Re: [Computer-go] MCTS playouts per second

2011-10-26 Thread Aja Huang
On 19x19, Erica's speed is around 5,500 lightweight playouts per second on a 
single i7 cpu. As far as I know, Lukasz Lew's libego, which is open source, 
is the fastest implementation of MCTS and can reach around 6,000-7,000 
lightweight playouts per second in the same cpu.


Aja

-原始郵件- 
From: Scott Christensen

Sent: Wednesday, October 26, 2011 6:48 AM
To: computer-go@dvandva.org
Subject: [Computer-go] MCTS playouts per second

Just want to check what the expected playout performance is of well
tuned monte-carlo engines?  My MCTS engine is averaging apx 3,500
lightweight playouts per second on a single i5 32 bit cpu.  Any
suggestions on very efficient source code examples for fast
monte-carlo playouts?

I've spent a lot of time comparing recursive group formation vs
non-recursive but it doesn't seem to make a big difference.  It seems
that updating the list of likely moves after every play with something
similar to the mogo probability rules is the most time consuming part
as I currently recalculate the probabilities of moves at every empty
point on the board each turn. It seems necessary if one doesn't want
to handle all the exceptions to keeping the previous turn's play
probabilities.

Also any thoughts on combining pattern scoring and other conventional
techniques together with a UCT tree?   If two branches have very
similar simulated win ratios could one use other factors to choose the
best branch?  It seems if there is a very wide branching such as at
the beginning of the game, there is a lot of room to add other
heuristics to choosing the best move when monte-carlo scores are
within range of expected error.
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Re: [Computer-go] MCTS playouts per second

2011-10-27 Thread Aja Huang
No, I meant 6,000-7,000 playouts per second on 19x19.

Aja

From: Michael Williams 
Sent: Thursday, October 27, 2011 5:18 PM
To: computer-go@dvandva.org 
Subject: Re: [Computer-go] MCTS playouts per second

Perhaps you meant to say 60,000-70,000 playouts per second for libego?


On Wed, Oct 26, 2011 at 10:23 PM, Aja Huang ajahu...@gmail.com wrote:

  On 19x19, Erica's speed is around 5,500 lightweight playouts per second on a 
single i7 cpu. As far as I know, Lukasz Lew's libego, which is open source, is 
the fastest implementation of MCTS and can reach around 6,000-7,000 lightweight 
playouts per second in the same cpu.

  Aja

  -原始郵件- From: Scott Christensen 

  Sent: Wednesday, October 26, 2011 6:48 AM
  To: computer-go@dvandva.org
  Subject: [Computer-go] MCTS playouts per second


  Just want to check what the expected playout performance is of well
  tuned monte-carlo engines?  My MCTS engine is averaging apx 3,500
  lightweight playouts per second on a single i5 32 bit cpu.  Any
  suggestions on very efficient source code examples for fast
  monte-carlo playouts?

  I've spent a lot of time comparing recursive group formation vs
  non-recursive but it doesn't seem to make a big difference.  It seems
  that updating the list of likely moves after every play with something
  similar to the mogo probability rules is the most time consuming part
  as I currently recalculate the probabilities of moves at every empty
  point on the board each turn. It seems necessary if one doesn't want
  to handle all the exceptions to keeping the previous turn's play
  probabilities.

  Also any thoughts on combining pattern scoring and other conventional
  techniques together with a UCT tree?   If two branches have very
  similar simulated win ratios could one use other factors to choose the
  best branch?  It seems if there is a very wide branching such as at
  the beginning of the game, there is a lot of room to add other
  heuristics to choosing the best move when monte-carlo scores are
  within range of expected error.
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Re: [Computer-go] MCTS playouts per second

2011-10-28 Thread Aja Huang
Thanks Rémi's clarification. I forgot that 6,000-7,000 playouts per second 
is with supporting weighted moves globally and incrementally updating 
various data structures, not pure uniform random playouts. If I recall 
correctly, Lukasz's implementation was 1,000-2,000 playouts per second 
faster than mine.


Aja

-原始郵件- 
From: Rémi Coulom

Sent: Friday, October 28, 2011 2:33 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] MCTS playouts per second

I think it is more like 100k on 9x9, and 25k on 19x19
http://www.mail-archive.com/computer-go@computer-go.org/msg11214.html

Rémi

On 28 oct. 2011, at 06:30, Aja Huang wrote:


No, I meant 6,000-7,000 playouts per second on 19x19.

Aja

From: Michael Williams
Sent: Thursday, October 27, 2011 5:18 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] MCTS playouts per second

Perhaps you meant to say 60,000-70,000 playouts per second for libego?


On Wed, Oct 26, 2011 at 10:23 PM, Aja Huang ajahu...@gmail.com wrote:
On 19x19, Erica's speed is around 5,500 lightweight playouts per second on 
a single i7 cpu. As far as I know, Lukasz Lew's libego, which is open 
source, is the fastest implementation of MCTS and can reach around 
6,000-7,000 lightweight playouts per second in the same cpu.


Aja

-原始郵件- From: Scott Christensen

Sent: Wednesday, October 26, 2011 6:48 AM
To: computer-go@dvandva.org
Subject: [Computer-go] MCTS playouts per second

Just want to check what the expected playout performance is of well
tuned monte-carlo engines?  My MCTS engine is averaging apx 3,500
lightweight playouts per second on a single i5 32 bit cpu.  Any
suggestions on very efficient source code examples for fast
monte-carlo playouts?

I've spent a lot of time comparing recursive group formation vs
non-recursive but it doesn't seem to make a big difference.  It seems
that updating the list of likely moves after every play with something
similar to the mogo probability rules is the most time consuming part
as I currently recalculate the probabilities of moves at every empty
point on the board each turn. It seems necessary if one doesn't want
to handle all the exceptions to keeping the previous turn's play
probabilities.

Also any thoughts on combining pattern scoring and other conventional
techniques together with a UCT tree?   If two branches have very
similar simulated win ratios could one use other factors to choose the
best branch?  It seems if there is a very wide branching such as at
the beginning of the game, there is a lot of room to add other
heuristics to choosing the best move when monte-carlo scores are
within range of expected error.
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Re: [Computer-go] Elastic Cloud

2011-12-07 Thread Aja Huang
In the UEC Cup last weekend, I rented a machine  from Amazon EC2 to run 
Erica:


High-CPU Extra Large Windows Instance (c1.xlarge)   $1.16 per/hour
(High-CPU Extra Large Instance 7 GB of memory, 20 EC2 Compute Units (8 
virtual cores with 2.5 EC2 Compute Units each), 1690 GB of local instance 
storage, 64-bit platform)


However, according to my testing, this machine is around 1.5 times slower 
than my 4-core (i7 950) PC. It is a high-level instance aleady but 
actually very slow. A competition on equal hardware from Amazon EC2 might be 
interesting, but such weak hardware might not reflect program's performance 
on large simulations.


Aja


-原始郵件- 
From: Mark Boon

Sent: Wednesday, December 07, 2011 11:13 PM
To: computer-go@dvandva.org
Subject: [Computer-go] Elastic Cloud

I haven't had time to concern myself with computer-Go the past years. I even 
have a hard time keeping up with this list. But today I had a few hours to 
kill. For work I deal a lot with the Amazon EC2 service these days. And I 
noticed they're not billing us for the micro instances. We mostly use their 
large instances anyway. It turns out for the first year Amazon doesn't 
charge for a micro instance. You probably need a credit card to open an 
account but then you have a free Linux instance for a year. Normally they 
charge $0.02 per hour (comes down to $15 for a month full-time use) or less 
when you 'reserve' usage ahead of time.


I remember a while back there was some discussion about holding a 
competition on equal hardware. This may be a good and cheap, maybe even 
free, way to arrange something like this.


I didn't really have a clue as to how fast these micro instances are so 
while I had a little time I decided to give it a little spin. I set up a 
micro instance and installed some basic packages on it, like git and make. I 
downloaded Libego, compiled it (something I never managed on my Mac) and ran 
its benchmark. It literally didn't take me more than 15 minutes in all from 
starting the instance to running Libego. It reported 27kpps and 10kpps per 
Ghz. This seems to point to a 2.66Ghz processor underneath. Not terribly 
exciting, but not too bad either (hey, it's free!).


The numbers seemed a bit low. So I looked in the code and modified it so 
that it did just playouts and didn't use the sampler (I didn't bother to 
find out what the sampler was for) and the numbers improved a bit to 44kpps 
and 16kkps per Ghz.


Next I uploaded a Java jar with the refbot I made some years back. That 
recorded 27kkps for plain playouts. It does compute real liberties, not 
pseudo like Libego, but that's minor.


My Mac does around 11-12 kkps per Ghz for the Java version, so that looked 
fairly normal to me. I thought Libego did more like 40 kkps per Ghz, so that 
surprised me a bit. Maybe others can tell me if this sounds about right for 
Libego.


Anyway, I thought maybe some if you might be interested in this. I know that 
not everyone would favor a competition on equal hardware, but I think it 
would be an interesting alternative.


Mark Boon


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Re: [Computer-go] Elastic Cloud

2011-12-07 Thread Aja Huang
By the way, they charge $0.02/hour for running a Micro Windows Instance. 

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Re: [Computer-go] level of MCTS programs depending on the number ofsims in 9x9 (unlimited time setting for humans)

2011-12-10 Thread Aja Huang
I just gave a quick try. The current version of Erica scores 75.4%(±3.2) 
against GnuGo 3.8 Level 10 on 9x9, with 300 playouts/move. It can be even 
stronger since the parameters are well tuned for 19x19 but not 9x9. I think 
Zen and Crazy Stone can reach higher winning rate.

Aja


From: Brian Sheppard
Sent: Saturday, December 10, 2011 2:47 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] level of MCTS programs depending on the number 
ofsims in 9x9 (unlimited time setting for humans)

Pebbles is in between Mogo and Fuego in terms of simulation count and CPU 
effort. E.g., Pebbles-800 is better than Mogo-1000 and worse than 
Fuego-1000.

My impression is that Erica needs even fewer trials. From the Erica papers I 
recall that Erica-300 was a formidable player. E.g., better than GnuGo 
(1800-rated).

It is clear that Valkyria also needs very few trials to hit high ratings on 
9x9.

Brian



From: computer-go-boun...@dvandva.org 
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Olivier Teytaud
Sent: Saturday, December 10, 2011 8:19 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] level of MCTS programs depending on the number of 
sims in 9x9 (unlimited time setting for humans)


Hi Brian;
thanks for sharing these results.
I'll try to post here results in Kyu / Dan.
For the first results I've seen it's a bit surprising to me; in 9x9 very 
small numbers of simulations have unexpectedly
good results... but I'll wait for more stats for sharing as it's really 
surprising to me :-)
(experiences with humans in the loop take so much time...)
Incidentally, if you want to contribute, here a version of MoGo which adapts 
itself to your level;
from the tables of results it generates you can see your level in MC 
simulations:
http://teytaud.over-blog.com/article-a-linux-program-for-evaluating-your-level-in-go-91946330.html

(sorry, only for Linux...)

Best regards,
Olivier


2011/11/19 Brian Sheppard sheppar...@aol.com

  I have been running Fuego 0.4.1 and Mogo3 on CGOS 9x9 for many thousands 
of games. Here is the data:



  Fuego0.4.1-100K,p2657

  Fuego0.4.1-30K,p2520

  Fuego0.4.1-10K,p2376

  Fuego0.4.1-3K,p2205

  Fuego0.4.1-1K,p2024

  Fuego0.4.1-300,p1756



  Mogo3MC90K,p2428

  Mogo3MC30K,p2304

  Mogo3MC10K,p2169

  Mogo3MC3K,p   2008

  Mogo3MC1K,p1823



  From: computer-go-boun...@dvandva.org 
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Olivier Teytaud
  Sent: Thursday, November 17, 2011 11:11 PM
  To: computer-go
  Subject: [Computer-go] level of MCTS programs depending on the number of 
sims in 9x9 (unlimited time setting for humans)



  Hi;
  Does anyone roughly know the level of a MCTS program in 9x9 depending on 
the number of simulations per move ?

  I know there are plenty of drawbacks to any such correspondence, that it 
depends on your style, on the time settings (I here assume the human has 
very long time...) and so on,
  but any rough estimate would be better than nothing :-)

  I would roughly say:
  500 simulations = KGS 10 kyu
  3 000 simulations = 5 kyu
  15 000 simulations = KGS 1 Dan
  3 000 000 simulations = pro level

  ...but I have no clear idea of this :-)

  (please don't spend too much time on the 1000 reasons for which such a 
correspondance does not make too much sense,
  we all know it :-) )

  Best regards,
  Olivier



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-- 
=
Olivier Teytaud -- olivier.teyt...@inria.fr
TAO, LRI, UMR 8623(CNRS - Universite Paris-Sud),
bat 490 Universite Paris-Sud F-91405 Orsay Cedex France http://0z.fr/EJm0g
(one of the 56.5 % of french who did not vote for Sarkozy in 2007)






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Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-02 Thread Aja Huang
I have played several games with the 5 dan CrazyStone (24 cores) and felt 
that it is pretty close to the 5 dan Zen (26 cores) in playing strength. In 
fact, CrazyStone’s playing style is much more balanced and human-like than 
Zen. Specifically, CrazyStone is better than Zen at winning without killing 
or fighting. It has a very good sense of territory and features very good 
pattern shapes, though it is still weaker than Zen in handling semeais.

Blitz games such as 15s/move favor MCTS programs. I expect both Zen and 
CrazyStone will drop to 4d in longer games. The reason is that MCTS programs 
are still not able to (in my opinion) read deepily like human players in 
situations such as big semeai or life-and-death. Also, when against strong 
Go players in fast games MCTS programs rely heavily on accurate territory 
counting. In longer games, this advantage will decrease most if not at all.

Aja

From: Don Dailey
Sent: Monday, January 02, 2012 3:28 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen




On Mon, Jan 2, 2012 at 4:02 PM, Ingo Althöfer 3-hirn-ver...@gmx.de 
wrote:

  Hello Don,


   What time control was used for these games or did it vary?


  In the last few days it was 15 seconds per move, with
  9 byoyomi phases.

I don't think that specifies the time control does it?So if a player 
exceeds 15 seconds he starts to use one of his byoyomi periods?How long 
for the byoyomi phases?

I don't think 15 seconds per move average is bad for humans at all,  but if 
you have to make each move in 15 seconds it's horrible and I can see that 
this is going to make the computer really look good.

For making strength claims there should be some sort of standard.   You 
could take almost any program and get 5 dan or more  by setting the time to 
1 second per move.

Don




  Ingo.


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Re: [Computer-go] replacing dynamic komi with a scoring function

2012-01-08 Thread Aja Huang
No long ago I was considering a scheme something like bias uct formula by 
solid points to cure the problem of underestimation of the edge and
corner territory, but still have no time to try. I believe it is one of the 
solutions to the notorious problem that MCTS programs usually like center 
territory more.


Take the empty position as an example: a center move A and a corner move B 
might both have 47% winning rate, but B should have higher score in UCT 
formula computation. The reason is simple: from the ownership information of 
the playouts, there is no solid points for A (everywhere both sides own 
almost 50%) while B has some solid points at the corner (such as Black owns 
that corner points in 60% of the playouts).


Aja

-原始郵件- 
From: Yamato

Sent: Sunday, January 08, 2012 8:30 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] replacing dynamic komi with a scoring function

(2012/01/09 9:56), Jouni Valkonen wrote:

There is indeed a problem with Dynamic komi with Zen. Zen often loses
the handicap games if black tries to minimize the move count. Often if
it is possible to bring game to small yose in around move 180 or so and
if not too much behind, then Zen most likely will lose. I have played
few games where Zen noted only when filling last dames that it is losing
the game by few or half points and then resign. Although, one game was
that I lost by ½ points, because I accidentally defended unnecessarily
instead of taking the last dame. One game was that i was about ten
points behind around move 180, but then Zen played a slack small yose,
and lost by 2½ points. Also good and very easy strategy against zen in
handicap games is to take all the sides and give center territory to the
Zen. Zen almost always will take the center territory as too small and
gives sides as too big.


I think people often confuse the evaluation problem and the dynamic komi
problem. A more urgent problem is the underestimation of the edge and
corner territory.

--
Yamato
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Re: [Computer-go] replacing dynamic komi with a scoring function

2012-01-09 Thread Aja Huang
Yes, computer try the win the game, but right now MCTS have problems by 
simply using winning rate in 19x19 Go. That’s why we are using “dynamic kom”, 
which is collected/computed from average score”, to cure this problem. My 
point is that using average score is maybe not enough. We might also have to 
use the information of “location” from the “ownership map” (looks to me a 
nice word).

Aja


From: Don Dailey
Sent: Monday, January 09, 2012 11:24 AM
To: Aja Huang ; computer-go@dvandva.org
Subject: Re: [Computer-go] replacing dynamic komi with a scoring function


On Mon, Jan 9, 2012 at 12:54 PM, Aja Huang ajahu...@gmail.com wrote:

  It’s easy to detect “secure” territory by collecting the information of 
ownership from the playouts.

I have always called this the ownership map for lack of a better term.   I 
have heard people refer to is as a futures map.


  If Black owns a region of points in 95% of the playouts, for example, we 
can “safely” say this region is Black’s territory (unless the playouts are 
seriously biased, which is independent to this problem). Go is a game of 
territory and the objective of every move is to gain more territory.

Computers have a different objective.Computer try to win the game, 
humans trying to win territory.


  To cure this problem, besides winning rate we might have to use the 
information of not only “average score” but also “average score of certain 
points”.

I fear the program would find ways to trade some territory in for other. 
It does seem like there should be some way to use this information to help.

Don



  Aja


  From: Stefan Kaitschick
  Sent: Monday, January 09, 2012 4:38 AM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] replacing dynamic komi with a scoring function

  By the way, are we sure it is underestimation of the edges and corners ? 
Rather than overestimation of the centre ?


I know those are equivalent for play itself, but the answer suggests
different tries for solution. In the first case, we want to make the bot
more aware that he will keep its edge territory. In the second, we want
to make it understand that inways made be made in its beautiful centre.

Jonas


  I think they overestimate both the corners and the center, but they 
overestimate the corners less. :-)
  They will often force from the outside, even when an invasion is 
relatively simple and the outside forcing stones aren't worth much. I can 
only call that overestimating corner safety.
  But at the same time, the center is given even greater priority, because 
the playouts so often come back with a kill of would be invaders.
  Crazy Stone seems to be ahead of the other bots in this.
  My guess is that it's using simulation balancing in the playouts to 
purposely degrade attacking moves.
  Ajas' idea of biasing towards secure territory is a typical strong players 
idea. But what does secure mean?
  Maybe the idea Ingo brought up, to naively give corner and edge territory 
a higher weight in the early stages of the game, is more promising. It feels 
like a crutch, but when you have broken leg, a crutch is great.

