On Fri, Jan 22, 2010 at 1:46 AM, Stefan Kaitschick
stefan.kaitsch...@hamburg.de wrote:
2010/1/19 terry mcintyre terrymcint...@yahoo.com:
( I recall a pro making
such an observation; I was willing to accept his expertise on the matter.
)
Any pro making such a comment at move 10 is just
On Mon, Jan 18, 2010 at 9:21 PM, Dave Dyer dd...@real-me.net wrote:
Back up a bit - what's your primary interest ? I can readily believe that
not many near blind play Go on the internet now, but what makes you believe
a properly supportive server would bring them out of the woods, or that
On Mon, Jan 18, 2010 at 11:14 PM, Petr Baudis pa...@ucw.cz wrote:
(i) IGS is derivation of NNGS, which is free software (GPLv2)! It has
even seen some slight development in past few years.
...
As tempting as it is, I find it unlikely that incremental improvements
on the current crop of
(a) Much software downloadable from the internet is legal (think gGo,
GnuGo, linux, etc), therefore downloading it from the internet is not
necessarily piracy.
(b) Most of the sums of money I've seen for competitions are trivial
(except the Ing Prize). This might easily change if/when computer go
The topic of which programming language to use has been raised
innumerable times in the 5 years I've been on this list and I've been
backward about coming forward with an opinion because the conversation
seems to generate great deals of heat without much light.
The
On Thu, Aug 14, 2008 at 5:05 AM, Nick Wedd [EMAIL PROTECTED] wrote:
When I first came across microcomputers, in 1981, there was a chess program
that ran on them. It played so badly that even I could beat it; so I looked
for other challenges, such as to stalemate it. I was surprised by its
On Wed, Aug 13, 2008 at 1:29 PM, Hideki Kato [EMAIL PROTECTED] wrote:
Rémi Coulom: [EMAIL PROTECTED]:
Gian-Carlo Pascutto wrote:
The *paper* about MTD(f) is extremely interesting because it shows
that many best-first algorithms can be rewritten as depth-first
algorithms.
It happened for
It is great to see computer players taking another step towards being
first-class citizens of the go-playing world.
cheers
stuart
On Mon, Aug 11, 2008 at 3:37 AM, David Doshay [EMAIL PROTECTED] wrote:
While the mogo game and result is in the newspaper and keeping all of us
talking, there was
On Mon, Aug 4, 2008 at 12:55 PM, Ross Werner [EMAIL PROTECTED] wrote:
I'm looking for a nice Java SGF library that allows you to parse SGF files
into a simple tree, and to serialize your own tree back to SGF. I've looked
at a few of the open source Go projects currently out there, and I've
On Mon, Aug 4, 2008 at 6:00 PM, Ray Tayek [EMAIL PROTECTED] wrote:
At 01:58 PM 7/29/2008, you wrote:
... had a burst of activity
related to the addition of new properties to the standard.
The properties relate to the representation of common subtrees.
i just dusted off an old sgf
Various branches of the US government (including NIST) have developed
a very successful approach to funding research. Set up a measurable
competition (such as we already have with CGOS) and then fund research
groups through a series of rounds, with the results of each funding
round being
I'd be very surprised if anyone was in a position to make a guarantee
about komi. There have been some many differing views for so long on
the issue...
cheers
stuart
On Tue, May 27, 2008 at 4:00 PM, George Dahl [EMAIL PROTECTED] wrote:
I just wanted to confirm that there are no plans for
There is no forum that I know of.
