reply was discovered, the move has
considerable inertia and it takes time to recover.
Has anyone tried only counting the most recent games through a move
(say, the last 100), rather than the entire history?
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http
Here it is:
https://webdisk.lclark.edu/xythoswfs/webui/_xy-2115826_1-t_OX34gnaB
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake/
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, this will be just as ugly
as doing it in C/C++, but at least I'll be able to confine the
ugliness to that part of the program.
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake/
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A note: we're working on converting Orego back from C++ to Java, and
we're getting 5,000 (totally random at this point) simulated games
per second. We'll probably continue in this direction.
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake
have been tried from a given move, UCT takes
over.)
In any case, my profiling data indicates that choosing the random
move per se is not the expensive part; playing the move is.
Thanks for the suggestion,
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http
a new one. Similarly,
instead of
Foo x = y.clone();
do something like
x.copyDataFrom(y);
where of course you have to write copyDataFrom().
3) Algorithmic improvements are always more important that fine-tuning.
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http
. At this
point, the parent's forced leaf turn number is set to the child's
turn number; all moves from that parent will be random until a later
point in the game when it is safe to overwrite the offending child.
I welcome your input,
Peter Drake
Assistant Professor of Computer Science
Lewis Clark
time and space. For example, that latter
suggests that the first child / next sibling tree representation
mentioned here recently is a much better idea than the array-of-
children representation I'm currently using.
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http
On Dec 7, 2006, at 11:08 AM, Don Dailey wrote:
On Thu, 2006-12-07 at 09:17 -0800, Peter Drake wrote:
I do have the undo ability, but I think it's done in (I think) a
very
efficient way. For example, when I want to undo a bunch of move at
once (e.g., after a MC run) I just reduce a stack
is associated with which child node. If a
node might have more than one parent, the node can't store its last
move.
Any clever solutions?
If not, any opinions (or better yet, evidence) as to whether the
space savings or the DAG transposition table is more valuable?
Peter Drake
Assistant Professor
) In performing UCT, I need to traverse my children, find the value
and confidence bound for each one, and then choose the move leading
to the best one. This requires knowing which move leads to which
child node.
2) In testing, I like to be able to print out the tree.
Peter Drake
Assistant
part of the year?
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake/
On Dec 23, 2006, at 10:58 AM, Nick Wedd wrote:
I have written up the week's Slow KGS bot tournament. My report,
which is fuller than usual, is at
http://www.weddslist.com
less for the opening moves
than for middle / endgame moves? Is there a smooth curve, or is there
a relatively abrupt shift from joseki to analysis?
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake
.
There are some games, such as Hex, for which we know who wins from
the starting position given optimal play, but we don't know how to
figure out the best move.
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake/
On Jan 12, 2007, at 8:45 AM, terry
passes
White plays D8
Black plays c8
White plays D9
Black plays d5
Later, the script sent my program genmove black twice in a row,
which of course confused it.
What's going on here? Has anyone else run into these problems?
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
to the program when a command is
aborted?
Thanks,
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake/
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Ah, accounting for that seems to fix the problem. Thanks!
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake/
On Jan 13, 2007, at 6:54 AM, Eduardo Sabbatella Riccardi wrote:
It seems that you GTP implementation doesn´t implements
for white's turn. This causes some very strange
reporting, where it looks like one player gets several moves in a row.
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake/
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The author is presumably Chris Lydgate, who interviewed me on this.
(Did he interview other people on this list.)
I was hoping to be quoted in the Economist. Oh, well. :-)
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake/
On Jan 29
and title? This was DPSV07.)
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake/
On Feb 7, 2007, at 12:36 PM, Chris Fant wrote:
In this paper, you say that you limit the number of moves to
BoardArea*2 during the playouts. For me, this barely
to try Terry's idea of storing individual Nodes instead of
storing the entire Node pool. Stay tuned...
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake/
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The UCT portion. I'm storing/loading a pre-built UCT tree once at
startup; the disk is not accessed during the game.
Peter Drake
Assistant Professor of Computer Science
Lewis Clark College
http://www.lclark.edu/~drake/
On Feb 9, 2007, at 11:08 AM, terry mcintyre wrote:
Is this opening
run for each move under
consideration.
Would the MoGo authors (and anyone else) care to weigh in?
Peter Drake
http://www.lclark.edu/~drake/
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hope is that this heuristic will suggest the move that has been
most effective on similar boards.
Peter Drake
http://www.lclark.edu/~drake/
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. Is anyone using heuristics that
don't fit into this framework?