  Stefan



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Re: [Computer-go] replacing dynamic komi with a scoring function

2012-01-09 Thread Aja Huang
Interesting. I have observed a problem in the current dynamic komi scheme 
especially when there is a big semeai/life-and-death:


Playout 1   B+0.5
Playout 2   B+0.5
Playout 3   B+0.5
Playout 4   B+0.5
Playout 5   B+0.5
Playout 6   B+0.5
Playout 7   B+0.5
Playout 8   B+0.5
Playout 9   B+0.5
Playout 10 W+8.5

B has 90% winning rate. How many points should we shift for dynamic komi?

Aja

-原始郵件- 
From: Zach Wegner

Sent: Monday, January 09, 2012 11:53 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] replacing dynamic komi with a scoring function

On Mon, Jan 9, 2012 at 7:26 AM, Vlad Dumitrescu vladd...@gmail.com wrote:

Hi,

On Mon, Jan 9, 2012 at 13:17, Don Dailey dailey@gmail.com wrote:

Summary:

I believe a more correct scoring function won't be based on how much you 
win

by OR how often you win but will incorporate some other more relevant
concept and it will be dynamic.And it will not matter if the game is
a handicap game or otherwise because the scoring function will always be
relevant.   The goal will be to maximize your winning chances but it
will incorporate something more sophisticated that just counting how 
often

you win or how much you win by.


I hope I may interfere with something that Don's nice description
revealed to me. It feels rather obvious, but since nobody stated it
explicitly, maybe it's news for at least some people here.

MCTS is maximizing the chances of winning. These chances are largest
for a minimal score difference because this allows for making some
errors. Winning by the largest possible score has rather small chances
to happen because every move has to be perfect.

The curve describing the probability of ending the game with a certain
score is bell-shaped and MCTS explores the area beneath it, looking
for winning moves. With handicap, the disadvantaged side is getting
less samples explored, making it less likely to discover the really
good moves. Dynamic komi shifts the bell left or right in order to
equalize the sampling on both sides, but as mentioned it isn't dynamic
enough (the curve changes after each move) and also is actually using
a different shape for the curve than the real handicap curve.

In theory, I think that the solution for keeping the same level of
play with handicap as without would be to make sure that the the
disadvantaged side gets just as many samples with or without handicap.
That is, use more playouts when playing with handicap. In practice,
this is probably prohibitive...

I wonder if it might be possible to estimate the shape of this curve
after each move and use that estimate to dynamically adjust the number
of playouts. One might have to use higher precision calculations, too,
so that the noise doesn't get too loud.

Does this make any sense? Has anyone tried something like this?

best regards,
Vlad
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This is similar to ideas I've had to solve this. Of course, I'm not a
go programmer, so it's really just idle curiosity for me when reading
this list. Perhaps an ideal scoring function is highest median
score. You can do this in a slow/memory intensive way by storing a
histogram of final score in each node instead of wins/losses.
Wins/losses can then be computed by summing the histogram buckets
above/below the komi level. Computing the median is simply finding the
bucket where the sum crosses 50%. Other percentages could be used here
as well, though I'm not quite sure what effect this might have.

This solves the problem of getting far less than one bit of
information per playout when the win rate is very high or low, and
also supersedes dynamic komi--if you have the full histogram at any
node, you can compute the exact win rate for any arbitrary komi.

Using this in practice might be fairly difficult, and would probably
involve making the histogram lossy in some sense. I would be
interested if somebody here could run tests with this as a limit study
though--keep the number of nodes allocated and playouts per move
constant, and see the effect on strength.

Zach
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Re: [Computer-go] replacing dynamic komi with a scoring function

2012-01-09 Thread Aja Huang
Lets say there is a semeai and Black wins 6.5 points if it wins the semeai. 
Otherwise White wins 3.5 points.

Playout 1B+6.5
Playout 2B+6.5
Playout 3B+6.5
Playout 4B+6.5
Playout 5B+6.5
Playout 6B+6.5
Playout 7B+6.5
Playout 8B+6.5
Playout 9B+6.5
Playout 10 W+3.5


Average score = (6.5 * 9 + (- 3.5)) / 10 = 5.5

In this case, shifting komi to something like “Black 0.5 point win” (namely 
increasing komi by 5) does not work. Black simply has to win this semeai to 
win. So I think Zach’s idea quite makes sense. Actually I had a similar idea in 
the past but still have no time to try it.

Aja


From: Stefan Kaitschick 
Sent: Monday, January 09, 2012 2:28 PM
To: Aja Huang ; computer-go@dvandva.org 
Subject: Re: [Computer-go] replacing dynamic komi with a scoring function

The correct answer is 0, because shifting by just 1 point drops the rate to 10%
But is this really a dynamic komi problem?
I mean, is there really a graceful way to misevaluate semeais?
apropos semeais: would it be feasible to expand RAVE to include the information 
of the previous move?
( like the killer heuristic in chess)
It could be limited to the 5 by 5 surroundings, so that the previous move is 
one of 24 points or other.
But that's still not cheap computationally. I just have no idea how much effort 
it takes to maintain the current RAVE.

Stefan


On Mon, Jan 9, 2012 at 8:14 PM, Aja Huang ajahu...@gmail.com wrote:

  Interesting. I have observed a problem in the current dynamic komi scheme 
especially when there is a big semeai/life-and-death:

  Playout 1   B+0.5
  Playout 2   B+0.5
  Playout 3   B+0.5
  Playout 4   B+0.5
  Playout 5   B+0.5
  Playout 6   B+0.5
  Playout 7   B+0.5
  Playout 8   B+0.5
  Playout 9   B+0.5
  Playout 10 W+8.5

  B has 90% winning rate. How many points should we shift for dynamic komi?

  Aja

  -原始郵件- From: Zach Wegner
  Sent: Monday, January 09, 2012 11:53 AM 

  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] replacing dynamic komi with a scoring function


  On Mon, Jan 9, 2012 at 7:26 AM, Vlad Dumitrescu vladd...@gmail.com wrote:

Hi,

On Mon, Jan 9, 2012 at 13:17, Don Dailey dailey@gmail.com wrote:

  Summary:

  I believe a more correct scoring function won't be based on how much you 
win
  by OR how often you win but will incorporate some other more relevant
  concept and it will be dynamic.And it will not matter if the game is
  a handicap game or otherwise because the scoring function will always be
  relevant.   The goal will be to maximize your winning chances but it
  will incorporate something more sophisticated that just counting how often
  you win or how much you win by.


I hope I may interfere with something that Don's nice description
revealed to me. It feels rather obvious, but since nobody stated it
explicitly, maybe it's news for at least some people here.

MCTS is maximizing the chances of winning. These chances are largest
for a minimal score difference because this allows for making some
errors. Winning by the largest possible score has rather small chances
to happen because every move has to be perfect.

The curve describing the probability of ending the game with a certain
score is bell-shaped and MCTS explores the area beneath it, looking
for winning moves. With handicap, the disadvantaged side is getting
less samples explored, making it less likely to discover the really
good moves. Dynamic komi shifts the bell left or right in order to
equalize the sampling on both sides, but as mentioned it isn't dynamic
enough (the curve changes after each move) and also is actually using
a different shape for the curve than the real handicap curve.

In theory, I think that the solution for keeping the same level of
play with handicap as without would be to make sure that the the
disadvantaged side gets just as many samples with or without handicap.
That is, use more playouts when playing with handicap. In practice,
this is probably prohibitive...

I wonder if it might be possible to estimate the shape of this curve
after each move and use that estimate to dynamically adjust the number
of playouts. One might have to use higher precision calculations, too,
so that the noise doesn't get too loud.

Does this make any sense? Has anyone tried something like this?

best regards,
Vlad
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  This is similar to ideas I've had to solve this. Of course, I'm not a
  go programmer, so it's really just idle curiosity for me when reading
  this list. Perhaps an ideal scoring function is highest median
  score. You can do this in a slow/memory intensive way by storing a
  histogram of final score in each node instead of wins/losses

Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-10 Thread Aja Huang
When a program becomes famous/interesting on KGS, some users would try to 
play with it. I have seen that one guy registered a new account and used 
that account to beat Zen from 6 stones until 2 stones. Now sure if it hurts 
Zen's rating much. Just now I saw an account StoneCrazy [4d] on KGS


From the view of a Go programmer, I would expect that KGS can support 
reject a match for a ranked robot.


Aja

-原始郵件- 
From: Rémi Coulom

Sent: Tuesday, January 10, 2012 2:43 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

I wonder what kind of abuse  you censor. I never observed any behaviour I'd 
like to censor with Crazy Stone.


Rémi

On 10 janv. 2012, at 21:19, Jean-loup Gailly wrote:

  I know the Zen author occasionally logs in as the bot and censors 
 people who abuse the bot.


I do this too for pachi2. But it's a real pain to maintain the censor 
list. My list currently has

147 accounts (probably representing much fewer distinct persons).

Jean-loup

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Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-11 Thread Aja Huang

Hi Vlad,

Do you mean the case in the attached example semeai_scoring.sgf? In a seki 
of a dead group with a square of four, the other side must have a big eye as 
well. The bottom-right corner is such an example, where it's all White's 
territory. In the bottom-left corner. It can't be a seki.


Best regards,
Aja


-原始郵件- 
From: Vlad Dumitrescu

Sent: Wednesday, January 11, 2012 10:11 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

Hi Rémi,

On Wed, Jan 11, 2012 at 16:28, Rémi Coulom remi.cou...@free.fr wrote:
Sorry for your medal. I don't do the UI stuff, but I'll forward your 
remark to Unbalance. Or if you can send the position with the wrong 
scoring to me, I'll try to make CS score it correctly.


It's not a problem for me, but thought it would be a simple improvement.

I don't have the position, but it was a semeai where CS's dead group
had a square of four in the corner but not enough liberties overall to
make a seki. And since the counting seems to be Japanese (since
prisoners are deducted), I would have lost points by capturing the
group effectively.

regards,
Vlad
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semeai_scoring.sgf
Description: application/go-sgf
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Re: [Computer-go] Zen blunder in long mirror go game

2012-01-16 Thread Aja Huang
In the last UEC Cup, the Japanese program katsunari played with mirror Go 
strategy against Zen, Fuego and ManyFaces. katsunari lost all three games.


http://jsb.cs.uec.ac.jp/~igo/eng/result_2nd/Zen-katsunari.sgf.html
http://jsb.cs.uec.ac.jp/~igo/eng/result_2nd/katsunari-Fuego.sgf.html
http://jsb.cs.uec.ac.jp/~igo/eng/result_2nd/katsunari-TheManyFacesofGo.sgf.html

Note that Fuego lost the game finally (by filling own territories) because I 
carelessly set the config with Chinese rules.  Anyway, there should be no 
problem for current strong Go programs on mirror Go strategy in EVEN or 
tournament games.


Aja

-原始郵件- 
From: Yamato

Sent: Monday, January 16, 2012 5:16 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Zen blunder in long mirror go game

(2012/01/17 8:43), Michael Williams wrote:

If the author looks at it, could you update us?  I'm always curious
about how such things happen, especially in a bot as strong as Zen.


Honestly I don't want to spend a lot of time on this type of problem.

--
Yamato
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Re: [Computer-go] Zen blunder in long mirror go game

2012-01-16 Thread Aja Huang
I am not talking about that Zen’s “blunder” but simply mentioned in 
passing about handling mirroring strategy that Yamato and we don’t want to 
spend time with. For this game, you should be strong enough to judge Zen was 
winning or not.

Aja


From: Jouni Valkonen
Sent: Monday, January 16, 2012 5:33 PM
To: Aja Huang ; computer-go@dvandva.org
Subject: Re: [Computer-go] Zen blunder in long mirror go game

I think that the main problem was not winning or losing a mirrored game but 
the blunder in late endgame by playing suicidal move. Perhaps Zen was losing 
the game, so this was the reason for the blunder. But if Zen was winning, 
then it was serious bug and it had nothing to do with the mirroring itself.

  —Jouni

On Jan 17, 2012 2:26 AM, Aja Huang ajahu...@gmail.com wrote:

  In the last UEC Cup, the Japanese program katsunari played with mirror Go 
strategy against Zen, Fuego and ManyFaces. katsunari lost all three games.

  http://jsb.cs.uec.ac.jp/~igo/eng/result_2nd/Zen-katsunari.sgf.html
  http://jsb.cs.uec.ac.jp/~igo/eng/result_2nd/katsunari-Fuego.sgf.html
  
http://jsb.cs.uec.ac.jp/~igo/eng/result_2nd/katsunari-TheManyFacesofGo.sgf.html

  Note that Fuego lost the game finally (by filling own territories) because 
I carelessly set the config with Chinese rules.  Anyway, there should be no 
problem for current strong Go programs on mirror Go strategy in EVEN or 
tournament games.

  Aja

  -原始郵件- From: Yamato
  Sent: Monday, January 16, 2012 5:16 PM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Zen blunder in long mirror go game

  (2012/01/17 8:43), Michael Williams wrote:

If the author looks at it, could you update us?  I'm always curious
about how such things happen, especially in a bot as strong as Zen.


  Honestly I don't want to spend a lot of time on this type of problem.

  -- 
  Yamato
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Re: [Computer-go] Zen blunder in long mirror go game

2012-01-16 Thread Aja Huang
OK, I see your point. So it should be Yamato reply the question if he like. 
:)

Aja

From: Jouni Valkonen
Sent: Monday, January 16, 2012 6:45 PM
To: Aja Huang ; computer-go
Subject: Re: [Computer-go] Zen blunder in long mirror go game

Aja, you are talking something that has zero relevance for this topic. Zen 
was winning by ½ point, but it miscalculated in late yose and blundered 
severely. This was serious endgame bug. This thread has absolutely nothing 
to do with the fact that the game was mirrored, but only that that Zen throw 
away the game in late yose.

I have seen in my own games several times, when Zen has blundered in late 
yose and have lost a won games. I think that it is due that zen is winning 
by half point or so, but miscalculates and then tries something irrational. 
It would be good idea to analyze, to see what went wrong with Zen's 
evaluation of the score. Was that it miscalculated the territory or did it 
misread the seki thing?

  –Jouni

On 17 January 2012 02:44, Aja Huang ajahu...@gmail.com wrote:

  I am not talking about that Zen’s “blunder” but simply mentioned in 
passing about handling mirroring strategy that Yamato and we don’t want to 
spend time with. For this game, you should be strong enough to judge Zen was 
winning or not.

  Aja


  From: Jouni Valkonen
  Sent: Monday, January 16, 2012 5:33 PM
  To: Aja Huang ; computer-go@dvandva.org
  Subject: Re: [Computer-go] Zen blunder in long mirror go game

  I think that the main problem was not winning or losing a mirrored game 
but the blunder in late endgame by playing suicidal move. Perhaps Zen was 
losing the game, so this was the reason for the blunder. But if Zen was 
winning, then it was serious bug and it had nothing to do with the mirroring 
itself.

—Jouni

  On Jan 17, 2012 2:26 AM, Aja Huang ajahu...@gmail.com wrote:

In the last UEC Cup, the Japanese program katsunari played with mirror 
Go strategy against Zen, Fuego and ManyFaces. katsunari lost all three 
games.

http://jsb.cs.uec.ac.jp/~igo/eng/result_2nd/Zen-katsunari.sgf.html
http://jsb.cs.uec.ac.jp/~igo/eng/result_2nd/katsunari-Fuego.sgf.html

http://jsb.cs.uec.ac.jp/~igo/eng/result_2nd/katsunari-TheManyFacesofGo.sgf.html

Note that Fuego lost the game finally (by filling own territories) 
because I carelessly set the config with Chinese rules.  Anyway, there 
should be no problem for current strong Go programs on mirror Go strategy in 
EVEN or tournament games.

Aja

-原始郵件- From: Yamato
Sent: Monday, January 16, 2012 5:16 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Zen blunder in long mirror go game

(2012/01/17 8:43), Michael Williams wrote:

  If the author looks at it, could you update us?  I'm always curious
  about how such things happen, especially in a bot as strong as Zen.


Honestly I don't want to spend a lot of time on this type of problem.

-- 
Yamato
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Re: [Computer-go] KGS, gogui and handicap stones

2012-01-21 Thread Aja Huang

A simple solution would be to keep a variable HandicapStone.

In the function of GTP command play:

If (WhiteNeverPlayed == true)   // WhiteNeverPlayed is initialized to true
{
   if (Color == BLACK 
   Move != PASS)
   HandicapStone += 1.0f;  // HandicapStone  is initialized to 0
   else
   WhiteNeverPlayed = false;
}

Then in the scoring function:

   if (HandicapStone = 2)
   BlackScore -= (HandicapStone / 2);

Aja

-原始郵件- 
From: David Fotland

Sent: Saturday, January 21, 2012 11:36 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] KGS, gogui and handicap stones

I have code that detects several black moves in a  row at the start of the
game, and sets the proper handicap property for the engine.

David


-Original Message-
From: computer-go-boun...@dvandva.org [mailto:computer-go-
boun...@dvandva.org] On Behalf Of ds
Sent: Saturday, January 21, 2012 2:26 AM
To: computer-go@dvandva.org
Subject: [Computer-go] KGS, gogui and handicap stones

Hi,

sounds simple, but I could not figure out:

If I load a game from kgs with gogui, my engine is not informed about
the handicap stones. Therefore it counts wrong? Is there a workaround?

Thanks
Detlef

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Re: [Computer-go] KGS, gogui and handicap stones

2012-01-21 Thread Aja Huang
A player might pass when putting the handicap stones. So here is the correct 
code:


In the function of GTP command play:

   if (WhiteNeverPlayed == true)   // WhiteNeverPlayed is initialized to 
true

   {
   if (Color == BLACK)
   {
   if (Move != PASS)
   HandicapStone += 1.0f;  // HandicapStone  is initialized to 
0

   }
   else
   WhiteNeverPlayed = false;
   }

Then in the scoring function:

   if (HandicapStone = 2)
   BlackScore -= (HandicapStone / 2);

Just call play in the GTP commands for handicap setting.

Aja

-原始郵件- 
From: Aja Huang

Sent: Saturday, January 21, 2012 12:54 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] KGS, gogui and handicap stones

A simple solution would be to keep a variable HandicapStone.