All recent posts are archived at http://computer-go.org/pipermail/computer-go/
They can be searched using google by restricting search to a single
domain, a la http://www.google.co.nz/search?as_sitesearch=computer-go.org
The other issue is that the answers
On undefined, Don Dailey [EMAIL PROTECTED] wrote:
In some of my pattern learning experiments, I discovered that only a
very small subset of possible patterns occur on the real board, and yet
for a game tree searcher it would be pretty important to understand
those patterns that are
My computer-go player is a single pattern system. It linearises
patterns and stores them in a very large suffix tree. At each node in
the tree counts are kept of the number of times the node has been
played or not played.
http://code.google.com/p/jgogears/
It's currently at the stage where it
Hello Everyone
I've been working for a while on a computer go player which takes a
rather different tack[0]. Rather than using embedded programmatic
domain knowledge (like GNU Go) or dynamic evaluation of board
positions (UCT etc), it uses domain knowledge inferred from game
records and a complex
On Feb 12, 2008 2:10 PM, Don Dailey [EMAIL PROTECTED] wrote:
Andy wrote:
But the program isn't stronger than pros, so how can it give better
information about proper komi?
Pro's cannot give you statistical information on komi unless you simply
collate several thousand pro games.
I don't
I recommend Mathematical Go: Chilling Gets the Last Point by Elwyn
Berlekamp and David Wolfe. The book contains a number of such
positions, as well as an approach that allows to make as many more as
you need.
http://math.berkeley.edu/~berlek/cgt/gobook.html
cheers
stuart
On 08/01/2008, Michael
Probably the reason that it is so slow is that it's aiming for a
cryptographically random number sequence. These are usually derived
ultimately from kernel timings (often via /dev/random on linux
systems) and it can take a while to establish a degree of confidence
in the randomness of these bits.
On 16/12/2007, terry mcintyre [EMAIL PROTECTED] wrote:
Intel makes compilers for C, C++, and Fortran. As far as I can tell, they do
not make compilers for Lisp, Haskell, OCaml, or any other higher-level
languages.
Intel also funds work (directly or indirectly) on the GCC suite, which
compiles
On 14/12/2007, Nick Apperson [EMAIL PROTECTED] wrote:
C++ is faster than C because the STL (and other generic code) allows the
programmer to spend their precious time optimizing the bottleneck and using
a very fast default for less critical places. For a sufficiently small
program however I
I've not used scheme recently, but I certainly recall it fondly.
When I we were taught it, the language definition was famously shorter
than the index to the definition of the Common LISP.
cheers
stuart
On 12/12/2007, Peter Drake [EMAIL PROTECTED] wrote:
Chez Scheme is a good choice. For a
Could you give us a quick reference for exactly _which_ Euler numbers
you're using? Wikipedia has three separate ones and the MathWorld site
a similiar number.
Maybe I'm just being stupid.
cheers
stuart
On 26/11/2007, Don Dailey [EMAIL PROTECTED] wrote:
After reading the paper on solving go
On 27/11/2007, Dave Dyer [EMAIL PROTECTED] wrote:
Actually, I'm the main party responsible for propagating this technique
on the web. The scanned pages were scanned by me. I use this Euler
technique in my Lines of Action programs, where it is much more directly
applicable to detecting a won
30 is not an id, command ids are at the start of lines
Does = E3 work as a response?
cheers
stuart
On 27/11/2007, Harri Salakoski [EMAIL PROTECTED] wrote:
command genmove w 30
reply=30 E3
cgos replys gameover 2007-11-27 B+Illegal do not understand
On 21/11/2007, Stefan Nobis [EMAIL PROTECTED] wrote:
It's not an inherent feature of the
language that allows JIT.
That's not entirely true.
There are some languages (such as Perl) which have language features
which absolutely precludes JIT as we know it.
In Perl you can have a line of code
On 21/11/2007, Adrian Grajdeanu [EMAIL PROTECTED] wrote:
Nick, do you know for a fact that a C++ complier will optimize for the
base case of a virtual function? I was under the impression that it
doesn't know (as in can't determine at compile time) whether the
function was overwritten or not
On 15/11/2007, steve uurtamo [EMAIL PROTECTED] wrote:
the more i think about it, the more i love whatever language
i'm using for whatever project i'm working on. some projects
would be (or are) horrifying to try to implement in some languages
[the matlab-C example springs to mind], so, since
On 20/11/2007, Vlad Dumitrescu [EMAIL PROTECTED] wrote:
Hi,
On Nov 20, 2007 3:03 PM, Stuart A. Yeates [EMAIL PROTECTED] wrote:
The logical (but worrying) conclusion I draw from that paragraph is
that you would like to see a language with an intended application of
go...
