Erlang and computer go

2009-08-14 Thread Don Dailey
I don't think JVM performance will be an issue for this.I assumed that you were willing to sacrifice a small amount of speed for a high level prototyping language and I think you will only get about 20-30% slowdown over C - I'm judging this by the performance of the reference bots I did in

Re: [computer-go] representing liberties

2009-08-14 Thread Don Dailey
On Fri, Aug 14, 2009 at 5:13 PM, Carter Cheng carter_ch...@yahoo.comwrote: I have been having difficulties selecting a good representation for liberty sets for strings of stones. I am curious how other people might be doing this. I suspect that for heavier playouts one would like to know not

Re: [computer-go] Erlang and computer go

2009-08-14 Thread Don Dailey
-- *From:* Don Dailey dailey@gmail.com *To:* computer-go computer-go@computer-go.org *Sent:* Friday, August 14, 2009 2:25:06 PM *Subject:* Re: [computer-go] Erlang and computer go I don't think JVM performance will be an issue for this.I assumed that you were willing

Re: [computer-go] representing liberties

2009-08-14 Thread Don Dailey
doing it to have some method of liberty counting + a exhaustive search to determine the last two liberties for example? --- On Fri, 8/14/09, Don Dailey dailey@gmail.com wrote: From: Don Dailey dailey@gmail.com Subject: Re: [computer-go] representing liberties To: computer-go

Re: [computer-go] representing liberties

2009-08-14 Thread Don Dailey
Of *Don Dailey *Sent:* Friday, August 14, 2009 6:17 PM *To:* computer-go *Subject:* Re: [computer-go] representing liberties I'm not sure I understand your question. But I'll try to explain it a little better. Basically, you keep a C structure or the equivalent which tracks each

Re: [computer-go] representing liberties

2009-08-14 Thread Don Dailey
On Fri, Aug 14, 2009 at 9:51 PM, David Fotland fotl...@smart-games.comwrote: Old Many Faces keeps linked lists of liberties for each group. They are sorted, singly linked lists, so merges are fast. Yes, I can see that merges would be really fast with linked lists. Are they common enough to

Re: [computer-go] Dynamic komi at high handicaps

2009-08-13 Thread Don Dailey
This idea makes much more sense to me than adjusting komi does.At least it's an attempt at opponent modeling, which is the actual problem that should be addressed. Whether it will actually work is something that could be tested. Another similar idea is not to pass but to play some

Re: [computer-go] Dynamic komi at high handicaps

2009-08-13 Thread Don Dailey
On Thu, Aug 13, 2009 at 1:39 AM, Christoph Birk b...@ociw.edu wrote: On Aug 12, 2009, at 3:43 PM, Don Dailey wrote: I believe the only thing wrong with the current MCTS strategy is that you cannot get a statistical meaningful number of samples when almost all games are won or lost.You

Re: [computer-go] Dynamic komi at high handicaps

2009-08-13 Thread Don Dailey
There is one crude way to measure goal compatibility. See if you can make the same move work with different komi.If I'm on the east coast of the US traveling to the west coast, I will probably start off on the same road regardless of whether I'm going to Seattle or San Diego.If the same

Re: [computer-go] Dynamic komi at high handicaps

2009-08-13 Thread Don Dailey
.( Or if every move satisfies the long term goal in case of taking handicap) Stefan - Original Message - *From:* Don Dailey dailey@gmail.com *To:* tapani.ra...@tkk.fi ; computer-go computer-go@computer-go.org *Sent:* Thursday, August 13, 2009 4:02 PM *Subject:* Re: [computer-go

Re: [computer-go] Dynamic komi at high handicaps

2009-08-13 Thread Don Dailey
office.” -- Aesop -- *From:* Don Dailey dailey@gmail.com *To:* computer-go computer-go@computer-go.org *Sent:* Thursday, August 13, 2009 9:27:11 AM *Subject:* Re: [computer-go] Dynamic komi at high handicaps 2009/8/13 Stefan Kaitschick stefan.kaitsch

Re: [computer-go] new kid on the block

2009-08-12 Thread Don Dailey
Yes, known problem :-( I'm still trying to find a method to see if a point is in an eye. Should not be too difficult in theory but in practice i have not found a method yet. Are you talking about 1 point eyes? For this I think most programs use the same definition, which is quite good

