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

2014-08-12 Thread David Fotland
This sounds like something we could add to the FireFly object recognition 
feature on the Fire Phone.

 

David

 

From: computer-go-boun...@dvandva.org [mailto:computer-go-boun...@dvandva.org] 
On Behalf Of Aja Huang
Sent: Tuesday, August 12, 2014 5:15 AM
To: computer-go@dvandva.org
Cc: tomik.mu...@gmail.com
Subject: Re: [Computer-go] [ANN] Imago - Go board optical recognition

 

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] What happened with the August bot tournament

2014-08-04 Thread David Fotland
I've been swamped with work the last 8 months (lab126/Amazon - I worked on
Fire Phone and Fire TV).  Now that they shipped I might have a little more
time and start entering Many faces again.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Sunday, August 03, 2014 3:22 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] What happened with the August bot tournament
 
 Hi,
 I just looked into the website of the August bot tournament.
 Big surprise: no more 7 or more applicants, but only two unknown
 players. What has happened?
 
 Ingo.
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Re: [Computer-go] Bitwise-parallel surround capture

2014-05-25 Thread David Fotland
I never used paths.  I keep a linked list of each point in the chain, and each 
stone has the index of the head of the list it is in.  The board has an array 
of 361 list head/tail pointers, and an array of 361 root-indexes.

 

Merging linked lists is O(1) since I keep a pointer to the last item.  Updating 
the list-head-index requires walking the shorter list.  I don’t support undo in 
the playouts, so there is no need for the extra bookkeeping to support 
restoring the old state.

 

Yes, I maintain bitmaps in parallel with the other structures, but I only use 
them for pattern matching.  I didn’t add them to the playouts until the playout 
time was dominated by move generation, not updates.

 

From: computer-go-boun...@dvandva.org [mailto:computer-go-boun...@dvandva.org] 
On Behalf Of Peter Drake
Sent: Saturday, May 24, 2014 11:57 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Bitwise-parallel surround capture

 

On Sat, May 24, 2014 at 11:29 AM, David Fotland fotl...@smart-games.com wrote:

No.  Many Faces uses union find.  I looked through some old literature, 
including Anders’ thesis.  Even though we all used this algorithm it seems he 
didn’t mention it, probably because it seemed too obvious.

 

Orego currently uses a variation on union-find with eager path compression; 
each point is given a direct link to the root of its chain at the time of 
merging. Is there a significant speed advantage to the lazy approach? 

 

I do use bitmaps for pattern matching arbitrary shaped patterns up to 8x8.

 

Does this mean that you maintain the bitmaps in parallel with the other 
structures?

 

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

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Re: [Computer-go] Bitwise-parallel surround capture

2014-05-24 Thread David Fotland
The referenced union-find algorithm has been known and used by computer go
programs since at least the early 80's, and I'm sure it was published before
2011.

I think your implementation of union-find is a little slow.  Many Faces of
Go uses this algorithm, and on 9x9 got about 55k playouts per second on a
much slower machine in 2008.  Here is a prior discussion of bitmap
performance.

https://groups.google.com/forum/#!searchin/computer-go-archive/fotland$20pla
youts$20per$20second/computer-go-archive/IdZtmM1Q6Ow/Q4b1IxgdkZYJ

A bitmap representation can be used for fast pattern matching, so there are
other advantages than just performance to using it as the base
representation.

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Cameron Browne
 Sent: Saturday, May 24, 2014 2:45 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] Bitwise-parallel surround capture
 
 Hi,
 
 This draft paper describes a simple bitwise-parallel method for
 performing surround capture: http://www.cameronius.com/research/go-
 bits-1.pdf
 
 Before I submit it, I just wanted to check with this list that the
 method is not known and already in use.
 
 Any general comments on the paper would also be appreciated.
 
 Regards,
 Cameron
 
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Re: [Computer-go] A few questions from a beginner

2014-03-19 Thread David Fotland
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] Japanese rule in MC

2014-03-17 Thread David Fotland
Many Faces chooses E5 with 67% with 5 seconds of thinking (about 150K
playouts).  I don't use never fill sure territory in playouts.  I tried
something like this (not filling in two point eyes), but it didn't help.  I
also don't use the one point margin idea.  I found a way to get the
correct result with Japanese rules instead.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Aja Huang
Sent: Sunday, March 16, 2014 1:43 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Japanese rule in MC

 

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] commercial go program

2014-03-11 Thread David Fotland
I sell Many Faces as a 32-bit app, which will run on every machine.  It can’t 
use more than 2 MB of memory though.  Unless you are letting it think for 
several minutes per move, the memory limit won't affect the playing strength.  
I can make the 64-bit version available to current owners, which would lift 
this restriction.

Regards,

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Tuesday, March 11, 2014 12:34 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] commercial go program
 
 Helly Ray,
 
 I have experience with CrazyStone, running under Windows XP and Windows
 Vista. In both cases the program uses all cores very extensively. On the
 one side this is very nice, on the other side it has side effects: For
 instance, when you want to start text processing (doc-files or odt-
 files), it takes veeery long until the corresponding window opens - when
 CrazyStone is running simultaneously.
 ManyFaces is less greedy for the resources.
 
 Concerning maximum size of ram use I can not help you.
 
 Ingo.
 
  Gesendet: Dienstag, 11. M rz 2014 um 00:19 Uhr
  Von: Ray Tayek rta...@ca.rr.com
  An: computer-go@dvandva.org
  Betreff: [Computer-go] commercial go program
 
  hi, i was thinking of buying a go program.
 
  i have the latest many faces, but it can't use my 16gb of ram on
 windows 8.
 
  are any of the go programs able to use that much ram and take
  advantage of my 8 cores?
 
  thanks
 
  ---
  co-chair http://ocjug.org/
 
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Re: [Computer-go] [O-T] Arimaa

2014-02-26 Thread David Fotland
I barely have enough time to work on computer go, so arimaa will be
untouched probably until I retire or at least switch to working part time.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Peter McKenzie
 Sent: Wednesday, February 26, 2014 8:54 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] [O-T] Arimaa
 
 On Fri, Feb 21, 2014 at 11:22 PM, David Fotland fotland@smart-
 games.com wrote:
  Both are hard.  I worked hard on Bomb the first year or two since I
  thought the best chance to beat a person was before people developed
  expertise.  I published the algorithms I used for Arimaa in Bomb.  The
  paper should be on-line somewhere.
 
 Oh yes, I had already read the paper.  Thanks for contributing it - it's
 definitely one of the main references for anyone interested in writing
 an Arimaa program.  Do you think you'll come back to working on your
 program at some point?
 
 
  David
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Peter McKenzie
  Sent: Friday, February 21, 2014 9:25 AM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] [O-T] Arimaa
 
  Hi Joshua,
 
  I learnt to play Arimaa a few days ago and started by playing some
  games against the Android program.  I then joined up ariima.com
  (handle is
  'petermck') and have been working my way through the bot ladder.
  It's quite an interesting and addictive game!
 
  It certainly looks like a fascinating programming challenge.  I've
  started tinkering with some Arimaa code but who knows if I'll have
  time to turn it into a fully fledged bot...
 
  I wonder whether computers will overtake humans in Arimaa or Go
 first?
 
  cheers,
  Peter
 
 
  On Tue, Dec 10, 2013 at 11:52 PM, Joshua Shriver jshri...@gmail.com
  wrote:
   Curious has anyone else here been infected with the Arimaa bug?
   I'm an avid chess guy, as well as Go. Hence why I'm here :)
  
   But from a playing point of view, I find myself playing Arimaa so
   much more, and anxious to develop for it.
  
   -Josh
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Re: [Computer-go] [O-T] Arimaa

2014-02-21 Thread David Fotland
Both are hard.  I worked hard on Bomb the first year or two since I thought
the best chance to beat a person was before people developed expertise.  I
published the algorithms I used for Arimaa in Bomb.  The paper should be
on-line somewhere.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Peter McKenzie
 Sent: Friday, February 21, 2014 9:25 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] [O-T] Arimaa
 
 Hi Joshua,
 
 I learnt to play Arimaa a few days ago and started by playing some games
 against the Android program.  I then joined up ariima.com (handle is
 'petermck') and have been working my way through the bot ladder.  It's
 quite an interesting and addictive game!
 
 It certainly looks like a fascinating programming challenge.  I've
 started tinkering with some Arimaa code but who knows if I'll have time
 to turn it into a fully fledged bot...
 
 I wonder whether computers will overtake humans in Arimaa or Go first?
 
 cheers,
 Peter
 
 
 On Tue, Dec 10, 2013 at 11:52 PM, Joshua Shriver jshri...@gmail.com
 wrote:
  Curious has anyone else here been infected with the Arimaa bug?  I'm
  an avid chess guy, as well as Go. Hence why I'm here :)
 
  But from a playing point of view, I find myself playing Arimaa so much
  more, and anxious to develop for it.
 
  -Josh
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Re: [Computer-go] Arimaa

2013-12-11 Thread David Fotland
I wrote the first strong arimaa bot (bot_bomb), and wrote a paper on how I
did it, If you want a starting point.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Dave Dyer
 Sent: Wednesday, December 11, 2013 12:21 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Arimaa
 
 At 11:52 PM 12/10/2013, Joshua Shriver wrote:
 Curious has anyone else here been infected with the Arimaa bug?  I'm an
 avid chess guy, as well as Go. Hence why I'm here :)
 
 But from a playing point of view, I find myself playing Arimaa so much
 more, and anxious to develop for it.
 
 Arimaa is designed to be hard for computers.
 There's a community of 'bot builders at arimaa.com.
 I'd also like to have a better robot for Boardspace.net.
 
 
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Re: [Computer-go] How many probes down the tree are necessary for a good bot?

2013-11-16 Thread David Fotland
Bot strength is still progressing, but now it is more a matter of
engineering than grand new ideas.  It's not so interesting to say something
like, I fixed 5 bugs this weekend and got 30 ELO, or I used CLOP to tune
30 parameters for a week and got 50 ELO.

I think all the strong programs use some form of dynamic Komi.  There are a
few published papers on it, but I suspect the strong implementations are
rather different from the papers.  Mine is.  Nothing secret, just more
complex.

On-line learning in the playout policy is another thing that is worth doing,
but needs considerable engineering to a good strength boost.  Several papers
talk about this, so the new ideas are not secret, just the details of the
implementations.

Since each program has different go knowledge, any sharing of tuning
parameters or small bits of knowledge would not be very interesting to the
larger community.

I think many of us are happy to answer questions, so feel free to ask.

Lately I've been working on making better use of Many Face's patterns in the
tree.  I do not use large harvested diamond-shaped patterns in the tree like
most programs.  I use the old hand-entered pattern knowledge I put into Many
faces over the last 20 years.  These patterns are irregular shapes, so more
general, but there are many missing patterns, so the knowledge has more
holes.  The old many Faces engine with all the knowledge is single threaded,
which is a pretty severe bottleneck on modern machines.  I pulled the
pattern matcher out of the old engine and made it thread safe so I can use
it as an independent module in the tree.  Right now it is still too slow,
but once it is working well, I plan to do automatic tuning of the pattern
weights to replace the values I created by hand over the years.  Hopefully
that will give a jump in strength, since I can do large pattern matching at
all nodes in the tree.  Today I only run the old engine (which includes the
patterns) on nodes with at least 30 visits.

Is this the kind of discussion you were looking for?

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Stefan Kaitschick
 Sent: Friday, November 15, 2013 1:13 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] How many probes down the tree are necessary
 for a good bot?
 
 When you do only a single playout, you dont even need a playout, just
 generate the first move candidate - voilá. :-)
 
 Closed sources are indeed regretable at this point.
 Before, it sparked a kind of bot war, and the greatest technical
 advances are always made at war time.
 But now that the top bots are kind of treading water, looking for the
 next breakthrough, it's truly harmful.
 And my feeling is, that the attitude has also changed on the academic,
 open source side.
 I only know that this forum used to present really interesting ideas,
 but now that is seldom the case.
 Possibly the problems have become too technical for general discussion.
 But more plausible to me is, that  programmers are trying to avoid a
 onesided disadvantage, and are discussing their ideas in private.
 Well, no use crying over spilt milk.(As I, admittedly, just have)
 
 
 Stefan
 
 
 
 On Fri, Nov 15, 2013 at 12:59 AM, Darren Cook dar...@dcook.org wrote:
  ... I'm going by the Measuring program strength thread (Aug
  3013) where people are getting 50% against GnuGo with 1K to 10K
  playouts.)
 
  Actually, in that thread Hiroshi was saying he only needs 350
  playouts, and Detlef was at 700. So it seems you're off by roughly a
  factor 10.
 
  Yes, I was surprised just how heavy the Aya (and Zen) playouts must
 be.
  We've almost come full loop, and soon the programs will be traditional
  computer go programs doing a single playout ;-)
 
  It is a shame the developer's skill is all dead knowledge (not open
  source, no papers). :-(
 
  Darren
 
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Re: [Computer-go] September KGS bot tournament: 19x19, slow

2013-09-02 Thread David Fotland
It's not easy to code an engine that scales well to a cluster.  In 2008 I
ahd access to 1024 cores, but the cluster code I wrote at the time only
scaled to 32 cores (4 machines, 8 cores each).  That code no longer exists,
and I have access to a single 16-core machine, so I can't currently run on
clusters.  With limited development time, I'd rather work on making the core
algorithm stronger, than writing cluster code. 

I think it would interesting to have a slow tournament with a fixed maximum
number of cores (4 or 8, since they are readily available).

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Detlef Schmicker
 Sent: Sunday, September 01, 2013 1:44 PM
 To: n...@maproom.co.uk; computer-go@dvandva.org
 Subject: Re: [Computer-go] September KGS bot tournament: 19x19, slow
 
 Thanks Nick,
 
 I love the slow bot tournaments.
 Two reasons:
 
 1) For me computer go is a hobby and to hire 6 cluster instances on EC2
 is about 150$ for a tournament. 3 tournaments one i7-4770k:)
 
 2) Not all programs can handle clusters. It is an additional problem for
 authors, which are trying to get into this business. And I can tell you,
 it is difficult enough to get into it:)
 
 If you look at the last slow bot tournaments only few programs (gomorra,
 orego and zen) used clusters, maybe partly because of this reasons.
 
 Detlef
 
 Am Sonntag, den 01.09.2013, 20:00 +0100 schrieb Nick Wedd:
  The September KGS bot tournament will start at 22:00 UTC on Sunday
  September 8th, and end by 22:00 UTC on Tuesday August 10th.
 
  It will have 6 rounds, Swiss, with 19x19 boards.  The time limits will
  be three hours each, sudden death. The komi will be 7.5. There are
  details at http://www.gokgs.com/tournInfo.jsp?id=835 .
 
  Please register by emailing me, with the words KGS Tournament
  Registration in the email title, at mapr...@gmail.com .
 
  This may be the last slow tournament, with time limits of over an
  hour each, that I run. Now that cloud computing is easily available, I
  believe that there is little purpose in setting such slow time limits.
  If you want to see how a bot does given a lot of thinking time, it
  makes more sense to hire multiple processors than to let it run for a
  long time. (If you think I am wrong, you can probably convince me of
  it.)
 
  Nick
 
 
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Re: [Computer-go] algorithm quality assessment

2013-06-12 Thread David Fotland
For quality assessment, play many games against one or more reference opponents.

 

David

 

From: computer-go-boun...@dvandva.org [mailto:computer-go-boun...@dvandva.org] 
On Behalf Of Oleg Barmin
Sent: Wednesday, June 12, 2013 8:02 AM
To: computer-go@dvandva.org
Subject: [Computer-go] algorithm quality assessment

 

Hi, everybody,

I am working at the development of a cards game algorithm using MCTS. 
Technically, the game model is expect minmax tree search, where direct search 
takes up too much time, that is why I decided to use MCTS.

The issue of using MCST, like any other approximation algorithm is its quality 
assessment. I am developing an algorithm for a game where no recognized masters 
exist. How do you think, guys, if for instance Go (or Amazons) provided no way 
to assess an algorithm playing with professional gamers (or other programs), 
how would you assets its quality?

My second question: I have not yet learned Go in and out, however in my 
opinion, any search of a next step should identify a number of options with 
similar or even the same assessment. How do you resolve this issue?


Best regards,
Oleg Barmin.

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Re: [Computer-go] Narrow wins

2013-06-11 Thread David Fotland
Sorry, secret.  It took me quite a while to find something that worked well.
I think you are right that most of the benefit comes from keeping the win
rate close to 50%.  I think Pachi found it was ideal to keep the win rate a
little below 50%.  I try to keep it in the range of 45% to 55%.  I think
Pachi's approach has been published.  Mine is rather different.

 

david

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Don Dailey
Sent: Monday, June 10, 2013 9:02 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Narrow wins

 

On Mon, Jun 10, 2013 at 11:18 AM, David Fotland fotl...@smart-games.com
wrote:

The dynamic komi can be pretty large.  I think I limit it to 30 points or
so.  If the komi were only a point or two you would see a lot of games won
by 2.5 points or so.  You can see from the results that the margins are
often pretty large.

 

A big issue which dynamic komi tries to solve is the difficulty in resolving
close scores.   For example in a won position the playouts might return
99.8% wins and a move which wins by larger margins might still only return
99.8  or even 99.7 or something just due to statistical noise.

 

In computer chess testing we have a similar issue - especially as our
program has gotten so strong.If you test against a weak program,  it's
almost impossible to resolve small differences in strength.Imagine a
weak club player playing Go against the world champion in order to resolve
the relative ELO difference (assuming no handicapping.)The pro is likely
to win thousands of games before losing a single one and there would be no
basis for determining where this player stands with any precision.

 

So I assume that by far the primary benefit of dynamic komi is to bring the
statistics back into the sweet spot so that it's easier to resolve the
quality of move from one to the other.   

 

I have not kept up with this,  but is your dynamic komi implementation a
carefully guarded secret?   I would like to know more.  It seems to me that
there would be some serious efficiency losses in fishing for the right
value to use - or is this arrived at pretty quickly?   

 

Don

 

 


David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Stefan Kaitschick
 Sent: Monday, June 10, 2013 1:24 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Narrow wins

 On Sun, Jun 9, 2013 at 9:23 PM, David Fotland fotland@smart-
 games.com wrote:
  Dynamic komi and some other tricks work quite well.  Thanks to
 Ingo
  for pushing dynamic komi until I figured out how to make it work
 well.
  Often the playout have some bias due to a misread in a fight, so
 it's
  important for the bot to keep its lead.

 Is that a small, fixed bonus of 1 or 2 points?
 A large dynamic komi in the endgame would really surprise me.
 But to actually compensate a misread fight, that komi would have to
 be substantial ...
 Like Don, I don't think that much good could come of it.
 Isn't it superior to award a point bonus in the playouts?
 Here's another idea: find a smart way to average the playout results
 into an expected result.
 If the bot is leading, try to maintain that lead in the next move.

 Stefan
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Re: [Computer-go] Narrow wins

2013-06-11 Thread David Fotland
The primary benefit is more natural play against people, which is more
important to me than it is to some other programs.  In testing against gnugo
on 19x19 with a 3 stone handicap, dynamic komi increases the win rate by
about 3%.  Most of the variants I tried made the program a few percent
weaker, but I found one that is slightly stronger.

ManyFaces on kgs is stronger since I added dynamic komi, but it has many
other changes as well.  Perhaps people are more likely to resign when they
are far behind than when the game is close.  If you look at the game
results,  ManyFaces wins many games by resignation.  

David


 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Darren Cook
 Sent: Tuesday, June 11, 2013 1:47 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Narrow wins
 
  The dynamic komi can be pretty large.  I think I limit it to 30
 points
  or so.  If the komi were only a point or two you would see a lot
 of
  games won by 2.5 points or so.  You can see from the results that
 the
  margins are often pretty large.
 
 Hello David,
 Interesting! Is the benefit just from more natural-looking play
 (from the point of view of humans), or is it actually increasing the
 win rate do you think?  (And if so, just the win rate against
 humans, or against other programs too?)
 
