Re: [Computer-go] Computer-aided Go on High-dan Level

2015-08-30 Thread Ingo Althöfer
Now I found a youtube video, showing the whole exhibition game CrazyManja vs Guo Juan: https://www.youtube.com/watch?v=rrvadZJIveA It includes also the analysis session, starting at 2h:12min. Ingo. Gesendet: Dienstag, 11. August 2015 um 17:22 Uhr Von: Ingo Althöfer 3-hirn-ver...@gmx.de An:

[Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Minjae Kim
I finally managed to build a program that can produce a sequence of random legal go moves. One problem I found recently is that it rarely never ends a game because of triple ko, especially on small boards. One possible solution would be saving every board position that has occurred and searching

Re: [Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Minjae Kim
Yes, but to 'remember' the prior board state, doesn't the program have to store the whole board position per every turn by whatever means including Zobrist hashing that you suggested? After that, the program has to search whether the current position matches any of the previous ones. You said 3

Re: [Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Minjae Kim
To my understanding, you need a sufficiently large bitstring to minimize possible hash collisions when using Zobrist hashing. When a hash collision does occur, it can possibly generate an illegal move. What is an acceptable size of the hash bitstring for a 19x19 board? On Mon, Aug 31, 2015 at

Re: [Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Peter Drake
64 bits seems to be enough. As I understand it, the convention is to simply *ignore* the possibility of collisions; you're more likely to have a hardware error. On Sun, Aug 30, 2015 at 8:27 PM, Minjae Kim xive...@gmail.com wrote: To my understanding, you need a sufficiently large bitstring to

Re: [Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Jason House
Triple ko can be detected by remembering the prior three board states. A zorbist hash value should be good enough to detect a repeat. On Aug 30, 2015 8:46 PM, Minjae Kim xive...@gmail.com wrote: I finally managed to build a program that can produce a sequence of random legal go moves. One

Re: [Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Jason House
There are longer cycles that can occur but I have never encountered any that didn't naturally resolve themselves in the playout. Zobrist having is cheap to compute (one xor if no stones were captured). Comparing the resulting number against the others is also cheap. The hash is also helpful for

Re: [Computer-go] How to handle triple ko efficiently?

2015-08-30 Thread Minjae Kim
Is 64 bits really enough? I may be wrong but there are 3^361 possible board positions in 19x19. log2(3^361) gives me 572.171..., which means I need at least 573 bits to record all possible board positions. This still doesn't mean that a 2048 bit Zobrist hash for example will never collide for a