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread Don Dailey
2009/8/12 Ingo Althöfer 3-hirn-ver...@gmx.de In the last few weeks I have experimented a lot with dynamic komi in games with high handicap. Especially, I used the really nice commercial program Many Faces of Go (version 12.013) with its Monte Carlo level (about 2 kyu on 19x19 board) and its

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread Don Dailey
Ok, I misunderstood his testing procedure. What he is doing is far more scientific than what I thought he was doing. There has got to be something better than this. What we need is a way to make the playouts more meaningful but not by artificially reducing our actual objective which is to

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread Don Dailey
The problem with MCTS programs is that they like to consolidate. You set the komi and thereby give them a goal and they very quickly make moves which commit to that specific goal. Commiting to less than you need to actually win will often involve sacrificing chances to win.Sometime it

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread Don Dailey
in a field which would otherwise look like a dark, desolate, win-less landscape. Terry McIntyre terrymcint...@yahoo.com “We hang the petty thieves and appoint the great ones to public office.” -- Aesop -- *From:* Don Dailey dailey@gmail.com *To:* computer-go

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread Don Dailey
On Wed, Aug 12, 2009 at 5:36 PM, Mark Boon tesujisoftw...@gmail.com wrote: I started to write something on this subject a while ago but it got caught up in other things I had to do. When humans play a (high) handicap game, they don't estimate a high winning percentage for the weaker player.

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread Don Dailey
2009/8/12 terry mcintyre terrymcint...@yahoo.com Most experiments are done on even games; this dynamic algorithm applies particularly to handicap games.In that context, it is not an ungainly kludge, but actually reflects the assessment of evenly matched pro players - they look at the board,

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread Don Dailey
On Wed, Aug 12, 2009 at 5:58 PM, Mark Boon tesujisoftw...@gmail.com wrote: 2009/8/12 Don Dailey dailey@gmail.com: I disagree about this being what humans do. They do not set a fake komi and then try to win only by that much. I didn't say that humans do that. I said they consider

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread Don Dailey
On Wed, Aug 12, 2009 at 6:03 PM, Matthew Woodcraft matt...@woodcraft.me.ukwrote: Don Dailey wrote: The problem with MCTS programs is that they like to consolidate. You set the komi and thereby give them a goal and they very quickly make moves which commit to that specific goal. How did

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread Don Dailey
. Handicap go wasnt given special attention sofar. Stefan - Original Message - *From:* Don Dailey dailey@gmail.com *To:* computer-go computer-go@computer-go.org *Sent:* Wednesday, August 12, 2009 11:24 PM *Subject:* Re: [computer-go] Dynamic komi at high handicaps Terry, I

Re: Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-07 Thread Don Dailey
On Fri, Aug 7, 2009 at 5:51 AM, Folkert van Heusden folk...@vanheusden.comwrote: What is superko? My program keeps a list of all board-positions and then if it whants to do a move it checks if the new board-position is in the list. If so, it throws that move away. Are there other checks I

Re: [computer-go] matching 2 engines with sanity checks

2009-08-04 Thread Don Dailey
It's pretty easy to add this test to the client - there is an object oriented package in the cgos code called gogame which follows a game and reports any illegal moves.Just cut and paste it to client and when a new game is started create a new game object, and use the object to verify the

Re: [computer-go] Finding specific CGOS game

2009-08-02 Thread Don Dailey
Here are last few games of Pebbles where pebbles lost on time as black - which is what would happen in a crash. Pebbles is losing a lot of games on time. 794069|gnugo-3.7.12-l10F|1759|Pebbles|2155|2009-06-23 12:51|23130|306264|W+Time|y 796644|fuego-0.4-slow|2050|Pebbles|2144|2009-06-28

Re: [computer-go] Finding specific CGOS game

2009-08-02 Thread Don Dailey
I only showed black games because you said pebbles was black. - Don On Sun, Aug 2, 2009 at 1:27 PM, Christoph Birk b...@ociw.edu wrote: On Aug 2, 2009, at 8:05 AM, Don Dailey wrote: Here are last few games of Pebbles where pebbles lost on time as black - which is what would happen

Re: [computer-go] new kid on the block

2009-07-30 Thread Don Dailey
I think the problem is yours, there is no known problem anything like this in Ggogui and I have been using it for a long time. Is your notation correct? In Go there is no 'i' file, we go from h to j skipping i.You may already know that of course if you are a go player but it still leads to

