I'm not sure what options are available for tournament setup, but assuming
we can enter skill levels manually...
I think it would be hard to pick perfect ratings, but I bet it wouldn't be
too difficult to generate a guess at ELO/kyu levels based on past
performance. Inputting something like ELO/2
On May 9, 2016 10:38 AM, "Urban Hafner" <cont...@urbanhafner.com> wrote:
>
>Also, you give me too much credit. I’m not the primary author of HouseBot,
that is Jason House. I was merely a co-author/contributor.
>
> Urban
I didn't even notice that in the report! I'm
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
the problem this way seems too expensive to me.
2015. 8. 31. 오전 9:59에 Jason House jason.james.ho...@gmail.com님이 작성:
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
Michi's source is more than 540 lines. I've wondered about trying to split
the source into 3 pieces:
- UI/glue code not in the line count
- Board implementation
- Core playout/search code
I imagine that would allow easier customization of the board
implementation... Both in python or in ports to
The complex formula at the end is for a lower confidence bound of a
Bernoulli distribution with independent trials (AKA biased coin flip) and
no prior knowledge. At a leaf of your search tree, that is the most correct
distribution. Higher up in a search tree, I'm not so sure that's the
correct
Housebot was probably on the low end with 10kpps on 9x9. Libego was
probably the highest with 100kpps. I attribute some of the difference to
compiler maturity (D vs. C++). I don't know how rust will perform.
On Jan 14, 2015 3:14 AM, Urban Hafner cont...@urbanhafner.com wrote:
Hey everyone,
I'm
Since patterns are correlated with each other, the gamma sets are
specific to the pattern set used. Since more patterns are used in the
tree, itrequires a separate set of gammas than the in-tree search.
Sent from my iPhone
On Dec 16, 2009, at 2:50 PM, Jacques Basaldúa jacq...@dybot.com
Even a comparison against the java refbot's performance would be good.
IIRC, my D port of the java refbot was within about 1%
Sent from my iPhone
On Dec 13, 2009, at 12:01 AM, Brian Slesinsky br...@slesinsky.org
wrote:
I'd like to, but I can't find it. Where do I download it?
2009/12/12
On Dec 13, 2009, at 9:38 AM, Corey Harris charri...@gmail.com wrote:
I know this is a simple issue but I'm not sure of the solution. I am
currently in the very early stages of writing a go engine. I have
the board state and simple opening library implemented (no play
logic yet). I'm would
at this.
On Sun, Dec 13, 2009 at 9:48 AM, Jason House jason.james.ho...@gmail.com
wrote:
On Dec 13, 2009, at 9:38 AM, Corey Harris charri...@gmail.com wrote:
I know this is a simple issue but I'm not sure of the solution. I am
currently in the very early stages of writing a go engine. I have
the board
Yes, there is a way. Error responses start with ? and success
responses start with =. The bigger issue is how to detect crashes in
kgsGtp. Maybe it's as simple as having kgsGtp kill a bot with
outstanding commands before joining a new game.
Sent from my iPhone
On Oct 6, 2009, at 3:22 PM,
Drake
http://www.lclark.edu/~drake/
On Oct 6, 2009, at 2:19 PM, Jason House wrote:
Yes, there is a way. Error responses start with ? and success
responses start with =. The bigger issue is how to detect crashes
in kgsGtp. Maybe it's as simple as having kgsGtp kill a bot with
outstanding
On Oct 2, 2009, at 2:24 PM, Olivier Teytaud olivier.teyt...@lri.fr
wrote:
4) regularized success rate (nbWins +K ) /(nbSims + 2K)
(the original progressive bias is simpler than that)
I'm not sure what you mean here. Can you explain a bit more?
*sigh*
I made a wiki for CGOS as part of the sourceforge project. I should
just take it down since it never became the official home page. I
don't even think it has a link to it from the official home page! Even
things like download links are duplicated...
Sent from my iPhone
On Sep 29,
On Sep 28, 2009, at 7:30 AM, Petr Baudis pa...@ucw.cz wrote:
Hi!
Pachi has two RAVE/AMAF modes - in one, it counts as RAVE wins only
moves made by the player further down in the tree. In the other, it
also
counts in the moves made in the playout phase.