 Darren
 
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Re: [Computer-go] Narrow wins

2013-06-11 Thread David Fotland
I have a linearly decreasing handicap komi like Pachi.  I have a different
solution to the flapping problem.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Petr Baudis
 Sent: Tuesday, June 11, 2013 6:17 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Narrow wins
 
   Hi!
 
 On Mon, Jun 10, 2013 at 11:48:01PM -0700, David Fotland wrote:
  Sorry, secret.  It took me quite a while to find something that
 worked well.
  I think you are right that most of the benefit comes from keeping
 the
  win rate close to 50%.  I think Pachi found it was ideal to keep
 the
  win rate a little below 50%.  I try to keep it in the range of 45%
 to
  55%.  I think Pachi's approach has been published.  Mine is rather
 different.
 
   Note that you can read my findings in
 http://pasky.or.cz/go/dynkomi.pdf (I recommend e.g. Fig.2 to quickly
 grasp the picture).
 
   Petr Pasky Baudis
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Re: [Computer-go] Narrow wins

2013-06-10 Thread David Fotland
The dynamic komi can be pretty large.  I think I limit it to 30 points or
so.  If the komi were only a point or two you would see a lot of games won
by 2.5 points or so.  You can see from the results that the margins are
often pretty large.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Stefan Kaitschick
 Sent: Monday, June 10, 2013 1:24 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Narrow wins
 
 On Sun, Jun 9, 2013 at 9:23 PM, David Fotland fotland@smart-
 games.com wrote:
  Dynamic komi and some other tricks work quite well.  Thanks to
 Ingo
  for pushing dynamic komi until I figured out how to make it work
 well.
  Often the playout have some bias due to a misread in a fight, so
 it's
  important for the bot to keep its lead.
 
 Is that a small, fixed bonus of 1 or 2 points?
 A large dynamic komi in the endgame would really surprise me.
 But to actually compensate a misread fight, that komi would have to
 be substantial ...
 Like Don, I don't think that much good could come of it.
 Isn't it superior to award a point bonus in the playouts?
 Here's another idea: find a smart way to average the playout results
 into an expected result.
 If the bot is leading, try to maintain that lead in the next move.
 
 Stefan
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Re: [Computer-go] Narrow wins

2013-06-09 Thread David Fotland
Dynamic komi and some other tricks work quite well.  Thanks to Ingo for
pushing dynamic komi until I figured out how to make it work well.  Often
the playout have some bias due to a misread in a fight, so it's important
for the bot to keep its lead.

 

If you look at kgs games with strong bots, 0.5 wins are now very rare.

Example: manyfaces: http://www.gokgs.com/gameArchives.jsp?user=manyfaces

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Don Dailey
Sent: Saturday, June 08, 2013 12:29 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Narrow wins

 

Stefan,

 

To a bot this always comes down to risk analysis and it's no different than
what we do.   In fact you just did your own risk analysis here of the
computers play and have decided that it does risk analysis wrong so your
thinking is no different from the bots.

 

To me the biggest issue isn't winning by 0.5 but not fighting when it's
losing.I have a feeling that most of this is not about improving the
play of the bot although it's always cast that way,  but in reality it's
about not offending our own sensibilities.We just hate to see a bot win
by 0.5 when it probably could have won the entire board or most of it.
And of course not fighting when losing is not much fun to watch when it may
still have a realistic chance of winning due to an opponents mistake.   

 

The standard proposed solution is komi-manipulation in one way or another.
But what we are probably really after is something to do with opponent
modeling,  giving the computer more of a fighting spirit instead of playing
overly logical.I sense there must be a better solution as
komi-manipulation just seems to me to be really illogical.It's like
fixing the books because we don't like the numbers.   

 

I have failed to keep up much with computer go since getting involved with
my chess program Komodo.But I see that this problem is still being
talked about.   Has there been any progress on this front?If this
were computer chess we would modify the evaluation function,  but the
evaluation function in GO is really based on the play-outs.  At the end
of every playout we have a final board positions that returns some
information.   Some positions will return bigger wins than others (or
smaller losses) but we know scoring this way is terrible.But maybe that
information can be effectively used to shape the tree towards positions that
win bigger?   Sometimes it's a matter of which node to explore first - so it
is quite likely that at least in some cases the computer does not make any
distinction between a big or small win and thus we could possibly push it in
that direction in the tree part? Maybe that is naive,  I don't know.   

 

So what is the state of the art on this now? 

 

Don

 

 

 

 

On Sat, Jun 8, 2013 at 2:21 PM, Stefan Kaitschick
stefan.kaitsch...@hamburg.de wrote:

Humans may be predisposed to the fallacy of greed.
But bots have there own fallacies. Happily winning by 0.5, when a
higher win at almost the same perceived risk is available, is a kind
of full knowledge fallacy. A bot can lose an easily won game by
merrily giving away everything but the last half point, then have the
last point stolen from him by a single bot misread. So if you feel
that the bot you're playing against is misjudging a particular
situation, don't spring in on him unless that will put you in the
lead. Otherwise, it's better to let him hand over other points that
you need first. The bot might fix his problem, but that risk is
preferable to having the bot go into business again when it is still
ahead.

Stefan
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Re: [Computer-go] Hardware pattern matching acceleration

2013-05-30 Thread David Fotland
Many Faces of Go uses 8x8 patterns with all types of wildcards (any,
white-or-empty, black-or-empty, etc).  I have about 2000 patterns, which
would expand to over 100,000 without wildcards.  It uses about 5% of total
run time if I match patterns whenever I create a new node in the UCT tree
(for initial bias).

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Mark Boon
Sent: Wednesday, May 29, 2013 4:34 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Hardware pattern matching acceleration

 

When using a Trie type data structure, there's no hard limit to the size of
patterns in a pattern-matcher. It may be that some people only use small
pattern sizes because they use fixed-size patterns with no wild-cards.

 

Some years ago (late 2008 or early 2009) I outlined an incremental
pattern-matcher on this list using the 'bread-crumb' strategy. I think
you'll find it is quite competitive in speed. But since I never had anyone
ask me about any details I assume the need for a pattern-matcher you're
proposing is not all that great.

 

Maybe one of the people with a competitive bot can tell you how much time
they spend in a pattern-matcher.

 

Mark

 

On Wed, May 29, 2013 at 10:52 AM, Рождественский Дмитрий
divx4...@yandex.ru wrote:

I'd probably need less than 64 of it because it scales like a square. Making
a chip twice larger (and twice more expensive) doubles the pattern library
size and at the same time doubles the number of moves that may be matched in
parallel. And when you tell that it is not an order a magnitude faster, do
you mean that CPU can match that much 7*7 or 9*9 patterns with wildcards? I
was told that current programs use relatively small patterns, and could
benefit much from large ones.

Dmitry

 

29.05.2013, 23:13, Mark Boon tesujisoftw...@gmail.com:

Assuming the 2 microseconds mentioned is for the whole board (you don't
mention what board-size, I assume 19x19) it sounds quite fast. But probably
not an order of magnitude faster than a software solution. The question then
becomes how well it scales. Would you need 64 of these to service a 64-core
computer?

 

Note: at some point you should decide for yourself what project you think is
worth taking on. You'll always find that other people have 100 reasons why
not to try something, but they're often wrong.

 

Mark

 

On Wed, May 29, 2013 at 8:02 AM, Detlef Schmicker d...@physik.de wrote:

Hi,

sounds interesting. I am not to experienced with large patterns at the
moment, but we (oakfoam) are using 100 (circular) patterns up to 15
(as the size is counted in several papers), so 3 might be not enough
for a strong program. Usually we need all pattern matches at the board
at the same time, is your 2ms this time?

I am very interested in GPU acceleration, as this might be very
interesting in mobile devices. They usually have a strong GPU and I was
thinking about accelerating exactly what you are talking about. It is
somewhat difficult to calculate the performance this approach would
offer.

Another interesting acceleration might be real liberties (instead of
pseudo liberties) in the playout moves. This might help to use more
heavy playouts. But I do not have data, if this would help, as we do
only have pseudo liberties.

Detlef


Am Mittwoch, den 29.05.2013, 21:38 +0400 schrieb Рождественский Дмитрий:

 Hi,

 after thinking over your advices in the previous thread and making some
investigation I have figured out two options of working on the hardware
accelerator. One is to develop a totaly new algorithm that fits for a
hardware acceleration better than current ones. Or to find what can be
improved in current algorithms moreorless revolutionary, because just
acceleration of an algorithm part is not a solution,

 I thought that maybe it will be interesting to improve pattern matching.
Current programs can massively match relatively small patterns. Hardware may
have the following parametres:
 - pattern size up to 9x9 with wildcards (does not matter field state to
eleminate influence of insignificant peripheral stones' positions);
 - additional attributes as usual (liberties, ko, distance to an edge)
 - internal position calculator with pattern extractor (just send a cell
position and receive its belonging to a pattren back)
 - several patterns' evaluation at a time (should further specify how much)
 - about 3 7*7 patterns in an $200 device
 - about 2 microseconds time

 Does anyone have an idea will it be valuable?

 Dmitry
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Re: [Computer-go] Hardware pattern matching acceleration

2013-05-30 Thread David Fotland
In the tree a node represents a position, so each visit after the first will
have the same pattern matches.  Your hardware would be quite a bit faster,
but the overall program speedup is pretty small.  My patterns are hand
generated, so the size is limited by my ability to say interested in adding
new patterns.  For a program with automated pattern learning and no don't
care your hardware might be interesting.

 

Since I sell software, no hardware will work for me.  I can't ask my
customers to open up their computers and install a PCI card.  

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of ?? ???
Sent: Thursday, May 30, 2013 3:27 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Hardware pattern matching acceleration

 

So, the cheapest hardware might have several times larger pattern database
and give an ability to check for patterns not only for initial node bias but
at every first node visit after each move (as long as position changes). Is
it seems to be valuable? Will it give an ability to build tree deeper?

 

Dmitry

 

30.05.2013, 10:32, David Fotland fotl...@smart-games.com:

Many Faces of Go uses 8x8 patterns with all types of wildcards (any,
white-or-empty, black-or-empty, etc).  I have about 2000 patterns, which
would expand to over 100,000 without wildcards.  It uses about 5% of total
run time if I match patterns whenever I create a new node in the UCT tree
(for initial bias).

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Mark Boon
Sent: Wednesday, May 29, 2013 4:34 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Hardware pattern matching acceleration

 

When using a Trie type data structure, there's no hard limit to the size of
patterns in a pattern-matcher. It may be that some people only use small
pattern sizes because they use fixed-size patterns with no wild-cards.

 

Some years ago (late 2008 or early 2009) I outlined an incremental
pattern-matcher on this list using the 'bread-crumb' strategy. I think
you'll find it is quite competitive in speed. But since I never had anyone
ask me about any details I assume the need for a pattern-matcher you're
proposing is not all that great.

 

Maybe one of the people with a competitive bot can tell you how much time
they spend in a pattern-matcher.

 

Mark

 

On Wed, May 29, 2013 at 10:52 AM, Рождественский Дмитрий
divx4...@yandex.ru wrote:

I'd probably need less than 64 of it because it scales like a square. Making
a chip twice larger (and twice more expensive) doubles the pattern library
size and at the same time doubles the number of moves that may be matched in
parallel. And when you tell that it is not an order a magnitude faster, do
you mean that CPU can match that much 7*7 or 9*9 patterns with wildcards? I
was told that current programs use relatively small patterns, and could
benefit much from large ones.

Dmitry

 

29.05.2013, 23:13, Mark Boon tesujisoftw...@gmail.com:

Assuming the 2 microseconds mentioned is for the whole board (you don't
mention what board-size, I assume 19x19) it sounds quite fast. But probably
not an order of magnitude faster than a software solution. The question then
becomes how well it scales. Would you need 64 of these to service a 64-core
computer?

 

Note: at some point you should decide for yourself what project you think is
worth taking on. You'll always find that other people have 100 reasons why
not to try something, but they're often wrong.

 

Mark

 

On Wed, May 29, 2013 at 8:02 AM, Detlef Schmicker d...@physik.de wrote:

Hi,

sounds interesting. I am not to experienced with large patterns at the
moment, but we (oakfoam) are using 100 (circular) patterns up to 15
(as the size is counted in several papers), so 3 might be not enough
for a strong program. Usually we need all pattern matches at the board
at the same time, is your 2ms this time?

I am very interested in GPU acceleration, as this might be very
interesting in mobile devices. They usually have a strong GPU and I was
thinking about accelerating exactly what you are talking about. It is
somewhat difficult to calculate the performance this approach would
offer.

Another interesting acceleration might be real liberties (instead of
pseudo liberties) in the playout moves. This might help to use more
heavy playouts. But I do not have data, if this would help, as we do
only have pseudo liberties.

Detlef


Am Mittwoch, den 29.05.2013, 21:38 +0400 schrieb Рождественский Дмитрий:

 Hi,

 after thinking over your advices in the previous thread and making some
investigation I have figured out two options of working on the hardware
accelerator. One is to develop a totaly new algorithm that fits for a
hardware acceleration better than current ones. Or to find what can be
improved in current algorithms moreorless revolutionary, because just
acceleration of an algorithm part

Re: [Computer-go] Go playing software accelerator development

2013-05-22 Thread David Fotland
I don't know how you are calculating 300 instructions in 100 ns.  It seems
too low.  A modern CPU executes a peak of about 4 instructions per clock.
At 3.4 GHz, in 100 ns, the peak number of instructions is 1360.  Actual will
be lower than peak, but it should be quite a bit higher than 300.

 

david

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of ?? ???
Sent: Tuesday, May 21, 2013 11:36 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Go playing software accelerator development

 

Incredible, 100 nanoseconds is only about 300 instructions of a CPU. Are you
talking about 19x19? And 1 microsecond for my design will probably be a
worst-case (as I calculate freedom and capture iteratively). When almost all
stones have free places around it will be down to ~100 nanoseconds.

As to the number of possible accelerators on-chip - it varies upon price. I
think it can be 5-250, for the price $250-$5000. So the cost of a single
simple accelerator will be $20-$50.

 

Dmitry

 

21.05.2013, 23:13, Mark Boon tesujisoftw...@gmail.com:

Sounds interesting. But 1 microsecond for a move is not particularly fast.
There are already implementations that do that in the 100-300 nanoseconds
range on one core. 1 microsecond is probably considered as 'semi-light'
playout. I suppose the question then becomes, how many of these could your
accelerator do in parallel?

 

Mark

 

On Tue, May 21, 2013 at 8:06 AM, Alexander Kozlovsky
alexander.kozlov...@gmail.com wrote:

Я тоже кстати из ЛИАПа, с четвертого факультета, может и пересекались :)

 

On Tue, May 21, 2013 at 7:02 PM, Рождественский Дмитрий divx4...@yandex.ru
wrote:

Hi all,

I have got an idea to create a hardware accelerator for Go playing software.
It will probably be a USB (or maybe PCI-Express) device that will be able to
do some basic, but very time-consuming for general-purpose CPU calculations
very fast. For example load a goban layout, make a number of random moves
(as used in Monte-Carlo algorithm) and unload result back to a computer.

As long as it will be a hardware, it will be able to do specified
calculations only, but the speed will be very high. For example, making just
a copy of the particular goban layout will require typically about 10
nanoseconds only (one internal clock cycle). Calculation of the validity and
results of a particular move (including a check for ko and captured stones)
will probably take 1 microsecond. This as usual may vary during debugging,
but the current move calculation engine draft I've started to develop is
about this figures.

My nearest aims here are:
- to understand a demand from go playing software developers, and
- to understand what particular calculation chains are most demanded for
hardware acceleration.

Dmitry
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Re: [Computer-go] Go playing software accelerator development

2013-05-22 Thread David Fotland
I measured the speed using only one core.  133 ns is the time is takes one core 
to make one move in the playouts.

In Many Faces there is no small piece of code that uses a lot of time.  The top 
functions and times are:

12% Generate local moves
8%: count liberties for ladder search in playouts
8% match big patterns on the full board during the tree search
8%: make a move in playouts6% generate moves to remove an eye in the playout 
move generation
5%: count liberties of adjacent enemy group during playout move generation
4%: calculate gamma for a move during move generation for tree search
3%: extract an 8x8 bitmap for large pattern matching during tree search
2%: check a generated move for legality
2%: make a move during ladder search in the playouts

Etc.

Many of these functions are complex, and accelerating any one of them will have 
negligible impact on performance.

You may be able to find some simple algorithm that can play well and that can 
be accelerated.  The top programs are too complex to gain by this kind of 
hardware.  Accelerating a few key functions can’t make the program much faster. 
 Amdahl's law severely limits the gains that are possible.

Regards,

David


 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of ?? ???
 Sent: Wednesday, May 22, 2013 12:34 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Go playing software accelerator development
 
 i7 is four-core, so probably it is closer to the upper bound. But if you
 say that only 8% of time spent on calculating board positon it changes
 nothing: it becomes obvious that some other things than board positoin
 calculations should be accelerated first. And I will highly appreciate
 any hints about what it could be.
 
 Dmitry
 
 
 22.05.2013, 11:05, David Fotland fotl...@smart-games.com:
  I just checked a profile for 19x19 on one 3.4 GHz i7-3770 core.
 
  8% of the time is spent in making moves in play outs.� So the maximum
 possible performance benefit of hardware accelerated move making is only
 8% higher performance.
 
  On one core Many Faces is doing about 1200 games per second, of about
 500 moves each, so it is making 600,000 moves in 8% of one second.�
 That�s 133 ns per move made, near the lower end of Mark�s range.� It
 seems that this hardware won�t make the program any faster.
 
  Many Faces� play outs are quite heavy, but the additional time is
 mostly in move generation, not making moves.
 
  The code to update the board state is quite efficient.� It includes
 things that are probably not included in the hardware below (like
 updating the index of the local 3x3 pattern at each empty point),
 keeping a list of liberties for each group, and updating local feature
 information that will be used by the move generator.� The �make move�
 function is 400 lines of C, so it�s doing much more than just simple
 board state update.
 
  David
 
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of ?? ???
  Sent: Tuesday, May 21, 2013 11:36 PM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Go playing software accelerator development
 
  Incredible, 100 nanoseconds is only about 300 instructions of a CPU.
 Are you talking about 19x19? And 1 microsecond for my design will
 probably be a worst-case (as I calculate freedom and capture
 iteratively). When almost all stones have free places around it will be
 down to�~100 nanoseconds.
 
  As to the number of possible accelerators on-chip - it varies upon
 price. I think it can be 5-250, for the price $250-$5000. So the cost of
 a single simple accelerator will be $20-$50.
 
  Dmitry
 
  21.05.2013, 23:13, Mark Boon tesujisoftw...@gmail.com:
 
  Sounds interesting. But 1 microsecond for a move is not particularly
 fast. There are already implementations that do that in the 100-300
 nanoseconds range on one core. 1 microsecond is probably considered as
 'semi-light' playout. I suppose the question then becomes, how many of
 these could your accelerator do in parallel?
 
  Mark
 
  On Tue, May 21, 2013 at 8:06 AM, Alexander Kozlovsky
 alexander.kozlov...@gmail.com wrote:
 
  ?  ?? ?? ?, ? ?? ??, ? ? 
 :)
 
  On Tue, May 21, 2013 at 7:02 PM, ?? ???
 divx4...@yandex.ru wrote:
 
  Hi all,
 
  I have got an idea to create a hardware accelerator for Go playing
 software. It will probably be a USB (or maybe PCI-Express) device that
 will be able to do some basic, but very time-consuming for general-
 purpose CPU calculations very fast. For example load a goban layout,
 make a number of random moves (as used in Monte-Carlo algorithm) and
 unload result back to a computer.
 
  As long as it will be a hardware, it will be able to do specified
 calculations only, but the speed will be very high. For example, making
 just a copy of the particular goban layout will require

Re: [Computer-go] ladder

2013-05-14 Thread David Fotland
I'm not sure I understand exactly what you are asking, but I think neither
is true. 

 

Many MCTS programs read ladders as part of move generation or bias.  For
example ladder status may be part of the pattern data used for move bias in
the UCT tree.  During play outs, some programs use ladder status to select
the move to play.  For example a local response to the last move might be
If the last move put a stone in atari, play in the liberty of the stone in
atari, provided it is not captured in a ladder.   Many Faces uses ladder
status in these ways.

