RE: [computer-go] Another odd seki

2009-07-11 Thread David Fotland
Many Faces has the same problem. Chinese rules, it thinks O wins about 70%. -Original Message- From: computer-go-boun...@computer-go.org [mailto:computer-go- boun...@computer-go.org] On Behalf Of Brian Sheppard Sent: Friday, July 10, 2009 7:05 PM To: computer-go@computer-go.org

Re: [computer-go] Another odd seki

2009-07-11 Thread Magnus Persson
Valkyria correctly behaves as if this is seki. It actually does not now it is seki explicitely, but it prunes all moves that would break the seki. The principle to do this as simple as possible is thus not actually to identify seki in general but to find simple rules that prunes bad

[computer-go] Dynamic komi in commercial programs

2009-07-11 Thread Ingo Althöfer
One of the difficult questions is if (or better how) dynamic komi can be used to improve the strength of MCTS go programs in handicap games (both cases being interesting: computer on strong side - and - computer on weak side). Especially, there are several normal go players (non-programmers) who

[computer-go] Keep lists of stones in a group?

2009-07-11 Thread Isaac Deutsch
Hello, I'm thinking about wether it's better to keep a list of stones for each group in the board state or not. I'm keeping a linked list of liberties like Lukasz suggested and it is useful in many cases, but the only case that access to all stones in a group is handy is when removing

RE: [computer-go] Keep lists of stones in a group?

2009-07-11 Thread David Fotland
4. Keep a singly linked list of stones for each group and keep an additional pointer for each group to the last element of the list. This is what I do in Many Faces. David -Original Message- From: computer-go-boun...@computer-go.org [mailto:computer-go- boun...@computer-go.org] On

RE: [computer-go] Keep lists of stones in a group?

2009-07-11 Thread Moi de Quoi
On Sat, 2009-07-11 at 08:57 -0700, David Fotland wrote: 4. Keep a singly linked list of stones for each group and keep an additional pointer for each group to the last element of the list. This is what I do in Many Faces. 5) Use a bitmap. This costs a bit more memory (if one bitmap is

Re: [computer-go] Keep lists of stones in a group?

2009-07-11 Thread Isaac Deutsch
Isn't 4. similar to doubly linked lists? You have to keep almost as many pointers as there are points on the board at most. How do you effectively store the pointers to only use as few as possible? I don't see how 5) is good for removing groups. Are there other uses for the bitmaps? Am

RE: [computer-go] Keep lists of stones in a group?

2009-07-11 Thread David Fotland
Yes, 4 is very similar to doubly linked lists in memory size. I think it's a little faster. To save memory, I don't use pointers. I use 2-byte indexes into arrays. David -Original Message- From: computer-go-boun...@computer-go.org [mailto:computer-go- boun...@computer-go.org] On

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

[computer-go] GTP commands for CGOS

2009-07-11 Thread Michael Williams
The CGOS page should have a list of the GTP commands required by CGOS. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/

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

2009-07-11 Thread Dave Dyer
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. If the status of all the major groups is solid, then concentrating on tactics which can gain a few points reliably

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

2009-07-11 Thread terry mcintyre
The go-playing literature offers a bit of advice: when ahead, make moves which simplify the game and preserve your advantage. When behind, take some risks to grab more than you are entitled to - but not too many. Computer programs seem bizarre in this regard, they tend to play quite

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] Re: Dynamic komi in commercial programs

2009-07-11 Thread steve uurtamo
i think that the rationale behind variable komi is intuitive: good players can handicap one another more effectively with komi than with handicap stones, because it's more fine-grained. this is likely what is leading to the idea that computers playing handicap games could use this to their

Re: [computer-go] Another odd seki

2009-07-11 Thread Mark Boon
I have thought about this kind of thing a bit, but it's hard to formulate a general solution. What happens is when you prohibit certain 'bad' moves is that you slant the result in favour of the side with more 'bad' moves. This gets to be a problem in situations where there are few moves to

Re: [computer-go] Big trees

2009-07-11 Thread Jason House
What do use for your counters? 32 bit numbers max out at 4 billion, and you're already beyond that. Is it possible to generate an SGF file showing the dominant variations with the number of wins and losses? It'd be interesting to see what the bot considers to be the best sequences are...