For people interested in seeing the reviews for ICLR 2017 for the paper:
https://openreview.net/forum?id=Bk67W4Yxl
On Tue, Jan 10, 2017 at 6:46 AM, Detlef Schmicker wrote:
> Very interesting,
>
> but lets wait some days for getting an idea of the strength,
> 4d it reached due to
If anything, the other great DCNN applications predate the application of
these methods to Go. Deep neural nets (convnets and other types) have been
successfully applied in computer vision, robotics, speech recognition,
machine translation, natural language processing, and hosts of other areas.
Neural networks are not considered obsolete by the machine learning
community; in fact there is much active research on neural networks
and the term is understood to be quite general. SVMs are linear
classifiers for hand-engineered features. When a single layer of
template-matchers isn't enough,
Thanks! I had never seen the alias method before and it is quite ingenious!
- George
On Thu, Jul 16, 2009 at 3:04 AM, Martin Muellermmuel...@cs.ualberta.ca wrote:
If you want to take many samples from a fixed, or infrequently changing,
distribution, you can do it in O(1) time per sample, with
I think he is missing the tree search part. Just doing a one-ply
lookahead and then doing playouts will not make a strong bot. I would
like to defer an explanation of UCT (or something else) to someone who
is more of an expert.
- George
On Mon, Jul 6, 2009 at 8:25 PM, Raymond
At the moment I (and another member of my group) are doing research on
applying machine learning to constructing a static evaluator for Go
positions (generally by predicting the final ownership of each point
on the board and then using this to estimate a probability of
winning). We are looking
I am aware such a decoupled program might not exist, but I don't see
why one can't be created. When you say the move generator has to be
very disciplined what do you mean? Do you mean that the evaluator
might be used during move ordering somehow and that generating the
nodes to expand is tightly
Van: computer-go-boun...@computer-go.org namens George Dahl
Verzonden: di 17-2-2009 18:27
Aan: computer-go
Onderwerp: [computer-go] static evaluators for tree search
At the moment I (and another member of my group) are doing research on
applying machine learning
I really don't like the idea of ranking moves and scoring based on the
distance to the top of a list for a pro move. This is worthless if we
ever want to surpass humans (although this isn't a concern now, it is
in principle) and we have no reason to believe a move isn't strong
just because a pro
Really? You think that doing 20-50 uniform random playouts and
estimating the win probability, when used as a leaf node evaluator in
tree search, will outperform anything else that uses same amount of
time? I must not understand you. What do you mean by static
evaluator? When I use the term, I
GPUs can speed up many types of neural networks by over a factor of 30.
- George
On Tue, Feb 17, 2009 at 8:35 PM, terry mcintyre terrymcint...@yahoo.com wrote:
From: dhillism...@netscape.net dhillism...@netscape.net
Perhaps the biggest problem came from an
How do you perform the neuro-evolution? What sort of genetic
operators do you have? Do you have any sort of crossover? How do you
represent the board and moves to the networks?
- George
On Fri, Feb 13, 2009 at 2:42 PM, Ernest Galbrun
ernest.galb...@gmail.com wrote:
Hello,
I would like to
I have heard 100 million as an estimate of the total number of Go
players worldwide.
- George
On Wed, Jan 14, 2009 at 7:42 AM, Mark Boon tesujisoftw...@gmail.com wrote:
It's difficult to get hard data about this. Go is only the most popular game
in Korea. In other countries like Japan and China
So if I understand this correctly, you only allow moves on the 3rd,
4th, or 5th lines to be considered (in both the tree and the playouts)
unless there is another stone within manhattan distance of two?
What would be really interesting is if one of the stronger open source
engines was modified to
So you say that: ...I'm observing that most of the increase in level
comes from the selection during exploration and only in small part
from the selection during simulation., could you elaborate at all?
This is very interesting. That almost suggests it might be fruitful
to use the patterns in the
I look forward to hearing more! Happy testing.
- George
On Sun, Nov 16, 2008 at 11:53 PM, Mark Boon [EMAIL PROTECTED] wrote:
On 17-nov-08, at 02:42, George Dahl wrote:
So you say that: ...I'm observing that most of the increase in level
comes from the selection during exploration and only
mercurial or bazaar.
I use bazaar myself. It took me 5 minutes to figure out how to do the
very basics, which so far has been enough for me. I think both have
eclipse plugins, but I haven't used them.
- George
On Fri, Oct 24, 2008 at 2:03 PM, Mark Boon [EMAIL PROTECTED] wrote:
Due to several
If you are interested, search for git versus bazaar or mercurial
versus git or whatever for any pair of mercurial, git, and bazaar on
google. For my purposes, it really didn't matter too much which one I
used so I used the first thing that worked. Git has a reputation for
being very fast and
I agree that the komi should not be changed unless there is a very
compelling reason. My engine would have to be entirely recreated to
support a different komi and I only want to maintain one engine for
each boardsize.
- George
On Wed, Oct 8, 2008 at 3:46 PM, Don Dailey [EMAIL PROTECTED] wrote:
Has anyone applied the ideas in Modelling Uncertainty in the Game of Go by
Stern, Graepel, and MacKay?The paper can be found at:
http://research.microsoft.com/~dstern/papers/sterngraepelmackay04.pdf
It was quite a fascinating paper!