 

I don't think a program should play out the ladder in the play out, since
half the moves are very bad.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Chun Sun
Sent: Tuesday, May 14, 2013 7:22 AM
To: computer-go@dvandva.org
Subject: [Computer-go] ladder

 

Hi... do MCTS programs usually put a specific ladder branch, or this branch
should be automatically generated given the right implementation? 

 

This question has been hoovering in my head for a while and I wanted to take
the shortcut to ask here :)

 

Thanks,

Chun

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Re: [Computer-go] ladder

2013-05-14 Thread David Fotland
Many Faces reads ladders in both the tree and the play outs.  In play-outs
we already had a rule don't play self atari (with many exceptions).  A
similar rule is don't play a move that is captured in a ladder (with many
exceptions).  The moves that play out the ladder are not made in the
play-out itself, but ladders are evaluated as mart of the play-out move
generation policy.  Once you have heavy play-outs, the overhead of reading
ladders is not very high.

 

In the tree portion, I use the Many faces of Go engine to bias moves, and it
does tactical local search for up to 3 liberties, not just simple ladders.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Don Dailey
Sent: Tuesday, May 14, 2013 8:51 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] ladder

 

I was curious about this myself.   I am so heavily involved in computer
chess that I'm having trouble keeping up with Go. But I am amazed at how
strong the 19x19 go programs when I know that ladders are a big part of go
and that they are not easily dealt with in playouts.   

 

So if I understand this correctly,  you do significant analysis in the tree
portion of MFGO but not in the playouts?Is that pretty typical of the
best programs? 

 

Don

 

On Tue, May 14, 2013 at 11:41 AM, David Fotland fotl...@smart-games.com
wrote:

I'm not sure I understand exactly what you are asking, but I think neither
is true. 

 

Many MCTS programs read ladders as part of move generation or bias.  For
example ladder status may be part of the pattern data used for move bias in
the UCT tree.  During play outs, some programs use ladder status to select
the move to play.  For example a local response to the last move might be
If the last move put a stone in atari, play in the liberty of the stone in
atari, provided it is not captured in a ladder.   Many Faces uses ladder
status in these ways.

 

I don't think a program should play out the ladder in the play out, since
half the moves are very bad.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Chun Sun
Sent: Tuesday, May 14, 2013 7:22 AM
To: computer-go@dvandva.org
Subject: [Computer-go] ladder

 

Hi... do MCTS programs usually put a specific ladder branch, or this branch
should be automatically generated given the right implementation? 

 

This question has been hoovering in my head for a while and I wanted to take
the shortcut to ask here :)

 

Thanks,

Chun


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Re: [Computer-go] Computer Go at the European Go Congress

2013-05-02 Thread David Fotland
I will enter if someone can run the program for me.  Many faces only runs on 
Windows, but it would not be too hard to make a Linux version (no GUI, GTP 
control, for KGS).  Have they said how the computers will communicate?  KGS 
would be ideal, sine the operator would just run a script before the tournament 
then watch all the games.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Nick Wedd
 Sent: Thursday, May 02, 2013 3:54 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] Computer Go at the European Go Congress
 
 The 2013 European Go Congress will be held in Olsztyn, Poland, from July
 27th to August 11th. On Friday August 2nd, the EGC Science Conference
 will be held there, see http://egc2013.go.art.pl/page/egc-science-
 conference . It will include three computer Go tournaments, see the
 final paragraph of http://egc2013.go.art.pl/page/go-tournaments
 
 I learned today, from the organiser Pawel Noga, that entrants for these
 tournaments will be required to use the computers provided. I do not yet
 know the specification of these computers, though I guess they will be
 running Windows. I also do not yet know whether programmers will be
 allowed to appoint someone who is at the Congress, to operate their
 programs for them. I have asked Pawel about both.
 
 I would like to hear from the owners of strong programs whether they are
 planning to enter. If no strong program will be competing, I will not
 want to travel to Poland for the event. If there will be at least two
 strong programs competing, I will travel to Poland, and will offer to
 operate competing programs for those who cannot be there themselves, if
 this is to be permitted.
 
 If I am to be in Poland for the Congress, the August KGS bot tournament
 will probably be on August 25th;  if I am not going there, it will be on
 August 4th.
 
 Nick
 
 --
 Nick Wedd
 n...@maproom.co.uk
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Re: [Computer-go] A Regression test set for exploring some limitations of current MCTS programs in Go

2013-03-27 Thread David Fotland
Interesting that Aya and ManyFaces scored the same.

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Hiroshi Yamashita
 Sent: Tuesday, March 26, 2013 4:28 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] A Regression test set for exploring some
 limitations of current MCTS programs in Go
 
 Hi Aja,
 
 Thanks for posting this result.
 It seems seki is easy for MC. But semeai and Life and Death are  big
 problem. Almost all programs don't understand except Zen.
  Zen's result is awesome. I think it is a reason Zen is 5d or 6d  and
 others are 2d or 3d.
 
 About test, this post is helpful.
 
 A Regression test set for exploring some limitations of current MCTS
 programs in Go http://www.mail-archive.com/computer-
 g...@dvandva.org/msg04954.html
 
 
 Seki128k playouts
 
 Aya 32/33  96%
 Crazy Stone 29/33  87%
 GNU Go L10  29/33  87%
 GNU Go MC   24/33  72%
 Gomorra 26/33  78%
 Many Faces  32/33  96%
 Pachi   26/33  78%
 StoneGrid   31/33  93%
 Steenvreter 33/33 100%
 Fuego   17/33  51%
 Zen 33/33 100%
 
 two_safe_groups_0.3  128k playouts  (W two groups are alive.)
 
 Aya  2/15  13%
 Gomorra  0/15   0%
 Many Faces   2/15  13%
 Pachi0/15   0%
 Steenvreter  4/15  26%
 Fuego0/15   0%
 Zen 13/15  86%
 
 
 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?
 My anti-semeai strategy is
  1. Each node searchs its first 100 playouts. Then  2. Semeai analysis
 runs.
  3. Recognize two adjacent groups that has similer living percentage,
  like 25% and 28%.
  4. Count their true liberties. If one has 2 libs and one eye, 1 share
  lib, 5 nakade in the corner include 2 dead stones, etc...
  5. In playout, if one reduces his own true libs, undo and play killing
  another group move.
 
 Regards,
 Hiroshi Yamashita
 
 
 - Original Message -
 From: Aja Huang ajahu...@gmail.com
 To: computer-go@dvandva.org
 Sent: Wednesday, March 20, 2013 9:39 PM
 Subject: [Computer-go] A Regression test set for exploring some
 limitations of current MCTS programs in Go
 
 
  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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[Computer-go] UEC Cup Crazystone vs Ishida Game

2013-03-20 Thread David Fotland
I recorded this myself (and the Zen game), so any errors are mine.

David


ishida-crazystone.sgf
Description: Binary data
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Re: [Computer-go] Some CrazyAnalysis of Zen game

2013-03-20 Thread David Fotland
All mcts programs have trouble with the positions near the end.  The group
in the center has miai for two eyes.  Same for the group at the top.  The
upper left side group has one big eye shape.  For all three groups the
playouts sometimes kill them.  The black stones are pretty solid, so the
playouts let them survivie.  SO even at the end, zen has 50% win rate, MFGO
has 60%, and pache has 70% win rate for blasck.

The CS game doesn’t have this problem.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Mark Boon
 Sent: Wednesday, March 20, 2013 12:50 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Some CrazyAnalysis of Zen game
 
 On Wed, Mar 20, 2013 at 9:14 AM, Ingo Althöfer 3-hirn-ver...@gmx.de
 wrote:
  Question to stronger go players: Where do you think started Zen's
  problems?
 
  Cheers, Ingo.
 
 I hardly play anymore, but I'm maybe still strong enough to comment on
 computer games :)
 
 I think trouble started by taking on the white group at the top too
 strongly, culminating in a terrible move at B 50. I think B should have
 extended at R7 instead.
 
 Next, B desperately tries to surround the center, but plays elsewhere on
 crucial moments.  B 78 should have been at N12, B 86 at M4. When B plays
 92 I don't know what to say. Anywhere else seems better, but maybe the
 game was already lost by then. When W captures at 103, the game looks
 totally over to me. Still, four handicap is a lot, so there might have
 been a small chance had B played 104 at R3 or so, but it seems unlikely.
 
 Mark
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Re: [Computer-go] UEC Cup will be broadcast on Ustream

2013-03-16 Thread David Fotland
They didn’t broadcast the preliminary.  They plan to broadcast the final, 
today, which starts in about 3 hours.

 

The preliminary 7 round Swiss was won by Zen:

 

Zen

Crazystone

Aya

Many Faces of Go

Pachi

Nomitan

RGO

Fuego (running on a backup machine – the big cluster had some issues)

Etc.  – 24 programs total.

 

David

 

From: computer-go-boun...@dvandva.org [mailto:computer-go-boun...@dvandva.org] 
On Behalf Of Ingo Althöfer
Sent: Saturday, March 16, 2013 12:15 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] UEC Cup will be broadcast on Ustream

 

Can someone please post the sgf of the games (or a link) here

in the mailing list?

 

Thanks in advance, Ingo.

 

 

Gesendet: Mittwoch, 13. März 2013 um 22:24 Uhr
Von: Hideki Kato hideki_ka...@ybb.ne.jp
An: computer...@computer-go.org
Betreff: [Computer-go] UEC Cup will be broadcast on Ustream 

Dear readers,

The 6th UEC Cup (http://jsb.cs.uec.ac.jp/~igo/eng/index.html) will be 
broadcast on Ustream 
(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)

What will be broadcast are semi-final, final and exhibition match, and 
will start at 13:00, 17th March JST (UTC+0900).

The exhibition will be the winner of the tournament vs. a strong 
Japanese amateur player (ex-trainee of Nihon-kiin) with no (!) handicap.

Hideki
-- 
Hideki Kato mailto:hideki_ka...@ybb.ne.jp
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Re: [Computer-go] Anomalies in MCTS

2013-02-04 Thread David Fotland
Many Faces of Go gets this one right (my current unreleased engine, not the
12.022 download).  It requires some seki knowledge in the playouts.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Monday, February 04, 2013 5:38 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Anomalies in MCTS
 
 Hi Cameron, hi Jonas,
 
 thanks for your feedback.
 
  You might try some of the RAVE counter-examples, such as the following
  position from Martin Mueller (White to move):
  http://www.cameronius.com/research/go-rave-blunder-1.pdf
 
  It's a seki position in which FUEGO chooses the correct move B2
  without RAVE, but the incorrect move D9 with RAVE enabled.
 
 I translated this position in sgf. Programmers can find it at
 www.althofer.de/mueller-rave-blunder-1.sgf
 and may try with their bots.
 
 Regards, Ingo.
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Re: [Computer-go] Progressive Bias, progressive widening

2013-01-20 Thread David Fotland
Will you publish or share your progressive widening implementation?

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of ds
 Sent: Sunday, January 20, 2013 7:51 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] Progressive Bias, progressive widening
 
 Hi,
 
 I know, this topic was in the list a while ago. My problem is, as in all
 science, nobody publishes negative results:)
 
 Oakfoam uses both, progressive bias and progressive widening. My
 understanding is, this is state of the art in many mc bots, at least the
 theses I read used both.
 
 Both is working well in oakfoam. Now I turned off progressive widening
 and tuned progressive bias carefully (good scaling of the bias and
 improved decay functions). I got the same playing strength as with both
 (bias and widening) before on 9x9 against gnugo, but I can not improve
 anymore with progressive widening turned on again.
 
 My interpretation is: Progressive bias is the superior concept, but it
 is easier to use progressive widening.
 Progressive widening is not sensitive to the ratio of the pre knowledge
 value of two moves, only the better move must be unpruned first, but
 progressive bias is sensitive to the ratio between the pre knowledge
 values.
 
 It may be even more difficult to improve the progressive bias on 19x19,
 so there might be a reason to use widening, but at the moment I feel I
 should try without?
 
 Am I wrong?
 
 Detlef
 
 
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Re: [Computer-go] Handicap 29 prize

2013-01-18 Thread David Fotland
I just put it back up.  It crashes sometimes, so if it's not there, send me
an email and I'll restart it.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Mark Goldfain
Sent: Friday, January 18, 2013 10:32 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Handicap 29 prize

 

Ingo and David --

Very nice offer!  Some questions :

1.  Right now on KGS, I do not see a user active with mfgo1998 as its
name.
2.  I do not even see a user account listed on the system with that
name.
3.  Assuming that does get set up, can a person play the mfgo1998 bot
themselves, to get an idea of what they're up against?
4.  Is there any other way to get a copy of the 1998 version of Many
Faces of Go, to spar against on my own PC, for example.  Or would that be
against the rules?

Thanks!
-- Mark Goldfain

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Re: [Computer-go] Reminder: Handicap 29 Prize

2013-01-16 Thread David Fotland
If anyone wants to practice (with Ingo's permission), I can put the version
up on KGS if you email me.

David (fotl...@smart-games.com)

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Wednesday, January 16, 2013 4:03 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] Reminder: Handicap 29 Prize
 
 Reminder:
 My 1,000 Euro prize for beating the old Many Faces of Go at handicap 29
 is still open (and runs until 2020).
 
 http://www.althofer.de/handicap-29-prize.html
 
 Ingo.
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Re: [Computer-go] Hardware advice

2013-01-11 Thread David Fotland
I like AWS.  16 cores for $3 per hour is pretty good.  That's as many as you
get with shared memory though.  To go higher you would need your program to
scale with a network.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Erik van der Werf
 Sent: Friday, January 11, 2013 1:44 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Hardware advice
 
 Personally I'd go for the 6344, or perhaps the 6238, but in general I
 agree; comparable Intel systems are ridiculously over-priced.
 
 Erik
 
 
 On Fri, Jan 11, 2013 at 9:07 PM, Rémi Coulom remi.cou...@free.fr
 wrote:
  Hi,
 
  We are considering investing into some high-end tournament hardware
 for Crazy Stone. It has to be a single machine.
 
  Right now, I am considering a server such as this one:
  http://www.thinkmate.com/System/RAX_QS5-4410
  With 4 x Sixteen-Core AMD Opteron™ Model 6386 SE (2.8 GHz)
 
  It seems that Intel alternatives with a similar price are much less
 powerful. Is there anything I am missing?
 
  I checked that the clock efficiency of our Intel server is 1.4 better
 than our AMD bulldozer. I expect that hyperthreading does not help very
 much because of scalability problems, but I am not so sure.
 
  Any recommendation would be welcome.
 
  Thanks,
 
  Rémi
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Re: [Computer-go] GPU Go engine (re-sent with fixed quotes!!!)

2013-01-08 Thread David Fotland


 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Petr Baudis
 Sent: Tuesday, January 08, 2013 8:48 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] GPU Go engine (re-sent with fixed quotes!!!)
 
   Hi!
 
 On Tue, Jan 08, 2013 at 04:34:15PM +0400, Alexander Kozlovsky wrote:
  Is it possible to completely ignore superko during playouts and detect
  it during UTC tree descent only, or maybe, detect only relatively
  short superko cycles during playouts?
  I think that probability of long superko cycle are very small and
  statistically its effect during long series of random playout will be
  insignificant.

Many faces only checks for simple ko in the playouts, and superko in the
tree.

 
   Short superko cycles might be enough, but this will need careful
 debugging. (Hidden) superkos may matter surprisingly often in endgame
 positions, at least on 9x9 in such a way that guarding against superko
 in some way is essential for good performance.
 
 2) What is a typical data size of structures used in modern   
  Monte-Carlo Go engines?
 - size of UCT tree node;
   
  You will need at least UCT and RAVE values (#of playouts
and value or #of wins), move coordinates and say another   extra
  byte for some flags, per child, and pointer to its   children list.
 
  I have a plan to completely avoid pointers to child nodes.
  Maybe I don't fully understand something, but if each UCT tree node
  have unique Zobrist hash and all nodes reside in gigantic hash table,
  then address of hash table bucket with specific child node can be
  calculated on the fly by calculating Zobrist hash of child position
  from parent Zobrist hash. So, it is enough for each node to keep
  relatively small header of node-specific information and array of
  UTCValues of chid positions,

Many Faces does this (hash table only, no tree).  I think also Aya.

 
   This is usually called transposition tables. It has its pros and cons;
 you will save on child pointers and allow merging transposed positions,
 but you will get all the hash table worries, mainly fixed capacity.
 There's no clear answer here which is better, I think. But you must have
 good entropy in your hashes as full collisions are catastrophic.
 
  where index in the array corresponds to coordinates on the board.
 
   This seems somewhat wasteful, though; by middlegame, you will have a
 significant overhead, and you will want to have a way to skip unused
 positions during iteration, which will mean some more overhead.
 
  So, I think is is possible to keep size of UTC node less then 1KB for
  19x19 board assuming each UTC value in array of child UTC values fit
  in 2 bytes (I don't sure is 2 bytes is enough for UTC value, but why
  not).

Many Faces is about 5 KB per node.  You need to count wins and losses, and
rave wins and rave losses at least.  I prefer to keep integer counts rather
than floating point win rates, to avoid accumulated rounding error.

 
   With longer thinking times, even single precision floats aren't
 enough. Careful here, typically many tree branches may have very similar
 values.
 
  This assume some calculations during tree descent, but I think it is
  not critical, because I think most processor time will be spend not in
  tree descent, but in random playouts.

Most time is spent in move generation, since the heavy playouts are very
nonuniform, and the tree has a prior per move.

 
   I find that surprising amount of CPU time is spent in the tree descent
 (due to cache misses and mathematic operations) in Pachi, but with
 efficient representation and superscalar evaluation you should be able
 to push this down.
 
  Also, I want to do not
  not one, but several playouts after each tree descent (I do not know
  whether this is a common practice), so tree walking time seems even
  more minor compared to playouts.

Not common practice, since it is not a good use of CPU resources.

 
   This (or rather a variant of this) is sometimes called leaf
 parallelisation. It's not been found to work well so far, but I
 encourage you to do your own experiments.
 
  I want to store Zobrist hash values not in 6 KB of shared memory used
  for playout, but in 64 KB of GPU constant memory, which have 8 KB
  cache per SM and to me looks very suitable for Zobrist hash storage,
  because it seems optimized for both of
 
   Huh. Isn't the constant memory space shared with the shared memory?
 (Or worse, offloaded at will to main memory.)
 
  By the way, I have read several time already about keeping edges in
  array together with positions to avoid analyze of position index to
  determine is it lie near board, but I just don't understand this. Is
  it really so slow to check if position lie near board? As it seems to
  me, many board representation (such as bit masks) imply much more
  performance hit comparing to edge check. At the least, I can have a
  small shared lookup 

Re: [Computer-go] TAAI details?

2012-11-21 Thread David Fotland
Many Faces was running on a 16 core Xeon (AWS Cluster Compute 8x extra
large), using 16 threads, 48 GB of memory.  It started well in both handicap
games, then fell apart in the endgame.  In the main 19x19 tournament,
ManyFaces beat Zen once.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Tuesday, November 20, 2012 10:43 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] TAAI details?
 
 Hello,
 during the TAAI 2012 conference several exhibition games between pro
 players and top bots were played.
 
 Here seem to be the sgf of the games on 19x19:
 
 Zen - two games won with handicap 4 (against 9p Chun-Hsun Chou)
 http://www.gokgs.com/gameArchives.jsp?user=taai1
 Perhaps Zen should get some shot with handicap 3 in next year.
 
 ManyFaces - one game lost with handicap 4 and one lost with handicap 5
 http://www.gokgs.com/gameArchives.jsp?user=taai2
 
 Aya - one game lost with handicap 4, one game one (on time) with
 handicap 5
 http://www.gokgs.com/gameArchives.jsp?user=taai3
 
 Can the programmers please give some detail information?
 Thanks in advance, Ingo.
 
 PS-1. It seems that the time setting (45 min sudden death) can lead to
 desasters ... Perhaps for future events some (mini) byoyomi might be a
 good solution.
 
 PS-2. Nick Wedds list also shows some forthcoming events.
 http://www.computer-go.info/h-c/index.html
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Re: [Computer-go] Develop a client for KGS?