Re: [computer-go] Re: Mirror Go against Zen

2009-07-23 Thread Don Dailey
How is the center point handled?I assume it plays to the center point as black and with either color it just ignores the center point in the symetry calculations, right? So if it's playing white, symmetry is broken as soon as white plays to the center because it cannot play a move that

Re: [computer-go] Re: Mirror Go against Zen

2009-07-22 Thread Don Dailey
2009/7/22 Andrés Domínguez andres...@gmail.com 2009/7/20 Stefan Kaitschick stefan.kaitsch...@hamburg.de: Ofcourse they can know. They just have to check for it. Those programs that do well against mirror go probably all do check for it. I think a strong MCTS could find the lines that make

Re: [computer-go] Re: Mirror Go against Zen

2009-07-22 Thread Don Dailey
It could be a matter of style as you say, not a matter of strength.My main questions is whether it's been established as true that Zen really plays poorly and Many Faces is brilliant against mirror go.Or does it just seem that way based on casual observation? The only reason I make an

Re: [computer-go] Mirror Go against Zen

2009-07-20 Thread Don Dailey
I thought you played mirror go as white? I'm not a go player, but it seems like it would be hard to win if you had the white pieces with 0.5 komi and black mirrored everything you did.You essentially start from a losing position anyway, right? Does the human play to the center on the first

Re: [computer-go] Re: Mirror Go against Zen

2009-07-20 Thread Don Dailey
will get the make the capture first, you could win by making sure this capture spoiled your opponent mirror capture. Is that the basic strategy or is there more? - Don On Mon, Jul 20, 2009 at 9:14 AM, Ingo Althöfer 3-hirn-ver...@gmx.dewrote: Don Dailey wrote: I thought you played mirror go

Re: [computer-go] Re: Mirror Go against Zen

2009-07-20 Thread Don Dailey
20, 2009 at 9:48 AM, Seo Sanghyeon sanx...@gmail.com wrote: 2009/7/20 Don Dailey dailey@gmail.com: Again, I don't understand go so well, but how do you win against mirror go? You setup two ladders that collide. -- Seo Sanghyeon ___ computer

Re: [computer-go] gtp which version to implement?

2009-07-15 Thread Don Dailey
On Wed, Jul 15, 2009 at 9:41 AM, Carter Cheng carter_ch...@yahoo.comwrote: Where can I find information on these bridging protocols or are libraries provided for this (to the 9x9 19x19 servers)? The CGOS protocol is pretty easy to decode from the cgos client script which is written in TCL.

Re: [computer-go] Random weighted patterns

2009-07-15 Thread Don Dailey
I think you could do this with a binary tree - at each node keep a total of the weight values of the subtree below the node. If the pattern was hashed, then each bit could define a branch of the tree, 0 = left branch 1 = right branch. Then you have a very simple divide and conquer algorithm.

Re: [computer-go] Random weighted patterns

2009-07-15 Thread Don Dailey
In the loop i is always zero. I think your code is wrong. You probably meant to loop over all the weights (or I should say on average half the weights), and this code is slow if there are a lot of weights. 2009/7/16 Peter Drake dr...@lclark.edu I must be missing something. Isn't the obvious

Re: [computer-go] Random weighted patterns

2009-07-15 Thread Don Dailey
On Wed, Jul 15, 2009 at 11:37 PM, David Fotland fotl...@smart-games.comwrote: So many complex ideas :) Why not just multiply the weight of each pattern by a random number and pick the biggest result? This is fine if you are looking for the slowest algorithm you can find. But it does have the

Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-14 Thread Don Dailey
On Tue, Jul 14, 2009 at 4:07 AM, Ingo Althöfer 3-hirn-ver...@gmx.dewrote: Darren Cook wrote: Ingo's suggestion (of two buttons to increment/decrement komi by one point) was to make it easy for strong humans to test out the idea for us. Don Dailey wrote: There is no question that if you

Re: [computer-go] memory management for search trees(basic question)

2009-07-14 Thread Don Dailey
There has been quite a few descriptions on this forum about how people do this. I am guessing, but I think most of the authors allocate a pool of memory and manage this themselves.Are you writing in C? In C you can declare a fixed size record (called a struct) and just make an array of