Why would
On 20/11/2007, Colin Kern [EMAIL PROTECTED] wrote:
On Nov 20, 2007 1:56 PM, Nick Apperson [EMAIL PROTECTED] wrote:
On Nov 20, 2007 12:48 PM, Stefan Nobis [EMAIL PROTECTED] wrote:
Colin Kern [EMAIL PROTECTED] writes:
I think the reason for Ruby being so much slower is
On 10/11/2007, 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.
On 11/11/2007, Alain Baeckeroot [EMAIL PROTECTED] wrote:
Le dimanche 11 novembre 2007, Stuart A. Yeates a écrit:
Such a metric would actually benefit all players, by encouraging them
to play as many different other players as possible and avoid the
formation of player cliques. One would
On 29/10/2007, Ian Preston [EMAIL PROTECTED] wrote:
G'day guys,
I'm involved in the development of a very powerful and flexible grid
software, which we plan to release in January. It is all java based.
http://www-nereus.physics.ox.ac.uk/ (bear in mind you can't download
it yet and the website
real-world applications are built, so that
people can see the real-world benefit.
Bob Myers
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stuart A. Yeates
Sent: Thursday, October 25, 2007 1:04 AM
To: computer-go
Subject: Re: [computer-go] XML
On 23/10/2007, Gunnar Farnebäck [EMAIL PROTECTED] wrote:
A potential problem with an XML library is the internal representation
of the game tree. For debugging purposes it's not unusual to dump
reading trees containing literally millions of moves, sometimes up to
the limit of the available
I sat down and read the DTD and the documentation and have some direct
feedback on it. I'm aware that the DTD is quite old, and some of the
ideas and solutions I'm going to suggest might not have been available
(or as popular) when the DTD was written. Lines starting with ! are
quotes from the
I've been looking further at the jago xml format, and for a very
simple game it looks like:
?xml version=1.0 encoding=utf-8?
?xml-stylesheet href=go.xsl type=text/xsl?
!DOCTYPE Go SYSTEM go.dtd
Go
GoGame name=*
Information
ApplicationJago:Version 4.7/Application
BoardSize19/BoardSize
On 9/10/07, h.l.s.t [EMAIL PROTECTED] wrote:
As the theme says,I wanna some advise of how could I judge the
situation/circumstances?Just like ,How could I know how many crosses/mu each
player has?
Appreciate for any answer.
If I understand your question correctly, you are asking how to
On 7/10/07, Jacques Basaldúa [EMAIL PROTECTED] wrote:
Joshua Shriver wrote:
Any help is appreciated, trying to write a parse in C
There is free source code for that:
http://www.red-bean.com/sgf/sgfc/index.html
and GnuGo http://www.gnu.org/software/gnugo/
If you want to do something minimal
When writing C/C++ for multi-platform student assignments using gcc,
we always used the args:
-ansi -Wall -pedantic
Literally use the ANSI standard turn all warnings on and be
pedantic about warnings. This, of course, won't help with libraries
not being found.
cheers
stuart
On 5/24/07, Chaslot G (MICC) [EMAIL PROTECTED] wrote:
Question for native English speakers: do you think this technique is best
described by progressive unpruning or progressive widening?
Widening and pruning have different implications, at least to me (a
native English speaker).
Widening is
I have a computer-go player under development that uses some of these
techniques.
It's still not very far along, however. There are very significant challenges.
cheers
stuart
On 5/16/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
-Original Message-
From: [EMAIL PROTECTED]
To:
On a related note, does anyone know of a collection of games, boards
or positions with moves annotated with their weights (a la
Mathematical Go[1]) ? Or even a format for representing games which
allows reliable annotation of the same?