2012-11-08 Thread David Fotland
KGS does not allow client development.  The protocol is proprietary.  KGS
already has a fine, working web client, so there is no need for another one.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Don Dailey
Sent: Thursday, November 08, 2012 5:09 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Develop a client for KGS?

 

I thought KGS had their own proprietary protocol?

 

GTP is the protocol for communicating with a Go engine,  but not KGS as far
as I know.   KGS supports many features so if they used that protocol it
would have to be significantly extended.  

 

Don



On Thu, Nov 8, 2012 at 5:01 AM, Lukas van de Wiel
lukas.drinkt.t...@gmail.com wrote:

Hi Henry,

you are probably interested in reading about the GTP.
It is the protocol used to connect to KGS and it is well documented here:
http://www.lysator.liu.se/~gunnar/gtp/

A lot of work already done with it can freely be downloaded and viewed

Good luck with programming the client!

Lukas

On Thu, Nov 8, 2012 at 10:49 AM, Henry Hu henryhu...@gmail.com wrote:
 Hi folks,

 I'm planning to develop a web client for KGS. Surely it is necessary
 to connect to it firstly. Searching online, it seems lack of info
 related. How can my client connect to KGS and communicate with it. Are
 there any tools or introduction available for it?

 Thanks in advance.

 Regards,
 Henry
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Re: [Computer-go] An unusual seki

2012-08-18 Thread David Fotland
At 305 Many Faces plays T9 with 96% win rate.  The old traditional Many
Faces of Go engine statically recognizes this seki, and the MCTS playouts
understand it.

 

david

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Ken Friedenbach
Sent: Wednesday, August 15, 2012 8:45 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] An unusual seki

 

For Black, the losing move was  305: B T7. Black at T9 would give atari on 4
stones and break the seki in Black's favor. But after T7, Black is short of
liberties, and Seki is the best that can be achieved.

 

(Bad move counting after Pass occurs. The count at top is only non-pass
moves, I guess...)

 

On Aug 15, 2012, at 10:22 AM, David Ongaro wrote:





Am 15.08.2012 um 18:35 schrieb Michael Williams:





First time using this.  Not sure how long the link will live.

http://eidogo.com/#sk815dh

Go to the end of the game.  It unfortunate that it is so small, ugly
and that you can't link directly to a certain move.  It seems we are
in need of a good web SGF viewer.

 

Hm, it seems to me that http://eidogo.com/#sk815dh:0,404 works fine as a
direct link.

 

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Ken Friedenbach



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Re: [Computer-go] Kas Cup - results and prizes

2012-08-14 Thread David Fotland
Just curious...  I understand how you update the counters lock-free, but
surely you must have a lock to protect adding a new node to the tree?  Do
this impact scaling at some point?  Are there any other infrequent locks
like this?

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Petr Baudis
 Sent: Friday, August 10, 2012 12:47 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Kas Cup - results and prizes
 
 On Fri, Aug 10, 2012 at 09:26:31AM -0700, David Fotland wrote:
  Because my current approach seems to work just as well (or maybe
  better), and I haven't had time to code up a shared try and tune it up
  to validate that assumption.  Chaslot's paper indicates perhaps that
  not having a shared tree is stronger.  My guess is that they are about
  the same, so it's not worth the effort to change.
 
 In Pachi, having a shared tree makes all the difference when scaling up
 to more threads. See the graph (really awful one, sorry, it's old!) at
 
   http://pachi.or.cz/root-vs-shared.png
 
 If you have some information sharing near the root, I imagine it might
 be similar to Pachi's distributed engine performance (or just slightly
 better). But that is still far behind in scaling compared to the shared
 tree in our experience.
 
 P.S.: There are two important things, virtual loss (not necessarily 1
 simulation but possibly more) and mainly lockless updates. The latter
 also means that sane code should be really easy to modify to use single
 shared tree instead of multiple trees.
 
   Petr Pasky Baudis
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Re: [Computer-go] Kas Cup - results and prizes

2012-08-12 Thread David Fotland
I've been using this abort early to save time idea almost since the
beginning.  It works fine with root parallelization.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Mark Boon
 Sent: Sunday, August 12, 2012 9:07 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Kas Cup - results and prizes
 
 Interesting, I'd have thought it would matter quite bit, especially with
 higher numbers of threads.
 
 One thing I found (quite a few years back now already) is that you can
 optimize a lot by doing the following: when one node has so many more
 wins than the second best that it can't be overtaken even if the second
 best wins all of the remaining playouts, abort thinking. With a couple
 of extensions to this general idea (aborting not just when it's
 impossible, just very unlikely to be overtaken) I found that a player
 that does 64K lightweight simulations using this method spends the same
 time and plays the same level as one that does a fixed 32K simulations.
 Roughly. The higher the number of simulations, the bigger the savings.
 
 This type of optimization must be much harder with root-level
 parallelization, so you'd have to factor that in when comparing methods.
 
 Mark
 
 On Aug 10, 2012, at 9:55 PM, David Fotland fotl...@smart-games.com
 wrote:
 
  Not much memory overhead.  If you look at your tree you will find that
  most nodes are only visited one or two times.  There is a lot of noise
  in the fringes of the tree, so there are few duplicates.  This also
  means that not sharing most of the tree has no impact on strength.
 
  David
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Michael Williams
  Sent: Friday, August 10, 2012 9:42 AM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Kas Cup - results and prizes
 
  I imagine you can get around the lack of implicit information sharing
  that you get with a shared tree by explicitly sharing information
  near the root.
 
  But doesn't having separate trees mean a large memory overhead due to
  duplicate nodes?
 
 
  On Fri, Aug 10, 2012 at 9:26 AM, David Fotland
  fotl...@smart-games.com
  wrote:
  Because my current approach seems to work just as well (or maybe
  better), and I haven't had time to code up a shared try and tune it
  up to validate that assumption.  Chaslot's paper indicates perhaps
  that not having a shared tree is stronger.  My guess is that they
  are about the same, so it's not worth the effort to change.
 
  david
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Michael Williams
  Sent: Friday, August 10, 2012 12:06 AM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Kas Cup - results and prizes
 
  Why don't you use a shared tree?
 
 
  On Thu, Aug 9, 2012 at 11:49 PM, David Fotland
  fotl...@smart-games.com
  wrote:
  On an i7-2600 Many Faces does 11.4K pps with 4 threads, and 18.7k
  with
  8 threads, a 64% increase, so the 2600 scales a little better than
  the 3770, but the 3770 is still a litte bit faster.
 
 
 
  david
 
 
 
  From: computer-go-boun...@dvandva.org
  [mailto:computer-go-boun...@dvandva.org] On Behalf Of Erik van der
  Werf
  Sent: Thursday, August 09, 2012 4:41 AM
 
 
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Kas Cup - results and prizes
 
 
 
  I don't have an i7-2600, but I could run oakfoam on the 3930. I
  just downloaded it and it does compile. If you give me a list of
  gtp commands to run the benchmark, then I will send you the output
  back.
 
 
 
  Erik
 
 
 
  On Thu, Aug 9, 2012 at 12:38 PM, ds d...@physik.de wrote:
 
  This is very interesting,
 
  I have not more than 10% with oakfoam on i7-2600K. Would be
  interesting if it is the processor or if you e.g. access more
  often memory instead of cache due to your code...
 
  Do you have the chance to run your program on a i7-2600? or do you
  have to much time and try
  https://bitbucket.org/francoisvn/oakfoam/wiki/Home
  on your i7-3930. If so, I would be very much interested in the
  number you get in the beginning of a 19x19 game without book:)
 
 
  Detlef
 
  Am Donnerstag, den 09.08.2012, 12:16 +0200 schrieb Erik van der
  Werf:
 
  On Thu, Aug 9, 2012 at 11:14 AM, Petr Baudis pa...@ucw.cz
 wrote:
 On Wed, Aug 08, 2012 at 09:08:47PM +0200, ds wrote:
  Hyperthreading does the trick, I have the experience it
 increases the
  performance by about 10%. I think this is due to waiting
  for
 RAM I/O or
  things like that
 
 
 Yes. With hyperthreading, performance per thread goes down
 significantly, but total performance goes up by about 15%.
  In
 the
 Pentium 4 era, hyperthreading did not usually pay off, but
 with i7,
 its performance is much better. The basic idea

Re: [Computer-go] Kas Cup - results and prizes

2012-08-11 Thread David Fotland
I'm happy with MFGO's scaling.  I'm running a scaling test now, 4 threads vs
8 threads, fixed 32K total playouts per move, 19x19, no pondering.  Ideally
the win rate should be 50%, since the total playouts are the same.  Has
anyone tried this kind of scaling experiment, and is willing to share
results?

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Petr Baudis
 Sent: Friday, August 10, 2012 12:47 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Kas Cup - results and prizes
 
 On Fri, Aug 10, 2012 at 09:26:31AM -0700, David Fotland wrote:
  Because my current approach seems to work just as well (or maybe
  better), and I haven't had time to code up a shared try and tune it up
  to validate that assumption.  Chaslot's paper indicates perhaps that
  not having a shared tree is stronger.  My guess is that they are about
  the same, so it's not worth the effort to change.
 
 In Pachi, having a shared tree makes all the difference when scaling up
 to more threads. See the graph (really awful one, sorry, it's old!) at
 
   http://pachi.or.cz/root-vs-shared.png
 
 If you have some information sharing near the root, I imagine it might
 be similar to Pachi's distributed engine performance (or just slightly
 better). But that is still far behind in scaling compared to the shared
 tree in our experience.
 
 P.S.: There are two important things, virtual loss (not necessarily 1
 simulation but possibly more) and mainly lockless updates. The latter
 also means that sane code should be really easy to modify to use single
 shared tree instead of multiple trees.
 
   Petr Pasky Baudis
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Re: [Computer-go] Kas Cup - results and prizes

2012-08-11 Thread David Fotland
Yes, root parallelization with some sharing.
http://www.personeel.unimaas.nl/G-Chaslot/papers/parallelMCTS.pdf said it
was good and I tried it and it works well.

Hardware is really important.  But so are really smart playouts.  The slower
I make my playouts the stronger the program gets.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Peter Drake
 Sent: Friday, August 10, 2012 10:45 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Kas Cup - results and prizes
 
 On Thu, Aug 9, 2012 at 11:42 PM, David Fotland fotl...@smart-games.com
 wrote:
 
  Or it might be an artifact of the way I do search, since I think I
  might be the only engine that doesn't use a single shared tree, and
  the old Many Faces of Go engine is single threaded.
 
 If not a single shared tree, what are you doing? Root parallelism?
 
 I've been wondering why other programs are pulling ahead of Orego, and
 now I'm starting to suspect the answer may be (in part) hardware.
 
 --
 Peter Drake
 https://sites.google.com/a/lclark.edu/drake/
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Re: [Computer-go] Kas Cup - results and prizes

2012-08-11 Thread David Fotland
Not much memory overhead.  If you look at your tree you will find that most
nodes are only visited one or two times.  There is a lot of noise in the
fringes of the tree, so there are few duplicates.  This also means that not
sharing most of the tree has no impact on strength.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Michael Williams
 Sent: Friday, August 10, 2012 9:42 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Kas Cup - results and prizes
 
 I imagine you can get around the lack of implicit information sharing
 that you get with a shared tree by explicitly sharing information near
 the root.
 
 But doesn't having separate trees mean a large memory overhead due to
 duplicate nodes?
 
 
 On Fri, Aug 10, 2012 at 9:26 AM, David Fotland fotl...@smart-games.com
 wrote:
  Because my current approach seems to work just as well (or maybe
  better), and I haven't had time to code up a shared try and tune it up
  to validate that assumption.  Chaslot's paper indicates perhaps that
  not having a shared tree is stronger.  My guess is that they are about
  the same, so it's not worth the effort to change.
 
  david
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Michael Williams
  Sent: Friday, August 10, 2012 12:06 AM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Kas Cup - results and prizes
 
  Why don't you use a shared tree?
 
 
  On Thu, Aug 9, 2012 at 11:49 PM, David Fotland
  fotl...@smart-games.com
  wrote:
   On an i7-2600 Many Faces does 11.4K pps with 4 threads, and 18.7k
   with
   8 threads, a 64% increase, so the 2600 scales a little better than
   the 3770, but the 3770 is still a litte bit faster.
  
  
  
   david
  
  
  
   From: computer-go-boun...@dvandva.org
   [mailto:computer-go-boun...@dvandva.org] On Behalf Of Erik van der
   Werf
   Sent: Thursday, August 09, 2012 4:41 AM
  
  
   To: computer-go@dvandva.org
   Subject: Re: [Computer-go] Kas Cup - results and prizes
  
  
  
   I don't have an i7-2600, but I could run oakfoam on the 3930. I
   just downloaded it and it does compile. If you give me a list of
   gtp commands to run the benchmark, then I will send you the output
 back.
  
  
  
   Erik
  
  
  
   On Thu, Aug 9, 2012 at 12:38 PM, ds d...@physik.de wrote:
  
   This is very interesting,
  
   I have not more than 10% with oakfoam on i7-2600K. Would be
   interesting if it is the processor or if you e.g. access more often
   memory instead of cache due to your code...
  
   Do you have the chance to run your program on a i7-2600? or do you
   have to much time and try
   https://bitbucket.org/francoisvn/oakfoam/wiki/Home
   on your i7-3930. If so, I would be very much interested in the
   number you get in the beginning of a 19x19 game without book:)
  
  
   Detlef
  
   Am Donnerstag, den 09.08.2012, 12:16 +0200 schrieb Erik van der
 Werf:
  
   On Thu, Aug 9, 2012 at 11:14 AM, Petr Baudis pa...@ucw.cz wrote:
   On Wed, Aug 08, 2012 at 09:08:47PM +0200, ds wrote:
Hyperthreading does the trick, I have the experience it
   increases the
performance by about 10%. I think this is due to waiting
  for
   RAM I/O or
things like that
  
  
   Yes. With hyperthreading, performance per thread goes down
   significantly, but total performance goes up by about 15%.
 In
   the
   Pentium 4 era, hyperthreading did not usually pay off, but
   with i7,
   its performance is much better. The basic idea is that
 there
   are two
   instruction pipelines that share the same ALU and other
   processor units;
   if one of the pipelines stalls (usually due to memory
 fetch),
   the other
   can use the ALU in the meantime, or the two threads may
 use
   different
   parts of the CPU altogether based on what the instructions
  do.
  
  
  
   10-15%, really, that low? For my program (on an i7-3930K, going
   from
   6 to 12 threads) it is more in the order of 40% extra simulations
   per second.
  
  
   Erik
  
  
  
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Re: [Computer-go] Kas Cup - results and prizes

2012-08-10 Thread David Fotland
On my core i7-3770, 4 threads is 12.5K playouts/sec (19x19, average of first
four moves by white), and 8 threads is 19.8K, a 58% increase.  This is much
higher than I expected.  It seems Intel has improved hyperthreading since
the last time I tried it.  Or it might be an artifact of the way I do
search, since I think I might be the only engine that doesn't use a single
shared tree, and the old Many Faces of Go engine is single threaded.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Petr Baudis
 Sent: Thursday, August 09, 2012 6:23 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Kas Cup - results and prizes
 
 On Thu, Aug 09, 2012 at 08:09:55PM +0900, Hideki Kato wrote:
  Erik van der Werf: CAKkgGrM83_HsQ5Z2HJupkj=gDeh3+4GM-
 jmlvevtjroufqn...@mail.gmail.com:
  10-15%, really, that low? For my program (on an i7-3930K, going from
  6 to
  12 threads) it is more in the order of 40% extra simulations per
 second.
 
  In general that number highly depends on the code, architecture of the
  processor (Intel's are usually better than AMD's), memory speed, cache
  size, use of ALUs, etc.  For Zen, the number is also about 40% on both
  an i7 3930K (6 to 12 threads) and an i7 920 (4 to 8 threads).
 
 For Zen, I'm not surprised, since I assume that in simulations, you are
 matching some larger patterns which involves a lot of time-consuming
 hash table lookups which is ideal for hyperthreading. Not sure about
 stv. I think it matters a lot on whether you are matching patterns by
 explicit test code snippets or by a hash table.
 
 I measured the hyperthreading effect about 2 years ago with a lot older
 Pachi version. I think today, the hyperthreading effect would also be
 higher, but I cannot test it right now.
 
  Pasky, modern processors are much more complicated :).  There are more
  than two sets of general registers, which are used not only for
  hyperthreading but also register renaming, for example.
 
 Sure, I just tried to sketch a rough explanation. I did not know that
 hyperthreading could reduce opportunity for register renaming, though.
 
   Petr Pasky Baudis
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Re: [Computer-go] Kas Cup - results and prizes

2012-08-10 Thread David Fotland
On an i7-2600 Many Faces does 11.4K pps with 4 threads, and 18.7k with 8
threads, a 64% increase, so the 2600 scales a little better than the 3770,
but the 3770 is still a litte bit faster.

 

david

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Erik van der Werf
Sent: Thursday, August 09, 2012 4:41 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Kas Cup - results and prizes

 

I don't have an i7-2600, but I could run oakfoam on the 3930. I just
downloaded it and it does compile. If you give me a list of gtp commands to
run the benchmark, then I will send you the output back.

 

Erik

 

On Thu, Aug 9, 2012 at 12:38 PM, ds d...@physik.de wrote:

This is very interesting,

I have not more than 10% with oakfoam on i7-2600K. Would be interesting
if it is the processor or if you e.g. access more often memory instead
of cache due to your code...

Do you have the chance to run your program on a i7-2600? or do you have
to much time and try https://bitbucket.org/francoisvn/oakfoam/wiki/Home
on your i7-3930. If so, I would be very much interested in the number
you get in the beginning of a 19x19 game without book:)


Detlef

Am Donnerstag, den 09.08.2012, 12:16 +0200 schrieb Erik van der Werf:

 On Thu, Aug 9, 2012 at 11:14 AM, Petr Baudis pa...@ucw.cz wrote:
 On Wed, Aug 08, 2012 at 09:08:47PM +0200, ds wrote:
  Hyperthreading does the trick, I have the experience it
 increases the
  performance by about 10%. I think this is due to waiting for
 RAM I/O or
  things like that


 Yes. With hyperthreading, performance per thread goes down
 significantly, but total performance goes up by about 15%. In
 the
 Pentium 4 era, hyperthreading did not usually pay off, but
 with i7,
 its performance is much better. The basic idea is that there
 are two
 instruction pipelines that share the same ALU and other
 processor units;
 if one of the pipelines stalls (usually due to memory fetch),
 the other
 can use the ALU in the meantime, or the two threads may use
 different
 parts of the CPU altogether based on what the instructions do.



 10-15%, really, that low? For my program (on an i7-3930K, going from 6
 to 12 threads) it is more in the order of 40% extra simulations per
 second.


 Erik



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Re: [Computer-go] Kaœ Cup - results and prizes

2012-08-10 Thread David Fotland
It is far less hardware to add a thread than to add a whole extra core.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Richard Lorentz
 Sent: Wednesday, August 08, 2012 10:22 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Kaœ Cup - results and prizes
 
 This surprises me. Isn't it inefficient to have one core run multiple-
 threads? Can you explain why you did it this way to a hardware
 challenged person like me. Thanks.
 
 On 08/07/2012 03:35 AM, Petr Baudis wrote:
 
  Program authors / operators, please state in this thread the hardware
 used.
  Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz. It seems it is
  auto-overlocked to 3.7GHz. Four cores, eight threads.
 
 
 
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Re: [Computer-go] Kas Cup - results and prizes

2012-08-10 Thread David Fotland
Because my current approach seems to work just as well (or maybe better),
and I haven't had time to code up a shared try and tune it up to validate
that assumption.  Chaslot's paper indicates perhaps that not having a shared
tree is stronger.  My guess is that they are about the same, so it's not
worth the effort to change.

david

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Michael Williams
 Sent: Friday, August 10, 2012 12:06 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Kas Cup - results and prizes
 
 Why don't you use a shared tree?
 
 
 On Thu, Aug 9, 2012 at 11:49 PM, David Fotland fotl...@smart-games.com
 wrote:
  On an i7-2600 Many Faces does 11.4K pps with 4 threads, and 18.7k with
  8 threads, a 64% increase, so the 2600 scales a little better than the
  3770, but the 3770 is still a litte bit faster.
 