I think most people collect AMAF
Is the Leela source really available? I don't see it. It also looks
like Leela is a commercial program which makes source availability
unlikely...
Sent from my iPhone
On Sep 21, 2009, at 1:49 PM, Nick Wedd n...@maproom.co.uk wrote:
Congratulations to MoGoTW, winner of yesterday's KGS bot
On Sep 21, 2009, at 3:21 PM, Peter Drake dr...@lclark.edu wrote:
housebot tried to declare all of the white stones at the top dead,
and Orego disagreed. A cleanup phase was entered, and I believe
housebot crashed during the cleanup phase.
By the rules of the game end protocol, support
This comes up from time to time on this list. Rated games require the
human to accept what the bot says (but can undo to continue play). In
free games the bots must accept what the human says.
Sent from my iPhone
On Sep 17, 2009, at 5:27 PM, terry mcintyre terrymcint...@yahoo.com
wrote:
Same number of playouts? What are your pattern weights? Do they apply
around the last move played or for all board areas?
Sent from my iPhone
On Sep 12, 2009, at 7:18 PM, Isaac Deutsch i...@gmx.ch wrote:
I now have playouts based on 3x3 pattern weights.
When I tested it on CGOS it seemed
than black moves, keep all generated moves except for 14
white moves. Then you only have to pick 14 moves in the next loop
iteration.
Sent from my iPhone
On Sep 10, 2009, at 8:43 AM, Petr Baudis pa...@ucw.cz wrote:
On Thu, Sep 10, 2009 at 08:29:31AM -0400, Jason House wrote:
I've thought
On Sep 5, 2009, at 10:41 AM, terry mcintyre terrymcint...@yahoo.com
wrote:
Found an interesting article on Snow Leopard at Ars Technica ... 20-
some pages.
http://arstechnica.com/apple/reviews/2009/08/mac-os-x-10-6.ars
Of interest to Computer Go programmers: the addition of blocks to C,
Your question is tough to answer without context; which RAVE
implementation method are you looking at?
Sent from my iPhone
On Sep 2, 2009, at 8:53 AM, Łukasz Lew lukasz@gmail.com wrote:
If the weight in RAVE formula is near 1 in one child of tree and near
0 in other then you basically
I changed my search from one tree per search thread to a shared (lock-
free) tree among all threads. Back with dedicated trees, I would set a
visited flag as I walked the tree. With a shared tree are there any
clever ways to detect cycles / super ko?
Here are the two ideas I'm thinking of:
On Aug 15, 2009, at 8:22 AM, Don Dailey dailey@gmail.com wrote:
2009/8/15 Jason House jason.james.ho...@gmail.com
On Aug 14, 2009, at 11:02 PM, David Fotland fotl...@smart-
games.com wrote:
Moves often merge two groups.
I count liberties incrementally as I make moves, so no need
A web search turned up a 2 page and an 8 page version. I read the
short one. I agree that it's promising work that requires some follow-
up research.
Now that you've read it so many times, what excites you about it? Can
you envision a way to scale it to larger patterns and boards on modern
The place column has too many entries for 4th. There were no ties...
Sent from my iPhone
On Aug 10, 2009, at 11:21 AM, Nick Wedd n...@maproom.co.uk wrote:
Congratulations to Aya, winner of yesterday's KGS bot tournament.
My report is now at http://www.weddslist.com/kgs/past/50/index.html
As
On Aug 6, 2009, at 12:19 PM, Peter Drake dr...@lclark.edu wrote:
I may fix this before this weekend's KGS tournament.
(Speaking of which, where are all the contestants?)
I procrastinate, but I'll compete. I may enter more than one bot, but
that depends on how much prep time I have.
The largest nakade shape is the rabbity six. My wild guess would be to
outlaw self-atari for groups of 7+ stones.