In the function of GTP command play:

If (WhiteNeverPlayed == true)   // WhiteNeverPlayed is initialized to true
{
   if (Color == BLACK 
   Move != PASS)
   HandicapStone += 1.0f;  // HandicapStone  is initialized to 0
   else
   WhiteNeverPlayed = false;
}

Then in the scoring function:

   if (HandicapStone = 2)
   BlackScore -= (HandicapStone / 2);

Aja

-原始郵件- 
From: David Fotland

Sent: Saturday, January 21, 2012 11:36 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] KGS, gogui and handicap stones

I have code that detects several black moves in a  row at the start of the
game, and sets the proper handicap property for the engine.

David


-Original Message-
From: computer-go-boun...@dvandva.org [mailto:computer-go-
boun...@dvandva.org] On Behalf Of ds
Sent: Saturday, January 21, 2012 2:26 AM
To: computer-go@dvandva.org
Subject: [Computer-go] KGS, gogui and handicap stones

Hi,

sounds simple, but I could not figure out:

If I load a game from kgs with gogui, my engine is not informed about
the handicap stones. Therefore it counts wrong? Is there a workaround?

Thanks
Detlef

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Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

2012-01-28 Thread Aja Huang
You should let me try. :)

Aja


From: David Fotland
Sent: Saturday, January 28, 2012 6:45 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

I tried 29 stones once and it crushed me J



David



From: computer-go-boun...@dvandva.org 
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Michael Williams
Sent: Saturday, January 28, 2012 5:43 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones



Nice.  This should be interesting...

On Sat, Jan 28, 2012 at 8:33 PM, David Fotland fotl...@smart-games.com 
wrote:

mfgo1998 is up on kgs if anyone wants to try it.  To get a big handicap, set
up a 9 stone game and pass until you get up to 29 stones in the same pattern
as Martin's game.

Regards,


David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-

 boun...@dvandva.org] On Behalf Of David Fotland
 Sent: Saturday, January 28, 2012 11:34 AM

 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

 The game with Martin was played on 8/5/1998 at the US Go Congress.  My
 closest source is dated 7/3/1998.  I have this built into a gtp front end
 now, and it's playing different moves from Martin's game, so the engine is
 not identical.  Do you still want to continue with this bet?

 David

  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Ingo Althöfer
  Sent: Thursday, January 26, 2012 1:22 PM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones
 
   Which old Manyface, I have a DOS version from 1990 :)
 
  In 1997 ManyFaces 10.0 came to the market (and is sol still nowadays).
  David Fotland wrote that in the game against Martin Mueller he likely
  used a source from July 1998. He will try to reanimate that.
 
  ingo.
 
 
 
 
 
  --
  Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir
  belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de
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Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

2012-01-28 Thread Aja Huang
Yes, thanks. Actually in the last try, I lost only 30 points and was having 
a chance as well. ManyFaces is not unbeatable with 29 stones. I also tried 2 
games against Minirock2 with 6 stones, 1 win 1 loss. The first game was a 
test. Minirock2 is obviously a MCTS program and it handles ladders very 
well. In the second, I killed a big group. Minirock2 also has the popular 
semeai problem. I think its playing strength is maybe around 1d.

My guess would be Minirock2 is the Japanese program blast.

Aja


From: Stefan Kaitschick
Sent: Saturday, January 28, 2012 8:41 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

Awesome attempt!
285 at R8 and you would have crushed it in the first try.

Stefan


On Sun, Jan 29, 2012 at 2:47 AM, Aja Huang ajahu...@gmail.com wrote:

  You should let me try. :)

  Aja


  From: David Fotland
  Sent: Saturday, January 28, 2012 6:45 PM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

  I tried 29 stones once and it crushed me J



  David



  From: computer-go-boun...@dvandva.org 
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Michael Williams
  Sent: Saturday, January 28, 2012 5:43 PM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones



  Nice.  This should be interesting...

  On Sat, Jan 28, 2012 at 8:33 PM, David Fotland fotl...@smart-games.com 
wrote:

  mfgo1998 is up on kgs if anyone wants to try it.  To get a big handicap, 
set
  up a 9 stone game and pass until you get up to 29 stones in the same 
pattern
  as Martin's game.

  Regards,


  David

   -Original Message-
   From: computer-go-boun...@dvandva.org [mailto:computer-go-

   boun...@dvandva.org] On Behalf Of David Fotland
   Sent: Saturday, January 28, 2012 11:34 AM

   To: computer-go@dvandva.org
   Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones
  
   The game with Martin was played on 8/5/1998 at the US Go Congress.  My
   closest source is dated 7/3/1998.  I have this built into a gtp front 
end
   now, and it's playing different moves from Martin's game, so the engine 
is
   not identical.  Do you still want to continue with this bet?
  
   David
  
-Original Message-
From: computer-go-boun...@dvandva.org [mailto:computer-go-
boun...@dvandva.org] On Behalf Of Ingo Althöfer
Sent: Thursday, January 26, 2012 1:22 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones
   
 Which old Manyface, I have a DOS version from 1990 :)
   
In 1997 ManyFaces 10.0 came to the market (and is sol still nowadays).
David Fotland wrote that in the game against Martin Mueller he likely
used a source from July 1998. He will try to reanimate that.
   
ingo.
   
   
   
   
   
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Re: [Computer-go] minirock2

2012-01-28 Thread Aja Huang

I tried 3 games with Erica:
http://www.gokgs.com/gameArchives.jsp?user=Erica19B

In the 1st, 2nd games, Erica was running with 5k playouts/move (1 thread) 
and Erica lost both games.
In the 3rd game, Erica was running with 2 threads and 10s/move (around 
15-20k playouts/move). Erica won.


My feeling is that Minirock2's playing style is similar to that of Erica. 
One interesting moment is Black's 13th at C3 in the 2nd game. Minirock'2 C3 
is clearly a bad move but it was Erica's ponder hit.


Aja

-原始郵件- 
From: Rémi Coulom

Sent: Saturday, January 28, 2012 3:23 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] minirock2

I tried 3 games with Crazy Stone:
http://www.gokgs.com/gameArchives.jsp?user=bonobot
Each time reducing CPU. First game was full power, second game was 4 cores, 
third game was 2 cores and very fast play. 3rd game was close. Minirock2 
looks rather strong.


Info now says author is minirock. Maybe we could ask questions to minirock.

Rémi

On 28 janv. 2012, at 22:30, Hiroshi Yamashita wrote:


Sorry, my guess is wrong.

I tested 3 games vs Minirock2.
Aya won 2 games and lost one.
http://www.gokgs.com/gameArchives.jsp?user=ayamc4
But Minirock2 runs on 2 cores 2.8GHz, and Aya is on 6 cores 3.3GHz.
I think Minirock2 is 1d or 2d, and if it uses faster machine, 2d or 3d.

Zen19 also played 2 games vs Minirock2, and Zen won 2 games.
http://www.gokgs.com/gameArchives.jsp?user=zen19

Hiroshi Yamashita


- Original Message - From: Erik van der Werf 
erikvanderw...@gmail.com

To: computer-go@dvandva.org
Sent: Thursday, January 19, 2012 7:42 AM
Subject: Re: [Computer-go] minirock2


No, not Steenvreter.

Erik


On Mon, Jan 16, 2012 at 12:46 PM, Hiroshi Yamashita y...@bd.mbn.or.jp 
wrote:

I thought it is Steenvreter.

Hiroshi Yamashita

- Original Message - From: Ingo Althöfer 
3-hirn-ver...@gmx.de

To: computer-go@dvandva.org
Sent: Monday, January 16, 2012 6:12 PM
Subject: Re: [Computer-go] minirock2




Interesting speculation.

Independent of the programmer question I woukd like to see
Minirock2 playing rated games.

Ingo.


 Original-Nachricht 


Datum: Mon, 16 Jan 2012 09:33:32 +0100
Von: Rémi Coulom remi.cou...@free.fr
An: computer-go@dvandva.org
Betreff: [Computer-go] minirock2




Anybody knows what is minirock2? Was it programmed by rock2? That would
be
big news :-)

Fabien, are you reading?

Rémi
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Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

2012-01-28 Thread Aja Huang
No, the first game was finished without playing a move. I kept playing pass 
and at one pass ManyFaces played pass well. Then the game was scored 
immediately as Black having the whole board, B+327.5.

http://files.gokgs.com/games/2012/1/29/ajahuang-mfgo1998.sgf

Aja

From: Stefan Kaitschick
Sent: Saturday, January 28, 2012 9:35 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

Oops, that was the fourth try - the one with the 29.5 point loss.


On Sun, Jan 29, 2012 at 4:41 AM, Stefan Kaitschick 
stefan.kaitsch...@hamburg.de wrote:

  Awesome attempt!
  285 at R8 and you would have crushed it in the first try.

  Stefan



  On Sun, Jan 29, 2012 at 2:47 AM, Aja Huang ajahu...@gmail.com wrote:

You should let me try. :)

Aja


From: David Fotland
Sent: Saturday, January 28, 2012 6:45 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

I tried 29 stones once and it crushed me J



David



From: computer-go-boun...@dvandva.org 
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Michael Williams
Sent: Saturday, January 28, 2012 5:43 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones



Nice.  This should be interesting...

On Sat, Jan 28, 2012 at 8:33 PM, David Fotland fotl...@smart-games.com 
wrote:

mfgo1998 is up on kgs if anyone wants to try it.  To get a big handicap, 
set
up a 9 stone game and pass until you get up to 29 stones in the same 
pattern
as Martin's game.

Regards,


David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-

 boun...@dvandva.org] On Behalf Of David Fotland
 Sent: Saturday, January 28, 2012 11:34 AM

 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

 The game with Martin was played on 8/5/1998 at the US Go Congress.  My
 closest source is dated 7/3/1998.  I have this built into a gtp front 
end
 now, and it's playing different moves from Martin's game, so the 
engine is
 not identical.  Do you still want to continue with this bet?

 David

  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Ingo Althöfer
  Sent: Thursday, January 26, 2012 1:22 PM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap 
stones
 
   Which old Manyface, I have a DOS version from 1990 :)
 
  In 1997 ManyFaces 10.0 came to the market (and is sol still 
nowadays).
  David Fotland wrote that in the game against Martin Mueller he 
likely
  used a source from July 1998. He will try to reanimate that.
 
  ingo.
 
 
 
 
 
  --
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Re: [Computer-go] About Minirock

2012-02-15 Thread Aja Huang
Hi Xaryl,

Surprised that Pachi's ladder code can't detect common second line kill like 
this:
.X.
XOX
...
###

But note in certain tactical situations it’s good to ladder-extend from the 
second line:
http://senseis.xmp.net/?TwoStoneEdgeSqueeze

Aja


From: Xaryl C
Sent: Wednesday, February 15, 2012 4:25 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] About Minirock

Yes, it's correct that I use Pachi as foundation and have different playouts 
and search tree distribution.

I don't feel like to submit patches at the moment as the codes are 
horrendous,
but if you want, I can give you compilable codes (but no guarantee it is 
humanly readable... or can be compiled within 30 seconds :-p)

I don't even know if the bot is stronger than Pachi, but I will list some 
things I noticed about Pachi.
Some tests were done some time ago with 9x9 games that I don't remember the 
detail to well,  recent 19x19 tests are done with few playouts per move 
(4096 per move), and often I move on as long as the change passes binomial 
test, so I don't have good estimation on elo gain either.

In playout policy, 3x3 patterns can use some tactical checks or at least 
liberty checks; mogo patterns tends to end in crosscuts follow by nonsense 
too much. There's quite a bit of elo here.

The tactical reading codes can improve a bit too, for example, Pachi's 
ladder code can't detect common second line kill like this:
.X.
XOX
...
###
Heavier tactical readings sometimes don't provide too much elo by itself, 
but as long as it can probably break even in terms of speed vs elo, I kept 
them.
They might not produce much elo right the way because of the slow down, but 
it would allow one to add in heavier codes without slowing down the program 
as much (percentage wise) later on.

In playout permits, some moves can be rejected so the program can determine 
semeai/tsumego/seki better. These moves should be rejected in search tree as 
well. This might or might not break even in terms of speed vs elo depends 
on how slow the program currently is, but the effect is very noticeable 
against human players. Some people kept killing a small group in the 
beginning in a way that the program thinks it has good chance of living, and 
then the program would just slack off and lose regardless how many handi it 
has.
Just one warning, be really careful when rejecting moves, or the program 
will get into situations that it's losing but think it has good chance of 
winning and never passes or resigns.

The dynamic komi scheme works better for me by keeping the winrate between 
43% to 48% when losing, and between 50% to 60% when winning.
(Values not too carefully tuned, and only on 4096 per move self play even 
games).
60% feels a bit high but every time I try to decrease it, it seems to lose 
strength in even game self plays.
The max losing komi can also ramp down as the game reaches later stage.
Proper dynamic komi provides substantial elo gain at least at self play with 
small amount of playouts per move.

As to the priors, the original program uses somewhat different search tree 
heuristics, but it doesn't seem to matter much; seems like it's just about 
biasing the search distribution towards the right direction. However, I 
don't really like the idea of adding fake winning/losing counts.
5x5 patterns helps a quite a bit even with just hack-ish values. Besides 
professional games, mid dan games also helps. I am thinking incorporating 
high kyu games might help as well.
I've had my eyes on professor Rémi's 2007 Amsterdam paper since long ago, 
but never had the time or motivation to try it. Works or not, it's a cool 
way to determine the values at least :-p



 Date: Wed, 15 Feb 2012 03:37:07 +0100
 From: pa...@ucw.cz
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] About Minirock

 Hi!

 On Tue, Feb 14, 2012 at 04:11:01PM +, Xaryl C wrote:
  I am the one responsible for the bot. I started coding a go bot when 
  school was boring, that was when classical bots prevailed.
  Then life got busy, I tried MC, made some nice progress in terms of 
  strength, but never even got the chance to properly debug the multi 
  threading codes.
 
  Then sometime ago, Minirock (the player) wanted to have a bot, so I 
  hackishly glued (with macros and mass code replacing with scripts) and 
  replaced the playout codes and search distribution along with tactical 
  reading codes and pattern matchers onto Pachi's codes.

 Great, I'm happy Pachi is useful like this too! If I understand it
 right, you use Pachi as foundation with custom playout and tactics code?
 Or is it vice versa?

 If you have any patches / changes in mind for Pachi (not necessarily
 with any of your reading code, but even just whatever is needed for
 better integration of foreign code in Pachi), I will be glad to merge
 it. Or just if you have any feedback. :-)

 Best,

 -- 
 Petr Pasky Baudis
 Smart data structures and dumb code works a lot better
 than the other way around. -- 

Re: [Computer-go] Master Thesis: Multi-Agent Monte Carlo Go

2012-03-17 Thread Aja Huang
Hi Leandro,

Glad to hear your interesting result as well as Zen's great achievement.
But the website seems down. Could you please check it? Thanks.

Regards,
Aja

2012/3/17 Leandro Marcolino soria...@usc.edu

 Hello all!..

 Last year I proposed an improvement over current MCTS algorithms that
 I called Multi-Agent Monte Carlo Go. My system (a modified version of
 Fuego) could win about 59% of games against Fuego (in 1000 games) on
 9x9 Go, but I don't have results for 19x19 Go... If anyone is
 interested, you can take a look at the thesis, one paper and the
 source code at http://teamcore.usc.edu/people/sorianom/mamcgo.html.

 Regards,
 Leandro
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Re: [Computer-go] Master Thesis: Multi-Agent Monte Carlo Go

2012-03-17 Thread Aja Huang
Yes it works now. Thanks.

Regards,
Aja

2012/3/17 Leandro Marcolino soria...@usc.edu

 Hello!..

 The link seems to be correct... Maybe it is some temporary problem
 with the server... I could open it right now, could you please try
 again?.. Thanks!..

 Regards,
 Leandro

 On Sat, Mar 17, 2012 at 6:54 PM, Aja Huang ajahu...@gmail.com wrote:
  Hi Leandro,
 
  Glad to hear your interesting result as well as Zen's great achievement.
 But
  the website seems down. Could you please check it? Thanks.
 
  Regards,
  Aja
 
  2012/3/17 Leandro Marcolino soria...@usc.edu
 
  Hello all!..
 
  Last year I proposed an improvement over current MCTS algorithms that
  I called Multi-Agent Monte Carlo Go. My system (a modified version of
  Fuego) could win about 59% of games against Fuego (in 1000 games) on
  9x9 Go, but I don't have results for 19x19 Go... If anyone is
  interested, you can take a look at the thesis, one paper and the
  source code at http://teamcore.usc.edu/people/sorianom/mamcgo.html.
 
  Regards,
  Leandro
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Re: [Computer-go] cgos

2012-04-24 Thread Aja Huang
On 9x9 Erica now scores about 85% on 300 playouts / move against GnuGo 3.8
Level 10, around of rating 2100. From current CGOS results looks like Crazy
Stone is much stronger. :)

Aja

2012/4/24 ds d...@physik.de

 Thanks a lot,

 there is a long way to go for us with this impressible strength:)

 Detlef

 Am Dienstag, den 24.04.2012, 19:43 +0200 schrieb Rémi Coulom:
  In Crazy Stone, I set the total number of playouts per game, not per
 move.
 
  250k per game is similar in strength to 2k playouts per move (a bit
 weaker, maybe). But it takes less time overall for one game (because I
 apply time-management heuristics to playouts), which allows faster testing.
 
  Rémi
 
  On 24 avr. 2012, at 18:38, ds wrote:
 
   Sorry, I do not want to get all your secrets,
  
   but how do you do 250k playouts with seconds for a whole game on all
   boardsize with 4 cores?
  
   Or does reservation mean a minimum reservation?
  
   Detlef
  
   Am Dienstag, den 24.04.2012, 12:40 +0200 schrieb Rémi Coulom:
   I reserved a small 4-core node of our cluster to connect 9 fast
 instances of Crazy Stone, 3 for each board size.
  
   On 23 avr. 2012, at 19:48, ds wrote:
  
   Hi,
  
   would be nice, if one could arrange a typical date, where one can
 hope
   to find more programs on cgos.
  
   E.g. once a week or once every two weeks on monday? Depending on the
   opponents one could let the programs run for some hours or some days.
  
   For the last weeks it was quite empty with only the standard programs
   running. You can only get rated around 1800ELO with some accuracy...
  
   Detlef
  
  
  
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[Computer-go] A Regression test set for exploring some limitations of current MCTS programs in Go

2012-05-14 Thread Aja Huang
Dear all,

Martin Mueller and I are writing a paper about exploring some limitations
of current MCTS programs in Go. For this purpose we have carefully designed
a regression test set which consists of 20 seki and 15 two-safe-groups
cases on 9x9 board. If you are interested, it is available at

http://webdocs.cs.ualberta.ca/~mmueller/ps/seki-and-two-safe-groups-regression-test.zip

We will appreciate if you would like to run your program over our
regression test and send us the results for our publication.