 
 
  david
 
 
 
  From: computer-go-boun...@dvandva.org
  [mailto:computer-go-boun...@dvandva.org] On Behalf Of Erik van der
  Werf
  Sent: Thursday, August 09, 2012 4:41 AM
 
 
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Kas Cup - results and prizes
 
 
 
  I don't have an i7-2600, but I could run oakfoam on the 3930. I just
  downloaded it and it does compile. If you give me a list of gtp
  commands to run the benchmark, then I will send you the output back.
 
 
 
  Erik
 
 
 
  On Thu, Aug 9, 2012 at 12:38 PM, ds d...@physik.de wrote:
 
  This is very interesting,
 
  I have not more than 10% with oakfoam on i7-2600K. Would be
  interesting if it is the processor or if you e.g. access more often
  memory instead of cache due to your code...
 
  Do you have the chance to run your program on a i7-2600? or do you
  have to much time and try
  https://bitbucket.org/francoisvn/oakfoam/wiki/Home
  on your i7-3930. If so, I would be very much interested in the number
  you get in the beginning of a 19x19 game without book:)
 
 
  Detlef
 
  Am Donnerstag, den 09.08.2012, 12:16 +0200 schrieb Erik van der Werf:
 
  On Thu, Aug 9, 2012 at 11:14 AM, Petr Baudis pa...@ucw.cz wrote:
  On Wed, Aug 08, 2012 at 09:08:47PM +0200, ds wrote:
   Hyperthreading does the trick, I have the experience it
  increases the
   performance by about 10%. I think this is due to waiting
 for
  RAM I/O or
   things like that
 
 
  Yes. With hyperthreading, performance per thread goes down
  significantly, but total performance goes up by about 15%. In
  the
  Pentium 4 era, hyperthreading did not usually pay off, but
  with i7,
  its performance is much better. The basic idea is that there
  are two
  instruction pipelines that share the same ALU and other
  processor units;
  if one of the pipelines stalls (usually due to memory fetch),
  the other
  can use the ALU in the meantime, or the two threads may use
  different
  parts of the CPU altogether based on what the instructions
 do.
 
 
 
  10-15%, really, that low? For my program (on an i7-3930K, going from
  6 to 12 threads) it is more in the order of 40% extra simulations per
  second.
 
 
  Erik
 
 
 
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Re: [Computer-go] Kaœ Cup - results and prizes

2012-08-06 Thread David Fotland
Thank you for an interesting tournament.

ManyFaces was running on an Amazon m2.4xlarge, a Xeon x5550 2.67 GHz.  My tests 
show this to be the same speed as my core i7-3770, but the EC2 has much more 
memory installed.  I worked on a no-resign preserve score version, but didn’t 
finish it in time, so I entered the same program as last month's KGS 
tournament.  It has dynamic komi, but only to preserve extra points up to 20 
points when it is winning.  It resigns when the win rate is 5% or less and the 
score estimate is sufficiently negative and no large threats are available.

You can use paypal to send money to fotl...@smart-games.com

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Lukasz Lew
 Sent: Monday, August 06, 2012 5:09 PM
 To: computer-go@dvandva.org
 Subject: [Computer-go] Kaś Cup - results and prizes
 
 Kaś Cup has finished with only one game ending with scoring.non-resign.
 Here are the results:
 
 Round 1.
   Aya : Zen -50 : 50
   Many Faces : Pachi 2.5 : -2.5
 
 Round 2.
   Zen : Many Faces 50 : -50
   Aya : Pachi 50 : -50
 
 Round 3.
   Zen : Pachi 50 : -50
   Aya : Many Faces 50 : -50
 
 
 Total scores:
   Zen 150 100$
   Aya 50  60$
   Many Faces -97.5 40$
   Pachi -102.5
 
 Prizes
   Zen 100$
   Aya  60$
   Many Faces 40$
 
 
 
 Notably at least one game (Round 2 Aya : Pachi) ended with premature
 resignation at final position.
 
 Program authors / operators, please state in this thread the hardware
 used.
 If you wish, tell us whether and how you modified your programs.
 
 Winners, please write me how can I award you the prizes. (PayPal?)
 
 Congratulations to the winners!
 Łukasz
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Re: [Computer-go] Kas Cup

2012-07-12 Thread David Fotland
I misread the prize pool.  Thought it was $1,000 :)

Should be fun.  Count me in.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Lukasz Lew
 Sent: Wednesday, July 11, 2012 9:43 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Kas Cup
 
 On Wed, Jul 11, 2012 at 6:08 PM, David Fotland fotland@smart-
 games.com wrote:
  I didn t get this post either.
 
  There needs to be a way to score a resign, perhaps give 50 points to
 the winner.  MCTS bots that resign when they are only a few points
 behind will skew the results in a random way.  It might be better to
 penalize the resigner more than the gain given to the winner.
 
 Good point. Resignation will be treated as 50/-50 result. So is timeout
 and forfeit.
 
 
  With money involved, there needs to be a way to verify the number of
 cores used.  I don t know any reasonable way to do this.
 
 The money isn't huge and I don't know any author of the program that
 would attempt cheating here.
 
  I'm assuming that hyperthreading is OK, so a core i7 would count as 4
 cores, but use 8 threads.
 
 Yes.
 
 If you hesitate whether your program is worth to be modified, let me
 tell you this:
 If this tournament will be popular and considered fun / useful , I am
 considering sponsoring another edition.
 Also tunning for score is much quicker than for winning rate :)
 
 
  Regards,
 
  David
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Nick Wedd
  Sent: Wednesday, July 11, 2012 3:00 AM
  To: computer-go@dvandva.org
  Subject: [Computer-go] Kas Cup
 
  Lukasz Lew has today posted a message to this list, which I have not
  received.  I know he has posted it, I can see his posting in the
 list
  archive, at http://dvandva.org/pipermail/computer-go/2012-
  July/005168.html
  I encourage you to read it, it is an invitation to a bot tournament
  with bangneki-type scoring.
 
  This is the first time I have been aware of not receiving a message
  which has definitely been posted.  I have checked my spam bucket.
  And I have read roveg's statement that nothing about the list has
 changed.
 
  Nick
  --
  Nick Wedd
  n...@maproom.co.uk
 
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 --
 Lukasz
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Re: [Computer-go] Kas Cup

2012-07-11 Thread David Fotland
I didn’t get this post either.

There needs to be a way to score a resign, perhaps give 50 points to the 
winner.  MCTS bots that resign when they are only a few points behind will skew 
the results in a random way.  It might be better to penalize the resigner more 
than the gain given to the winner.

With money involved, there needs to be a way to verify the number of cores 
used.  I don’t know any reasonable way to do this.  I'm assuming that 
hyperthreading is OK, so a core i7 would count as 4 cores, but use 8 threads.

Regards,

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Nick Wedd
 Sent: Wednesday, July 11, 2012 3:00 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] Kas Cup
 
 Lukasz Lew has today posted a message to this list, which I have not
 received.  I know he has posted it, I can see his posting in the list
 archive, at http://dvandva.org/pipermail/computer-go/2012-
 July/005168.html
 I encourage you to read it, it is an invitation to a bot tournament
 with bangneki-type scoring.
 
 This is the first time I have been aware of not receiving a message
 which has definitely been posted.  I have checked my spam bucket.  And
 I have read roveg's statement that nothing about the list has changed.
 
 Nick
 --
 Nick Wedd
 n...@maproom.co.uk
 
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Re: [Computer-go] TCGA 19x19 Computer Go Tournament, error report

2012-06-30 Thread David Fotland
It looks like in rounds 10-15 every match timed out, which put the
tournament back on schedule.  These matches should not be counted in the
official totals.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Nick Wedd
 Sent: Saturday, June 30, 2012 4:19 PM
 To: computer-go@dvandva.org
 Subject: [Computer-go] TCGA 19x19 Computer Go Tournament, error report
 
 This report is about incidents in the ongoing TCGA 19x19 Computer Go
 Tournament, now running on KGS.  I am writing this for the record, so
 that the players and organisers will be aware of all the information
 that I have.
 
 These statements are made for the record.  I hope I can be regarded as
 impartial.  I am only making statements of fact anyway.
 
 __Incident 1.
 
 During round 2, I removed 'ntnu' from the tournament, at the request of
 its operator.
 
 I hoped that this would reduce the length of the tournament from 36
 rounds to a more manageable 30, which would allow it to end before the
 start of the July KGS tournament.
 However, it seems that that is not how the scheduler for a multiple-
 round-robin works.  Round 10, with eight players, has three games and
 two byes, rather than the four games that one might expect.  I assume
 that the entire schedule was drawn up in advance, and one of the two
 byes was scheduled as a game against the now-absent 'ntnu'.
 
 I do not know how to avoid a clash with the schedule of the KGS July
 bot tournament.  I am now too tired to think sensibly about it, and
 will go to bed soon.  I will leave 'guxxan' to think about it.
 
 
 __Incident 2.
 
 During round 3, 'ajahuang' saw that Fuego19, which he was operating,
 had a hopeless position against nomitan440, and proposed logging in and
 resigning for it.  If I had been more alert, I would have realised what
 was likely to happen, and told him not to;  but I said nothing.
 
 He logged in to Fuego19's account, and resigned for it.  The KGS
 tournament system observed a human using a bot's account in a bot
 tournament, regarded this as an attempt to cheat, and marked the game
 as lost by Forfeit.  Thus this round 2 game has two different
 results:  KGS sees it as lost by Fuego19 by resignation, while the KGS
 tournament system sees it as lost by Fuego19 by Forfeit.
 
 There is no significant problem so far, this outcome was what I had
 expected.
 
 However, the tournament was running behind the optimistic 25-minutes-a-
 round specified when it was set up.  So when this round 2 game ended
 (all the other round 2 games had already ended), round 3 began
 immediately.  And ajahuang was still logged in to Fuego19's account.
 So Fuego19's round 3 game (against AyaMC5) was also treated, by the
 tournament system, as lost by Fuego19, by Forfeit.  But the game
 continued to be played.
 
 When the other round 3 games were finished, round 4 started (the
 tournament system regarding the Fuego19/AyaMC5 game as already
 decided).  I realised that Fuego19 and AyaMC we still playing in their
 round 3 game and had not joined their round
 4 games, so, to free them up and let them play in round 4, I used my
 admin power to kill this game.  I believe that
 Fuego19 had been winning it at the time.  I killed it rather too
 slowly, so that when AyaMC5 joined its round 4 game against Zen19S, it
 has already lost one of its 15-second overtime periods.  I apologise to
 AyaMC5's operator for this.
 Fuego19 did not suffer loss of an overtime period, as it had a bye in
 round 4.
 
 Nick
 --
 Nick Wedd
 n...@maproom.co.uk
 
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Re: [Computer-go] TCGA 19x19 Computer Go Tournament, error report

2012-06-30 Thread David Fotland
Perhaps the best thing to do is to cancel the 19x19 and schedule it again
later?

regards,

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of David Fotland
 Sent: Saturday, June 30, 2012 6:15 PM
 To: n...@maproom.co.uk; computer-go@dvandva.org
 Subject: Re: [Computer-go] TCGA 19x19 Computer Go Tournament, error
 report
 
 It looks like in rounds 10-15 every match timed out, which put the
 tournament back on schedule.  These matches should not be counted in
 the official totals.
 
 David
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Nick Wedd
  Sent: Saturday, June 30, 2012 4:19 PM
  To: computer-go@dvandva.org
  Subject: [Computer-go] TCGA 19x19 Computer Go Tournament, error
 report
 
  This report is about incidents in the ongoing TCGA 19x19 Computer Go
  Tournament, now running on KGS.  I am writing this for the record, so
  that the players and organisers will be aware of all the information
  that I have.
 
  These statements are made for the record.  I hope I can be regarded
 as
  impartial.  I am only making statements of fact anyway.
 
  __Incident 1.
 
  During round 2, I removed 'ntnu' from the tournament, at the request
  of its operator.
 
  I hoped that this would reduce the length of the tournament from 36
  rounds to a more manageable 30, which would allow it to end before
 the
  start of the July KGS tournament.
  However, it seems that that is not how the scheduler for a multiple-
  round-robin works.  Round 10, with eight players, has three games and
  two byes, rather than the four games that one might expect.  I assume
  that the entire schedule was drawn up in advance, and one of the two
  byes was scheduled as a game against the now-absent 'ntnu'.
 
  I do not know how to avoid a clash with the schedule of the KGS July
  bot tournament.  I am now too tired to think sensibly about it, and
  will go to bed soon.  I will leave 'guxxan' to think about it.
 
 
  __Incident 2.
 
  During round 3, 'ajahuang' saw that Fuego19, which he was operating,
  had a hopeless position against nomitan440, and proposed logging in
  and resigning for it.  If I had been more alert, I would have
 realised
  what was likely to happen, and told him not to;  but I said nothing.
 
  He logged in to Fuego19's account, and resigned for it.  The KGS
  tournament system observed a human using a bot's account in a bot
  tournament, regarded this as an attempt to cheat, and marked the game
  as lost by Forfeit.  Thus this round 2 game has two different
  results:  KGS sees it as lost by Fuego19 by resignation, while the
 KGS
  tournament system sees it as lost by Fuego19 by Forfeit.
 
  There is no significant problem so far, this outcome was what I had
  expected.
 
  However, the tournament was running behind the optimistic
  25-minutes-a- round specified when it was set up.  So when this round
  2 game ended (all the other round 2 games had already ended), round 3
  began immediately.  And ajahuang was still logged in to Fuego19's
 account.
  So Fuego19's round 3 game (against AyaMC5) was also treated, by the
  tournament system, as lost by Fuego19, by Forfeit.  But the game
  continued to be played.
 
  When the other round 3 games were finished, round 4 started (the
  tournament system regarding the Fuego19/AyaMC5 game as already
  decided).  I realised that Fuego19 and AyaMC we still playing in
 their
  round 3 game and had not joined their round
  4 games, so, to free them up and let them play in round 4, I used my
  admin power to kill this game.  I believe that
  Fuego19 had been winning it at the time.  I killed it rather too
  slowly, so that when AyaMC5 joined its round 4 game against Zen19S,
 it
  has already lost one of its 15-second overtime periods.  I apologise
  to AyaMC5's operator for this.
  Fuego19 did not suffer loss of an overtime period, as it had a bye in
  round 4.
 
  Nick
  --
  Nick Wedd
  n...@maproom.co.uk
 
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Re: [Computer-go] New programmer

2012-05-27 Thread David Fotland
Correct scoring of arbitrary positions is very difficult because of the life
and death analysis required.  

You don't say if you want to score final positions from human games, or any
arbitrary positions during a game, or only positions that are finished under
CGOS or similar rules, where it is safe to assume that stones on the board
are alive.  

The last one is trivial to score.  The others are very difficult.  That's
why Monte carlo works so well, since it only tries to score trivial
positions.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Nicolas FRANCOIS
 Sent: Sunday, May 27, 2012 10:36 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] New programmer
 
 Hi.
 
 I've been studying computer go for a while now, and would like to
 experiment on some ideas. I have one (well, in fact, two) big problem
 though : I can't figure out how to write a correct scoring procedure,
 which, I think, is linked to the problem of life and death.
 
 Could you give me some advices on readings on those subjects
 (especially deciding life and death), or some examples of well written
 codes on the same subject ?
 
 Thank you.
 
 \bye
 
 --
 
 Nicolas FRANCOIS  |  /\
 http://nicolas.francois.free.fr   | |__|
 X--/\\
 We are the Micro$oft. _\_V
 Resistance is futile.
 You will be assimilated. darthvader penguin
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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 David Fotland
I used gogui-adapter too because many faces doesn't have loadsgf, but gogui
doesn't send the komi, so I had to adjust it by hand.

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Aja Huang
Sent: Wednesday, May 16, 2012 8:53 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] A Regression test set for exploring some
limitations of current MCTS programs in Go

 

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] cgos

2012-04-24 Thread David Fotland
I have some free cores on my kgs machine.  I'll put up at lease 10k and 50k
playout Many Faces on 19x19 this evening.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Don Dailey
Sent: Monday, April 23, 2012 10:53 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] cgos

 

I have always wished that we could keep a range of programs with different
strengths always playing,  but that requires computer resources. If I
was wealthy I would donate a 6 core machine solely for this purpose - but I
am not :-)

 

A single machine with a few cores could keep a few programs always on-line
ready to play.   

 

Don

 

 

 

On Mon, Apr 23, 2012 at 1:48 PM, ds d...@physik.de 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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Re: [Computer-go] cgos

2012-04-24 Thread David Fotland
I meant 2K and 10K J (per move, not per game).

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of David Fotland
Sent: Tuesday, April 24, 2012 8:57 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] cgos

 

I have some free cores on my kgs machine.  I'll put up at lease 10k and 50k
playout Many Faces on 19x19 this evening.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Don Dailey
Sent: Monday, April 23, 2012 10:53 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] cgos

 

I have always wished that we could keep a range of programs with different
strengths always playing,  but that requires computer resources. If I
was wealthy I would donate a 6 core machine solely for this purpose - but I
am not :-)

 

A single machine with a few cores could keep a few programs always on-line
ready to play.   

 

Don

 

 

 

On Mon, Apr 23, 2012 at 1:48 PM, ds d...@physik.de 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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Re: [Computer-go] April KGS bot tournament: 13x13 boards, slow

2012-04-01 Thread David Fotland
I changed the room name and it works.

ManyFaces1 still might crash or hang.  If so, please kick it, and it will
restart immediately.

David


 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Nick Wedd
 Sent: Sunday, April 01, 2012 12:14 AM
 To: Hiroshi Yamashita
 Cc: computer-go@dvandva.org
 Subject: Re: [Computer-go] April KGS bot tournament: 13x13 boards, slow
 
 On 01/04/2012 06:41, Hiroshi Yamashita wrote:
  Hi,
 
  My bot failed to login in KGS. kgsGtp says,
 
  Client cannot find room to join. Logging out.
 
  It seems Computer Go room name has changed to Confuser Go by
 April
  fool.
 
  Do I have to rewrite room name for today's KGS tournament?
 
 This may be a problem.  I shall start thinking about it - I have just
 woken up.
 
 Nick
 
  Regards,
  Hiroshi Yamashita
 
 
 
  - Original Message - From: Nick Wedd n...@maproom.co.uk
  To: computer-go@dvandva.org
  Sent: Saturday, March 31, 2012 5:31 PM
  Subject: Re: [Computer-go] April KGS bot tournament: 13x13 boards,
  slow
 
 
  Reminder: it's tomorrow.
 
  Nick
 
 
 
 
 --
 Nick Wedd
 n...@maproom.co.uk
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Re: [Computer-go] Computer go for iPhone

2012-03-23 Thread David Fotland
The free Igowin is artificially weak.  Igowin Pro supports 19x19 on iPhone.
It's not as strong as Many Faces on the PC due to memory limitations, but it
is still quite strong.  Igowin HD for the iPad is stronger.

David


 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Jason House
 Sent: Friday, March 23, 2012 6:06 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Computer go for iPhone
 
 Isn't igowin 9x9 only? When I beta tested it, the monte carlo engine
 was artificially weak in order to maintain fast response times / low
 resource usage. It was borderline too weak at 9x9 and I suspect it
 would be too weak at 19x19.
 
 I understand that the Many Faces engine can be considerably stronger
 given enough resources, but how strong is it on the iPhone?
 
 Sent from my iPhone
 
 On Mar 23, 2012, at 1:42 AM, David Fotland fotl...@smart-games.com
 wrote:
 
  The iPhone igowin apps have the Many Faces of Go engine.
 
  David
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Ray Tayek
  Sent: Thursday, March 22, 2012 6:46 PM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Computer go for iPhone
 
  At 06:14 PM 3/22/2012, you wrote:
  I'm trying to buy a go AI for my iPhone. I'm kgs 3k and am trying
 to
  figure out what my options are.
 
  i suspect that http://www.smartgo.com/ would be one of the better
  ones having been around for a while. it does not seem to play 19x18
 though.
 
  thanks
 
 
  ---
  co-chair http://ocjug.org/
 
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Re: [Computer-go] Computer go for iPhone

2012-03-23 Thread David Fotland
Smart Go Kifu is from Anders Kierulf, not me. My company is Smart Games :) 
Smart Go Kifu does not use the Many Faces engine.  He has his own engine, which 
is quite a bit weaker.  Anders invented the SGF format, and his software has 
always had exceptionally good SFG editors.