- George
___
One thing to consider is that for some bots it may be very very hard to
change the board size. My (as yet incomplete) bot will be like this. It
will require thousands of CPU hours to adapt itself to a new board size so I
want to work with as few board sizes as possible since I need to collect
I don't have access to windows machines to test and I don't know anything
about windows. I can barely use it. Although when my Go bot is complete, I
would welcome anyone who wants to port it for me. :)-George
On Thu, Jul 17, 2008 at 12:29 PM, David Fotland [EMAIL PROTECTED]
wrote:
It irks me
I just wanted to confirm that there are no plans for changing the komi
on CGOS to anything but 7.5 ever. I just started a 7400 cpu-hour
computation to generate training data for my Go bot and it is
inextricably linked to the komi, I will have to regenerate training
data (and then retrain) my bot
I like what I have seen of it, but haven't used it too seriously yet.-George
On Dec 27, 2007 5:43 PM, Don Dailey [EMAIL PROTECTED] wrote:
Has anyone here taken a serious look at scala the programming language?
It seems (to me) to be a very high level functionally oriented Java.
Part of the
Please excuse me if this question has been answered before, my brief
look through the archives I have did not find it. How does one
compute unconditional life and death? Ideally, in an efficient
manner. In other words, I want to know, for each group of stones on
the board that share a common
Thanks!
- George
On 12/13/07, Jason House [EMAIL PROTECTED] wrote:
On Dec 13, 2007 4:40 PM, George Dahl [EMAIL PROTECTED] wrote:
Please excuse me if this question has been answered before, my brief
look through the archives I have did not find it. How does one
compute unconditional life
He has two consecutive newlines since print adds one unless the print
statement has a comma at the end.
- George
On 8/24/07, Hellwig Geisse [EMAIL PROTECTED] wrote:
Thomas,
On Fri, 2007-08-24 at 17:26 -0500, Thomas Nelson wrote:
command = raw_input()
print = myName\n
the following is
As I understand it, bots can try to estimate and play at the Nash
equilibrium. In some sense, that is optimal.
Alternatively/additionally the bot can deviate from equilibrium play
based on opponent modelling.
Finding the NE is hard. I think that is why the rules are restricted,
to make it
Don't forget that David MacKay's book can be downloaded free from his
site so you can see exactly what you are getting before you buy it.
http://www.inference.phy.cam.ac.uk/mackay/itila/book.html
- George
On 7/23/07, chrilly [EMAIL PROTECTED] wrote:
Thanks, I did also a search on Amazon and
I own that book and can also recommend it.
- George
On 7/23/07, Ćukasz Lew [EMAIL PROTECTED] wrote:
Absolutely the best book I've seen is:
Christopher M. Bishop
Pattern Recognition and Machine Learning
It's totally awesome!
Strong points:
- It have both Bayesian and non Bayesian ways
FANN (http://leenissen.dk/fann/) is a great neural network library
written in C. I don't know much about books on *programming* neural
networks specifically, but I know of many great books on neural
networks. I am a big fan of Bishop's Neural Networks for Pattern
Recognition even if you aren't
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
How would one go about creating a random board position with a uniform
distribution over all legal positions? Is this even possible? I am
not quite sure what I mean by uniform. If one flipped a three sided
coin to determine if each vertex was white,black or empty, then one
would have to deal
On 7/8/07, Paul Pogonyshev [EMAIL PROTECTED] wrote:
George Dahl wrote:
How would one go about creating a random board position with a uniform
distribution over all legal positions? Is this even possible? I am
not quite sure what I mean by uniform. If one flipped a three sided
coin
Pro games are cheating unless the program is one of the players. :)
You are right though, sometimes compromises must be made when
seeding an algorithm. My ideas on using domain knowledge from
humans are sort of about maximizing a ratio. The ratio of program
performance to domain knowledge
Posting that code would be really helpful! I too was thinking about
modifying libego's move choosing algorithms. But I haven't gotten
anywhere yet since I have been working on a proof of concept
experiment for what I will be planning to do later.
- George
On 6/17/07, Darren Cook [EMAIL
Does anyone know of any open source Go AI's written in pure python?
Thanks,
George
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/
understand what the issue would be.
- George
On 5/17/07, Daniel Burgos [EMAIL PROTECTED] wrote:
But it is very difficult that a board position is repeated between games. I
don't see how you will use the training pairs in the new games.
2007/5/17, George Dahl [EMAIL PROTECTED]:
What I am actually
I find Monte-Carlo Go a fascinating avenue of research, but what pains
me is that a huge number of simulations are performed each game and at
the end of the game the results are thrown out. So what I was
thinking is that perhaps the knowledge generated by the simulations
could be collapsed in
Does anyone know offhand about how strong libego is out of the box
on 9 by 9? Best guess at an approximate rank?
- George
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/
What should the mercy threshold be for other board sizes than 9 by 9,
particularly 19 by 19?
- George Dahl
Here are a few speedup tricks that have helped me.
1. The mercy rule. Since I'm incrementally keeping track of a list of empty
points, it's no real extra pain to keep track
41 matches
Mail list logo