Peter Drake
http://www.lclark.edu/~drake/
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I don't have a reference, but it's probably a variant of Church
Numerals:
http://en.wikipedia.org/wiki/Church_numeral
On Apr 7, 2007, at 12:54 PM, Chrilly wrote:
Up to my knowledge the first Lisp Versions had no number system.
The number n was represented as the list of numbers from 1 to n
Is there anyone on this list who is a tenured associate or full
professor at the college/university level, especially in the United
States? If so, please contact me. I have set the Reply To: field
accordingly.
Thanks,
Peter Drake
http://www.lclark.edu/~drake
this year?
Peter Drake
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Orego also uses option B. Because UCT eventually focuses search on
the most promising moves, it probably will spend most of its time on
a single move, effectively doing A without the need for extra
parameter settings.
Peter Drake
http://www.lclark.edu/~drake/
On May 1, 2007, at 4:51 AM
On May 2, 2007, at 8:07 AM, Erik van der Werf wrote:
On 5/1/07, Peter Drake [EMAIL PROTECTED] wrote:
Like most of the UCT programs (I believe), Orego adds one tree
node per
Monte Carlo run. At present, this node includes data from the run
that
created it. Thus, after the first run, my tree
On May 2, 2007, at 8:17 AM, Peter Drake wrote:
On May 2, 2007, at 8:07 AM, Erik van der Werf wrote:
Don't you determine the sum of visits by adding all values in the
children? I guess it looks like a nice speedup to get the sum
directly
from their parent, but does that really matter
I didn't notice much improvement in Orego, because the tree is pretty
shallow. Of course, now that I've made speed improvements to the
program (and bought a faster computer), and now that I understand the
sum-of-children thing, the rules may have changed...
Peter Drake
http
comments match my experience.
Peter Drake
http://www.lclark.edu/~drake/
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of previous Zobrist
hashes for positions in the real game,)
4) If there is a violation, go back to the copy and try the next best
move
Thanks,
Peter Drake
http://www.lclark.edu/~drake/
On May 17, 2007, at 11:00 PM, Chrilly wrote:
I have serious problems with KO. UCT-Suzie plays generally
children (often 0 or 1).
Peter Drake
http://www.lclark.edu/~drake/
On May 18, 2007, at 9:15 AM, John Tromp wrote:
On 5/18/07, Peter Drake [EMAIL PROTECTED] wrote:
It took me a long time to get around my mental block and accept
the advice
of everyone here, but your intuition is correct
True...
My experience has been that (largely) ignoring the extremely rare
case of superko is a better use of the finite resources we have.
Have others found the same thing?
Peter Drake
http://www.lclark.edu/~drake/
On May 18, 2007, at 9:19 AM, Chris Fant wrote:
After search, when
The first option is what we do, too.
Peter Drake
http://www.lclark.edu/~drake/
On May 19, 2007, at 5:30 AM, Don Dailey wrote:
On Sat, 2007-05-19 at 12:32 +0200, chrilly wrote:
In the play-outs, I'm pretty sure infinite play-outs due to not
using
superko are possible - even
was surprised not to find a copy of the javadocs on your website.
They're in the .jar file. At a later date I'll consider putting them
directly on the website, but the way web space is allocated around
here makes this awkward.
Other than that, it looks great.
Thanks!
Peter Drake
http
of finding the right balance...
Peter Drake
http://www.lclark.edu/~drake/
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Widening sounds more natural to me.
Peter Drake
http://www.lclark.edu/~drake/
On May 24, 2007, at 8:50 AM, Chaslot G (MICC) wrote:
Dear all,
I did experiments on 19x19 Mango with 25000 simulations per move,
against GnuGo 3.6 level 0.
Without progressive unpruning, Mango wins 2.9
This interesting -- it implies that the place to use the heuristics
IS in the tree rather than in the playouts.
Peter Drake
http://www.lclark.edu/~drake/
On May 24, 2007, at 8:50 AM, Chaslot G (MICC) wrote:
Dear all,
I did experiments on 19x19 Mango with 25000 simulations per move
Yes, my recent (unsuccessful) experiments have also been along these
lines. It's nice to know I wasn't barking up the wrong tree after all!
Peter Drake
http://www.lclark.edu/~drake/
On May 24, 2007, at 9:35 AM, [EMAIL PROTECTED] wrote:
For the typical person in the U.S. the thing you
I think grafting would imply attaching an already-existing structure,
as in genetic programming. This is just about expanding the allowable
area into which the tree grows.
Maybe the bonsai folks have a term for this...