cheers
stuart
[1]
On 3/19/07, Roland Illig [EMAIL PROTECTED] wrote:
Peter Christopher wrote:
Taking a look at computer go documentation, I see that there are (at
least) three pages that exist in wiki format for top level computer go
wiki pages-
wikipedia.org - computer go
sensei - computer go
sensei -
On 3/8/07, Eduardo Sabbatella [EMAIL PROTECTED] wrote:
Why do you want 1000 rules ? perhaps 200GB of rules is
better. ;-) (I couldn't get time to try my idea of a
big big big hash)
Stranglely enough, that's pretty much how my go-player works. I'm
limiting mine so it fits on a DVD, so I can
On 3/8/07, Eduardo Sabbatella [EMAIL PROTECTED] wrote:
Regex'like, pattern maching, a lot have been done on
this direction. The most complex pattern db / engine
is not good enough to beat the modest, simple MC
engine.
I'm aware of the challenges.
cheers
stuart
On 2/23/07, Heikki Levanto [EMAIL PROTECTED] wrote:
Sure, but not all such boards are equivalent anyway!
Add a stone to the board. Add another stone to one of its liberties. Add
a third stone to any (empty) liberty of the last stone. There are three
possibilities. Choose the one that maximises
On 2/22/07, Unknown [EMAIL PROTECTED] wrote:
On Thu, 2007-02-22 at 17:50 +, Stuart A. Yeates wrote:
Does anyone know of a document outlining the IGS protocol?
There are a number of programs and servers which support the IGS
protocol, including the IGS server. I am trying write a tool
Does anyone know of a document outlining the IGS protocol?
There are a number of programs and servers which support the IGS
protocol, including the IGS server. I am trying write a tool to
interact with these servers and would prefer not to have to reverse
engineer the protocol from the programs,
On 1/31/07, Tapani Raiko [EMAIL PROTECTED] wrote:
Even if each player's performance is asymmetrical but identical, the
difference of performance becomes symmetrical again. But still,
intransitivity can be seen from results of matches. If one has enough
results of N people playing against each
On 1/25/07, Don Dailey [EMAIL PROTECTED] wrote:
I also had a difficult time producing a player that was less than
200 ELO stronger than a random player. Even a single play-out,
which seems hardly enough to discriminate between moves, is
enormously stronger than a random player.It was
On 1/24/07, Don Dailey [EMAIL PROTECTED] wrote:
I am fairly sure a perfect program would be impossible, even among
the set of all possible programs that could find a move within let's
say 60 seconds per move.
Since no one has mentioned bounding memory, a complete lookup table (a
complete
to beat a human. (from my original post)
So it sounds to me like most people think that if we had a perfect
program, computers would be able to win. So at this point hardware will
only allow us to get away with writing less perfect code.
On 1/24/07, Stuart A. Yeates [EMAIL PROTECTED] wrote
If god is building it, does it need to be in the universe?
cheers
stuart
On 1/24/07, alain Baeckeroot [EMAIL PROTECTED] wrote:
Le mercredi 24 janvier 2007 19:56, Stuart A. Yeates a écrit:
Since no one has mentioned bounding memory, a complete lookup table (a
complete table of correct moves
More correctly, a planet aggregates RSS feeds (rather than blogs).
This means that you can add things like the the RSS feeds from version
control systems, wikis, mailing lists, etc, etc
Have you trawled through http://senseis.xmp.net/?GoBlogs ?
cheers
stuart
On 1/17/07, Urban Hafner [EMAIL
Is there a reason why we need to decide, in advance, which of these many
candidates should be the anchorman? If we set up a whole swathe of them,
surely a week of random even games answers many of these questions and gets
us well on our way to a stable basis for a 19x19 competition? Maybe after
Increasing komi is much easier than placing stores, but a much weaker
representation of how go games are actually played in the real world.
cheers
stuart
On 12/15/06, Hideki Kato [EMAIL PROTECTED] wrote:
Increasing KOMI is much easier than placing stones, right?
Jacques Basaldúa‚³‚ñ [EMAIL
On 12/14/06, Chrilly [EMAIL PROTECTED] wrote:
If you had such annotated games, wouldn't you also need an impressive
English language parser? Even more impressive if you consider the
task of parsing English-as-a-second-language dialects.
I do not understand the meaning of this sentence.
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