-David
 

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Jouni Valkonen
 Sent: Friday, March 23, 2012 12:43 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Computer go for iPhone
 
 
 
 To be fair in commercial issues. For Android phone, Lauri Paatero
 published new AI and good SGF-editor called Hactar. The AI is server
 based so it needs an Internet connection to play.
 
 For iPhone and iPad, top AI is R�mi's CrazyStone (called Champion Go).
 I have hard time to beat it. Champion Go is also available for Android.
 
 However David's Smart Go Kifu is probably the best SGF-editor and
 viewer for iPad and iPhone. It also comes with rather good ManyFaces
 engine, but I have not tested the iPhone version. However iPad version
 is something that I can highly recommend and as a SGF-editor and viewer
 I doubt that there is even remotely as good SGF software available for
 iOS.
 
 �Jouni
 
 Sent from my iPad
 
 On 23 Mar 2012, at 03:14, Jason House jason.james.ho...@gmail.com
 wrote:
 
  I'm trying to buy a go AI for my iPhone. I'm kgs 3k and am trying to
 figure out what my options are.  Which programs support which board
 sizes? How strong are they on those boards?
 
  A built in SGF viewer that can accept URL to load would be a nice
 bonus.
 
  Sent from my iPhone
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Re: [Computer-go] Computer go for iPhone

2012-03-22 Thread David Fotland
The iPhone igowin apps have the Many Faces of Go engine.  

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ray Tayek
 Sent: Thursday, March 22, 2012 6:46 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Computer go for iPhone
 
 At 06:14 PM 3/22/2012, you wrote:
 I'm trying to buy a go AI for my iPhone. I'm kgs 3k and am trying to
 figure out what my options are.
 
 i suspect that http://www.smartgo.com/ would be one of the better ones
 having been around for a while. it does not seem to play 19x18 though.
 
 thanks
 
 
 ---
 co-chair http://ocjug.org/
 
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Re: [Computer-go] oakfoam/Zen9 game

2012-02-14 Thread David Fotland
Thanks Nick.  I've been using 3.5.0, so I also need to update.  I see the
latest is 3.5.4.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Nick Wedd
 Sent: Tuesday, February 14, 2012 1:51 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] oakfoam/Zen9 game
 
 On 13/02/2012 10:36, Yamato wrote:
  A similar thing happened in past tournaments, and we sent the log file
  to wms that time. I guess he doesn't fix this bug yet.
 
 I have now had a reply from wms.  He wrote
 
   Both of these players were on version 3.5.0 of the GTP client. This
   is a fixed bug. If Zen9 had had version 3.5.3 or later, then it would
   not have lost.
 
 So, everyone, please download and use the latest version of kgsGtp.jar.
   It is at http://www.gokgs.com/download.jsp
 
 Nick
 --
 Nick Wedd
 n...@maproom.co.uk
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Re: [Computer-go] Handicap-29 Website is up now

2012-02-10 Thread David Fotland
The 29 stone game wasn't really a demonstration game.  

My memory is that I had just finished igowin 9x9, and Martin played through
all its levels up to professional, without losing a game.  I was surprised,
and while we were talking the subject of a 29 stone game on 19x19 came up.  

I don’t remember if I challenged him or if he said he could beat 19x19 on
that handicap.  So we made a very small bet (I don’t remember, maybe $5), on
the game and he played.  I was very confident Many Faces would win and was
really surprised when it didn't.  I don’t remember if we announced the game
before it was played.  I think we didn’t, but there were a few people
watching.

I don’t remember how the game record got out to the internet.

Martin, how do you remember it?  It was a long time ago...

regards,

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Friday, February 10, 2012 1:42 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Handicap-29 Website is up now
 
 Hello,
 
 after meditating carefully about all the constructive feedback
 on the original announcement of a handicap-29 prize, now
 the website for the prize is there:
 
 http://www.althofer.de/handicap-29-prize.html
 
 Please, let me know when you find errors or inconsistencies
 in the text.
 
 Thanks in advance,
 Ingo.
 
 
  Original-Nachricht 
  ... Now I set up a prize for the programmer
  of a bot that beats the old ManyFaces at 29 handicap stones:
  1,000 Euro for the first bot that achieves this at least three
  times in a five games match. The offer ends on December 31, 2020.
  Details will be clarified in a forthcoming website.
 
 
 
 --
 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] Handicap-29 Website is up now

2012-02-10 Thread David Fotland
mfgo1998 is set up now to put the 29 handicap stones in exactly the same place 
every time, to reproduce the conditions of Martin's game.  The random option 
will prevent it from making the same moves.

Do you want me to change it so it generates a different setup each time? 

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Friday, February 10, 2012 9:18 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Handicap-29 Website is up now
 
 Hi David,
 
  The 29 stone game wasn't really a demonstration game.
 
  My memory is that I had just finished igowin 9x9, and Martin played
  through all its levels up to professional, without losing a game...
 
  I don�t remember if I challenged him or if he said he could beat 19x19
  on that handicap.  So we made a very small bet (I don�t remember, maybe
  $5), on the game and he played.
 
 Canadian Dollars or US?
 
 Martin once told/wrote me that the bet gave him three tries and he
 managed it already in the first one.
 
 Regards, Ingo.
 --
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Re: [Computer-go] Handicap-29 Website is up now

2012-02-10 Thread David Fotland
mfgo1998 is crashing once in a while.  I can fix the crash, but then it won’t 
be the same program.  Otherwise you probably want to change the rules so that 
crashes don’t count.  Please let me know if you want me to fix the crash.  I 
wouldn't make any other changes, but the fix might make it a little stronger.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Friday, February 10, 2012 9:18 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Handicap-29 Website is up now
 
 Hi David,
 
  The 29 stone game wasn't really a demonstration game.
 
  My memory is that I had just finished igowin 9x9, and Martin played
  through all its levels up to professional, without losing a game...
 
  I don�t remember if I challenged him or if he said he could beat 19x19
  on that handicap.  So we made a very small bet (I don�t remember, maybe
  $5), on the game and he played.
 
 Canadian Dollars or US?
 
 Martin once told/wrote me that the bet gave him three tries and he
 managed it already in the first one.
 
 Regards, 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

2012-01-29 Thread David Fotland
please do not set handicaps just by passing, start with at least 6 handicap,
then pass.  If you set handicap to 6 or more the game will be free.
Otherwise kgs treats it as a rated game, without handicap and it will mess
up the raking system.  

mfgo1998 expects a 9 stone handicap then many passes to get to 29 stones.
Otherwise its own internal handicap concept will be incorrect.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Hiroshi Yamashita
 Sent: Sunday, January 29, 2012 2:01 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones
 
 Thanks!
 
 Aya tried 6 games. Aya uses 2 cores, 10sec/move.
 I think 14 handicaps is best for Aya.
 
 handicaps
  5  win
 11  win
  9  win
 16  loss
 14  loss
 14  win
 http://www.gokgs.com/gameArchives.jsp?user=ayamc
 
 Some small problem.
 I don't know how to select B, and set 9 handicap on KgsGtp.
 So I just passed 14 times in 14 hadicaps game, but KGS set komi to 6.5,
  and does not minus handicaps stones in final result.
 
 My config file is like this.
 
 ---
 engine=c:/go/kgs/AyaMC/aya.exe firstargument=--mode gtp
 verbose=f
 server.host=goserver.gokgs.com
 server.port=2379
 name=AyaMC
 password=**
 room=Computer Go
 #mode=custom
 mode=wait
 talk=Good evening.  I am a bot and do not talk.
 gameNotes=monte-carlo based Aya
 opponent=mfgo1998
 rules=chinese
 rules.boardSize=19
 rules.time=10:00+5x0:30
 reconnect=t
 
 ---
 
 Hiroshi Yamashita
 
 
 - Original Message -
 From: David Fotland fotl...@smart-games.com
 To: computer-go@dvandva.org
 Sent: Sunday, January 29, 2012 10:33 AM
 Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones
 
 
 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] Beating old ManyFaces at 29 handicap stones

2012-01-29 Thread David Fotland
I asked for it to be rated.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Michael Williams
Sent: Sunday, January 29, 2012 9:24 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

 

Or he requested it but a KGS admin has not set the value yet.

On Sun, Jan 29, 2012 at 12:09 PM, ds d...@physik.de wrote:

Should be no trouble with the rating system, it seems that you did not
register mfgo1998 as rated bot.

So all games should be free.

Am Sonntag, den 29.01.2012, 08:59 -0800 schrieb David Fotland:

 please do not set handicaps just by passing, start with at least 6
handicap,
 then pass.  If you set handicap to 6 or more the game will be free.
 Otherwise kgs treats it as a rated game, without handicap and it will mess
 up the raking system.

 mfgo1998 expects a 9 stone handicap then many passes to get to 29 stones.
 Otherwise its own internal handicap concept will be incorrect.

 David

  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Hiroshi Yamashita
  Sent: Sunday, January 29, 2012 2:01 AM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones
 
  Thanks!
 
  Aya tried 6 games. Aya uses 2 cores, 10sec/move.
  I think 14 handicaps is best for Aya.
 
  handicaps
   5  win
  11  win
   9  win
  16  loss
  14  loss
  14  win
  http://www.gokgs.com/gameArchives.jsp?user=ayamc
 
  Some small problem.
  I don't know how to select B, and set 9 handicap on KgsGtp.
  So I just passed 14 times in 14 hadicaps game, but KGS set komi to 6.5,
   and does not minus handicaps stones in final result.
 
  My config file is like this.
 
  ---
  engine=c:/go/kgs/AyaMC/aya.exe firstargument=--mode gtp
  verbose=f
  server.host=goserver.gokgs.com
  server.port=2379
  name=AyaMC
  password=**
  room=Computer Go
  #mode=custom
  mode=wait
  talk=Good evening.  I am a bot and do not talk.
  gameNotes=monte-carlo based Aya
  opponent=mfgo1998
  rules=chinese
  rules.boardSize=19
  rules.time=10:00+5x0:30
  reconnect=t
 
  ---
 
  Hiroshi Yamashita
 
 
  - Original Message -
  From: David Fotland fotl...@smart-games.com
  To: computer-go@dvandva.org
  Sent: Sunday, January 29, 2012 10:33 AM
  Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones
 
 
  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] Beating old ManyFaces at 29 handicap stones

2012-01-28 Thread David Fotland
Here is the 1998 Many Faces of Go against the released version 12, 40 minute
game, two cores, 29 stones.  White did not make a living group.

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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mfgo98-mfgo.sgf
Description: Binary data
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Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

2012-01-28 Thread David Fotland
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 David Fotland
ok, it’s set up to only play ajahuang.  give it a try.

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Aja Huang
Sent: Saturday, January 28, 2012 5:47 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

 

You should let me try. :)

 

Aja

 

 

From: David Fotland mailto:fotl...@smart-games.com  

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 David Fotland
ok, mfgo98 is back open to everyone.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Aja Huang
Sent: Saturday, January 28, 2012 8:03 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

 

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 mailto:stefan.kaitsch...@hamburg.de  

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 mailto:fotl...@smart-games.com  

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
  ___
  Computer-go mailing list
  Computer-go@dvandva.org
  http://dvandva.org/cgi-bin/mailman/listinfo/computer-go

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Re: [Computer-go] Pachi on cygwin

2012-01-28 Thread David Fotland
maybe you need a fflush(stdout)?

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Michael Williams
Sent: Saturday, January 28, 2012 9:11 PM
To: computer-go@dvandva.org
Subject: [Computer-go] Pachi on cygwin

 

I just build the latest Pachi on the patest Cygwin.  I got some warnings but
no errors.  It does not crash when I run it.  It does show it's thinking
process when I give it a genmove command.  But when it is done thinking, it
does not print the result and prompt for the next command as expected.
Instead it just hangs.  Any ideas?

 

 $ ./pachi.exe
Random seed: 1327809195
play b e5
IN: play b e5
got move 1,5,5
Fresh board with random seed 1327809195
Warning: Cannot promote move node! Several play commands in row?
Move:   1  Komi: 0.0  Handicap: 0  Captures B: 0 W: 0
  A B C D E F G H JA B C D E F G H J
+---++---+
  9 | . . . . . . . . . |  9 | : : : : : : : : : |
  8 | . . . . . . . . . |  8 | : : : : : : : : : |
  7 | . . . . . . . . . |  7 | : : : : : : : : : |
  6 | . . . . . . . . . |  6 | : : : : : : : : : |
  5 | . . . . X). . . . |  5 | : : : : : : : : : |
  4 | . . . . . . . . . |  4 | : : : : : : : : : |
  3 | . . . . . . . . . |  3 | : : : : : : : : : |
  2 | . . . . . . . . . |  2 | : : : : : : : : : |
  1 | . . . . . . . . . |  1 | : : : : : : : : : |
+---++---+

=

genmove w
IN: genmove w
Fresh board with random seed 1327809195
[1] best 0.395954 komi 0.0 | seq  E6  F6  F7  D6 | can  E6(0.396)
F6(0.397)  F7(0.423)  F8(0.410)
[2] best 0.405934 komi 0.0 | seq  E6  F6  F7  D6 | can  E6(0.406)
F6(0.388)  G7(0.394)  F7(0.423)
[3] best 0.412510 komi 0.0 | seq  E6  F6  F7  D6 | can  E6(0.413)
F6(0.385)  G7(0.387)  G8(0.393)
[4] best 0.417998 komi 0.0 | seq  E6  F6  F7  D6 | can  E6(0.418)
F6(0.385)  G7(0.387)  G8(0.392)
[5] best 0.420043 komi 0.0 | seq  E6  F6  F7  D6 | can  E6(0.420)
F7(0.431)  F6(0.385)  G7(0.386)
[6] best 0.420043 komi 0.0 | seq  E6  F6  F7  D6 | can  E6(0.420)
F7(0.428)  F6(0.385)  G7(0.386)
[7] best 0.420043 komi 0.0 | seq  E6  F6  F7  D6 | can  E6(0.420)
F7(0.425)  F6(0.385)  G7(0.386)
[8] best 0.420043 komi 0.0 | seq  E6  F6  F7  D6 | can  E6(0.420)
F7(0.430)  F6(0.385)  G7(0.386)

 

 

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

2012-01-27 Thread David Fotland
I don’t want to compete in this contest.  Even if I were interested, the
conflict of interest is too clear.

The archived source I found is the version I took to the US Go Congress in
1998.  It was stable enough that I released it in IgoWin (9x9 only).  I
remember that Martin played Igowin then and went through all of its levels
without losing a game.

Later that year a slightly modified version won the World Computer Go
championship, so its strength was state of the art for the time.

The algorithm was a highly pruned one ply full board search (typically
looking at 10 to 30 moves), followed by an alpha-beta quiescence search.
The evaluation function estimated the score and returned the move that led
to the best score.  The top level pruning was done with a pattern database
and many rules related to group attack and group safety.  The quiescence
search tried to stabilize all groups to get an accurate score estimate.  The
evaluation function did local tactical search for all strings with 3 or
fewer liberties, and some four liberty strings.  It evaluated eyes of all
shapes and sizes, with some local reading, and determined group strength
using features such as eyes, ability to run,  nearby weak enemy groups, etc.
There was so much local search in the evaluation function that it only
evaluated about 5 to 10 positions a second on the hardware of the time.

I should be able to get it on KGS this weekend so it can get a rating.  I
expect it will be around KGS 12 kyu.

regards,

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Friday, January 27, 2012 8:46 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones
 
 Petr Baudis pa...@ucw.cz:
  Ingo Althofer wrote:
   David Fotland is willing to provide the old bot - also for sparring
   sessions on KGS.
 
Will David also try to compete? :-)
 
 Serious point. I did not have that in mind.
 
 In principle I would allow him to participate - as long as
 he does not exploit the exact structure of the pseudo-random
 generator within MF.
 Knowing David for several years now as an honorable man,
 I would believe him when he gives his word on this.
 
Of course, for experiments it would be neat to have a binary of this
  version, but maybe that would make the challenge too easy (or prone to
  overtuning).
 
 As long as MF would play randomly enough, it would remain a
 difficult task.
 
Anyway, sounds wonderful, and Martin Mueller's play in that game is
  quite something. I'm looking forward to giving this challenge to Pachi.
 
 I think, sophisticated dynamic komi will not be enough to achieve the
 level.
 You will need some sort of opponent modelling. But future will show.
 
 And looking over the fence: When a win at handicap 29 is achieved how much
 further could strong bots go?
 
 33?
 or 37?
 or 49?
 
 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

2012-01-27 Thread David Fotland
The random number generator is not very interesting for beating the program.
All it does is add a small random bias to the evaluation function.  The
initial seed (from the time) means that every random game is a little
different.  I just used the system rand() function.

 

There aren’t many move generation patterns that apply when the board starts
so full, so it’s probably easier to exploit some bad local responses that
are forced because only one pattern matches.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of steve uurtamo
Sent: Friday, January 27, 2012 8:58 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

 

I hate to address it, but access to the binary would pretty much give away
the structure of the prng. 

s.

On Jan 27, 2012 8:46 AM, Ingo Althöfer 3-hirn-ver...@gmx.de wrote:

Petr Baudis pa...@ucw.cz:
 Ingo Althofer wrote:
  David Fotland is willing to provide the old bot - also for sparring
  sessions on KGS.

   Will David also try to compete? :-)

Serious point. I did not have that in mind.

In principle I would allow him to participate - as long as
he does not exploit the exact structure of the pseudo-random
generator within MF.
Knowing David for several years now as an honorable man,
I would believe him when he gives his word on this.

   Of course, for experiments it would be neat to have a binary of this
 version, but maybe that would make the challenge too easy (or prone to
 overtuning).

As long as MF would play randomly enough, it would remain a
difficult task.

   Anyway, sounds wonderful, and Martin Mueller's play in that game is
 quite something. I'm looking forward to giving this challenge to Pachi.

I think, sophisticated dynamic komi will not be enough to achieve the
level.
You will need some sort of opponent modelling. But future will show.

And looking over the fence: When a win at handicap 29 is achieved how much
further could strong bots go?

33?
or 37?
or 49?

Ingo.
--
Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir
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Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

2012-01-27 Thread David Fotland
The 18 kyu level of many faces should be weaker than the challenge bot, and
it uses the same old pattern based algorithm.  So you can practice already
on kgd, or at home if you have a copy of many faces version 12.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of ds
 Sent: Friday, January 27, 2012 8:41 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones
 
 I unpacked my nice packed version from 1991 again, but it seems that it
 does not implement even the go modem protocol. At least it is not in the
 printed (!) user manual:)
 
 If somebody knows more, I would let my version play on KGS. This should
 not make it to easy to tune for the 1999 version, but to get an idea how
 to play a weak opponent.
 
 Detlef
 
 Am Freitag, den 27.01.2012, 16:50 +0100 schrieb Stefan Kaitschick:
 
 
  Of course, for experiments it would be neat to have a binary
  of this
  version, but maybe that would make the challenge too easy (or
  prone to
  overtuning).
 
  My guess is, that opponent modeling will have to be part of the
  package.
  For a generic weak opponent, maybe one sided simulation balancing
  would work.
  But it may very well be necessary to specifically model the opponents
  weaknesses.
 
  I hope that this version of MF is non-deterministic. :-)
 
  Stefan
 
 
 
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Re: [Computer-go] Beating old ManyFaces at 29 handicap stones

2012-01-26 Thread David Fotland
Yes.  Randomization is an option in the new game menu.

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 2:49 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Beating old ManyFaces at 29 handicap stones
 
  Maybe it's an obvious question but:  Does the old ManyFaces have some
  randomization when picking moves?
 
 It is an important question.
 