Peter Drake
http://www.lclark.edu/~drake/
On May 24, 2007, at 10:56
For what it's worth, I'm getting over 25k playouts per second in Java
on my 4-core 3GHz machine using Orego.
Single easiest improvement: use the -server command line option to
Java. This turns on the just-in-time compiler, roughly doubling speed.
Peter Drake
http://www.lclark.edu/~drake
in question involves (re)opening a channel
for the tree to grow into, not attaching something.
Just my increasingly digressive thoughts...
Peter Drake
http://www.lclark.edu/~drake/
On May 25, 2007, at 10:10 AM, Richard Brown wrote:
Nick Wedd wrote:
I prefer unprune to graft.
Graft implies adding
Since I'm on a Mac (It'll be beautiful, but we're not giving it to
you until it's good and ready!), I'm still using Java 5.
Peter Drake
http://www.lclark.edu/~drake/
On May 25, 2007, at 10:17 AM, Brian Slesinsky wrote:
Have you noticed a difference between Java 5 and 6? I've heard some
of
...
.?.
wBw
(3. The opposite of the previous pattern.)
2300 occurrences of
###
.?.
Bww
(7. Name?)
Peter Drake
http://www.lclark.edu/~drake/
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2:39:55 PM
Subject: Re: [computer-go] Efficiently selecting a point to play in
a random playout
Hi,
I've tested many approaches, and the one I implemented is clearly
the best.
The bias that Peter Drake talks about is negligible and doesn't have a
noticeable impact
on playout results
are played, maintain
a stack of board state copies for undoing.)
Peter Drake
http://www.lclark.edu/~drake/
On May 27, 2007, at 5:28 PM, Jason House wrote:
Don Dailey wrote:
Lukasz Lew does something far more sophisticated and very fast
using the
concept of pseudo liberties which you
else know
anything?
Peter Drake
http://www.lclark.edu/~drake/
On Jun 3, 2007, at 5:13 PM, Darren Cook wrote:
Does anyone know of UCT being used in games other than go, or outside
games altogether, such as travelling salesman problem, or some
business-related scheduling/optimizing/searching
Oddly, there doesn't seem to be much effect on speed whether I use a
single random number generator (i.e., instance of java.util.Random)
or one for each thread.
Peter Drake
http://www.lclark.edu/~drake/
On Jun 5, 2007, at 11:59 AM, Jason House wrote:
On 6/5/07, Peter Drake [EMAIL
On Jun 5, 2007, at 12:58 PM, Don Dailey wrote:
On Tue, 2007-06-05 at 12:28 -0700, Peter Drake wrote:
Don't maintain the list of legal moves -- maintain the list of vacant
points (almost all of which are legal). When it's time to pick a
move,
pick a random point in the list and iterate
This sounds a lot like the roulette wheel selection scheme used in
genetic algorithms. The idea is that each candidate has a different
slice of a roulette wheel, with better candidates getting bigger slices.
Peter Drake
http://www.lclark.edu/~drake/
On Jun 6, 2007, at 2:07 AM, Jacques
Thanks for the tip. It does seem a bit faster (5% speedup of the
program overall), and I'm willing to accept the consensus that the
randomness is better.
Peter Drake
http://www.lclark.edu/~drake/
On Jun 6, 2007, at 2:15 PM, Graham Thomson wrote:
I would be weary of using java.util.Random
= 20;
Playing in the empty corner has gamma = 1. So that would be a lot
of tickets to distribute.
Is this distribution something like the number of times a given move
was played in your training set?
Doesn't the play in empty space pattern swamp everything else?
Peter Drake
http
eagerly look forward to any comments, corrections, or expansions.
Peter Drake
http://www.lclark.edu/~drake/
Chaslot G.M.J.B., Winands M.H.M. Winands, Uiterwijk J.W.H.M., van den
Herik H.J., and Bouzy B. Progressive strategies for Monte-Carlo tree
search.
1.3.1: Add heuristic value (divided
By all means, try it out and write up a paper!
Peter Drake
http://www.lclark.edu/~drake/
On Jun 7, 2007, at 11:25 AM, Jason House wrote:
On 6/7/07, Peter Drake [EMAIL PROTECTED] wrote:
Chaslot G.M.J.B., Winands M.H.M. Winands, Uiterwijk J.W.H.M., van den
Herik H.J., and Bouzy B
Is anyone else here going to the International Conference on
Artificial Intelligence in Lost Wages, Nevada later this month?
Peter Drake
http://www.lclark.edu/~drake/
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, inherently slower than C/C++
is outdated.