Sent from my iPhone
On Aug 5, 2009, at 11:10 PM, Peter Drake dr...@lclark.edu wrote:
On Aug 5, 2009, at 6:15 PM, Brian Sheppard wrote:
Pebbles has the same ko rules as Orego,
That's exactly the issue. You don't know if it's an underestimate or
overestimate, but you can be sure that the RAVE and UCT values will
not match... Even if you run millions of simulations (without
expanding the tree), the values still will not match. I expect the
RAVE bias is the
There are others too. Off the top of my head, libego (C++), orego
(Java), and refbot variants. There has to be more, but I can't think
of others any besides an old C++ branch of my project. I switched to D
when I switched to Monte Carlo.
Sent from my iPhone
On Jul 26, 2009, at 9:27 PM,
Adding a prior through a 3rd player should alter your results. There's
minimal data on how A compares to B, so since the data for dummy says
they're equal, you should expect results closer to one.
You could do priors that simply set the initial guesses. That won't
alter the results. You
On Jul 24, 2009, at 10:41 AM, Isaac Deutsch i...@gmx.ch wrote:
Hi Jason,
OK I see that this alters the result.
The full pattern set is just all 3x3 patterns, so there isn't a
lot of additional knowledge. Nevertheless, there is a downwards
tendency for all patterns. You can find the exact
On Jul 24, 2009, at 11:23 AM, Isaac Deutsch i...@gmx.ch wrote:
An overall drift in the numbers might be nothing. Some pattern (sub)
sets can be multiplied by a constant value without affecting
overall prediction accuracy. Fixing one or more gamma values may
fix your drift issue. I
On Jul 24, 2009, at 12:04 PM, Isaac Deutsch i...@gmx.ch wrote:
To answer exactly, I need to know more about how you set up your
patterns. If every point gets one, and exactly one 3x3 pattern,
then fixing one 3x3 pattern is required. If some points have no 3x3
pattern, then you're
Think of RAVE as a fast way of approximating the UCT value.
Sent from my iPhone
On Jul 24, 2009, at 5:07 PM, Yung-Pin Chen yc...@lclark.edu wrote:
Hi,
In Gelly and Silver's work on combining UCT and RAVE, there is a bias
term for both UCT and RAVE. One assumption is that UCT is unbiased
and
Oops... The disadvantages of touch screens...
RAVE can be computed faster, but it combines results from many
variations, and that makes it less accurate.
Sent from my iPhone
On Jul 24, 2009, at 5:49 PM, Jason House jason.james.ho...@gmail.com
wrote:
Think of RAVE as a fast way
IIRC, the user can do whatever they want in a free game. Only rated
games require the bot to agree with the scoring
Sent from my iPhone
On Jul 16, 2009, at 6:18 PM, Peter Drake dr...@lclark.edu wrote:
I was looking at this game that Orego played against a human on KGS
recently:
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...
Is it possible to explicitly use a monospace font? I can't read your
board positions.
I haven't heard of any handling of seki in playouts except for Remi's
CrazyStone. I don't think he's ever given specifics on how he did it.
Maybe he'll respond to your e-mail?
Sent from my iPhone
On
It might, but the iPhone mail viewer does not.
Sent from my iPhone
On Jun 30, 2009, at 2:00 PM, Álvaro Begué alvaro.be...@gmail.com
wrote:
Jason,
Gmail has an option show in fixed width font that is perfect for
these situations.
Álvaro.
On Tue, Jun 30, 2009 at 1:25 PM, Jason
That raises an interesting point. I've also put bots up in a setup and
forget scenario, but inevitably the bit is off of CGOS within a few
days and I had no idea when it went down.
What's the right way to solve this issue so such altruistic bots can
be more easilly maintained? This may
As long as Don doesn't object, I'll give you SVN access to the CGOS
project on sourceforge.net. It makes sense to keep everything
together. Are you up for merging your project into the existing one?
Sent from my iPhone
On Jun 10, 2009, at 2:23 PM, Christian Nentwich
At 1 or 2 stones difference, the handicap system works well.At
greater handicaps it's skewed. The coincidence that I'm talking
about is that it works to a reasonable degree at larger handicaps.
The handicap system is based on the idea that no matter what your
level of play, you
On Jun 5, 2009, at 5:59 PM, Christoph Birk b...@ociw.edu wrote:
On Fri, 5 Jun 2009, Don Dailey wrote:
Handicap games opens a can of worms. The last time we discussed it,
it was difficult to get any kind of reasonable agreement on how to
do it.