It's easy to run your program through these positions (.sgf). Mainly, the
script run.sh under /utility is able to run a given program for a given
regression test file (.tst) and produce the result in a related html file.
For example, for the seki test you can simply type

./run.sh -p PATH_TO_PROGRAM -t g_seki_moves.tst

Some notes:
1. Your program must support the command sg_compare_float for the
two-safe-groups test. If it doesn't support reg_genmove then the test file
g_seki_moves.tst is good to use which performs genmove instead.

2. On Windows platform, you will be able to execute 'run.sh' directly at
the command prompt after cygwin is installed.

3. If your program doesn't support the GTP command 'loadsgf', gogui-adapter
is able to translate 'loadsgf' into a sequence of 'play' commands. The file
gogui-adapter.jar under /utility is good to use because Markus has fixed
some bugs for us, see

https://sourceforge.net/tracker/?func=detailaid=3522401group_id=59117atid=489964
https://sourceforge.net/tracker/?func=detailaid=3519829group_id=59117atid=489964

Under /experimental results, there are results of several programs such as
Fuego (tilburg version), pachi, ManyFaces and GnuGo. We thank David for
providing us the valuable results of ManyFaces. The test set is really not
easy because these programs all failed in many cases.

Questions are very welcome. If you find any error in the test set please
inform us. Thanks.

Best regards,
Aja
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Re: [Computer-go] A Regression test set for exploring some limitations of current MCTS programs in Go

2012-05-16 Thread Aja Huang
Hi Jacques,

We will appreciate very much if you could participate in our test. In the
specification of GTP, about the command 'loadsgf' it says

Board size and komi are set to the values given in the sgf file. Board
configuration, number of captured stones, and move history are found by
replaying the game record up to the position* before move_number *or until
the end if omitted.

So for the command

loadsgf sgf/seki/case1.sgf 4


The program should load the position of case1.sgf BEFORE move 4, not AFTER.
Just today some author found a bug of gogui-adapter and kindly reported to
me: gogui-adapter incorrectly loads the position AFTER move_number. Markus
has already fixed the bug for us, see


https://sourceforge.net/tracker/?func=detailaid=3527339group_id=59117atid=489964


If you use gogui-adapter to translate 'loadsgf' for your program, please
download the newest version of gogui which is available at


https://sourceforge.net/scm/?type=gitgroup_id=59117


Best regards,

Aja
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Re: [Computer-go] A Regression test set for exploring some limitations of current MCTS programs in Go

2012-05-16 Thread Aja Huang
By the way, to use gogui-adapter to translate 'loadsgf' the command is
something like

./run.sh -p java -jar gogui-adapter.jar  \PATH_TO_PROGRAM \ -t
g_seki_moves.tst
(use backslash character (\) to escape the quotes in the string)

I used gogui-adapter to run pachi and Mogo as well because they both don't
support 'loadsgf'. Please don't hesitate to let me know if it doesn't work
for you.

Best regards,
Aja
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Re: [Computer-go] A Regression test set for exploring some limitations of current MCTS programs in Go

2012-05-17 Thread Aja Huang
Hi Olivier,

Yes that's our plan. We will appreciate very much if you could participate
in our regression test and contribute Mogo's results. It will be
interesting to see Mogo's performance of these test cases on large
simulations like 1M, 2M, 4M or even 32M over a mega cluster/strong machine.

The version of Mogo I ran over the test was downloaded at

http://www.lri.fr/~teytaud/mogor

It's probably not a current version and I couldn't figure out how to get
Mogo's evaluation of a position.

Best regards,
Aja

2012/5/17 Olivier Teytaud olivier.teyt...@lri.fr

 If you run tests twice, you get nearly the same results ?
 Aja: you'll publish results with varying numbers of simulations for MC
 bots ?
 Olivier

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Re: [Computer-go] A Regression test set for exploring some limitations of current MCTS programs in Go

2012-05-17 Thread Aja Huang
Hi Rémi,

Yes, you are right. Case11 is not correct. I have fixed it. Case19 is
Hanezeki that might never occur in real games. The purpose of this search
is to explore some limitations of current MC Go programs so Martin asked me
to design the most difficult seki cases on the earth. Then I just did it.

As for komi 7.0, thanks for your suggestion. We will discuss it and
announce our decision.

Best regards,
Aja

2012/5/17 Rémi Coulom remi.cou...@free.fr

 Now with the correct e-mail address.

 On 17 mai 2012, at 16:43, Rémi Coulom wrote:

  I took a closer look at the games.
 
  19 is hanezeki:
  http://senseis.xmp.net/?Hanezeki
  I don't worry too much about that. Did this ever occur in a real game?
 
  I would recommend using non-integer komi for your tests, because they
 test the ability of the program to deal with jigo at the same time as they
 test seki. Dealing with jigo in the search is not an easy job: it is much
 more difficult to get a consistent search, with proved convergence to
 optimal play, when the outcome of the game is not binary. Completely greedy
 search will solve any position with non-integer komi, but it is likely to
 fail with integer komi (ie, get stuck on jigo when a stronger move can win
 but has a low evaluation in the beginning of the search).
 
  Crazy Stone evaluates hanezeki correctly if komi is set to 7.5 instead
 of 7.0.

 Sorry, that should be 6.5. With 6.5, Crazy Stone still fails. So hanezeki
 is still difficult.

 Rémi

 
  case11 is strange. In the variation contained in the sgf, W loses by two
 points. Aja, are you sure case11 is correct?
 
  Rémi
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Re: [Computer-go] Another funny kind of seki

2012-05-17 Thread Aja Huang
Thanks, it is indeed a very interesting seki. In case13 the seki at the
bottom-left corner is also formed in a big eye but of a different shape.

Aja


 You'll find in attachment an interesting case of seki that maybe you don't
 have in your database. The White string in A11 has 3 liberties, but W must
 not play in any of them, because then A8 and A10 are miai for kill. Black
 can play in any of them, but search will not play there, because that would
 make W obviously alive. That position occured in a game that Crazy Stone
 lost against gnugo.

 Rémi



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Re: [Computer-go] A Regression test set for exploring some limitations of current MCTS programs in Go

2012-05-18 Thread Aja Huang
Dear all,

If you are interested, you can download our latest regression test set at

http://webdocs.cs.ualberta.ca/~shihchie/seki-and-two-safe-groups-regression-test.zip

which was updated with
1. Newest, bug-free gogui-adapter.jar.
2. Fixed case11.sgf of the seki test set.
3. genmove version of the test files prefixed by g_.

We appreciate that not a few authors are interested to participate in our
test. Thanks Erik, Yamato and Remi for helping us check and point out the
errors in the test set. We will release the final, bug-free version as soon
as possible.

Best regards,
Aja
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Re: [Computer-go] [SPAM] Re: super ko

2012-06-06 Thread Aja Huang
 In case of MCTS, a simple and cheap way is to detect superko as output
 filter and use next best move in the tree if superko violation is
 detected; however, some situations may be significantly misread because
 of that.  The other extreme is detecting and avoiding superko even in
 simulations; that is fairly expensive (due to a guaranteed cache miss
 during hash table lookup, at the very least) and usually *not* done.
 The most common compromise is to detect and prune superko moves only
 in the game tree and check only the simple ko rule in simulations.


It is not really expensive to detect and avoid superko in simulations. Some
repetitions occur every 4 moves, so you only need to incrementally keep
four keys and compare two keys. For instance,

Key1position before the third last move
Key2position before the second last move
Key3position before the last move
Key4current position

To check super ko for move a in the current position, just do

if (Key1 == ComputeZobristKey(Key4, a))
{
// Forbid move a
}

Aja
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Re: [Computer-go] super ko

2012-06-06 Thread Aja Huang
Ya, I agree with you all. In fact, four-move cycle is just a basic type of
superko, see

http://senseis.xmp.net/?Cycle

I never managed to prohibit moves that form a cycle of length over six.
because I thought cases other than triple ko might occur rarely. But it
might be worth a try to handle superko with a hash table, though it might
be slow.

Aja

2012/6/6 Mark Boon tesujisoftw...@gmail.com

 On Wed, Jun 6, 2012 at 1:47 PM, Darren Cook dar...@dcook.org wrote:
 
  Is four moves the longest super-ko cycle possible? I thought it could be
  longer, using some capture and refill approach. But I could be very
  wrong on that.
 
  Darren
 
  P.S. Well if the bots are psychotic, and because tromp-taylor rules
  allow suicide, then of course very long cycles are possible, with one
  player always passing, and the other player filling in the same large
  eye over and over...
  My question is more: is a very long cycle possible in a game where both
  players are playing to win?
 

 Four is not the longest, even when you try to win. Quadruple ko takes
 eight moves to cycle back. Although not common, it can happen. I had
 it happen in a game in the Dutch championship many years ago.
 Participation in the World Championship in Japan was on the line, so I
 can assure you we were both trying to win. Whether it was ideal play
 to let it happen, that's another question altogether...

 I don't know what the longest 'reasonable' cycle would be, but I've
 learned not to put my estimates too low with this type of thing in Go.
 Before you know it, someone comes up with a 'reasonable' cycle of
 longer length than you can count.

 Mark
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[Computer-go] time_left bug of KGS

2012-06-29 Thread Aja Huang
Hi Nick,

I found that KGS sends wrong time_left commands for the byo-yomi time
control. For instance, in this TCGA 13x13 computer Go tournament with time
setting 0:00+3x0:12(byo-yomi), Fuego received the command from the server

time_left w 12 3

which means 12 secs are remained for 3 moves, as the specification of GTP
(see http://www.lysator.liu.se/~gunnar/gtp/gtp2-spec-draft2/gtp2-spec.html
) says

time_left
argument *color time stones*
*color* - Color for which the information applies.
*time*- Number of seconds remaining.
*stones* - Number of stones remaining.

But it should be something like

time_left w 12 1

because there are 3 periods of 12 secs remained and in each period the
engine can fully utilize that 12 secs. As a result of the wrong commands,
Fuego abnormally played very fast (2-3 secs per move) and I had to
hard-coded Fuego in order to ignore time_left. I know that in the current
GTP standard there is no way to describe the byo-yomi time system, but is
it a bug of KGS or did I misunderstand something?

Thanks,
Aja
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Re: [Computer-go] Kas Cup

2012-07-11 Thread Aja Huang
I just realized that it is Lukasz Cup. :)

Aja
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Re: [Computer-go] Kaś Cup

2012-07-12 Thread Aja Huang
In such a competition techniques like dynamic komi become extremely
important. A program must endeavor to earn more points even if the best
result is 0.5 point loss. Interesting.

Aja

Whether a bot loses to CrazyStone by 10 points or 20 tells us more
 about its skill than whether it beats break by 100 points or 200.

 Nick





 On 10 juil. 2012, at 22:20, Łukasz Lew wrote:

  Fellow Go enthusiasts,
 I would like you invite you to:

 Kaś Cup - a peculiar computer Go tournament.

 There will be prize pool of total 100$, yay!
 It will take place on 5th of August on KGS.

 The peculiarity will come from the scoring method.
 While this will be a Round Robin, the score for each game won't be +-1
 point,
 but the exact result of the game truncated to the [-50 .. 50] interval.

 One last rule is that participants may not use more than 4 cores of CPU
 power.

 Nick kindly agreed to organize and look after the tournament for which
 I am grateful.
 Also he is in charge of choosing a ruleset and time settings.

 Thank you and let us know if you will participate.
 Łukasz
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 --
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 n...@maproom.co.uk



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[Computer-go] Invitation to connect on LinkedIn

2012-08-01 Thread Aja Huang
LinkedIn




I'd like to add you to my professional network on LinkedIn.

- Aja

Aja Huang
Post-Doc at University of Alberta
Edmonton, Canada Area

Confirm that you know Aja Huang:
https://www.linkedin.com/e/8s9wxs-h5de7ee0-5q/isd/8083456779/4mQAfMb2/?hs=falsetok=2HknsJLQ1ZN5k1

--
You are receiving Invitation to Connect emails. Click to unsubscribe:
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(c) 2012 LinkedIn Corporation. 2029 Stierlin Ct, Mountain View, CA 94043, USA.

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Re: [Computer-go] An unusual seki

2012-08-15 Thread Aja Huang
This seki can be easily handled by forbidding White's self-atari at T9 and
S10, which are apparently bad moves because Black's S11 group has a solid
real eye at R16.

Aja

2012/8/15 Nick Wedd n...@maproom.co.uk

 Yesterday, a KGS game between Blubbel 3d and AyaBot4 2k, SGF file
 below, ended with an unusual kind of seki.  AyaBot4 marked its
 opponent's stones in the seki as dead, and was eventually booted
 by an admin for mis-marking stones (as a way of getting the game
 to end).  As all eleven AyaBots use the same IP address, they all
 got booted - and an hour later, all simultaneously tried to log in again.

 I mention this, both to explain to Hiroshi what happened to his
 bots, and because it is an interesting seki, of I type I had never
 seen before.

 Nick


 (;GM[1]FF[4]CA[UTF-8]AP[**CGoban:3]ST[2]
 RU[Chinese]SZ[19]HA[5]KM[0.50]**TM[600]OT[5x30 byo-yomi]
 PW[Blubbel]PB[AyaBot4]WR[3d]**BR[2k]DT[2012-08-14]PC[The KGS Go Server at
 http://www.gokgs.com/]C[**AyaBot4 http://www.gokgs.com/%5DC%5BAyaBot4[2k\]: 
 GTP Engine for AyaBot4 (black): Aya version 7.42e : If you pass,
 AyaMC will pass. When AyaMC does not, please remove all dead stones.
 ]
 ;B[dd]BL[599.599]
 ;B[pd]BL[599.278]
 ;B[jj]BL[598.935]
 ;B[dp]BL[598.654]
 ;B[pp]BL[598.306]
 ;W[qn]WL[599.421]
 ;B[np]BL[596.887]
 ;W[qk]WL[598.258]
 ;B[ip]BL[595.687]
 ;W[lp]WL[596.32]
 ;B[kp]BL[594.405]
 ;W[lo]WL[594.002]
 ;B[lq]BL[593.188]
 ;W[mq]WL[592.372]
 ;B[mp]BL[592.019]
 ;W[kq]WL[590.811]
 ;B[lr]BL[591.069]
 ;W[jp]WL[585.719]
 ;B[ko]BL[589.498]
 ;W[jq]WL[576.457]
 ;B[jo]BL[588.011]
 ;W[mr]WL[573.518]
 ;B[ln]BL[586.867]
 ;W[mo]WL[572.06]
 ;B[mn]BL[585.458]
 ;W[no]WL[570.908]
 ;B[pn]BL[584.089]
 ;W[oo]WL[567.413]
 ;B[nn]BL[582.669]
 ;W[on]WL[560.432]
 ;B[om]BL[581.529]
 ;W[po]WL[558.796]
 ;B[kr]BL[580.282]
 ;W[jr]WL[555.794]
 ;B[pm]BL[578.814]
 ;W[qp]WL[548.661]
 ;B[qm]BL[577.793]
 ;W[qh]WL[544.178]
 ;B[qf]BL[576.209]
 ;W[io]WL[542.633]
 ;B[op]BL[574.787]
 ;W[qo]WL[540.749]
 ;B[rn]BL[573.321]
 ;W[ro]WL[538.87]
 ;B[ok]BL[572.134]
 ;W[in]WL[536.543]
 ;B[jm]BL[570.967]
 ;W[im]WL[534.421]
 ;B[il]BL[569.256]
 ;W[jl]WL[531.868]
 ;B[kl]BL[568.191]
 ;W[jn]WL[530.255]
 ;B[kn]BL[566.682]
 ;W[km]WL[529.03]
 ;B[ll]BL[565.35]
 ;W[oh]WL[521.982]
 ;B[nh]BL[563.782]
 ;W[og]WL[517.447]
 ;B[oi]BL[562.486]
 ;W[ng]WL[515.359]
 ;B[mg]BL[560.699]
 ;W[ni]WL[492.114]
 ;B[mh]BL[559.487]
 ;W[oj]WL[491.532]
 ;B[nj]BL[557.992]
 ;W[pi]WL[488.699]
 ;B[mi]BL[556.682]
 ;W[ik]WL[483.385]
 ;B[hl]BL[555.199]
 ;W[jk]WL[482.036]
 ;B[ij]BL[553.922]
 ;W[hk]WL[480.04]
 ;B[gl]BL[552.906]
 ;W[gk]WL[478.407]
 ;B[fk]BL[551.907]
 ;W[fl]WL[477.029]
 ;B[el]BL[550.55]
 ;W[fm]WL[475.577]
 ;B[em]BL[549.052]
 ;W[ek]WL[471.261]
 ;B[dk]BL[547.847]
 ;W[fj]WL[469.645]
 ;B[dj]BL[546.643]
 ;W[dq]WL[460.631]
 ;B[cq]BL[545.725]
 ;W[eq]WL[459.109]
 ;B[ep]BL[544.085]
 ;W[cr]WL[457.3]
 ;B[fp]BL[542.883]
 ;W[bq]WL[455.966]
 ;B[cp]BL[541.802]
 ;W[bp]WL[454.973]
 ;B[bo]BL[540.752]
 ;W[gr]WL[452.575]
 ;B[fn]BL[539.465]
 ;W[gn]WL[448.989]
 ;B[hp]BL[537.808]
 ;W[cf]WL[440.015]
 ;B[fc]BL[536.774]
 ;W[bd]WL[436.824]
 ;B[cc]BL[535.065]
 ;W[ci]WL[435.404]
 ;B[di]BL[534.013]
 ;W[bj]WL[432.975]
 ;B[gi]BL[532.818]
 ;W[fi]WL[416.985]
 ;B[fh]BL[531.688]
 ;W[gh]WL[416.032]
 ;B[hi]BL[530.258]
 ;W[eh]WL[415.031]
 ;B[fg]BL[529.417]
 ;W[ei]WL[414.198]
 ;B[dh]BL[528.432]
 ;W[eg]WL[412.854]
 ;B[gg]BL[527.023]
 ;W[ef]WL[409.783]
 ;B[cg]BL[525.867]
 ;W[bg]WL[408.034]
 ;B[bf]BL[524.529]
 ;W[bh]WL[403.186]
 ;B[ce]BL[522.728]
 ;W[df]WL[401.938]
 ;B[be]BL[521.808]
 ;W[cl]WL[398.665]
 ;B[dl]BL[520.422]
 ;W[cm]WL[396.907]
 ;B[dn]BL[519.207]
 ;W[fo]WL[395.097]
 ;B[en]BL[517.69]
 ;W[go]WL[393.291]
 ;B[br]BL[516.515]
 ;W[ar]WL[390.882]
 ;B[dr]BL[515.561]
 ;W[bs]WL[389.785]
 ;B[fq]BL[514.28]
 ;W[er]WL[388.674]
 ;B[fr]BL[513.124]
 ;W[ds]WL[387.87]
 ;B[cn]BL[511.635]
 ;W[gf]WL[375.574]
 ;B[bm]BL[510.575]
 ;W[bl]WL[373.001]
 ;B[am]BL[509.227]
 ;W[ai]WL[370.334]
 ;B[ap]BL[508.188]
 ;W[hg]WL[366.581]
 ;B[hh]BL[507.345]
 ;W[ff]WL[365.669]
 ;B[gh]BL[506.196]
 ;W[hf]WL[364.546]
 ;B[jh]BL[505.012]
 ;W[nc]WL[360.721]
 ;B[nd]BL[503.949]
 ;W[pc]WL[357.991]
 ;B[qc]BL[502.79]
 ;W[od]WL[355.262]
 ;B[oe]BL[501.996]
 ;W[oc]WL[354.415]
 ;B[md]BL[500.741]
 ;W[qd]WL[352.886]
 ;B[pe]BL[499.497]
 ;W[qb]WL[349.04]
 ;B[rc]BL[498.683]
 ;W[rb]WL[348.013]
 ;B[rd]BL[498.045]
 ;W[mc]WL[346.436]
 ;B[lc]BL[496.798]
 ;W[lb]WL[342.547]
 ;B[kc]BL[495.94]
 ;W[kb]WL[341.515]
 ;B[jc]BL[494.859]
 ;W[jb]WL[340.477]
 ;B[hc]BL[493.773]
 ;W[ic]WL[339.257]
 ;B[id]BL[492.944]
 ;W[ib]WL[338.293]
 ;B[jf]BL[491.682]
 ;W[hb]WL[335.898]
 ;B[gc]BL[490.451]
 ;W[gp]WL[332.161]
 ;B[gq]BL[489.594]
 ;W[ho]WL[328.497]
 ;B[hq]BL[488.663]
 ;W[ed]WL[318.979]
 ;B[hm]BL[487.378]
 ;W[ec]WL[311.079]
 ;B[fd]BL[486.128]
 ;W[db]WL[306.977]
 ;B[ee]BL[484.995]
 ;W[de]WL[304.243]
 ;B[cd]BL[483.928]
 ;W[fe]WL[301.373]
 ;B[cb]BL[482.932]
 ;W[fb]WL[300.273]
 ;B[pj]BL[482.07]
 ;W[oi]WL[289.406]
 ;B[pk]BL[481.069]
 ;W[qj]WL[287.968]
 ;B[rl]BL[480.173]
 ;W[rg]WL[283.271]
 ;B[ri]BL[479.029]
 ;W[rk]WL[275.974]
 