Peter Drake
http://www.lclark.edu/~drake/
On Jun 15, 2007, at 10:40 AM, Álvaro Begué wrote:
I am not a Java expert, so some of what I say here might be
wrong/outdated. I don't think JIT can make Java as fast as C/C++.
There are still things Java
Oh, that's because I'm a lousy programmer. :-)
Peter Drake
http://www.lclark.edu/~drake/
On Jun 15, 2007, at 4:03 PM, Darren Cook wrote:
Plenty of data can be mustered for either side of this question,
but the
assumption that Java is necessarily, inherently slower than C/C++ is
outdated
by then, and
I don't imagine many of us will be participating in youth events.
It's still a long way off, but I hope to organize a computer Go
tournament at the 2008 Congress here in Portland, Oregon.
Peter Drake
http://www.lclark.edu/~drake/
On Jun 16, 2007, at 9:02 AM, Jason House wrote:
On 6/15
be held in Beijing in October of 2008:
http://www.worldbridge.org/competitions/Calendar/files/
WorldMindSportsGames2007.pdf
Peter Drake
http://www.lclark.edu/~drake/
On Jun 16, 2007, at 1:47 PM, Erik van der Werf wrote:
On 6/16/07, Peter Drake [EMAIL PROTECTED] wrote:
It's still a long way off
move and thus
misjudge the value of a position.
Peter Drake
http://www.lclark.edu/~drake/
On Jul 4, 2007, at 5:52 PM, Yamato wrote:
In other words UCT works well when evaluation/playouts is/are
strong. I
believe
there are still improvements possible to the UCT algorithm as
shown
framework of learning from professional games could be
applied in a similar manner.
Me too -- there must be something in the air!
Peter Drake
http://www.lclark.edu/~drake/
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Yes, it can be done quite quickly in certain circumstances:
http://www.lclark.edu/~drake/go/icai2006-final-drake.pdf
The problem, of course, is that by the time it's down to this, it's
often too late.
Peter Drake
http://www.lclark.edu/~drake/
On Jul 6, 2007, at 3:55 PM, steve uurtamo
I think Steve meant that the move /should have been used as/ a ko
threat.
Peter Drake
http://www.lclark.edu/~drake/
On Jul 6, 2007, at 5:12 PM, Don Dailey wrote:
On Fri, 2007-07-06 at 16:52 -0700, steve uurtamo wrote:
The attack is easily
refuted with a capture, and when that happens
What a timely thread!
I've reimplemented Łukasz Lew's libego in Java for the latest edition
of Orego. It includes something of an explanation of the data
structures. I believe the code itself is relatively clear.
The goodies are here:
http://www.lclark.edu/~drake/go/
Enjoy!
Peter Drake
of the large speed gains
in libego.
I'm using the same data structure as Lew. Each stone knows its chain
ID number, which can be used to look up it pseudoliberty count. I'll
hazard a guess that this is faster than traveling up a disjoint set
tree, even with path compression.
Peter Drake
Lew asserts is very important for speed on
modern processors.
Peter Drake
http://www.lclark.edu/~drake/
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not really interested in what
happens as the board becomes arbitrarily large.
Peter Drake
http://www.lclark.edu/~drake/
On Jul 20, 2007, at 8:24 AM, Jason House wrote:
On 7/20/07, Peter Drake [EMAIL PROTECTED] wrote:
On Jul 20, 2007, at 8:04 AM, Jason House wrote:
I thought he was using
It looks like you're right -- but I did say O (rather than THETA), so
I'm also technically correct. :-)
Peter Drake
http://www.lclark.edu/~drake/
On Jul 20, 2007, at 9:15 AM, Richard J. Lorentz wrote:
Peter Drake wrote:
On Jul 20, 2007, at 8:04 AM, Jason House wrote:
I thought he
The latest version is also fairly well-documented; if there's
anything you'd like me to explain in more detail, just let me know
and I'll (re)add it for the next version.
Peter Drake
http://www.lclark.edu/~drake/
On Aug 6, 2007, at 10:52 AM, Oliver Lewis wrote:
Orego version 3 in Java
American Game-On Conference.
Peter Drake
http://www.lclark.edu/~drake/
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Or weiqi.
Peter Drake
http://www.lclark.edu/~drake/
On Oct 12, 2007, at 7:29 AM, steve uurtamo wrote:
try baduk!
s.
- Original Message
From: Chris Fant [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Friday, October 12, 2007 10:04:23 AM
Subject: Re: [computer
Opinions may differ as to what counts as fast, but Java may be your
best choice here.
(Hint: double your speed by using the -server command-line option.)