Handicap games are for humans ... they get
of
any convincing reason for preferring small numbers.
I assure you, if antbot wants to play in these events, it will be very
welcome.
Steve Uurtamo and Jason House agree.
Jason House jason.james.ho...@gmail.com writes
In the past, I've entered bots and indicated that I would not be
offended if my
That sounds like a good optimization. What did you do?
Sent from my iPhone
On Jun 2, 2009, at 3:16 PM, Michael Williams michaelwilliam...@gmail.com
wrote:
Update: After concentrating on tightening the UCT loop, I've
optimized myself back into needing the SDD :/
But now I should be
, so I think it's safe).
What is a proper UCT loop?
Jason House wrote:
That sounds like a good optimization. What did you do?
Sent from my iPhone
On Jun 2, 2009, at 3:16 PM, Michael Williams michaelwilliam...@gmail.com
wrote:
Update: After concentrating on tightening the UCT loop, I've
On Jun 1, 2009, at 6:10 PM, Erik van der Werf
erikvanderw...@gmail.com wrote:
I will also welcome opinions and preferences about the format of
such events
in future. Attendances got low towards the end of last year, so I
gave them
up for a few months. The last two, in April and May,
In the past, I've entered bots and indicated that I would not be
offended if my bot was removed. Don has made use of such offers from
Aloril in the past. Maybe you could make a similar offer?
Sent from my iPhone
On Jun 1, 2009, at 6:33 PM, dhillism...@netscape.net wrote:
One factor is that
There's no great way to do this. I guess one could sequentially
download files and examine them for the player to play.
I've always wanted to be able to click on a crosstable entry and get a
more detailed summary of performance along with links to the last
10(?) games between the pair.
Overall, it's a good read.
Nitpicks:
• The scalability graphs need to be clearer. Maybe add a caption or
change the single-threaded label? I looked at the graphs first and
took a bit to figure out why single-threaded outperformed all else.
• The RAVE section wasn't all too clear. I think
Here are the candidates that I'm aware of:
* Don's reference bots
* Libego (C++) http://github.com/lukaszlew/libego/tree/master
* Plug and Go (Java) https://plug-and-go.dev.java.net/
Since I use libego, I'd hope you'd pick that as your starting point :)
It aims to be a high performance library
My math seems to be way different
1e9 / 45000= 22,222 cycles per playout
On Apr 24, 2009, at 12:22 PM, Michael Williams michaelwilliam...@gmail.com
wrote:
According to my math, that comes out to around 205 cycles per
playout move. Pretty damn good, I'd say.
Łukasz Lew wrote:
On Fri,
Of course, I now realize what I missed after sending it. Playout vs.
Playout move... At a little over 100 moves per playout, our numbers
agree
Sent from my iPhone
On Apr 24, 2009, at 12:54 PM, Jason House
jason.james.ho...@gmail.com wrote:
My math seems to be way different
1e9 / 45000
That seems like a good speed.
On my Intel(R) Core(TM)2 Duo CPU T5450 @ 1.66GHz, using linux and
the exact compiler libego was tuned for, I get 42 kpps/GHz.
On my AMD Athlon(tm) 64 X2 Dual Core Processor 5000+, using the same
compiler, I only get 37 kpps/GHz.
On Wed, 2009-04-22 at 18:09
There's a big difference between kpps and kpps/GHz! For your system,
you need to divide by two (and on my core2, divide by 1.66).
For raw kpps, I think I had 70 on my core2 and 100 on the AMD64.
Do you consistently get garbage such as -154.124 for your kpps/GHz?
Sent from my iPhone
On Apr
I've only looked at the first game, but it does seem very interesting to
analyze. The white group around H2 is near death as well and I think
Leela's evaluation considered that group to be threatened. Once that is
solidly alive, it does switch to the semeai on the right. I probably
would not
playouts got over 1700 elo.
I will try to run it today again.
Lukasz
2009/4/20 Jason House jason.james.ho...@gmail.com:
I've started two bots: hb797-10k and hb797-50k
They are pure UCT+RAVE with light playouts, one search thread, and no
pondering.