Re: [Computer-go] TAAI 2012 Computer Go Tournaments

2012-10-02 Thread Aja Huang
 5. Score: The winning bot gets 1 points and each bot gets 0.5 point if

  the result is draw.

 Can the result be a draw?

 Rémi


On September 5, two top Go players Lee Sedol and Gu Li played a game ended
in a quadruple ko, see
http://gogameguru.com/quadruple-ko-group-of-death-17th-samsung-cup/

Perhaps Jirong was influenced by that interesting event. :)

Aja
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[Computer-go] Go software on Mac OS X

2012-11-23 Thread Aja Huang
Dear all,

Is there any Go software on OS X like MultiGo on Windows that I can view
and edit .sgf game records?

Thanks,
Aja
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Re: [Computer-go] Go software on Mac OS X

2012-11-23 Thread Aja Huang
2012/11/23 Hideki Kato hideki_ka...@ybb.ne.jp

 How about qGo (http://qgo.sourceforge.net/)?
 #I never use it but many Mac users in Japan prefer.


Thanks, but the .dmg doesn't work for me. I'm running OS X 10.8.2.
It says

You can't open the application qGo because PowerPC applications are no
longer supported.

Cheers,
Aja


 Hideki

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Re: [Computer-go] Go software on Mac OS X

2012-11-23 Thread Aja Huang
2012/11/23 Rémi Coulom remi.cou...@free.fr

 You can use gogui.


Yes, thanks. GoGui seems the best choice.

Aja
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Re: [Computer-go] Go software on Mac OS X

2012-11-23 Thread Aja Huang
Thanks all. I have successfully viewed Zen's H4 game on Mac OS X. :)

Cheers,
Aja

2012/11/23 Hideki Kato hideki_ka...@ybb.ne.jp

 qGo is an open source (GPL) program.

 Hideki

 Aja Huang: CALQB9_=
 04ex0ksonoj4ecj8hu9kb7q3ts7f34ozymn6nw3d...@mail.gmail.com:
 2012/11/23 Hideki Kato hideki_ka...@ybb.ne.jp
 
  How about qGo (http://qgo.sourceforge.net/)?
  #I never use it but many Mac users in Japan prefer.
 
 
 Thanks, but the .dmg doesn't work for me. I'm running OS X 10.8.2.
 It says
 
 You can't open the application qGo because PowerPC applications are no
 longer supported.
 
 Cheers,
 Aja
 
 
  Hideki
 
  inline file
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Re: [Computer-go] Zen resignation positions

2012-12-02 Thread Aja Huang
In game 3 (Zen as W vs. So 8p), I don't understand why Zen didn't simply
extend at G8 (move 24). That would be an easy win if Zen lived a group at
that corner.

Aja

2012/12/2 Hiroshi Yamashita y...@bd.mbn.or.jp

 Hi,

 Zen lost six games against pros in 9x9 on November 25.
 Each three pros played two games, black and white.
 I tried these six resignation positions by Aya 100k playouts.

 Game, Winrate for Aya
   10.45   34th move, W to play, vs ICHIRIKI Ryo2p
   20.33   53rd move, B to play, vs OHASHI Hirofumi 5p
   30.14   34th move, W to play, vs SO Yokoku   8p
   40.37   27th move, B to play, vs ICHIRIKI Ryo2p
   50.56   34th move, W to play, vs OHASHI Hirofumi 5p
   60.27   51st move, B to play, vs SO Yokoku   8p

 For Aya, game 1 and 5 are difficult.
 Maybe we need to understand these losses with smaller playouts?


 Official page(in Japanese)
 Computer Go challenges pros in 9x9 part 2, fighting without gloves.
 http://entcog.c.ooco.jp/**entcog/event/event20121125.**htmlhttp://entcog.c.ooco.jp/entcog/event/event20121125.html
 sgf (player's info updated)
 http://entcog.c.ooco.jp/**entcog/event/kifu_20121125.ziphttp://entcog.c.ooco.jp/entcog/event/kifu_20121125.zip

 Newspaper report. (in Japanese)
 Pros won all games against computer in 9x9.
 http://www.asahi.com/igo/**topics/TKY201211270576.htmlhttp://www.asahi.com/igo/topics/TKY201211270576.html
 Following is abstract.
 Computers strength is close to pros in 9x9. But pros made position
 difficult intentionally, computer made mistakes and lost.
 Zen almost won its first game, but W 18th, 20th were deep reading
 moves, and saved the game. From this game result, pros guessed
 If we make one difficult space, computer might be rough on the
 other side.. So Ohashi 5 pro made a few ko-ish shapes in his
 first game, and he didn't start ko soon. Ohashi played two 9x9
 games against Zen this March. It was 1 win 1 loss. He said
 I have studied well and played thinking of Zen's behavior.
 (He has written artilces about 9x9 Go in Japanese Go Journal.)

 Another report in Chinese, I can't read though.
 http://news.sina.com.tw/**article/20121125/8393009.htmlhttp://news.sina.com.tw/article/20121125/8393009.html

 Regards,
 Hiroshi Yamashita


 - Original Message - From: Hideki Kato hideki_ka...@ybb.ne.jp
 To: computer-go@dvandva.org
 Sent: Monday, November 26, 2012 7:31 AM
 Subject: Re: [Computer-go] Zen beat Ha,Yongil 5p with 4 stones (Re: TAAI
 details?)


  Thank you Hiroshi.

 The names of the players are swapped, sorry all.

 The games were:
 1) Ichiriki 2p (B) vs Zen,
 2) Ohashi 5p (W) vs Zen,
 3) So 8p (B) vs Zen,
 4) Ichiriki 2p (W) vs Zen,
 5) Ohashi 5p (B) vs Zen,
 6) So 8p (W) vs Zen.

 The time setting was: 20 min main time and 30 second for every move (no
 extra byo-yomi).  Chinese rules and 7.0 komi were used.  Zen's hardware was
 4 pc cluster (12, 6, 6 and 6 cores) at 4 GHz, same as TAAI and Zen19D/S on
 KGS.

 Professinals used much longer time than Zen; more than 20 min in four
 games of six while Zen used 10 or 15 min for all games.  Sometime they
 thought more than 5 min (upto 10) for a move, move 11 of the first game for
 example.  On the first game, Zen would play J4 (hane) next at move 16 (cut)
 but actually played G3 and went into Sekito-shibori (two stone edge
 squeeze) course.  Either showed about 80% winrate but Ichiriki 2p said J4
 could lead a safer win for W.  Actually Zen had sure chances to win; hard
 luck.

 Zen had chances to draw in some games in Black but selected much risky
 (actually losing) moves.  I guess this caused by implementing draws by
 adding a third value, 0.5, to UCB.  To play a draw move, all better looking
 moves (by prior) have to be refused, or proved worse than 0.5.  This could
 take pretty long time in some positions.  #Faking komi to 6.5 might help
 but a better solution possible?

 Hideki

 Hiroshi Yamashita: **313F02D8CF2F41D6AD89D1A42486DD**59@x60:

 Hi,

  The game records can be downloaded from http://entcog.c.ooco.jp/**
 entcog/event/kifu_20121125.lzhhttp://entcog.c.ooco.jp/entcog/event/kifu_20121125.lzh.


 I can not read that format. Can someone please translate it into


 I changed it to zip.
 http://www.yss-aya.com/**kifu20121125.ziphttp://www.yss-aya.com/kifu20121125.zip

 I was impressed So Yokoku 8p comment,
 Zen is apt to make a mistake when we make two places that may
 become ko. It makes game complex. Actual playing ko makes game simple.

  Didn't it win the first game?


 Sgf's player color is wrong. Black is Ichiriki 2p in first game.
 Zen lost all 6 games.

 Regards,
 Hiroshi Yamashita

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Re: [Computer-go] Zen resignation positions

2012-12-02 Thread Aja Huang
2012/12/2 Erik van der Werf erikvanderw...@gmail.com

 It doesn't look that easy to me. Have you tried playing it against Erica?


No, I haven't set up Erica in this laptop.

Another question: how about W H4 instead of H2 for move 28? The corner
looks completely alive to me. Even if B has a killing method, it's not easy
anyway and that is much better than the unresisting sudden death as Zen
played in the game.

These 9x9 games, Zen vs. pros, show that LD, like semeai, is still far
from an unsolved problem in MCTS.

Aja
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Re: [Computer-go] Multiple unresolved local fights

2012-12-12 Thread Aja Huang
Hi Ingo,

2012/12/12 Ingo Althöfer 3-hirn-ver...@gmx.de

 Hi Martin,

 thanks for the hint. Unfortunately, at the moment I can not
 download from that site (unexpected error).


You could try here
https://era.library.ualberta.ca/public/datastream/get/uuid:9e921da9-5176-4327-be53-43b8dec5d1ac/DS1

Aja
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Re: [Computer-go] Board Sizes

2013-01-07 Thread Aja Huang
See http://senseis.xmp.net/?EvenSizedBoards

Aja

On 7 Jan 2013, at 08:08, Ingo Althöfer 3-hirn-ver...@gmx.de wrote:

 Go is traditionally played on boards of odd sizes (9x9, 13x13, 19x19, ...)
 and almost never on even ones (10x10 or 18x18 ...). What are the reasons
 for this?
 
 Ingo (has observed something and wants to put it in context).
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Re: [Computer-go] Board Sizes

2013-01-07 Thread Aja Huang
2013/1/7 David Ongaro david.ong...@hamburg.de

 Hi,
 Go really isn't traditionally played on 9x9 and 13x13. They where
 introduced in recent times to make teaching easier. The traditional board
 sizes are 17x17 and 19x19. The reason for odd sizes is simple: even sizes
 lag a tengen which is quite an important point for symmetry and
 philosophical reasons. A Go board lacking the center of the universe
 isn't really a universe (= Go Board).


Yes, that's an important philosophical reason in ancient China for odd
sizes.
See (in Chinese) http://www.31v.cn/guojixiangqi/guojixiangqi8183.html

Another reason is simply to prevent draws since there was no komi. Agreeing
with Don and John, I don't think odd size boards has anything to do with
mirror Go.

Aja
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Re: [Computer-go] Congratulations to Crazy Stone!

2013-01-15 Thread Aja Huang
Congratulations to Crazy Stone! The two games between CS and Zen are quite
exciting.
Thanks for the report, Nick. I hope you'll get well soon.

Aja

2013/1/15 Nick Wedd n...@maproom.co.uk

 Congratulations to Crazy Stone, undefeated winner of Sunday's
 19x19 bot tournament!

 My (very short) report is at
 http://www.weddslist.com/kgs/**past/89/index.htmlhttp://www.weddslist.com/kgs/past/89/index.html
 As usual, I welcome your comments and corrections.

 Nick
 --
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 n...@maproom.co.uk
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Re: [Computer-go] Japanese rules in KGS tournaments

2013-02-23 Thread Aja Huang
A command something like

rule_set japanese

might be good. Other rule sets such as Ing and AGA are also popular, see

http://senseis.xmp.net/?RulesOfGo

Aja

2013/2/23 ds d...@physik.de

 If my version of the gtp protocol is the latest, there is no command for
 scoring (it is in the missing feature section).

 Should we try to extend the specification?

 Detlef

 Am Samstag, den 23.02.2013, 13:50 -0500 schrieb Don Dailey:
  Yes,  it would be good to put the Japanese scoring to the test and
  nothing does this better than a tournament.
 
 
  Don
 
 
  On Sat, Feb 23, 2013 at 1:48 PM, Petr Baudis pa...@ucw.cz wrote:
  On Sat, Feb 23, 2013 at 07:37:35PM +0100, Erik van der Werf
  wrote:
   On Fri, Feb 22, 2013 at 5:18 AM, Martin Mueller
  mmuel...@ualberta.ca wrote:
   ...
Do people consider this a solved problem?
  
   I do.
  
   BTW I think it would be nice to have some kgs tournaments
  with
   Japanese rules; good for testing, and it might even make 9x9
  a bit
   more interesting...
 
  I second that idea. Having tournaments with Chinese rules by
  default
  is friendly to Computer Go beginners, but having a Japanese
  rules
  tournament once in a while would be nice to help weed out any
  bugs
  (and assess how often some corner cases actually happen :-),
  especially
  considering that some important non-KGS tournaments have
  Japanese rules.
 
  --
  Petr Pasky Baudis
  For every complex problem there is an answer that is
  clear,
  simple, and wrong.  -- H. L. Mencken
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Re: [Computer-go] Supporting Japanese rules

2013-02-23 Thread Aja Huang
For the Japanese rules, you can find what I did in Erica at

http://www.mail-archive.com/computer-go@dvandva.org/msg00195.html

For seki, simply ignore all empty points *connected* with seki groups.

Aja

2013/2/22 Martin Mueller mmuel...@ualberta.ca

 I want to support Japanese rules in Fuego for UEC cup (and for human
 opponents who prefer these rules). I looked at test cases and previous
 discussions on the list. My summary so far is on
 http://sourceforge.net/apps/trac/fuego/wiki/JapaneseRules

 I did not find any discussions younger than 2009. I also did not find a
 complete solution. Do people consider this a solved problem?

 Martin

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Re: [Computer-go] Congratulations to CrazyStone!

2013-03-07 Thread Aja Huang
   Now it seems to me that this is related to the way playouts are done
 and it will be difficult to improve with Mogo style (rule-based)
 playouts above certain strength, without using larger patterns and next
 move choice based on probability distribution. Currently, playing out
 a simple joseki in a sensible way in simulations will just never happen.
 This is a bit frustrating since all my attempts at successfully
 implementing probdist-based playouts have failed so far, but I guess
 I will just have to try again...


To implement softmax, you can refer to my thesis where I have described the
framework of the move generator for the playout. Detecting forbidden moves
and replacing useless moves by better alternatives are very useful. There
you can gain a lot by applying much Go-knowledge. Two good candidate
algorithms for training the feature weights are MM and SB(Simulation
Balancing). I tried hard but failed to measure any improvement from SB
gammas (trained on 9x9) on 19x19. You can use CLOP to tune the MM gammas
which are far from optimal according to our experience.

Also, my regression test of seki and LD that pachi has participated could
be helpful to improve program's tactical strength. In my opinion, that is
the most crucial factor to reach high-dan level.

Cheers,
Aja
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Re: [Computer-go] Congratulations to CrazyStone!

2013-03-08 Thread Aja Huang
2013/3/8 ds d...@physik.de

 Can you provide a link to your thesis, as the one I found is dead:)

 Thanks Detlef


http://www.grappa.univ-lille3.fr/~coulom/Aja_PhD_Thesis.pdf

Aja
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Re: [Computer-go] UEC Cup day 1

2013-03-17 Thread Aja Huang
Crazy Stone won. You can see the on-line streaming at

http://www.ustream.tv/channel/%E7%AC%AC6%E5%9B%9Euec%E6%9D%AF%E3%82%B3%E3%83%B3%E3%83%94%E3%83%A5%E3%83%BC%E3%82%BF%E5%9B%B2%E7%A2%81%E5%A4%A7%E4%BC%9A

Aja

2013/3/17 村松正和 muram...@cs.uec.ac.jp

 Hi,

 Here you see the result of the first day of the 6th UEC Cup.

 http://jsb.cs.uec.ac.jp/~igo/result1.html

 I'm sorry but the web page is in Japanese.
 If you click a blue-marked result, you will see the game.
 (Several games are still in preparation... due to some trouble.)
 We are also planning to put SGF files of all the games in some place of
 our web site in a few days.

  Masakazu Muramatsu

 2013/3/17 Aja Huang ajahu...@gmail.com:
  Thanks Martin. Good luck to 2000-core Fuego. :)
 
  Aja
 
 
  2013/3/16 Martin Mueller mmuel...@ualberta.ca
 
  I wrote a brief report for the first day from MP-Fuego's point of view
 on
  http://computer-go-adventures.blogspot.com/
 
  I will try to keep posting after each round today.
 