 It has, at least my ManyFaces 10.0.
 Ingo.
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Re: [Computer-go] Game 2 goes to Zen: 1-1

2012-01-20 Thread David Fotland
try the go teaching ladder: http://gtl.xmp.net/

hundreds of commented games at all levels, commentary by players a few
stones stronger.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Michael Williams
Sent: Friday, January 20, 2012 4:25 PM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] Game 2 goes to Zen: 1-1

 

Oh, I followed the breadcrumbs back to this listing:
http://gogameguru.com/get-better-at-go/commented-go-games/



 

On Fri, Jan 20, 2012 at 7:23 PM, Michael Williams
michaelwilliam...@gmail.com wrote:

Thanks for the link.  I think I learned a few things about how to play Go.
Does anyone know of a good collection well-commented 19x19 games?


 

On Fri, Jan 20, 2012 at 12:56 PM, Stefan Kaitschick
stefan.kaitsch...@hamburg.de wrote:

This game is very nicely commented by David Ormerod at gogameguru:
http://gogameguru.com/man-machine-match-final-results-game-commentary/

He did an amazing job of explaining the complicated tactical encounters.
It's a lot better than what I could have come up with.

Stefan

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Re: [Computer-go] Game 2 goes to Zen: 1-1

2012-01-15 Thread David Fotland
Ingo is correct.  The territory chart's fluctuations are because it uses the
old territory evaluation without any lookahead.  So for example if a move
threatens a big group, and the reply saves it, there will be fluctuation,
since the group's territory went from solid to unsettled, back to solid.  If
I turned on the quiescence search it would be much smoother, but also much
slower to draw.  If you have the program you can click on a move (which goes
to that position), and ask for a score display, and see what is going on.

The early fluctuations in the win rate chart show that MCTS is not very good
at fuseki.

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Sunday, January 15, 2012 6:33 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Game 2 goes to Zen: 1-1
 
 Hi Darren,
 
 I think, I an also answer your questions on the charts.
 
   Winning percents for White, as seen by Many Faces of Go
   http://www.althofer.de/zen-tromp-02-percents.jpg
  
   Territory estimates for White, as seen by ManyFaces
   http://www.althofer.de/zen-tromp-02-territory.jpg
  ...
  David, what is the territory chart saying? Is it based on playouts (i.e.
  based on terminal positions), or is it counting the current board
  position (i.e. as if both players were to pass)?
 
 No playouts at all involved. Territory
 is just counting the current board position in the traditional
 pre Monte-Carlo way. It is one of the nice old MF-10 features within
 ManyFaces, and thanks to David for leaving them in the code.
 It is quite typical that the fluctuations in Territory are much larger
than
 in the relevant part of the Monte-Carlo percent chart.
 
  (The territory charts says 15pts to black, with 52-55% to white at
  around move 45; then says 40pts to white, with about 52% to white at
  move 80.)
 
 The two charts are generated completely independently of each other.
 (This independence gives additional information especially to experienced
 users.) In the Monte-Carlo percent diagram each data point stems from
1,000
 random games starting at the corresponding position.
 For reasons of computational speed only every third position is evaluated:
 after moves 3, 6, 9, 12, ... The positions after moves of Black are
related
 to black dots, the others after moves of White.
 
 It is a bit strange that ManyFaces generates rather large fluctuations for
 the very first data points. Perhaps it would make sense to start the data
 points only at move 20 or so (David, do you hear me?). For me it would be
 also nice to have an option computing the % not only for every third but
for
 every position in the game.
 
 Regards, Ingo.
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Re: [Computer-go] John is Tromp in Game 1

2012-01-14 Thread David Fotland
Around move 121, it looks like Zen has the common MCTS problem that it plays 
the ko threats before starting the ko.  Ko threats are essential for wining, so 
RAVE gives them very high biases.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Saturday, January 14, 2012 12:16 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] John is Tromp in Game 1
 
 Hello,
 John Tromp got the white stones and his been winning
 game 1 of the slow-time match aagainst Zen on KGS.
 
 The sgf, including chat, you can download here:
 www.althofer.de/tromp-zen-01.sgf
 
 I let ManyFaces run across the game and got the following two figures.
 Monte-Carlo percents:
 http://www.althofer.de/tromp-zen-01-percents.jpg
 Expected Territory:
 http://www.althofer.de/tromp-zen-01-territory.jpg
 
 Around move 118-120 experts were still undecided about the possible outcome.
 According to ManyFaces, the game may have turned to John's favour around
 move 130. At move 146 Hideki said that Zen had still 37 % self-confidence.
 
 Ingo.
 
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Re: [Computer-go] John is Tromp in Game 1

2012-01-14 Thread David Fotland
I had the same problem with Many Faces until recently, and I think Aja fixed it 
in Erica also.  The symptom is pretty clear: an important ko appears and the 
program starts playing ko threats rather than starting the ko.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of steve uurtamo
 Sent: Saturday, January 14, 2012 1:27 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] John is Tromp in Game 1
 
 i'd be surprised if the ko threats had more utility for mcts than as
 potential chances for winning due to mistake. i.e. if you have 50 ko
 threats, they all look like (especially after digging into the tree)
 ways to win due to mistake.
 
 s.
 
 On Sat, Jan 14, 2012 at 1:24 PM, David Fotland fotl...@smart-games.com
 wrote:
  Around move 121, it looks like Zen has the common MCTS problem that it
 plays the ko threats before starting the ko. �Ko threats are essential for
 wining, so RAVE gives them very high biases.
 
  David
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Ingo Alth�fer
  Sent: Saturday, January 14, 2012 12:16 AM
  To: computer-go@dvandva.org
  Subject: [Computer-go] John is Tromp in Game 1
 
  Hello,
  John Tromp got the white stones and his been winning
  game 1 of the slow-time match aagainst Zen on KGS.
 
  The sgf, including chat, you can download here:
  www.althofer.de/tromp-zen-01.sgf
 
  I let ManyFaces run across the game and got the following two figures.
  Monte-Carlo percents:
  http://www.althofer.de/tromp-zen-01-percents.jpg
  Expected Territory:
  http://www.althofer.de/tromp-zen-01-territory.jpg
 
  Around move 118-120 experts were still undecided about the possible
 outcome.
  According to ManyFaces, the game may have turned to John's favour around
  move 130. At move 146 Hideki said that Zen had still 37 % self-
 confidence.
 
  Ingo.
 
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Re: [Computer-go] Lines of code

2012-01-08 Thread David Fotland
For Many Faces, all engine code is c, and line counts are from wc (includes
blank lines and comments for .c and .h files)

 

today:

The uct/playout code is 10K lines.

The old go engine is 55K lines.  Some of the is code is not used by the
strongest level, but the weaker levels still use the old alpha-beta
searcher.

There are about 2500 playout pattern gamma constants,  about 62K joseki
patterns, and about 2K old program patterns (with 51K move-value pairs).

 

version 10, in 1997, had 42K lines of code

in 2001 the old engine had 53K lines of code

version 11, in 2002, had 52K lines of code

 

The original version 12, 10/2008, had 5.2K lines in the uct/playout code.
This was the first release that used MCTS.

 

I don't have any on-line source older than version 10, and the older backups
are on floppies, so I can't read them any more J  I don't think I even have
backups any more for any code before 1990.

 

Everything from version 10 forward is in Git, so I could in theory see how
many lines are unchanged since 1997.

 

David

 

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Michael Williams
Sent: Sunday, January 08, 2012 12:14 PM
To: computer-go@dvandva.org
Subject: [Computer-go] Lines of code

 

Has there been any studies into the number of lines of code in the top
chess/go programs over time?  Another measure would be bytes of executable
or bytes of executable+data.  Obviously the latter grows in chess with
endgame databases, so maybe that's less interesting.

 

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

2012-01-08 Thread David Fotland
Yes.  That's why MCTS prefers the center.  Sometimes the playouts let an
invasion work, so corner territory is not evaluated as being as secure as it
should be.  It seems easier for MCTS to kill groups in the center in the
playouts.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of steve uurtamo
 Sent: Sunday, January 08, 2012 8:03 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] replacing dynamic komi with a scoring function
 
 underestimation?
 
 s.
 
 On Sun, Jan 8, 2012 at 7:30 PM, Yamato yamato...@yahoo.co.jp wrote:
  (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

2012-01-08 Thread David Fotland
middle game playouts are far out of the joseki library, and in any case the
joseki library moves are not used in the playouts, only the uct tree.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of steve uurtamo
 Sent: Sunday, January 08, 2012 8:23 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] replacing dynamic komi with a scoring function
 
 even with the joseki libraries, MCTS prefers center?
 
 that seems to favor the idea of center actually being good.
 
 s.
 
 On Sun, Jan 8, 2012 at 8:13 PM, David Fotland fotl...@smart-games.com
 wrote:
  Yes.  That's why MCTS prefers the center.  Sometimes the playouts let an
  invasion work, so corner territory is not evaluated as being as secure
as
 it
  should be.  It seems easier for MCTS to kill groups in the center in the
  playouts.
 
  David
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of steve uurtamo
  Sent: Sunday, January 08, 2012 8:03 PM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] replacing dynamic komi with a scoring
function
 
  underestimation?
 
  s.
 
  On Sun, Jan 8, 2012 at 7:30 PM, Yamato yamato...@yahoo.co.jp wrote:
   (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] win rate bias and CLOP

2012-01-03 Thread David Fotland
Yes, I understood this.  The particular case I was trying to optimize used
two tunables, and it looked like there were two optimal combinations, but
CLOP chose a point between them that was less optimal.  I was checking the
interaction between the beta constant and the MFGO bias.

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Rémi Coulom
 Sent: Tuesday, January 03, 2012 7:19 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] win rate bias and CLOP
 
 It is important to understand that CLOP claims very little in terms of win
 rate. That is to say the win rate estimates it reports are all biased. Win
 rate over all samples underestimates the real win rate. Win rate near the
 maximum (central, and weighted) tend to be over-estimated.
 
 CLOP finds the location in parameter space that has the highest win rate.
It
 may be the highest because it is the best, but also because it is the most
 lucky. That's why it is necessarily biased toward optimistic values.
 
 If the win rate over all samples is an improvement, then you can be sure
you
 have an improvement. Otherwise you cannot be sure unless you actually play
a
 lot of games with the suggested parameters.
 
 Rémi
 
 On 3 janv. 2012, at 14:09, Ingo Althöfer wrote:
 
  Hi David,
 
  David Fotland on CLOP-optimization:
  I tried it, but got no benefit so far.  It claimed to find better
 settings
  for most parameters, but when I used them the program wasn’t any
  stronger.
 
  Interestant. Had it similar strength or did it even become weaker?
  How often did the move proposals by your older ManyFaces and the
  CLOP-MF differ?
 
  Ingo.
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Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-03 Thread David Fotland
It was weaker, but I have to do more experiments.  I didn’t compare move 
proposals.  I just ran 2000-game tournaments vs gnugo before and after.  Win 
rage went from 84.9% to 78.9%.  I need to try it again with fewer variables and 
more games.  I still think it is a great tool.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Tuesday, January 03, 2012 5:09 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen
 
 Hi David,
 
 David Fotland on CLOP-optimization:
  I tried it, but got no benefit so far.  It claimed to find better settings
  for most parameters, but when I used them the program wasn�t any
  stronger.
 
 Interestant. Had it similar strength or did it even become weaker?
 How often did the move proposals by your older ManyFaces and the
 CLOP-MF differ?
 
 Ingo.
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Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-02 Thread David Fotland
Very impressive.  Does anyone know the relative hardware?  I think the 5 dan
Zen was running on 26 cores.

Remi, can you tell us how much of the benefit was due to CLOP?  It's an
excellent tool BTW.  Thank you for sharing it.

-David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Monday, January 02, 2012 11:04 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] CrazyStone in the 5-dan footsteps of Zen
 
 Hello everybody,
 
 let us start the new year also in the mailing list.
 It seems that Zen is finding a strong contender for
 its position as leading bot on KGS.
 Starting on December 29, Crazy Stone (by Remi Coulom)
 has started a long playing session in KGS computer room,
 and has now established a stable 5-dan rating.
 
 See the rating diagram for CrazyStone at
 http://www.gokgs.com/graphPage.jsp?user=crazystone
 
 and the list of games at
 http://www.gokgs.com/gameArchives.jsp?user=crazystoneyear=2011month=12
 and
 http://www.gokgs.com/gameArchives.jsp?user=crazystoneyear=2012month=1
 
 Ingo
 (wishes to see bots with 6-dan ranks on KGS
 before the European Go Congress in July 2012)
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Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-02 Thread David Fotland
A 24 core SMP PC should be a little more efficient/stronger than the 26 core
cluster that Zen uses.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of terry mcintyre
Sent: Monday, January 02, 2012 11:43 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

 

This is the info on KGS user crazystone:

running on a 24-core PC. 

 

 I've watched a few games. It impresses me, and more to the point, impresses
the high-dan players. 

Terry McIntyre terrymcint...@yahoo.com

Unix/Linux Systems Administration
Taking time to do it right saves having to do it twice.

  _  

From: David Fotland fotl...@smart-games.com
To: computer-go@dvandva.org 
Sent: Monday, January 2, 2012 2:12 PM
Subject: Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

Very impressive.  Does anyone know the relative hardware?  I think the 5 dan
Zen was running on 26 cores.

Remi, can you tell us how much of the benefit was due to CLOP?  It's an
excellent tool BTW.  Thank you for sharing it.

-David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Monday, January 02, 2012 11:04 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] CrazyStone in the 5-dan footsteps of Zen
 
 Hello everybody,
 
 let us start the new year also in the mailing list.
 It seems that Zen is finding a strong contender for
 its position as leading bot on KGS.
 Starting on December 29, Crazy Stone (by Remi Coulom)
 has started a long playing session in KGS computer room,
 and has now established a stable 5-dan rating.
 
 See the rating diagram for CrazyStone at
 http://www.gokgs.com/graphPage.jsp?user=crazystone
 
 and the list of games at
 http://www.gokgs.com/gameArchives.jsp?user=crazystoneyear=2011month=12
 and
 http://www.gokgs.com/gameArchives.jsp?user=crazystoneyear=2012month=1
 
 Ingo
 (wishes to see bots with 6-dan ranks on KGS
 before the European Go Congress in July 2012)
 --
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Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-02 Thread David Fotland
I tried it, but got no benefit so far.  It claimed to find better settings
for most parameters, but when I used them the program wasn’t any stronger.

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Michael Williams
Sent: Monday, January 02, 2012 11:22 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

 

Did you use it on Many Faces?  How much benefit did you see there?

On Mon, Jan 2, 2012 at 2:12 PM, David Fotland fotl...@smart-games.com
wrote:

Very impressive.  Does anyone know the relative hardware?  I think the 5 dan
Zen was running on 26 cores.

Remi, can you tell us how much of the benefit was due to CLOP?  It's an
excellent tool BTW.  Thank you for sharing it.

-David


 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Ingo Althöfer
 Sent: Monday, January 02, 2012 11:04 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

 Hello everybody,

 let us start the new year also in the mailing list.
 It seems that Zen is finding a strong contender for
 its position as leading bot on KGS.
 Starting on December 29, Crazy Stone (by Remi Coulom)
 has started a long playing session in KGS computer room,
 and has now established a stable 5-dan rating.

 See the rating diagram for CrazyStone at
 http://www.gokgs.com/graphPage.jsp?user=crazystone

 and the list of games at
 http://www.gokgs.com/gameArchives.jsp?user=crazystone
http://www.gokgs.com/gameArchives.jsp?user=crazystoneyear=2011month=12
year=2011month=12
 and
 http://www.gokgs.com/gameArchives.jsp?user=crazystone
http://www.gokgs.com/gameArchives.jsp?user=crazystoneyear=2012month=1
year=2012month=1

 Ingo
 (wishes to see bots with 6-dan ranks on KGS
 before the European Go Congress in July 2012)
 --
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Re: [Computer-go] CrazyStone in the 5-dan footsteps of Zen

2012-01-02 Thread David Fotland
For the last year or so, all the bots have been using this time control
(nine 15-second periods), so the bot ratings can be compared.  All the
periods are the same 15 seconds.  So any time over 15 seconds uses one of
the periods (over 30 seconds would use two periods, etc).  15 seconds is
pretty reasonable for a quick game, and 9 periods allows a couple of long
thinks.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Don Dailey
Sent: Monday, January 02, 2012 2:28 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] Results of first day of the UEC Cup

2011-12-04 Thread David Fotland
Thanks.

David Fotland
4863 Capistrano Ave
San Jose CA 95129, USA

I'll try to do better next year :)

-David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of 
 Sent: Sunday, December 04, 2011 9:27 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Results of first day of the UEC Cup
 
 Dear David,
 
 Thank you for pointing out the error. We have fixed it.
 
 By the way, we like to send you the certificate of the fifth prize
 together with a supplementary good.
 Please let me know your mailing address.
 
  Best regards,
 
  Masakazu Muramatsu ; muram...@cs.uec.ac.jp
 
 2011/12/4 David Fotland fotl...@smart-games.com:
  There is a small mistake I think.  MFGO beat blast in the last round.
 
  Regards,
 
  David
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of 
  Sent: Saturday, December 03, 2011 6:55 PM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Results of first day of the UEC Cup
 
  The 1st day results are now on our web page;
  http://jsb.cs.uec.ac.jp/~igo/eng/result1.html
 
  SGF files will be uploaded within a week (or two).
 
   Masakazu Muramatsu ; muram...@cs.uec.ac.jp
 
  2011/12/4 David Fotland fotl...@smart-games.com:
   Many Faces is using a single Core i7-2600 (4 cores, 8 threads, 3.4
  GHz).
  
   David
  
   -Original Message-
   From: computer-go-boun...@dvandva.org [mailto:computer-go-
   boun...@dvandva.org] On Behalf Of Hiroshi Yamashita
   Sent: Saturday, December 03, 2011 6:57 AM
   To: computer-go@dvandva.org
   Subject: Re: [Computer-go] Results of first day of the UEC Cup
  
   Hi Remi,
  
   Your Japanese skill is perfect.
   Preliminary league has 24 paticipants include one Gnu Go guest.
   Top 16 programs plays tommorow's eliminate tounament.
  
    1. Zen        7-0
    2. Erica      6-1
    3. Aya        5-2
    4. Pachi      5-2
    5. Many Faces 5-2
    6. Nomitan    5-2
    7. blast      4-3
    8. Fuego      4-3
    9. GNU Go     4-3
   10. Katsunari  4-3
  
   In the beginning of tournament, there were some network
  disconnections
    in remote paticipants. Pachi, MFG and Fuego lost one game for
 this.
   But this trouble seems to be cleared. I hope no network error
  tommorow.
  
   Aya uses 4 machines cluster. Each has 12 cores, so 48 cores all.
   I will use 10 machines 120 cores tommorow.
  
   Hiroshi Yamashita
  
  
   - Original Message -
   From: Rémi Coulom remi.cou...@free.fr
   To: computer-go@dvandva.org
   Sent: Saturday, December 03, 2011 8:20 PM
   Subject: [Computer-go] Results of first day of the UEC Cup
  
  
   Hi,
  
   A video with the results of the first day is online there:
   http://www.ustream.tv/channel/uec-go-2011
  
   If I understood correctly, the top players may be:
   1. Zen
   2. Erica
   3. Aya
   4. Pachi
   5. Many Faces
   6. Nomitan
  
   But my japanese is not so good :-)
  
   Rémi
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Re: [Computer-go] Results of first day of the UEC Cup

2011-12-03 Thread David Fotland
There is a small mistake I think.  MFGO beat blast in the last round.

Regards,

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of 
 Sent: Saturday, December 03, 2011 6:55 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] Results of first day of the UEC Cup
 
 The 1st day results are now on our web page;
 http://jsb.cs.uec.ac.jp/~igo/eng/result1.html
 
 SGF files will be uploaded within a week (or two).
 
  Masakazu Muramatsu ; muram...@cs.uec.ac.jp
 
 2011/12/4 David Fotland fotl...@smart-games.com:
  Many Faces is using a single Core i7-2600 (4 cores, 8 threads, 3.4
 GHz).
 
  David
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Hiroshi Yamashita
  Sent: Saturday, December 03, 2011 6:57 AM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] Results of first day of the UEC Cup
 
  Hi Remi,
 
  Your Japanese skill is perfect.
  Preliminary league has 24 paticipants include one Gnu Go guest.
  Top 16 programs plays tommorow's eliminate tounament.
 