Re: [computer-go] memory management for search trees(basic question)

2009-07-14 Thread Don Dailey
which appear to be the same but differ in crucial ways. Thanks everyone for the help. --- On Tue, 7/14/09, Don Dailey dailey@gmail.com wrote: From: Don Dailey dailey@gmail.com Subject: Re: [computer-go] memory management for search trees(basic question) To: computer-go computer

Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Don Dailey
On Sun, Jul 12, 2009 at 8:07 AM, Benjamin Teuber benjamin.teu...@web.dewrote: Hi, I would like to know what exact experiments with virtual komi have been made and why thay failed. To me, this idea seems very natural, as it encodes the confidence of the stronger player that the weaker one

Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Don Dailey
On Sun, Jul 12, 2009 at 8:59 AM, Benjamin Teuber benjamin.teu...@web.dewrote: You just hit the nail on the head. Dynamic komi does not encourage a program to overplay the position. Since you are starting from a losing position you HAVE to overplay a bit. You have to attack when it is

Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Don Dailey
2009/7/12 David Fotland fotl...@smart-games.com e) use a knowledge system that knows what good moves look to prune or bias the moves when way ahead or way behind. This is what many Faces does. This is what I believe to be the most reasonable approach. - Don David *From:*

Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Don Dailey
-analsysis to figure out what needs to be done, and by then you may already know what to do anyway and you have a more convential program. - Don Christian 2009/7/12 Don Dailey dailey@gmail.com: On Sun, Jul 12, 2009 at 8:59 AM, Benjamin Teuber benjamin.teu...@web.de wrote: You

Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Don Dailey
On Sun, Jul 12, 2009 at 3:08 PM, Benjamin Teuber benjamin.teu...@web.dewrote: It's not up to me to prove anything. It's up to you. You entered a discussion in which you gave arguments (that I believe are nonsense) ... but at least fits the observation that this method does not work.

Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Don Dailey
On Sun, Jul 12, 2009 at 7:12 PM, Matthew Woodcraft matt...@woodcraft.me.ukwrote: Don Dailey wrote: I did try this myself but I don't have any data to show what I did. What I remember is that it's incredibly tricky - how do you actually know when and how much to adjust? If the score

Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Don Dailey
On Sun, Jul 12, 2009 at 8:10 PM, Darren Cook dar...@dcook.org wrote: I would like to know what exact experiments with virtual komi have been made and why thay failed. ... I'm only aware of Don's experiment [1], which he admits he doesn't have any details for and only remembers: I did a

Re: [computer-go] Dynamic komi in commercial programs

2009-07-11 Thread Don Dailey
I think we should open up to other ideas, not just dynamic komi modification. In fact that has not proved to be a very fruitful technique and I don't understand the fascination with it. First we identify what it is we are trying to accomplish. You mentioned improving the strength of MCTS go

Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-11 Thread Don Dailey
On Sat, Jul 11, 2009 at 4:54 PM, Dave Dyer dd...@real-me.net wrote: If you are in a lost position, good play is play that maximizes the probability of a turnaround, which is quite different depending on how far behind you are, and for what reason. What maximizes the probability of a

Re: [computer-go] Scoring - step function or sigmoid function?

2009-07-08 Thread Don Dailey
On Mon, Jun 8, 2009 at 7:35 AM, Stefan Kaitschick stefan.kaitsch...@hamburg.de wrote: Thinking about why... In a given board position moves can be grouped into sets: the set of correct moves, the set of 1pt mistakes, 2pt mistakes, etc. Let's assume each side has roughly the same number of

Re: [computer-go] Really basic question

2009-07-07 Thread Don Dailey
On Tue, Jul 7, 2009 at 3:49 AM, Magnus Persson magnus.pers...@phmp.sewrote: Quoting Oliver Lewis ojfle...@gmail.com: Others on this list have reported in the past that the randomness is actually very important. Playouts that are very heavy, no matter how clever they are, actually reduce

Re: [computer-go] Experimentation (was: Really basic question)

2009-07-07 Thread Don Dailey
On Tue, Jul 7, 2009 at 6:31 AM, Christian Nentwich christ...@modeltwozero.com wrote: The problem I think is to find a good tradeoff between heavyness and speed. In my test with Valkyria vs Fuego, Valkyria is superior when the number of playouts are the same. But Fuego can play 5 times more

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