  Martin
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Re: [Computer-go] UEC Cup final result and MP-Fuego Nomitan game

2013-03-17 Thread Aja Huang
Congratulations to Rémi and Crazy Stone!

Thanks Martin. The attached game is really funny. Looks like both Fuego and
Nomitan overlooked B's T10 and Fuego found it first. Nomitan would have won
if it played T17.  I'm impressed by Fuego's fighting spirit throughout the
whole game.

Aja

2013/3/17 Martin Mueller mmuel...@ualberta.ca

 1. Crazy Stone
 2. Zen
 3. Aya
 4. Pachi
 5. MP-Fuego
 6. Nomitan
 7. Many Faces of Go
 8. blast
 9. PerStone
 10. MC_ark
 11. RGO
 12. Izanami
 13. GOGATAKI
 14. unyugo
 15. caren
 16. ballade

 Congratulations to Rémi!

 MP-Fuego played on 1024 cores of the Hungabee system at University of
 Alberta today.
 It beat PerStone in the first round, lost to Zen in the second, won
 against Many Faces in the 5th-8th place group and beat Nomitan in a wild
 last game. A few moves before the end, Nomitan had over 90% win rate but it
 suddenly swung the other way and resigned. At the end there are two semeai
 involving ko on the board, one of them quite complex, and it is far from
 clear what would have happened if the game had continued. I attach the game
 so you can make up your own mind about it :)

 Martin


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[Computer-go] A Regression test set for exploring some limitations of current MCTS programs in Go

2013-03-20 Thread Aja Huang
Dear all,

If you are interested, you can download the newest version of our
regression test set (seki and two-safe-groups) at
http://webdocs.cs.ualberta.ca/~shihchie/seki-and-two-safe-groups-regression-test.zip

or in Fuego svn
http://fuego.svn.sourceforge.net/viewvc/fuego/trunk/regression/name

which contains the results of all participating programs including Crazy
Stone, Zen, Steenvreter, pachi, ManyFaces, Gomorra and Fuego, etc.

Kind regards,
Aja
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Re: [Computer-go] Second Densei-sen results

2013-03-20 Thread Aja Huang
See the games here with a nice GUI,

Ishida Yoshio 9p(W) vs. Zen(B), W+R
http://lgs.tw/qyqw7kk

Ishida Yoshio 9p(W) vs. CrazyStone(B), B+3.5
http://lgs.tw/q4xo04m

Aja

2013/3/20 remi.cou...@free.fr

 Thanks Petr for your report. Attached is my sgf of the game with
 Ishida-sensei.

 Rémi

 - Mail original -
 De: Petr Baudis pa...@ucw.cz
 À: computer-go@dvandva.org
 Envoyé: Mercredi 20 Mars 2013 13:58:10
 Objet: [Computer-go] Second Densei-sen results

   Hi!

 On Mon, Mar 18, 2013 at 11:30:05AM +0900, 村松正和 wrote:
  The results of the second day of the 6th UEC Cup is now on the web at
  http://www.jsb.cs.uec.ac.jp/~igo/result2.html

   Today, Zen and CrazyStone both played Ishida Yoshio 9p; there has been
 maybe about 80-140 spectators in the audience and a professional
 commentary.

   Both played with four stone handicap. Zen has lost after fighting hard
 and ending with a large white group in its moyo that had miai for life
 that Zen's simulations likely didn't understand; if they did, it seemed
 like black had some advantage and would have good chances. CrazyStone
 has played a steady game, resolving an early fight peacefully and
 entering the yose about 20 points ahead; there was a tricky endgame
 tesuji at one point that black mishandled, but it didn't matter after
 all and eventually CrazyStone cruised for a comfortable 3.5pt win.

   So today's result against Ishida Yoshio 9p on four stones is 1-1!  It
 generally feeled to us that four stones is the correct handicap against
 professionals at this moment.

   I don't have CrazyStone's game but I'm attaching Zen's game SGF that I
 was given by David Fotland. It's a nice testcase.

 --
 Petr Pasky Baudis
 For every complex problem there is an answer that is clear,
 simple, and wrong.  -- H. L. Mencken

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Re: [Computer-go] Some CrazyAnalysis of Zen game

2013-03-21 Thread Aja Huang
In the opening, Zen as usual traded a lot of *cash*(territory) for *a
cheque*(the big center). Though this style is far from the current
mainstream of the human Go world, it is, however, in accordance with Zen's
fighting-oriented playing-style and strategies. Some moves are
questionable: N4(72) could be better at P6 or O5, to completely *seal* the
breach. O13 instead of G15(74) could consolidate the B's weakness around
P6. The 4 stones advantage was completely cancelled when the W group lived
in the center since that means Zen's previous efforts were all invalidated.
So I think Zen's problem was mainly in the side of game-flow: abandoned
territory for the big center, but failed to secure the center.

On the contrary, CS secured a lot of territory from the opening. This
territory-oriented strategy simplified the game and made the game-flow more
stable.

Aja

2013/3/20 Ingo Althöfer 3-hirn-ver...@gmx.de

 Thanks Petr, for the comments.

  Zen has lost after fighting hard
  and ending with a large white group in its moyo that had miai
  for life that Zen's simulations likely didn't understand; if they did,
  it seemed like black had some advantage and would have good chances.

 I looked through Zen's game with the analysis tool of CrazyStone.
 Looking at the histograms (how many random playouts won at which margin)
 I found some interesting structures:

 * At move 110 it looked like normally distributed.
 * At move 120 the development of a right shoulder started.
 * After 147 for the first time a side maximum occured (around score +79.5)
 * In the final position, after move 221, crazy shadows were
 fully developed.

 It seems that the mailing list does not allowed png attachments.
 Therefore you have to go to
 http://www.dgob.de/yabbse/index.php?topic=4956.0
 to see diagrams from CrazyAnalysis.

 Question to stronger go players: Where do you think started
 Zen's problems?

 Cheers, Ingo.

 http://www.althofer.de/crazy-shadows.html
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Re: [Computer-go] A Regression test set for exploring some limitations of current MCTS programs in Go

2013-03-26 Thread Aja Huang
2013/3/26 Hiroshi Yamashita y...@bd.mbn.or.jp

 My anti-semeai version Aya gets

 Aya  7/15  46% (anti-semeai)
 Aya  1/15   6% (normal)

 But I could not get good result on KGS and selfplay from anti-semeai.
 Its strength is almost same. Maybe side-effects?


One possibility might be your anti-semeai strategy in some situations helps
the weaker side in a semeai.
For example, suppose B wins by 1 liberty in a semeai. The living
percentages of B and W are 80% and 20%. Your anti-semeai strategy might
bias the percentages to 70% and 30%. Though both B and W both become
*stronger* in semeai by your new rules, but the weaker side (W) gains more.
So the *balance* is broken.

To handle semeais in playouts, we might need to introduce on-line learning
rather than relying on static rules.

Aja
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Re: [Computer-go] A Regression test set for exploring some limitations of current MCTS programs in Go

2013-03-26 Thread Aja Huang
The attached example shows that a *good rule* might break the balance of
playouts and produce a worse evaluation.

Suppose in the playout we add a new rule to forbid B's D1 self-atari. This
rule makes sense since D1 is a completely meaningless suicide in terms of
Go knowledge. But, in fact, this rule might break the balance of the
playouts in the sense that B now has a higher probability to live by seki
(if W doesn't capture at D1). And B's *live by seki* is a *wrong* result
here. The correct result of the playouts should be W kills B with 100%
probability.

So, along with the rule prohibiting B's self-atari at D1, there should be a
new rule to make W capture at D1. Then, the playouts can be balanced toward
the correct evaluation. Rules for semeai are usually much more complicated
and might break the balance in this way.

Aja


PlayoutBalance.sgf
Description: Binary data
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Re: [Computer-go] Using RAVE statistics during playout

2013-03-30 Thread Aja Huang
To effectively apply RAVE data to the playouts, we must come up with a new
idea to incorporate the information of move sequences into RAVE. The main
weakness of the AMAF principle is its lack of sequential consideration. And
that is NOT an easy problem.

In the attached example, W's winning moves are the sequence E9-C9-A9.
Unless the playout have some knowledge of semeai, it's hard to help it with
solely RAVE statistics:

1. The playouts with W playing at A9 should have 100% winning rate (if W
always plays C8 in response to B's B8). Unfortunately, A9 is currently W's
illegal move and not considered by RAVE.

2. C9 is W's legal move. The RAVE value of W's C9 could be high since W is
able to reach A9 after C9 is played. However, C9 is currently an useless
self-atari. It is good only after E9 is played.

It is not likely that the standard RAVE could tell us E9 is more urgent
than C9, and C9 is more urgent than A9 (by contrast, A9 has the highest
winning rate though it's an illegal move), because the statistics are
accumulated without considering move sequences.

Aja

2013/3/29 Francois van Niekerk flash.sl...@gmail.com

 The idea sounds pretty much like PoolRave proposed in Biasing
 Monte-Carlo Simulations through RAVE Values by Rimmel et al.
 --
 Francois van Niekerk
 Email: flash.sl...@gmail.com | Twitter: @francoisvn
 Cell: +2784 0350 214 | Website: http://leafcloud.com


 On 29 March 2013 19:46, Peter Drake dr...@lclark.edu wrote:
  The Last Good Reply approach is similar (although not identical) to
 this.
  We (Orego) got an improvement from it. Some others have, some haven't.
 
  https://webdisk.lclark.edu/drake/publications/baier-drake-ieee-2010.pdf
 
 
  On Fri, Mar 29, 2013 at 10:40 AM, Alexander Kozlovsky
  alexander.kozlov...@gmail.com wrote:
 
  Hi!
 
  I know that RAVE data typically used during tree traversing.
  But is it possible to use it during random playout, in order to
  increase playout quality?
 
  On the first sight it seems as dangerous idea, because
  RAVE statistics are incrementally gathered from the same
  playouts, and this can lead to problematic positive feedback
  loop, as in saying The rich get richer and the poor get poorer.
  That is, random initial fluctuation can get stronger with time
  and statistics become skewed, because good moves which
  receive unfortunate initial RAVE data will be ignored
  in future random playout.
 
  But what if we see move selection during random playout
  as a typical multiarm bandit problem? Then the algorithm
  of next playout move selection can be the next:
 
  1) select several (say, 4) valid candidate moves for the playout.
 
  2) choose the next move using multiarm bandit formula.
  We can do this, because for each candidate move we
  know (a) number of rave wins for this move, (b) number
  of playouts with this move, (c) total number of playouts
  (all of this numbers are tied to current UCT node)
 
  I think, this should add exploration element to next move
  selection and prevent skewing of RAVE statistics.
  I suspect using RAVE data can improve playout strength
  significantly.
 
  Has anybody trying something like this, or it is just crazy idea?
 
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Re: [Computer-go] Weight of moves

2013-04-02 Thread Aja Huang

 1 - finding the local fights causing secondary modes in the
 distribution by statistical analysis accross terminal nodes
 2 - solving the local fight separately
 3 - twining the solution (the local game tree) in the global search (game
 tree) in a way that looks like Conway's methods in Winning Ways. But
 instead of using he exact methods of Conway, it would be a MC version of it.

 I think 1 and 3 are the hardest parts to do, but on the other hand, as it
 is now, this issue is sort of a horizon effect that troubles MC players in
 general. I think dealing with this will be a major next step in computer go
 and I'm convinced it can be done, I just don't know how.


I agree 1 and 3 are the hardest parts to do, and they are very important.
The difficulty is that in the game of Go local fights can correlate with
each other at some point. It is not easy even simply to identify the
correlation.

Aja
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Re: [Computer-go] Assistance with running Fuego

2013-04-21 Thread Aja Huang
Hi Brandon,

To start Fuego, run the binary *fuego* under /build/opt/fuegomain:

.../build/opt/fuegomain$ ./fuego
Fuego 1.1.SVN
Copyright (C) 2009-2012 by the authors of the Fuego project.
This program comes with ABSOLUTELY NO WARRANTY. This is
free software and you are welcome to redistribute it under
certain conditions. Type `fuego-license' for details.


For setting Fuego's parameters, see
http://senseis.xmp.net/?Fuego%2FUserManual

Cheers,
Aja

2013/4/20 Brandon Cieslak bcies...@lclark.edu

 Hello, Computer Go Mailing List,

 My programming partner and I are trying to figure out how to run Fuego,
 and we're having difficulty finding out how to start Fuego from the command
 line. Could anyone help us out?

 Thank you very much,
 Brandon Cieslak

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Re: [Computer-go] Regression Testing

2013-04-21 Thread Aja Huang
Fuego has lots of regression tests available for many kinds of scenarios.
see

http://fuego.svn.sourceforge.net/viewvc/fuego/trunk/regression/

Regards,
Aja

2013/4/19 Ben Ellis ben.el...@softweyr.co.uk

 All,

  Does anyone have a set of SGFs with common use-cases or problem
 scenarios to test with?

  At the moment I'm only concerned with rules based tests, i.e. SGFs
 with several variations of KO (corner, edge, middle), and/or, several
 variations of Positional/Situational Super KO.

  I'd also be interested in common AI problems (i.e. simple life 
 death, self filling an eye, KO position, Super KO position, etc) though I'm
 not that far into my project yet :)

  Regards,

 Ben

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Re: [Computer-go] Ranked games on KGS

2013-05-11 Thread Aja Huang
Probably you have to login as Orego60 and check *Rank* in the profile.

Aja

2013/5/12 Peter Drake dr...@lclark.edu

 I can't figure out what's different. Below is my configuration file at the
 moment. Any other suggestions?


 name=Orego60
 password=***
 room=Computer Go
 automatch.rank=4k
 #mode=tournament
 mode=custom
 #opponent=mundungus
 gameNotes=Testing parallel code
 rules=chinese
 rules.boardSize=19
 #rules.time=180:00
 #rules.time=19:00+10/0:30
 rules.time=30:00+5x0:30
 verbose=t
 #engine=java -ea -server -Xmx8192M -cp /home/drake/workspace/Orego/bin
 orego.ui.Orego threads=12 ponder boardsize=13
 engine=java -ea -server -Xmx8192M -cp /home/drake/workspace/Orego/bin
 orego.ui.ClusterOrego 
 localhost=fido.bw01.lclark.eduoutput=/home/drake/tournament_logs/ threads=12 
 ponder book=FusekiBook grace
 msec=3000
 talk=I am a program and do not talk.
 reconnect=t
 undo=f



 On Sat, May 11, 2013 at 3:16 PM, Hiroshi Yamashita y...@bd.mbn.or.jpwrote:

 Aya's rate bot config file is like this.
 Maybe undo setting?
 And I'm using kgsGtp-3.5.10.zip.

 --**-
 engine=c:/go/kgs/AyaBot7/aya.**exe firstargument=--mode gtp
 verbose=f
 server.host=goserver.gokgs.com
 server.port=2379
 name=AyaBot7
 password=**
 room=Computer Go
 mode=custom
 talk=Good evening.  I am a bot and do not talk.
 gameNotes=AyaMC with 600sim
 rules=chinese
 rules.boardSize=19
 rules.time=10:00+5x0:30
 reconnect=t
 undo=f
 --**-

 Regard,
 Hiroshi Yamashita


 - Original Message - From: Peter Drake dr...@lclark.edu
 To: computer-go@dvandva.org
 Sent: Sunday, May 12, 2013 6:55 AM
 Subject: [Computer-go] Ranked games on KGS



  I've got Orego's new account Orego60 (for using our entire 60-core
 cluster)
 authorized as a ranked robot, but it's still playing free games. I logged
 into the account and checked the rank box. What am I missing?

 --
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 https://sites.google.com/a/**lclark.edu/drake/https://sites.google.com/a/lclark.edu/drake/



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Re: [Computer-go] reusing engine instances in gomill and clop?

2013-05-18 Thread Aja Huang
map is very slow. Maybe you should use a vector instead.

Aja

2013/5/18 ds d...@physik.de

 Thank you so much!

 That is what I wanted to do in the first place, but I have problems to
 do it right.

 The circular patterns are stored in a std::mapCircPatt , int

 Now I learned, that c++11 has some class initialization at compile time,
 but it does not seem to handle such complicated cases?!

 What I can do is initializing it at startup from vectors (which can be
 inizialized at compile time), but this is somehow suboptimal, isn't it?

 But thanks again, for all the helpful comments!

 Detlef

 Am Samstag, den 18.05.2013, 09:52 -0700 schrieb David Fotland:
  Many Faces also compiles the gamma data.  It doesn’t read from a file at
  startup.  I prefer to have the engine start each time, since it avoids
  errors caused by initialization bugs.
 
  David
 
   -Original Message-
   From: computer-go-boun...@dvandva.org [mailto:computer-go-
   boun...@dvandva.org] On Behalf Of Rémi Coulom
   Sent: Saturday, May 18, 2013 8:47 AM
   To: computer-go@dvandva.org
   Subject: Re: [Computer-go] reusing engine instances in gomill and clop?
  
  
   On 18 mai 2013, at 17:30, Matthew Woodcraft wrote:
  
ds wrote:
I wonder if anybody had the same problem. We have significant
 loading
time of our go engine (oakfoam due to gamma loading).
   
Both gomill and clop restart the engine for every compatition. In
principle it should be possible to reuse the loaded instance?
   
I don't think it would be difficult to teach gomill to reuse an
 engine
process, if you would like that. Do you use the --parallel option? It
gets slightly trickier then.
   
   
Alternatively, does oakfoam have an option to speak GTP by listening
on a socket (or something similar like a named pipe)?
  
   maybe gogui-server/gogui-client can do that.
  
   Also you can compile the startup data into your code to get a fast
   startup. That's what I do in Crazy Stone. It was necessary for cell
   phones. But having the program start instantly is also convenient in
   every day use on a PC.
  
   
If so, I think it wouldn't be difficult to write a little GTP proxy
engine that connects to the socket each time it's run, and passes the
commands and responses back and forth. That way you'd solve the
problem for CLOP too.
   
-M-
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Re: [Computer-go] reusing engine instances in gomill and clop?

2013-05-18 Thread Aja Huang
2013/5/18 ds d...@physik.de

 Thanks Aja,

 in this case I can't I think. Here I look up the large patterns: I could
 replace it with some kind of hash table, but this is probably not much
 easier to initialize at compile time?


By initializing at compile time, I think they just meant something like

CircPattTable[] = { gamma_1, gamma_2, ..., gamma_n };

In C++ 11, seems you can do

mapCircPatt, int CircPattTable = {{p_1, gamma_1}, {p_2, gamma_2}, ... };

Aja
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Re: [Computer-go] Need help with fuego source code

2013-06-24 Thread Aja Huang
Hi David,

2013/6/24 David Briemann dbriem...@gmail.com

 To give you an impression, this is what it looks like in fuego for a well
 known opening position: http://www.abload.de/img/board7brdj.png

 So what is puzzling me right now is this: Even if I limit the possible
 playout moves to the best Y predictions, fuego will play different moves.
 For example in the linked picture it could play K11, which is not in the
 predictor move list. This happens too if I disable all heuristics and just
 do the biased playouts.