The number at the end represents the playouts per move
Earlier today, I looked up my identical 50k RAVE bots and found
ratings of 1827 (old) and 1468 (new).
Sent from my iPhone
On Apr 20, 2009, at 4:08 PM, Don Dailey dailey@gmail.com wrote:
That should be interesting.
So we have
1. ego-v0.115-100k
2. libEGO-v0.115-100k
Is that
, Don Dailey dailey@gmail.com wrote:
Jason,
This means nothing - can you give us more details? What did the
error bars look like? Which hardware were each run on? etc.
- Don
2009/4/20 Jason House jason.james.ho...@gmail.com
Earlier today, I looked up my identical 50k RAVE bots
On Apr 20, 2009, at 6:11 PM, sheppar...@aol.com wrote:
At the moment, Pebbles is creating a huge drift. Brian - CGOS
requires us to use
new names on the server each time we change our bots. It computes
the strength
using all games (heavilly biased with the results of the first 100
games)
.
I messed up the first round and both bots lost on time due to no
internet connection.
Sent from my iPhone
On Apr 17, 2009, at 4:49 PM, Jason House jason.james.ho...@gmail.com
wrote:
I can run my bot (1600-1700 ELO), but I may a few days depending on
free time over the weekend.
Sent
From memory, when something goes wrong (engine crash?), the client
incorrectly sends the previous move. This then causes the server to
boot the bot due to an illegal move. Everything then shuts down,
leaving a confused programmer :)
Sent from my iPhone
On Apr 18, 2009, at 3:51 PM, Brian
On Apr 14, 2009, at 7:57 PM, Rémi Coulom remi.cou...@univ-lille3.fr
wrote:
Jason House wrote:
Out of curiosity, how do you intelligently delete old nodes?
Reference counting won't always work due to cycles, and a nieve
scan of the tree could block all threads.
I store a date of birth
about what reusing a hash entry could mean besides replacing
a complete slot in the table.
Jason House wrote:
On Apr 14, 2009, at 7:57 PM, Rémi Coulom remi.cou...@univ-lille3.
fr wrote:
Jason House wrote:
Out of curiosity, how do you intelligently delete old nodes?
Reference counting
Please take the ensuing rules argument/discussion off-list. The last
ko rules discussion resulted in way too many e-mails in everyone's
inbox.
Sent from my iPhone
On Apr 14, 2009, at 2:06 PM, Robert Jasiek jas...@snafu.de wrote:
Richard Brown wrote:
And what is the _reason_ to leave out
On Apr 14, 2009, at 6:46 PM, Rémi Coulom remi.cou...@univ-lille3.fr
wrote:
Jason House wrote:
In my implementation, I found that node allocation is the most
difficult part. For a tree, I suppose it may be done easily by pre-
allocating a node pool for each thread, and managing memory
That sounds like a classic _positional_ super ko violation. Any board
repetition is a ko violation, regardless of the player to play.
Sent from my iPhone
On Apr 13, 2009, at 9:32 AM, Brian Sheppard sheppar...@aol.com
wrote:
Black is flagged for an illegal Ko at the end of game 738921 on
I use atomic increments and atomic reads. It's really simple x86
assembly. To do that, I used to have a counter for wins and a total
simulations counter, but switched to wins and losses counter. Doing
that allows independent increments to those counters.
I have not done a lockless
On Apr 8, 2009, at 3:15 AM, Łukasz Lew lukasz@gmail.com wrote:
On Tue, Apr 7, 2009 at 23:52, Claus Reinke claus.rei...@talk21.com
wrote:
Last time I looked more closely at what my MC bot (simple, no tree)
was doing, I noticed that it has a tendency to try the impossible
moves
This reminds me of a related question I had a while back. In a single
MCTS/UCT search node, how do people store the children? Does a node
contain summaries of all their children, or just pointers to the
children?
Pure pointers are simple but requires allocating many more objects,
I think you're looking for a post by Łukasz Lew about the epsilon
trick...