   1. Zen        7-0
   2. Erica      6-1
   3. Aya        5-2
   4. Pachi      5-2
   5. Many Faces 5-2
   6. Nomitan    5-2
   7. blast      4-3
   8. Fuego      4-3
   9. GNU Go     4-3
  10. Katsunari  4-3
 
  In the beginning of tournament, there were some network
 disconnections
   in remote paticipants. Pachi, MFG and Fuego lost one game for this.
  But this trouble seems to be cleared. I hope no network error
 tommorow.
 
  Aya uses 4 machines cluster. Each has 12 cores, so 48 cores all.
  I will use 10 machines 120 cores tommorow.
 
  Hiroshi Yamashita
 
 
  - Original Message -
  From: Rémi Coulom remi.cou...@free.fr
  To: computer-go@dvandva.org
  Sent: Saturday, December 03, 2011 8:20 PM
  Subject: [Computer-go] Results of first day of the UEC Cup
 
 
  Hi,
 
  A video with the results of the first day is online there:
  http://www.ustream.tv/channel/uec-go-2011
 
  If I understood correctly, the top players may be:
  1. Zen
  2. Erica
  3. Aya
  4. Pachi
  5. Many Faces
  6. Nomitan
 
  But my japanese is not so good :-)
 
  Rémi
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Re: [Computer-go] Four questions, for competitors in KGS bot tournaments

2011-11-20 Thread David Fotland
Three hours seems reasonable.  I agree that 2 hours is a little fast.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Nick Wedd
 Sent: Sunday, November 20, 2011 11:17 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] Four questions, for competitors in KGS bot
 tournaments
 
 __Question 1.__
 
 The next KGS SLOW bot tournament will start next Sunday, November 27th,
 at 22:00 UTC.  I have said that the time limits will be two hours each
 per game.
 
 I now think this is rather fast for a SLOW tournament, and am
 considering changing it to something slower (it will use 19x19 boards).
   The SLOW tournaments already run this year had time limits of 4 hours,
 3 hours, and 8 hours.  When I ran the one with 8 hours, the players
 generally took less than half their allocated time.  So I think I may
 use 3 hours each (instead of the 2 planned).
 
 What do you think?  Please send me your views soon (by email or to this
 list) so that I can get the tournament set up.
 
 
 __Question 2.__
 
 Not really a question, this -
 I have realised that the regular December KGS bot tournament (Sunday
 December 4th, starting at 16:00 UTC, 9x9 boards) will clash with the UEC
 Cup (December 3rd and 4th, in Tokyo).  This is unfortunate, but my
 personal schedule does not leave room to move it, all my other weekends
 this year are booked.  It is also puzzling to me, as I have already
 moved it once in the hope of avoiding a clash.
 
 
 __Question 3.__
 
 Was the a computer Go tournament at the GPW Cup
 http://sig-gi.c.u-tokyo.ac.jp/gpw/2011/index-e.html ?
 If so, can anyone tell me the results?
 
 
 __Question 4.__
 
 Was the a computer Go tournament at the TAAI 2011
 http://taai2011.cse.yzu.edu.tw/ ?
 If so, can anyone tell me the results?
 
 
 Nick
 --
 Nick Wedd
 n...@maproom.co.uk
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Re: [Computer-go] KGS highest rank Bot

2011-08-09 Thread David Fotland
The American Go Association has allowed bots in tournaments since at least
the mid 80's.  This is from their 1988 Tournament Rules.  Later they gave
people the option to declare at the start of the tournament if they refused
to be paired with computers.  In practice very few people refused.

C. Computer entry.

Computers may enter tournaments under certain conditions:
1. Only the inventor of the hardware/program or his/her designated agent may
enter the computer (hereafter, either inventor or agent are called the
operator.);
2. The computer must correctly handle any move legal for it or its opponent
to make and must not make any illegal moves;

3. Both computer and operator must be AGA members;

4. The operator must play computer moves on a regular board and punch the
clock for the computer;

5. The operator may enter or adjust playing parameters before a round
begins, but not during a round;

6. The computer's clock must be left ticking if the operator must fix
hardware or software problems.

7. The operator may offer to resign on the computer's behalf.

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of steve uurtamo
 Sent: Tuesday, August 09, 2011 6:21 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] KGS highest rank Bot
 
 kgs recently had a tournament where bots were allowed to play -- it
 was on nonstandard-sized boards, and zen did fantastically well,
 taking second place in the 21x21 tournament, in both american/european
 and asian/european divisions.
 
 there are also a stable of people throwing themselves at zen in the
 computer go room on kgs, solidifying its rank at 5d (as it slowly
 creeps toward 6d). (to be clear, this is the version playing at
 roughly (15s?/move), which in my experience is at-speed or slower than
 most non-tournament play happens in practice without a clock, so
 totally fair for humans to play at). so even if it can't play in human
 tournaments, everyone knows that it is at least as strong as the
 strongest 5d's on KGS.
 
 i think that it'd be great if bots could play in the 19x19 tournaments
 on kgs. that is a far cry from playing as an actual player over the
 board on a regular basis at regular tournaments. does anyone have an
 example of *any* game that existed before computers where computers
 have been accepted/allowed to play as a regular practice (instead of
 as a highly debated issue?).
 
 s.
 
 On Tue, Aug 9, 2011 at 6:06 AM, Jouni Valkonen
 jounivalko...@gmail.com wrote:
  Ingo wrote: The ranks you mention are from KGS. Is there something
 like a
  KGS World Championship, let it be with or without prize money?
 Winning such
  an online championship might be easier for a bot then winning over
 the
  board.
 
  Is it allowed for gobots to participate to online Kgs tournaments? It
 would
  very nice if they could. I think that there should be 2-4 places open
 for
  gobots, because computer go is such an important aspect of go.
 
  Chessbots could participate into some offline tournaments until they
 were
  too strong to play with humans. This is the best way to observe the
  development of gobots.
 
  -Jouni
 
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Re: [Computer-go] Master Thesis: Information Sharing in MCTS

2011-08-04 Thread David Fotland
Great thesis.  Many Faces also uses rule-based playouts, so Pachi is not the
only rule-based strong program.

You mention that in the playouts you check ataris and extensions to avoid
growing a losing ladder.  Do you do a full ladder search, or just some local
heuristics?  Many Faces does not have any ladder search in the playouts.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Petr Baudis
 Sent: Wednesday, August 03, 2011 3:13 PM
 To: computer...@computer-go.org
 Subject: [Computer-go] Master Thesis: Information Sharing in MCTS
 
   Hi!
 
   If anyone is interested, you can read my master thesis at:
 
   http://pasky.or.cz/go/prace.pdf
 
   It could give a good introduction to current Monte Carlo techniques
 in Computer Go in general, and discusses some approaches for improvement
 (nothing too dramatic). It also gives a mid-level technical description
 of Pachi (with some important stuff left out, but we are preparing
 a paper).
 
   Kind regards,
 
 --
   Petr Pasky Baudis
 UNIX is user friendly, it's just picky about who its friends are.
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Re: [Computer-go] testing improvements

2011-08-04 Thread David Fotland
Did each fuego play the same number of games vs gnugo, and did each play
half its games on each color?

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Vlad Dumitrescu
 Sent: Thursday, August 04, 2011 9:57 AM
 To: computer-go@dvandva.org
 Subject: [Computer-go] testing improvements
 
 Hi all!
 
 I finally got an idea that is worth investigating. Luckily, it is
 something that can be tested by modifying existing programs and so I
 started to set up an environment to test it. In order to have a
 reference, I started this morning a small tournament with two
 identical versions of fuego (@1k) and gnugo (@level 10) and they
 played 863 rounds so far. The scores towards gnugo are almost
 identical, but the two fuegos score 449-415, which is 52% and the 95%
 confidence is ~3%, i.e. ~10 ELO. Now this is within limits, and it
 varies a bit, but it is always on the side of one of the instances,
 never less than 51.5%.
 
 Is this something normal?
 
 Sorry for the n00b question :-)
 
 best regards,
 Vlad
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Re: [Computer-go] testing improvements

2011-08-04 Thread David Fotland
Remember that the confidence interval is two sided, so 3% means plus or
minus 3%.  So 52% win rate is within +- 3% of 50%.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Vlad Dumitrescu
 Sent: Thursday, August 04, 2011 1:14 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] testing improvements
 
 Hi,
 
 On Thu, Aug 4, 2011 at 19:29, David Fotland fotl...@smart-games.com
wrote:
  Did each fuego play the same number of games vs gnugo, and did each play
  half its games on each color?
 
 Yes, I set up an all-play-all competition with gomill.
 
 On Thu, Aug 4, 2011 at 19:55, Erik van der Werf
 erikvanderw...@gmail.com wrote:
  On Thu, Aug 4, 2011 at 6:57 PM, Vlad Dumitrescu vladd...@gmail.com
 wrote:
   The scores towards gnugo are almost
  identical, but the two fuegos score 449-415, which is 52% and the 95%
  confidence is ~3%, i.e. ~10 ELO.
 
  That 3% is not a 95% confidence interval, more like 1 standard
  deviation... (so nothing with high confidence yet)
 
 I took the easy way out and used a formula mentioned by David Fotland
 on this list for a while ago
 
 There is a simple formula to estimate the confidence interval of a
result.
 I use it to see if a new version is likely better than a reference
version
 (but I use 95% confidence intervals, so over hundred of experiments it
 gives
 me the wrong answer too often).
 1.96 * sqrt(wr * (1 - wr) / trials)
 Where wr is the win rate of one version vs the reference, and trials is
the
 number of test games.
 
 On Thu, Aug 4, 2011 at 20:21, Kahn Jonas jonas.k...@math.u-psud.fr
wrote:
  All the more since you're testing the same idea on two bots
  simultaneaously. So if you want to be wrong at most five percent of the
  time, and consider you are better as soon as one of the bots gets
  better, you have to make individual tests at the 2.5% level.
 
 At the moment I ran the bots without any modification, to see if
 everything works fine. So I think that the results between the
 identical bots should have been closer to 50% or at least to swing
 sometimes to the other side of 50%. Right now it's 625-566, which is
 52,5% and  2.83% confidence according to the formula above.
 
 The results are
 fuego-1.1 v fuego-new (1199/2000 games)
 unknown results: 1 0.08%
 board size: 9   komi: 6.5
 wins  black  whiteavg cpu
 fuego-1.1569 47.46%   386 64.33% 183 30.55%  2.69
 fuego-new629 52.46%   415 69.28% 214 35.67%  2.67
   801 66.81% 397 33.11%
 
 I realize that statistic results don't always match what one would
 expect, but this should be a straightforward case...
 
 Thanks a lot for all the answers!
 
 regards,
 /Vlad
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Re: [Computer-go] testing improvements

2011-08-04 Thread David Fotland
I often see that one side gets lucky early and over a few hundred games the
win rate moves back toward what I expected.  Small numbers of games (like a
few hundred) can be very misleading.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Vlad Dumitrescu
 Sent: Thursday, August 04, 2011 2:02 PM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] testing improvements
 
 On Thu, Aug 4, 2011 at 22:41, David Fotland fotl...@smart-games.com
wrote:
  Remember that the confidence interval is two sided, so 3% means plus or
  minus 3%.  So 52% win rate is within +- 3% of 50%.
 
 Yes, of course. What I reacted to was that under the whole test, one
 bot always had around 52% wins (well, after some 100 games, at least).
 I would have thought it would move around the real value.
 
 Thanks,
 Vlad
 
  -Original Message-
  From: computer-go-boun...@dvandva.org [mailto:computer-go-
  boun...@dvandva.org] On Behalf Of Vlad Dumitrescu
  Sent: Thursday, August 04, 2011 1:14 PM
  To: computer-go@dvandva.org
  Subject: Re: [Computer-go] testing improvements
 
  Hi,
 
  On Thu, Aug 4, 2011 at 19:29, David Fotland fotl...@smart-games.com
  wrote:
   Did each fuego play the same number of games vs gnugo, and did each
 play
   half its games on each color?
 
  Yes, I set up an all-play-all competition with gomill.
 
  On Thu, Aug 4, 2011 at 19:55, Erik van der Werf
  erikvanderw...@gmail.com wrote:
   On Thu, Aug 4, 2011 at 6:57 PM, Vlad Dumitrescu vladd...@gmail.com
  wrote:
    The scores towards gnugo are almost
   identical, but the two fuegos score 449-415, which is 52% and the
95%
   confidence is ~3%, i.e. ~10 ELO.
  
   That 3% is not a 95% confidence interval, more like 1 standard
   deviation... (so nothing with high confidence yet)
 
  I took the easy way out and used a formula mentioned by David Fotland
  on this list for a while ago
 
  There is a simple formula to estimate the confidence interval of a
  result.
  I use it to see if a new version is likely better than a reference
  version
  (but I use 95% confidence intervals, so over hundred of experiments it
  gives
  me the wrong answer too often).
  1.96 * sqrt(wr * (1 - wr) / trials)
  Where wr is the win rate of one version vs the reference, and trials
is
  the
  number of test games.
 
  On Thu, Aug 4, 2011 at 20:21, Kahn Jonas jonas.k...@math.u-psud.fr
  wrote:
   All the more since you're testing the same idea on two bots
   simultaneaously. So if you want to be wrong at most five percent of
the
   time, and consider you are better as soon as one of the bots gets
   better, you have to make individual tests at the 2.5% level.
 
  At the moment I ran the bots without any modification, to see if
  everything works fine. So I think that the results between the
  identical bots should have been closer to 50% or at least to swing
  sometimes to the other side of 50%. Right now it's 625-566, which is
  52,5% and  2.83% confidence according to the formula above.
 
  The results are
  fuego-1.1 v fuego-new (1199/2000 games)
  unknown results: 1 0.08%
  board size: 9   komi: 6.5
              wins              black          white        avg cpu
  fuego-1.1    569 47.46%       386 64.33%     183 30.55%      2.69
  fuego-new    629 52.46%       415 69.28%     214 35.67%      2.67
                                801 66.81%     397 33.11%
 
  I realize that statistic results don't always match what one would
  expect, but this should be a straightforward case...
 
  Thanks a lot for all the answers!
 
  regards,
  /Vlad
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Re: [Computer-go] EGC computer-go tournament 9x9

2011-08-01 Thread David Fotland
I agree that 7.0 would be a better komi for the computer Olympiad, but it
should be decided soon, since the komi affects the opening book, and an
integer komi requires some changes in the playout algorithm to properly
account for draws.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Jean-loup Gailly
Sent: Monday, August 01, 2011 7:08 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] EGC computer-go tournament 9x9

 

 At the end Zen was a convincing winner, with 9 wins out of ten games.
 Pachi on rank 2 with 5 points,

 

The actual result is Zen 8 wins (won all its games, didn't play in two games
because

of parity), and Pachi still rank 2 but with 4 points only. In the last game
against Pachi,

Zen did not implement the KGS cleanup phase correctly, it passed while
leaving

dead stones on the board. So KGS indicates that Pachi has won. However the
tournement

rules
http://www.egc2011.eu/index.php/en/computer-go/75-computer-go-reglement

indicate In case of trouble in the KGS counting of the score, the human
referee

is allowed to change the result - the situation on the board as the
priority.

So it is fair to say that Zen has won the game.

 

ManyFaces also failed to implement the cleanup phase correctly in another
game,

but this did not affect the result.

 

Jean-loup

2011/8/1 Ingo Althöfer 3-hirn-ver...@gmx.de

Today a 9x9 computer-go tournament was played within
the European Go Congress:
5 bots participating, for each pairing two rounds (with different colours).

At the end Zen was a convincing winner, with 9 wins out of ten games.
Pachi on rank 2 with 5 points, ahead of ManyFaces, MyGoFriend, and
MoGo.
http://www.gokgs.com/tournEntrants.jsp?sort=s
http://www.gokgs.com/tournEntrants.jsp?sort=sid=608 id=608

Komi was 7.5. 16 out of the 20 games ended with wins for White.
From the four wins with Black three were achieved by Zen, the other
one by Pachi.

I think it is really necessary to play in the Tilburg Olympiad with
a smaller komi value. Probably 7.0 would be a fair choice.

Ingo.

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NEU: FreePhone - 0ct/min Handyspartarif mit Geld-zurück-Garantie!
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Re: [Computer-go] Aja's PhD thesis

2011-07-27 Thread David Fotland
Congratulations on completing your Ph.D.!  Well done.

 

David

 

From: computer-go-boun...@dvandva.org [mailto:computer-go-boun...@dvandva.org] 
On Behalf Of Aja
Sent: Wednesday, July 27, 2011 5:27 AM
To: computer-go@dvandva.org
Subject: [Computer-go] Aja's PhD thesis

 

Dear all,

 

If you are interested, my PhD thesis, entitled New Heuristics for Monte Carlo 
Tree Search Applied to the Game of Go, can be found in the following link.

 

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

 

Due to some personal reasons, I am sorry to announce that the sharing of 
Erica's binary is indefinitely postponed.

 

Best regards,

Aja

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Re: [Computer-go] 19x19 opening books

2011-07-11 Thread David Fotland
Against strong players you can do better than that with a full board opening
book, since there is not so much variety in human openings.   I'd expect 6
to 10 moves typically, and sometimes as many as 25.  But even this is not
enough to really make a difference.

 

A joseki book also helps, since so many joseki sequences have been worked
out, and some mistakes can be quite costly.

 

David

 

From: computer-go-boun...@dvandva.org
[mailto:computer-go-boun...@dvandva.org] On Behalf Of Don Dailey
Sent: Monday, July 11, 2011 6:12 AM
To: computer-go@dvandva.org
Subject: Re: [Computer-go] 19x19 opening books

 

Opening books for 19x19 very limited usefulness because the board is so big.
You are out of book after just a couple of moves.  It could be used to place
the first stone and have an instant response to the first stone the opponent
places but it's not likely to take you farther than that. 

 

In 9x9 it could be critical as you could cover most reasonable plays to a
modest depth.In 7x7 you could almost have a book that plays the toughest
part of the game for you.

 

Don

 

 

On Mon, Jul 11, 2011 at 8:13 AM, Hendrik Baier
hendrik.ba...@googlemail.com wrote:

Good morning,

I'm sorry I have to repeat my question: Can anyone point me to a paper on
opening books in 19x19 Go? Or have you seen only cosmetic improvements by
using them, but no strength improvements?
It would be great if some of you program authors could give a one-line
answer on that.

best regards,
Hendrik Baier
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Re: [Computer-go] 19x19 opening books

2011-07-11 Thread David Fotland
On 19x19, Many Faces has books.  A full board opening book made from strong
player games is a hash of all positions (rotation/refection invariant).  It
keeps statistics of player strength and win rate, and is only used to bias
the search, not to choose a move quickly.

It also has a joseki book with all published lines in english, entered from
books (about 60K positions).

On 9x9 I have a full board book made from strong cgos games, but I don't
ship it with the program.

David

 -Original Message-
 From: computer-go-boun...@dvandva.org [mailto:computer-go-
 boun...@dvandva.org] On Behalf Of Aja
 Sent: Monday, July 11, 2011 5:35 AM
 To: computer-go@dvandva.org
 Subject: Re: [Computer-go] 19x19 opening books
 
 Hi Hendrik,
 
 In the Olympiad last year in Kanazawa, I noticed that Fuego was using a
 small 19x19 opening book. It successfully forced Fuego to play at the
corner
 in the beginning.
 
 In Erica, I never tried using a book in 19x19 board. As far as I know,
Many
 Faces is not using a book. pachi is apparently without a book either.
 
 Aja
 
 - Original Message -
 From: Hendrik Baier hendrik.ba...@googlemail.com
 To: computer-go@dvandva.org
 Sent: Monday, July 11, 2011 8:13 PM
 Subject: [Computer-go] 19x19 opening books
 
 
  Good morning,
 
  I'm sorry I have to repeat my question: Can anyone point me to a paper
on
  opening books in 19x19 Go? Or have you seen only cosmetic improvements
by
  using them, but no strength improvements?
  It would be great if some of you program authors could give a one-line
  answer on that.
 
  best regards,
  Hendrik Baier
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