By play different moves do you mean the moves generated by the tree
search or playout policy? From the linked picture it looks like the moves
proposed by priors and being searched, since Fuego doesn't consider global
patterns playouts in the current version.

Aja
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Re: [Computer-go] Need help with fuego source code

2013-06-24 Thread Aja Huang
2013/6/24 David Briemann dbriem...@gmail.com

 I'm beginning to think that I didn't understand the tree search part
 correctly. You say the tree search generates moves too. I thought moves
 were only generated in playouts and the tree search part was to follow
 already played lines until it reaches a position which has not been played
 out. Probably that's the location were I have too look into.


To understand the framework of Fuego, this paper is a good start

Fuego - An Open-Source Framework for Board Games and Go Engine Based on
Monte Carlo Tree Search
http://webdocs.cs.ualberta.ca/~mmueller/ps/fuego-TCIAIG.pdf

particularly Section 3 The Fuego Engine, where it describes Fuego's playout
policy and the full-board MCTS generator.

Aja
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Re: [Computer-go] 9x9 result in Olympiad

2013-08-14 Thread Aja Huang
2013/8/14 Petr Baudis pa...@ucw.cz

  Aya   1   1   0   0   1   1   1   1   064
  Amigo 1   1   1   0   1   1   0   1   064

   I'm curious about Amigo - has this program seen any new recent
 development? As far as I remember, this used to be a rather old and weak
 program, and its sourceforge page does not show any radical new
 development, does anyone have any details on this?


That was my question as well, and if you ask Wu (the creator of connect-6)
the same question he would give exactly the same answer Amigo (or HappyGo)
is still a rather old and weak program. :)

Recently Amigo successfully scaled up to multiple threads. And that is not
only few threads, but hundreds of threads realized by a quite recent
technique (or an old one resurrected with a different name?) so called
cloud computing which is to distribute different processes (even threads?)
to many different nodes, kind of similar to cluster computing. To myself,
Amigo is strongly announcing to the whole computer Go community that the
era of cloud computing is coming. many details are still not clear, but we
can optimistically expect the report of the competition or their coming
papers (or the main author Ting-Fu Liao's master thesis
http://java.csie.nctu.edu.tw/~tfliao/).

Aja
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Re: [Computer-go] On Semeai Detection

2013-10-09 Thread Aja Huang
I didn't get Don's goodbye message as well, and I found Gmail filtered lots
of emails from the list as spams.

Aja


2013/10/9 Erik van der Werf erikvanderw...@gmail.com

 On Wed, Oct 9, 2013 at 8:54 PM, Ingo Althöfer 3-hirn-ver...@gmx.de
 wrote:
  Ps. Sorry for writing this as a new message. But for months
  already I do not receive the mails from the list, and
  an attempt to register from another mailing address failed.

 You're not the only one with email problems. Last month I didn't get
 Don's goodbye message (but saw it in the archive). Then later I didn't
 get the follow-up replies from Don and GCP... Most emails still seem
 to get through to me, but it's a pity that this list is becoming
 unreliable.

 Erik
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Re: [Computer-go] On Semeai Detection. Was: Zen resignation positions

2013-10-21 Thread Aja Huang
Hi all,

2013/10/10 Lars Schäfers sl...@upb.de

 3) two-safe-group
 It is a term used by Aja Huang to describe a class of Go positions he
 created, that contain two safe but not yet completely settled groups.
 The positions were created with the aim to be difficult to understand
 for current MC programs. Aja Huang and Martin Müller recently published
 a very nice paper about this test suite and experimental results with a
 number of strong Go programs. You can find their paper Investigating
 the Limits of Monte Carlo Tree Search Methods in Computer Go here:
 http://webdocs.cs.ualberta.ca/~mmueller/publications.html



If you are interested, the final version of our paper Investigating the
Limits of Monte Carlo Tree
Search Methods in Computer Go is available for download at

https://sites.google.com/site/ajahuangshomepage/home

The other paper on the site is MoHex 2.0: a pattern-based MCTS Hex player
where we have described the various MCTS enhancements (large patterns in
priors, probabilistic simulation, etc) that boosted the MCTS Hex program
MoHex for 250-300 Elo, around 80%-85% winning rate against the original
version. The latest source of MoHex (hopefully including our C++
implementation of MM) will be publicly available in the near future.

Best regards,
Aja
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Re: [Computer-go] Monte-carlo simulations vs. MCMC

2013-11-01 Thread Aja Huang
2013/11/1 Rémi Coulom remi.cou...@free.fr

 In MCMC the distribution is given to you with some kind of mathematical
 definition, and the challenge is to create a Markov Chain that approximates
 the distribution well.


In MCTS what we really want is a good playout policy and we sample (do
playouts) from a given a position with that policy to estimate its value
(or expectation). In the context of MCMC seems it is to evaluate a position
by doing playouts from another position (and the playouts form a Markov
Chain).

Aja
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Re: [Computer-go] How many probes down the tree are necessary for a good bot?

2013-11-15 Thread Aja Huang
2013/11/15 Hiroshi Yamashita y...@bd.mbn.or.jp

 I agree with you.

 .OO.
 OXXO snap back
 XO.O
 .XO.

 For example, Aya often took one O stone before. It is useless.
 I added the feature Take snap back when there is no ko, its gamma
 was 0.009, very low. After that, this move is rarely selected in tree.


Interesting. In Erica I just completely forbid the capture in playouts. In
some cases it's not only about ko but also related to life-and-death. what
if the two B stones are the only eye of the surrounding W group? After the
capture W will be able to make two eyes and live. In this case, the capture
is not a ko threat.

Aja
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Re: [Computer-go] Congratulations to Crazy Stone!

2013-12-09 Thread Aja Huang
Thanks Nick. I'm impressed by Martin's comments. :)

Aja


2013/12/9 Nick Wedd n...@maproom.co.uk

 Congratulations to Crazy Stone, winner of yesterday's 13x13 KGS
 bot tournament!

 My report is at http://www.weddslist.com/kgs/past/98/index.html
 As usual I will be grateful for your comments and corrections.

 Nick
 --
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 n...@maproom.co.uk
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Re: [Computer-go] Congratulations to Crazy Stone!

2013-12-09 Thread Aja Huang
In round 3 CrazyStone vs. Aya, probably Aya was expecting W to play L12 or
N12, if B's corner was not 100% dead in the playouts. It seems a bug in
Aya's playouts, but even if there was no bug, Aya could still reasonably
expect W's L12 or N12 in the tree. Corner bent-four is not easy to handle
correctly.

This game is funny
http://files.gokgs.com/games/2013/12/8/AyaMC-DolBaram.sgf

I believe such early-ending positions should be handed over to the referee
to decide the final result. At least that's what people would do in human
Go tournaments.

Aja


2013/12/9 Nick Wedd n...@maproom.co.uk

 Congratulations to Crazy Stone, winner of yesterday's 13x13 KGS
 bot tournament!

 My report is at http://www.weddslist.com/kgs/past/98/index.html
 As usual I will be grateful for your comments and corrections.

 Nick
 --
 Nick Wedd
 n...@maproom.co.uk
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Re: [Computer-go] Congratulations to Crazy Stone!

2013-12-10 Thread Aja Huang
W can't play N12 if B has more than one external-lib since B will live
unconditionally, as the attached example shows.

Aja


2013/12/9 Hiroshi Yamashita y...@bd.mbn.or.jp

 In round 3 CrazyStone vs. Aya, probably Aya was expecting W to play L12 or
 N12, if B's corner was not 100% dead in the playouts. It seems a bug in
 Aya's playouts, but even if there was no bug, Aya could still reasonably
 expect W's L12 or N12 in the tree. Corner bent-four is not easy to handle


 Yesterday I turned off bent4 code for test, and forgot. Aya understands
 bent4 as seki. And at end of playout, bent4 shape is counted as dead.
 It works well, but when outside of bent4 is semeai, it does not work.
 Maybe when outside W lib is 5, W has to play N12?

 And thanks for nice look cross-table and report. I was bit surprised
 I got runners-up 7 times in a row this year.

 Regards,
 Hiroshi Yamashita


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cornerBent4.sgf
Description: application/go-sgf
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Re: [Computer-go] Congratulations to Crazy Stone!

2013-12-10 Thread Aja Huang
2013/12/10 Darren Cook dar...@dcook.org

 If you had four bent-fours, one in each corner, all dead in Japanese
 rules for the same colour, *and* four un-removeable ko threats, is that
 the position that will give the biggest difference in score between
 Japanese and the other scoring methods?


Not sure if I understand what you meant here. If there are two groups of
corner bent-four on the board, they are both dead because it is the
defender that needs ko threats. In the attached example, W needs zero ko
threat to kill each B group. W can just eliminate all B's ko threats, then
start to kill each group one by one.

Aja


cornerBent4.sgf
Description: application/go-sgf
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Re: [Computer-go] Congratulations to Crazy Stone!

2013-12-10 Thread Aja Huang
I made a test case with four bent-fours and seki. To break the seki at
center, at least one of the bent fours must be practically solved. Would be
interesting to see a Go program's behavior in this position. :)

Aja


2013/12/10 Darren Cook dar...@dcook.org

  I am afraid can depend on rule set in use. I guess that under Japanese
  rules bent four is dead by definition.

 If you had four bent-fours, one in each corner, all dead in Japanese
 rules for the same colour, *and* four un-removeable ko threats, is that
 the position that will give the biggest difference in score between
 Japanese and the other scoring methods?

 Just curious.

 (I was going to apologize for being off-topic but, now I think about it,
 such a position might make a fine corner-case test - in any rule set!)

 Darren

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4BentFours.sgf
Description: application/go-sgf
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Re: [Computer-go] Anybody going to EGC 2014?

2014-01-03 Thread Aja Huang
I have registered the weekend tournament (
http://egc2014.com/congress/the-weekend-tournament/).

http://egc2014.com/registered-players/

 36 AjaHuang 4d City of London Go Club, http://www.citygoplayers.o

I'll offer free, face-to-face teaching games to the interested participants
from this list. :)

Aja



2014/1/3 Rémi Coulom remi.cou...@free.fr

 Hi,

 I am considering the possibility to attend the EGC in Sibiu this summer:
 http://egc2014.com/

 Two weeks is too long for me. I am not familiar with the tournament, but I
 suppose it is possible to play just a few rounds of the main tournament.
 And I’ll probably try to participate in a short event, like the 9x9
 tournament. There is no computer-go event planned, but if some programmers
 attend, we can meet and maybe play a few games.

 Rémi
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Re: [Computer-go] Congratulations to CrazyStone!

2014-02-04 Thread Aja Huang
Thanks Nick for the report. I'm impressed by DolBaram's performance, in
particularly it was using a weaker hardware and scored 1 win, 1 loss and 3
draws against Zen.

As you pointed out, seems Zen has a bug on Chinese scoring

http://eidogo.com/#url:http://files.gokgs.com/games/2014/2/2/DolBaram-Zen19S-3.sgf

Zen (Black) could easily make it a jigo by playing at any point of the the
seki area (but W can't) before passing.

Aja


2014-02-04 Nick Wedd n...@maproom.co.uk:

 Congratulations to CrazyStone, winner of the February KGS 9x9
 bot tournament!

 My report is at http://www.weddslist.com/kgs/past/100/index.html

 As usual I look forward to receiving your corrections and comments.
 Nick
 --
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 n...@maproom.co.uk
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Re: [Computer-go] Japanese rule in MC

2014-03-16 Thread Aja Huang
Hi Hiroshi,

Maybe it's worth trying never fill own sure territory in the playouts
except replying to opponent's move. That is to say, after certain number
(say 64) of playouts if the territory belongs to one side exclusively (say
99% of the playouts) then from the next playout don't fill the territory in
the playouts actively, unless the opponent plays inside the territory
first.

Aja


2014-03-16 1:25 GMT+00:00 Hiroshi Yamashita y...@bd.mbn.or.jp:

 Hi,

 Recently I have tried to use Japanese rule without one point safe margin.
 I use Erik and Aja's method. It works pretty well, but this position is
 still diffcult.

 9X.O..
 8X.O..
 7X.O..   Black(X) to play
 6...XXOO..   komi is 6.5
 5...X.O...
 4...X.O...
 3...X.O...
 2...X.O...
 1...X.O...
  ABCDEFGHJ

 (;GM[1]SZ[9]RE[B+0.5]KM[6.5]RU[Japanese]
 ;B[di];W[fi];B[dh];W[fh];B[dg];W[fg];B[df];W[ff];B[de];W[fe]
 ;B[dd];W[fd];B[ed];W[gd];B[ec];W[gc];B[eb];W[gb];B[ea];W[ga])

 Best move is PASS or filling share liberties(F9,F8,F7,E5,E4,E3,E2,E1).
 Aya can play it, but its winrate is around 0.50, far from understanding
 this position is easy win for B.
 Tentyo no Igo(commercial version of Zen) also returns around 0.50.
 Is there good method that can return over 0.80 winrate?

 I feel Do playout and modify score by number of pass is hard for B +0.5
 win position. Because B has more territory about 7 pt, and W has bigger
 chance to pass in playout. As a result, B winrate is lower than 0.50.


 My code is like this.

 if ( last_two_move_is_pass_in_tree ) {  // confirmation phase
  pass_w_playout = pass_b_playout = 0;
  playout_length = 0;
 }

 game_length = record_length + tree_legth + playout_legnth;
 pass_w = pass_w_record + pass_w_tree + pass_w_playout;
 pass_b = pass_b_record + pass_b_tree + pass_b_playout;

 Margin = 0;
 if ( (game_length1) ) {
  if ( first_player_is_white ) Margin = -1;
  else Margin = +1;
 }

 minus = (Margin + pass_w - pass_b);
 japanese_score = chinese_score - minus;
 double final_score = japanese_score - komi - handicaps;


 Without confirmation phase, winrate drops from 0.50 to 0.45.
 Aya does not grow tree after consecutive pass in tree. Maybe I need to
 grow?
 But to do that, I need to have two root positions that have same hash
 value,
 one is root, and the other is after onconsecutive pass.

 Steenvreter's solution
 http://dvandva.org/pipermail/computer-go/2010-April/000233.html
 Erica's solution
 http://computer-go.org/pipermail/computer-go/2013-February/005757.html
 Many Faces' solution
 http://dvandva.org/pipermail/computer-go/2013-February/005748.html
 Useful link by Fuego team
 http://sourceforge.net/apps/trac/fuego/wiki/JapaneseRules

 Regards,
 Hiroshi Yamashita

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Re: [Computer-go] Japanese rule in MC

2014-03-16 Thread Aja Huang
Hmm.. maybe it should be never fill own sure territory in the playouts,
except to defend a threat or reply to opponent's move inside the
territory. This is a hard problem because it involves wasting no move or
cancelling out both side's moves correctly in the playouts.

Aja


2014-03-16 8:28 GMT+00:00 Aja Huang ajahu...@gmail.com:

 Hi Hiroshi,

 Maybe it's worth trying never fill own sure territory in the playouts
 except replying to opponent's move. That is to say, after certain number
 (say 64) of playouts if the territory belongs to one side exclusively (say
 99% of the playouts) then from the next playout don't fill the territory in
 the playouts actively, unless the opponent plays inside the territory
 first.

 Aja


 2014-03-16 1:25 GMT+00:00 Hiroshi Yamashita y...@bd.mbn.or.jp:

 Hi,

 Recently I have tried to use Japanese rule without one point safe margin.
 I use Erik and Aja's method. It works pretty well, but this position is
 still diffcult.

 9X.O..
 8X.O..
 7X.O..   Black(X) to play
 6...XXOO..   komi is 6.5
 5...X.O...
 4...X.O...
 3...X.O...
 2...X.O...
 1...X.O...
  ABCDEFGHJ

 (;GM[1]SZ[9]RE[B+0.5]KM[6.5]RU[Japanese]
 ;B[di];W[fi];B[dh];W[fh];B[dg];W[fg];B[df];W[ff];B[de];W[fe]
 ;B[dd];W[fd];B[ed];W[gd];B[ec];W[gc];B[eb];W[gb];B[ea];W[ga])

 Best move is PASS or filling share liberties(F9,F8,F7,E5,E4,E3,E2,E1).
 Aya can play it, but its winrate is around 0.50, far from understanding
 this position is easy win for B.
 Tentyo no Igo(commercial version of Zen) also returns around 0.50.
 Is there good method that can return over 0.80 winrate?

 I feel Do playout and modify score by number of pass is hard for B +0.5
 win position. Because B has more territory about 7 pt, and W has bigger
 chance to pass in playout. As a result, B winrate is lower than 0.50.


 My code is like this.

 if ( last_two_move_is_pass_in_tree ) {  // confirmation phase
  pass_w_playout = pass_b_playout = 0;
  playout_length = 0;
 }

 game_length = record_length + tree_legth + playout_legnth;
 pass_w = pass_w_record + pass_w_tree + pass_w_playout;
 pass_b = pass_b_record + pass_b_tree + pass_b_playout;

 Margin = 0;
 if ( (game_length1) ) {
  if ( first_player_is_white ) Margin = -1;
  else Margin = +1;
 }

 minus = (Margin + pass_w - pass_b);
 japanese_score = chinese_score - minus;
 double final_score = japanese_score - komi - handicaps;


 Without confirmation phase, winrate drops from 0.50 to 0.45.
 Aya does not grow tree after consecutive pass in tree. Maybe I need to
 grow?
 But to do that, I need to have two root positions that have same hash
 value,
 one is root, and the other is after onconsecutive pass.

 Steenvreter's solution
 http://dvandva.org/pipermail/computer-go/2010-April/000233.html
 Erica's solution
 http://computer-go.org/pipermail/computer-go/2013-February/005757.html
 Many Faces' solution
 http://dvandva.org/pipermail/computer-go/2013-February/005748.html
 Useful link by Fuego team
 http://sourceforge.net/apps/trac/fuego/wiki/JapaneseRules

 Regards,
 Hiroshi Yamashita

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Re: [Computer-go] A few questions from a beginner

2014-03-17 Thread Aja Huang
Hi Mikko,

Welcome to the list.