Sent from my iPhone
On Mar 31, 2009, at 8:37 PM, Michael Williams michaelwilliam...@gmail.com
wrote:
It seems like there was a short discussion here recently about a
strategy for reducing the amount of time spent
Which Mogo paper(s)? Not all Mogo papers contain ideaa used by Mogo in
public releases / competitions. Some things are just research. I
remember hearing that the grandfather heuristic isn't good.
Sent from my iPhone
On Mar 30, 2009, at 5:36 PM, Matthew Woodcraft
matt...@woodcraft.me.uk
I'd be more than happy to work with you and the other members of your
group. I'm getting close to wrapping up a restructuring of my bot that
allows easily swapping out evaluation methods and search techniques.
As an example, here's the code that does a few basic MC searches:
11 static if
On Feb 17, 2009, at 12:55 PM, Dave Dyer dd...@real-me.net wrote:
While your goal is laudable, I'm afraid there is no such thing
as a simple tree search with a plug-in evaluator for Go. The
problem is that the move generator has to be very disciplined,
and the evaluator typically requires
On Mon, Feb 16, 2009 at 9:57 AM, Jason House jason.james.ho...@gmail.comwrote:
I took a serious look at Fuego a few months back. The code appeared to use
modern C++ libraries, but also showed its age/lineage. If I remember right,
the Fuego source comes with 3 projects that all depend on each
On Fri, 2009-02-06 at 18:55 +0100, Isaac Deutsch wrote:
The rating of the bot still seems to be drifting upwards, but I think I can
conclude my UCT implementation is OK afterall. Many thanks to the bots
provided. Does someone have a bot that does 50k light playouts + RAVE? I
would be most
On Feb 6, 2009, at 12:55 PM, Isaac Deutsch i...@gmx.ch wrote:
The rating of the bot still seems to be drifting upwards, but I
think I can
conclude my UCT implementation is OK afterall. Many thanks to the bots
provided. Does someone have a bot that does 50k light playouts +
RAVE? I
would be
On Sun, Feb 1, 2009 at 4:46 PM, Isaac Deutsch i...@gmx.ch wrote:
By the way, I got about 75 ELO points (1650-1720) with light playouts out
of RAVE. Do you think this is in the expected range? It's not really similar
to the 20%-60% win rate rise vs. GnuGo described in some papers...
My bot
On Tue, Feb 3, 2009 at 1:53 PM, Isaac Deutsch i...@gmx.ch wrote:
Hi Jason,
Thanks for your numbers. I might try to limit my bot to 50k playouts and 1
core, but I usually simulate as long as time permits.
That kind of setup should make it easier to compare. There have been a few
times in
On Feb 3, 2009, at 7:08 PM, Darren Cook dar...@dcook.org wrote:
The server could also run traceroute before and during the game to
get a
fair idea of what is reasonable net lag for that particular client.
Couldn't traceroute also be used with server-side timekeeping? The
server could
On Feb 2, 2009, at 6:57 AM, Isaac Deutsch i...@gmx.ch wrote:
Hi Issac,
You should be more in the range of +200-300 ELO, at least with
pattern
based
playouts.
Sylvain
Isaac. They are not pattern based playouts, but as I said uniformly
random.
I reckon the effect of RAVE is less with
On Feb 2, 2009, at 9:40 AM, Jason House jason.james.ho...@gmail.com
wrote:
On Feb 2, 2009, at 6:57 AM, Isaac Deutsch i...@gmx.ch wrote:
Hi Issac,
You should be more in the range of +200-300 ELO, at least with
pattern
based
playouts.
Sylvain
Isaac. They are not pattern based playouts
On Feb 2, 2009, at 12:09 PM, Isaac Deutsch i...@gmx.ch wrote:
Wow, thanks for all the answers! You're being really helpful.
Do you use UCT with a too large exploration term?
That's a good idea. I actually use a rather big value for c=0.5. I
might try
lowering it. Thanks! (Precisely, the
How many playouts per second do you get with each version?
Sent from my iPhone
On Feb 1, 2009, at 4:46 PM, Isaac Deutsch i...@gmx.ch wrote:
By the way, I got about 75 ELO points (1650-1720) with light
playouts out of RAVE. Do you think this is in the expected range?
