Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread Nick Apperson
This is an exercise in proving that computers have more memory and processing power than before I feel. To solve a game, very little programming skill is necessary. The strategy for using processing power can only be one of a limited set of possible strategies. A game that is not solvable by

Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread David Doshay
apparently you are not missing anything. Cheers, David On 19, Jul 2007, at 12:50 PM, Nick Apperson wrote: This is an exercise in proving that computers have more memory and processing power than before I feel. To solve a game, very little programming skill is necessary. The strategy

Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread David Doshay
other than this was a very big problem, so it likely did require a fair amount of programming skill. Cheers, David On 19, Jul 2007, at 12:53 PM, David Doshay wrote: apparently you are not missing anything. Cheers, David ___ computer-go

Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread steve uurtamo
my guess is that you are in fact missing something -- it seems unlikely that they enumerated _on disk_ all possible games and their correct response moves. anything taking up less space than that would require something more intelligent (or at least with a better capacity to collapse situations)

Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread Joshua Shriver
Aye this sounds less like a checkers engine w/ AI and more like a checkers egtb generator to root position. Which is still impressive. I wonder how large the dataset is. Also fascinating is that it took 18 years of solid computation on ~50 computers. I've never heard of a sustained computation

Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread Chris Fant
On 7/19/07, steve uurtamo [EMAIL PROTECTED] wrote: my guess is that you are in fact missing something -- it seems unlikely that they enumerated _on disk_ all possible games and their correct response moves. anything taking up less space than that would require something more intelligent (or at

Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread Don Dailey
I have to agree with Steve. Very often articles like this are not very accurate or scientific. But I do know that checkers programs hit their endgame databases in the openings and that Chinook is very close to perfect play. They have probably constructed an opening book by trial and error

Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread Álvaro Begué
On 7/19/07, Chris Fant [EMAIL PROTECTED] wrote: On 7/19/07, steve uurtamo [EMAIL PROTECTED] wrote: my guess is that you are in fact missing something -- it seems unlikely that they enumerated _on disk_ all possible games and their correct response moves. anything taking up less space than

Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread Lars Nilsson
On 7/19/07, Chris Fant [EMAIL PROTECTED] wrote: On 7/19/07, steve uurtamo [EMAIL PROTECTED] wrote: my guess is that you are in fact missing something -- it seems unlikely that they enumerated _on disk_ all possible games and their correct response moves. anything taking up less space than

Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread terry mcintyre
http://www.spectrum.ieee.org/jul07/5379 seems to be a fairly decent article about the Chinook teams' solving of the Checkers game. To recap, they built an endgame database which has all board positions with 10 or fewer pieces. Once you reach the endgame database, you no longer expand the

Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread steve uurtamo
thanks, that's an excellent synopsis of what happened. i should have looked for the article, s. - Original Message From: terry mcintyre [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, July 19, 2007 4:31:03 PM Subject: Re: [computer-go] Draughts / Checkers

Re: [computer-go] Draughts / Checkers solved

2007-07-19 Thread Harri Salakoski
Awesome. I believe similar aproach also in game of Go. I short that there is no limit how smartly you can store information and thats why I believe Erik e.t.c research in small board sizes is important and why I have tried to study TSP kernighan kind of algorithms those don't search even

[computer-go] didn't Samuels solve that game thirty years ago?

2007-07-19 Thread terry mcintyre
An interesting recap of how the hype can sometimes far outpace the reality: http://www.cs.ualberta.ca/~chinook/project/legacy.html Terry McIntyre [EMAIL PROTECTED] They mean to govern well; but they mean to govern. They promise to be kind masters; but they mean to be masters. -- Daniel

Re: [computer-go] Bit Twiddling Hacks

2007-07-19 Thread Don Dailey
On Thu, 2007-07-19 at 18:52 -0700, Ray Tayek wrote: those of you using c might find some of these useful: http://graphics.stanford.edu/~seander/bithacks.html This comes up with a totally blank page. When I view page source it is also blank. Does anyone else have this problem? - Don

Re: [computer-go] Bit Twiddling Hacks

2007-07-19 Thread elife
No. In my firefox, the page is fine. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Bit Twiddling Hacks

2007-07-19 Thread Don Dailey
Ok, it works now. - Don On Thu, 2007-07-19 at 22:44 -0400, Don Dailey wrote: On Thu, 2007-07-19 at 18:52 -0700, Ray Tayek wrote: those of you using c might find some of these useful: http://graphics.stanford.edu/~seander/bithacks.html This comes up with a totally blank page. When I

Re: [computer-go] Bit Twiddling Hacks

2007-07-19 Thread Joel Veness
For anyone else interested in this topic, I recommend Hackers's Delight. It is a book full of similar tricks and explanations. On 7/20/07, elife [EMAIL PROTECTED] wrote: No. In my firefox, the page is fine. ___ computer-go mailing list

[computer-go] Go datastructures

2007-07-19 Thread Joshua Shriver
Greetings, What kind of data structures do you all use for your engines, in respect to board representation and move generation. I know in chess bitboard, mailbox board[8][8], 0x88 exist all with their pro's and cons. Are there similar concepts for Go? -Josh

Re: [computer-go] Go datastructures

2007-07-19 Thread Sanghyeon Seo
2007/7/20, Joshua Shriver [EMAIL PROTECTED]: What kind of data structures do you all use for your engines, in respect to board representation and move generation. I know in chess bitboard, mailbox board[8][8], 0x88 exist all with their pro's and cons. Are there similar concepts for Go? Below

Re: [computer-go] Go datastructures

2007-07-19 Thread Zach Wegner
In the engine I've been working on for a week or two (I'm brand new to computer-go) I use: typedef int INTERSECTION; typedef enum { BLACK, WHITE, EMPTY } COLOR; struct GROUP { INTERSECTION base; COLOR color; int count; int liberties; INTERSECTION children[5]; INTERSECTION