2014-03-16 18:35 GMT+00:00 Mikko Aarnos mikko.aar...@kolumbus.fi:

 1. On single-point eye detection: how is this generally done? I first used
 the definition that we have a single-point eye if a point has only our
 stones as neighbours and at most 1 diagonal neighbour is not our stone if
 in the middle of the board or that all diagonal neighbours are ours if on
 the edge of the board. This was however very slow, and when I replaced my
 definition with the definition found in Pachi(all neighbouring stones must
 be ours, at most 1 enemy stone is our diagonal neighbour if in the middle
 of the board and none if at the edge of the board) I get 4x the amount of
 playouts with longer games. Which one is the correct one, or is something
 else?


Pachi's definition looks correct to me. There are a few rare exceptions to
this definition but it should work well in general.

2. On playouts: How many light playouts per second on 9x9/19x19 on a single
 thread is considered fast nowadays?


The fastest programs got roughly 80k-100k pure random games per sec on 9x9,
and 5k-10k on 19x19, depending on the speed of the CPU.


 3. On GTP-protocol and final_score: How do you score a board where the
 game hasn't ended(i.e. there are moves left which are legal and don't kill
 off our groups)? Almost all scoring methods require that dead stones are
 removed, and I can't figure out how to do that easily. Or do you just
 assume everything on the board is alive?


Check out Tromp-Taylor Rules

http://senseis.xmp.net/?LogicalRules

Aja
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Re: [Computer-go] A few questions from a beginner

2014-03-20 Thread Aja Huang
The speed of your program would mostly depends on what features you want to
support and what data structures you decide to incrementally maintain in
the lowest level. Back in 2010, in Erica I got only about 5000-6000 pure
random playouts per second on 19x19 at one 2.26 GHz core. For me what
really important was the speed of the heavy playouts but of course the
light playouts shouldn't be too slow anyway.

To learn the tricks (such as using pseudo liberty) for making your program
fast, check out Lukasz Lew's libego.

Aja


2014-03-20 5:08 GMT+00:00 David Fotland fotl...@smart-games.com:

 On 9x9 you should be getting about 100k light playouts per second per core
 on a recent core i7.  I was getting almost that many in 2008, and libego
 was faster.



 David



 *From:* computer-go-boun...@dvandva.org [mailto:
 computer-go-boun...@dvandva.org] *On Behalf Of *Xavier Combelle
 *Sent:* Wednesday, March 19, 2014 11:44 AM
 *To:* computer-go@dvandva.org
 *Subject:* Re: [Computer-go] A few questions from a beginner



 As other engine:
 - There is Łukasz Lew. libego https://github.com/lukaszlew/libego (I
 belived it will give you what you want)

 - There is oakfoam http://oakfoam.com/

 - There is fuego http://fuego.sourceforge.net/



 On Wed, Mar 19, 2014 at 5:28 PM, Mikko Aarnos mikko.aar...@kolumbus.fi
 wrote:

 Thanks for the info all.

 Does a fast open-source program exist which uses only light playouts? If
 there would be one I could get some reliable info on the amount of playouts
 per second I _should_ be getting. The only open-source I've found is Pachi
 and that isn't suitable for that purpose.

 I considered the playout method before asking but I rejected it because I
 didn't think it was any good at figuring out life/death. Apparently this is
 not the case so seems like that's what I'm going to be doing.

 Regards,

 Mikko Aarnos
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Re: [Computer-go] C++11; threads

2014-04-30 Thread Aja Huang
Hey Marc,

2014-04-30 8:37 GMT+01:00 Marc Landgraf mahrgel...@gmail.com:

 Hi,
 my bot is still under construction, but written entirely under C++11. So
 few comments:
 General:
 Most compilers, especially if you are using Windows, still have problems
 with C++11 and it's new multithreading library. Right now I'm using
 mingw-w64-4.8.1 as it has the required support for thread, even so it is
 done with some workaround via winpthreads, and gives a decently fast code.
 But I'm also interested if anyone else can share his experience with other
 compilers. (for windows)


Why don't you use Visual Studio 2013? CTP_Nov2013 supports a lot of new
C++11 features.

http://blogs.msdn.com/b/vcblog/archive/2013/11/18/announcing-the-visual-c-compiler-november-2013-ctp.aspx

Aja
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Re: [Computer-go] C++11; threads

2014-04-30 Thread Aja Huang
I wrote my Go program Erica completely in Visual Studio and had no problem
at all. It might be around 20% slower on Windows than on Linux, but
compared to other more important factors 20% loss in speed is not really
significant. Maybe VS profiler can tell why your program ran awfully slow
in debug mode.

Aja

2014-04-30 21:38 GMT+01:00 Marc Landgraf mahrgel...@gmail.com:

 Hey,
 in the past I tried VS again and again, and in the end always returned
 back to Code::Blocks... It really feels like VS and me won't find together.
 Actually, after your comment I tried it again today, but even after
 spending a decent amount of time of porting it, the program ran awfully
 slow in debug mode, and crashed, as soon as the VC++ compiler tried to
 optimize it. (For reasonable performance I need optimization with mingw-w64
 as well)
 Maybe it is just me and my terrible way of coding... But Visual Studio and
 Visual C++ I can't handle properly.
 And with Code::Blocks, I fooled around with various versions of GCC, and
 ended with mingw-w64, which gave me by far the best performance among those
 supporting the for me relevant C++11-features.

 Marc


 2014-04-30 11:01 GMT+02:00 Aja Huang ajahu...@gmail.com:

 Hey Marc,

 2014-04-30 8:37 GMT+01:00 Marc Landgraf mahrgel...@gmail.com:

 Hi,
 my bot is still under construction, but written entirely under C++11. So
 few comments:
 General:
 Most compilers, especially if you are using Windows, still have problems
 with C++11 and it's new multithreading library. Right now I'm using
 mingw-w64-4.8.1 as it has the required support for thread, even so it is
 done with some workaround via winpthreads, and gives a decently fast code.
 But I'm also interested if anyone else can share his experience with other
 compilers. (for windows)


 Why don't you use Visual Studio 2013? CTP_Nov2013 supports a lot of new
 C++11 features.


 http://blogs.msdn.com/b/vcblog/archive/2013/11/18/announcing-the-visual-c-compiler-november-2013-ctp.aspx

 Aja


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Re: [Computer-go] Isn't learning from expert games creating weaknesses?

2014-05-19 Thread Aja Huang
Hey Marc,

It is a common question against supervised learning. I recommend reading
about bias-variance dilemma.

http://en.wikipedia.org/wiki/Bias-variance_dilemma

Aja


2014-05-19 19:10 GMT+01:00 Marc Landgraf mahrgel...@gmail.com:

 Hi,
 Today I had an interesting discussion about bots learning from expert
 (Pro/strong KGS) games to prebias the tree search and/or (soft-)prune parts
 of the tree.
 Point was, that playing situational moves out of their usual context can
 throw the bot off, and force it to 'look' into the wrong direction first.
 No doubt, the bot can recover from this misjudgement with some playouts,
 but it is still first send into the wrong direction.
 Example: Imagine cutting a onespace jump. The bot, looking into it's
 pattern database, will usually only find this situation, when this move is
 somehow reasonable. In those cases, often the answer is difficult and
 sacrifices have to be made. But the most punishing answers won't even be in
 his database, as he has never seen the case in a pro game, where the move
 is clearly punishable. But instead the bots tree search will first check
 the standard answers for difficult cases instead of the clear punishments.
 It may happen, that the bot then chooses a submissive answer (because that
 is what usually happens to the reasonable version of the move) instead of
 the good move/punishment.
 Surely this example isn't perfect, but I hope it illustrates the problem,
 I see. Similar things happen with joseki, which can be played correctly,
 but most likely not properly punished, as the wrong variations are not
 available in the database, except when they are contextually possible.

 What makes this problem even worse, is that with the standard methods of
 playtesting it won't be noticed. In tests against (own or other) engines,
 if both use a similar database, those moves won't appear out of context.
 And even playtesting against random opponents on KGS won't show those
 weaknesses clearly, as even if single players identify those weak spots,
 their number of games won't be significant usually. I'm not even sure, how
 one could systematically check for such misjudgements by the bot.

 Overall, I'm in no way against learning from expert games, and I think
 there is no doubt, that it is a significant source for improvement of the
 bots. But the question remains, how those weaknesses could be fixed. The
 bots have learned how to answer proper play. But how do they learn to
 answer unusual/bad play?

 Marc



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Re: [Computer-go] Congratulations to Zen!

2014-06-03 Thread Aja Huang
Thanks Nick.

Interestingly, looks like the ranking is strongly correlated with the
hardwares. :)

1. Zen19S  50 cores
2. stv  46 threads
3. CrazyStone 24-core
4. Fuego9 12-core
5. AyaMC 6-core

NiceGo, GnuGo and MCark were all running on small hardwares.

Aja


2014-06-03 15:52 GMT+01:00 Nick Wedd n...@maproom.co.uk:

 Congratulations to Zen19S, winner of Sunday's 9x9 KGS bot
 tournament!

 This was a particularly exciting tournament. My report
 is at http://www.weddslist.com/kgs/past/103/index.html
 I hope you will send me your comments and point out my
 mistakes, as usual.

 Nick
 --
 Nick Wedd
 n...@maproom.co.uk
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Re: [Computer-go] Skip-opening matchmode

2014-06-05 Thread Aja Huang
2014-06-05 13:54 GMT+01:00 Stefan Kaitschick stefan.kaitsch...@hamburg.de:

 If a bot is deluded, it will go to work with that delusion on any
 position. I think it's actually more useful to study positions that
 are especially susceptible to this behaviour, and then work on remedies
 such as Remi Couloms simulation balancing.


Simulation balancing(SB) was invented by David Silver and Gerald Tesauro,
and was published in the world-famous machine learning conference ICML.
http://machinelearning.org/archive/icml2009/papers/500.pdf

In my PhD career Remi proposed to try it but we certainly didn't invent
even modify it. :)

Aja


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Re: [Computer-go] Specifying Chinese rules in SGF

2014-06-23 Thread Aja Huang
Hey Peter,

To my best knowledge there is no universal standard for that but KGS's
convention is probably the most popular for us.

http://www.gokgs.com/help/shorthelp.html?helpLocale=de_DE

   - *Japanese* - mostly used (territory and prisoners count)
   - *Chinese* - easiest for beginners, bots (programs running on KGS)
   mostly use chinese rules; area covered by stones plus surrounded territory
   counts, you may capture closed in stones without changing the result!
   - *New Zealand* - similar to Chinese, but two or more stones may play
   self capture.
   - *AGA* - American Go Accociation, uses japanese and chinese counting
   (don't mind - the server does the counting for you).

Aja


2014-06-23 22:03 GMT+01:00 Peter Drake dr...@lclark.edu:

 SGF(2) has a place to specify the ruleset, according to
 http://www.red-bean.com/sgf/properties.html:

 *Property:*   RU*Propvalue:*  simpletext 
 http://www.red-bean.com/sgf/sgf4.html#simpletext*Propertytype:*
 game-info*Function:*Provides the used rules for this game.
   Because there are many different rules, SGF requires
   mandatory names only for a small set of well known rule sets.
   Note: it's beyond the scope of this specification to give an
   exact specification of these rule sets.
   Mandatory names for Go (GM[1]):
   AGA (rules of the American Go Association)
   GOE (the Ing rules of Goe)
   Japanese (the Nihon-Kiin rule set)
   NZ (New Zealand rules)


 How can we specify the Chinese rules normally used in computer Go?

 They're *almost* equivalent to AGA rules, but AGA uses situational superko
 while Chinese uses positional superko. The difference would only come up
 extremely rarely, potentially making for a nasty bug.

 For those who don't know these terms:

 http://senseis.xmp.net/?Superko

 --
 Peter Drake
 https://sites.google.com/a/lclark.edu/drake/

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Re: [Computer-go] ieee aticle about computer go by Jonathan Schaeffer

2014-07-02 Thread Aja Huang
It is a great article overall. I would like it more if it mentions Mogo, at
least Follow from the opponent's previous move was actually Mogo's
invention in the famous UCT paper, not Fuego's, not to mention a lot of
Mogo's achievements on 9x9. But I really like the paragraph describing the
great idea RAVE. It might be the first introductory article (for general
people) trying to explain RAVE.

Aja


2014-07-02 9:11 GMT+01:00 Stefan Kaitschick stefan.kaitsch...@hamburg.de:

 The artist certainly shows a lack of appreciation and respect for go.
 Whoever created it, must think that go is already in the bag.

 Stefan

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Re: [Computer-go] IEEE Spectrum article

2014-07-03 Thread Aja Huang
Hi Martin,

2014-07-03 22:02 GMT+01:00 Martin Mueller mmuel...@ualberta.ca:

 We certainly didn’t mean to short-change the MoGo team's or anybody else’s
 contribution. For this article there were two main points:
 - try to explain as much as possible how things work in a current program
 - have some kind of dramatic story for the introduction. We chose the
 Fuego game against Mr Chou since we are most familiar with it :)


Thanks for the explanations. I like this article a lot (even shared it in
Facebook), just felt a little bit strange that Mogo is not mentioned at all
while the author described the MCTS revolution and techniques. But I
completely understand your points: yeah the space is too little to cover
other things. It is a great article anyway. Thanks for the write-up.

Aja
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Re: [Computer-go] [ANN] Imago - Go board optical recognition

2014-08-12 Thread Aja Huang
I'm dreaming about this scene in EGC 2015..

Several cameras are relaying the games of the best players. A smart optical
recognition program automatically converts the streaming images to sgfs and
sends them to a Go program. The Go program then shows rich analyses over
the games, such as wining rate, best moves, principal variations, estimated
territories, etc, even predicts the next moves. A spectator is watching a
friend's game and wondering who is ahead. He doesn't understand Go very
well. He uses his android phone takes a snapshot. After 3 seconds, the Go
software oh his phone immediately tells him that his friend is ahead for 20
points and winning with 90% chance.

It's more of just a dream though. :-)

Aja


2014-08-12 12:35 GMT+01:00 Petr Baudis pa...@ucw.cz:

   Hi!

   Tomas Musil (a student of mine), has created a state-of-the-art open
 source Go board optical recognition software.  We have focused on
 completely automatic runs, so it automatically detects the board corners
 and then the stones on the board, and the precision seems pretty good
 at least in reasonable lighting conditions.

   You can find it at http://tomasm.cz/imago together with a lot of
 pictures, documentation and bachelor thesis describing the algorithms
 in detail.  In the thesis, Tomas also compares it against other similar
 apps, and it appears Imago shows the best performance of all these
 that were available to us.

   Unfortunately, we specifically couldn't easily compare it to Remi
 Coulom's Kifu-snap for multiple reasons - mainly because that is
 a mobile app.  Hopefully, someone will be able to compare these two
 in the future.  At any rate, I think Imago is a great starting point
 for anyone who would like to play with Go board recognition.


   My personal dream would be if we added video capability and further
 improved speed + reliability in time for EGC2015 (in Czech Republic)
 and were able to deploy it there to transfer large number of top boards.
 But this will depend on how much time Tomas will have after the summer
 (and we didn't actually check with EGC2015 organizers yet), so it's
 still more of just a dream.  :-)

 Petr Baudis
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Re: [Computer-go] [ANN] Imago - Go board optical recognition

2014-08-13 Thread Aja Huang
2014-08-13 10:02 GMT+01:00 Rémi Coulom remi.cou...@free.fr:

 There was a bit of irony in Aja’s post, because kifu-snap  Crazy Stone
 already did this in Sibiu. That’s the reason for the last sentence of his
 message (the one you did not quote)


Oh, I actually didn't know your app was already doing that. I thought Crazy
Stone was analyzing positions given from sgfs, not snapshots.

Aja
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Re: [Computer-go] ICGA Journal

2014-08-21 Thread Aja Huang
I'm a member of ICGA. Yesterday I received the copy of December 2013, about
8 months delay. They can be more efficient in sending the paper journals. :)

Aja


2014-08-21 13:31 GMT+01:00 Rémi Coulom remi.cou...@free.fr:

 I am not a member of the ICGA either. I think it is really ridiculous to
 have a paper-only computer-science journal in 2014.

 I’d like to suggest to Detlef to make his paper available online somewhere
 and post a link to this list. I am looking forward to reading it.

 Rémi

 On 21 août 2014, at 14:17, Petr Baudis pa...@ucw.cz wrote:

   Hi!
 
  On Thu, Aug 21, 2014 at 12:44:19PM +0200, Ingo Althöfer wrote:
  - at least I hope it's still being published,
 
  ??? (So you are not a member of the ICGA - otherwise you
  would know better)
 
   Unfortunately not right now, as my Computer Go research profile is
  very low in recent years.
 
  Of course, the ICGA Journal keeps being published. I have all issues
  until end of 2013. And the March 2014 issue will come soon
  (delay of 3-5 months is an old ICCA/ICGA Journal tradition).
 
   Then I'd suggest that the homepage is updated so that it doesn't list
  34-1 from March 2011 as the latest issue (both as direct link and in the
  contents database).  I fear it might be turning some potential authors
  away.
 
   Kind regards,
 
Petr Baudis
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Re: [Computer-go] Interviews on codecentric Challenge

2014-10-05 Thread Aja Huang

Congratulations to Remi and Crazy Stone! Crazy Stone is really strong!

Aja

-Original Message- 
From: Rémi Coulom

Sent: Sunday, October 05, 2014 11:43 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Interviews on codecentric Challenge

Hi,

As promised, here is the analysis of the first game by Crazy Stone:
http://remi.coulom.free.fr/CrazyStone/analysis/2014-10-04-fj-CrazyStone/index.html
sgf:
http://files.gokgs.com/games/2014/10/4/fj-CrazyStone.sgf

Thanks FJ, thanks Ingo. I am looking forward to the next game.

Rémi

On 10/2/2014 5:22 PM, Ingo Althöfer wrote:

Hi Nick,

thanks for the help.


So, I wonder if you can tell me the account
names to be used by the players,

fj will be Franz-Josef Dickhut

CrazyStone will be CrazyStone



and what room the games will be played in?

The Computer Room.

Cheers, Ingo.

PS. Please, do not wonder about codecentric with a
small c in front. That is official policy of the company.
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[Computer-go] Aya won December 2014 KGS bot tournament

2014-12-08 Thread Aja Huang
Hi,

https://www.gokgs.com/tournEntrants.jsp?sort=sid=933

Congratulations to Aya, the winner of December 2014 KGS bot tournament. I
have some questions.(Sorry, Nick, if you would answer any of them in your
report but I can't wait anyway)

1. Looks like Aya has improved significantly in the last year. Hiroshi,
could you let us know what are the major improvements?
2. Was the new, rewritten version of Orego running on the tournament?
3. Does anyone have information about HiraBot? Is it a new program? It
looks very strong, defeating coldmilk and Fuego.

I hope this list is not dying. :)

Regards,
Aja
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