It's not really similar
On Jan 26, 2009, at 6:26 PM, matt harman harman.m...@hotmail.co.uk
wrote:
That the missunderstanding right there.
1 child will be chosen and 1 simlation will be run.
Thanks for the quick answer, so 1 simulation is run because too many
will give lots of noise to the result?
Just the
Look at the board position at move 77 (black C9). The move of Black J3 is
both a violation of positional superko (used by CGOS) and the more lax
situational super ko.
On Fri, Jan 9, 2009 at 12:40 PM, Mark Boon tesujisoftw...@gmail.com wrote:
The attached game played on CGOS was awarded a win
I hope you're joking...
Sent from my iPhone
On Dec 30, 2008, at 2:01 PM, Don Dailey dailey@gmail.com wrote:
On Tue, 2008-12-30 at 12:52 -0500, steve uurtamo wrote:
that's with or manhattan distance 2 as well? how about 3 or 4?
It looks like 3 is no good:
Rank Name Elo+-
When thinking about the apparent strength loss, I came up with a
potential theory: consistency. With more simulations, noise has less
of an impact. I'm going to guess that the known bias of AMAF leads to
blunder that is played more consistently. Bots with fewer simulations
would make the
Not really... Thomas's rules include all the typical tenuki points.
Sent from my iPhone
On Dec 11, 2008, at 9:29 AM, steve uurtamo [EMAIL PROTECTED] wrote:
the thing about within manhattan distance (small) of other stones
type
heuristics is that they seem to leave out the possibility of
I've experimented with simple stuff like pruning symmetrical moves for
the first two moves, and disallowing 1st and 2nd line moves for the
first N moves.
I toyed with the idea of rotatable zorbist hashes, but never
implemented it.
You should look up Remi's technique of progressive
On Dec 1, 2008, at 12:23 AM, Mark Boon [EMAIL PROTECTED] wrote:
On 30-nov-08, at 16:51, Jason House wrote:
You've claimed to be non-statistical, so I'm hoping the following
is useful... You can compute the likelihood that you made an
improvement as:
erf(# of standard deviations)
Where
On Dec 1, 2008, at 3:38 AM, Denis fidaali [EMAIL PROTECTED]
wrote:
I think it's now well known that Mogo doesn't use UCT.
I realize that i have no idea at all what Mogo do use for
it's MCTS.
There are only two things i dislike about UCT :
- It's slow to compute.
- It's deterministic
I
On Nov 30, 2008, at 11:49 AM, Mark Boon [EMAIL PROTECTED]
wrote:
Indeed, the scaling question is very important. Even though I think
I have AMAF/ RAVE working now, it's still not so clear-cut what it's
worth. With just 2,000 playouts I'm seeing a 88% win-rate against
plain old UCT
On Nov 28, 2008, at 6:03 PM, David Silver [EMAIL PROTECTED] wrote:
This document is confusing, but here is my interpretation of it. And
it works well for Valkyria. I would really want to see a pseudocode
version of it. I might post the code I use for Valkyria, but it is
probably not the same
Nearly all of my early games of go were against igowin. It's a great
program that I recommend to beginners. I even got my wife into playing
it. We've both looked into buying Many Faces. Igowin is an effective
marketing strategy, even if I'm too cheap :)
I've always wondered if we'll see
On Nov 18, 2008, at 7:43 AM, Michael Williams [EMAIL PROTECTED]
wrote:
The well at the end of the title is implied. And computers still
can't play 19x19 Go anywhere near the master level.
I'm not very familiar with go terms, but I think kyu means student and
dan means master.
It may
I think simplistic handling of Japanese rules should play dame points
that connect chains. This avoids some problems that can arise where
ownership probability drops after the opponent plays the dame, and a
point of territory must get filled.
Even if not technically required, I can imagine
On Nov 6, 2008, at 11:09 AM, Don Dailey [EMAIL PROTECTED] wrote:
On Thu, 2008-11-06 at 10:44 -0500, Jason House wrote:
I think simplistic handling of Japanese rules should play dame
points
that connect chains. This avoids some problems that can arise where
ownership probability drops after
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