Peter Drake
http://www.lclark.edu/~drake/
On Nov 12, 2007, at 1:41 PM, Chris Fant wrote:
I would like some language recommendations
The license for Orego is GPL: basically, you can do whatever you want
with it, but don't sell it, claim our stuff is your invention, or try
to prevent anyone else from using it.
Yes, code feedback is always appreciated.
Peter Drake
http://www.lclark.edu/~drake/
On Jan 21, 2008, at 1:17
machines. (Since there will be prize
money involved, we can't reasonably allow remote connections.)
I'm also trying to get some funding from industry, but I'm not
holding my breath on that one.
Peter Drake
http://www.lclark.edu/~drake/
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Thanks to everyone for all the comments.
Another question: Should the tournament be 9x9, 19x19, or both?
Peter Drake
http://www.lclark.edu/~drake/
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, but we may be
getting closer to an international standard. Of course, it's
irrelevant until Japan, China, and Korea get on board.
You can find the rules in question here:
http://www.cs.cmu.edu/~wjh/go/rules/AGA.html
Peter Drake
http://www.lclark.edu/~drake
for this. If you plan to work in Java,
the Orego code is intended to be relatively easy to read, so you
might start there.
BTW, Orego has moved to:
http://www.lclark.edu/~drake/Orego.html
Peter Drake
http://www.lclark.edu/~drake/
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the tournament to run as
smoothly as possible.
Peter Drake
http://www.lclark.edu/~drake/
Tournament Director
Peter Drake (AND CO-DIRECTOR?)
Description
This 19x19 tournament is for computer programs only. While there have
been notable breakthroughs in recent years, computer Go remains an
open
to network in a way that is not possible over email.
3) To create an event on which the media can report.
Peter Drake
http://www.lclark.edu/~drake/
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:30-7:00.
Peter Drake
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We'd like to get an estimate of numbers. Who's planning to enter the
US Go Congress Computer Go Tournament?
Here is the latest version of the info on the tournament:
Computer Go Tournament
Tournament Director
Peter Drake (AND CO-DIRECTOR?)
Description
This 19x19 tournament is for computer
In Sunday's tournament, Orego lost a game embarrassingly by playing
out a lost ladder. I know how to write a ladder checker in general,
but I'm not sure how to incorporate such a thing into UCT. What are
other people doing?
Peter Drake
http://www.lclark.edu/~drake
Without the 10% random moves, would every playout from a given leaf
be identical?
Peter Drake
http://www.lclark.edu/~drake/
On Jun 17, 2008, at 3:14 AM, Magnus Persson wrote:
Valkyria plays uniformily the highest ranked move. Ladders as a
response to the last move are almost always
from MoGo, CrazyStone, or any other programs known
to be very strong. You might do better than you think!
Peter Drake
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Peter Drake Same as above
FirstGo Edward de Grijs Needs operator, will borrow hardware
ManyFaces David Fotland
Argus Sam Gross
HouseBotJason House Needs operator, will borrow hardware
Any others? None of the very strong UCT programs are here, so who
Terry -- thanks for the offer! We'll likely take you up on it.
We're looking at starting after lunch on Sunday and finishing up by
dinner on Tuesday. Hopefully things will be automated enough that, if
necessary, games can continue overnight.
Peter Drake
http://www.lclark.edu/~drake
On Jun 26, 2008, at 1:35 AM, Magnus Persson wrote:
Quoting Peter Drake [EMAIL PROTECTED]:
UCB (and hence UCT) would treat the following sequences of wins
(1) and
losses (0) the same:
01010101010101010101010101010101
I have
. The abortted playout trick would cause the
bot to cycle uselessly until the game takes another path.
Peter Drake
http://www.lclark.edu/~drake/
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it cuts off the infinite loop.
On Fri, Jul 11, 2008 at 12:08 PM, Peter Drake [EMAIL PROTECTED]
wrote:
My sense is that most programs ignore superko except for checking
right before a real move (as opposed to a playout move) is played.
The way out of the infinite loop is to set a maximum number
processor cores. The game will be broadcast on KGS.
Peter Drake
http://www.lclark.edu/~drake/
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19x19. There will be a handicap. We're currently planning on five
blitz games to adjust the handicap, then one real game.
On Jul 21, 2008, at 2:07 PM, Eric Pettersen wrote:
9x9 or 19x19?
On Jul 21, 2008, at 2:04 PM, Peter Drake wrote:
(This is from the US Go Congress to be held
Pacific time.
We'll do this in the Computer Go room. We'll announce the usernames
when the time comes.
On Jul 21, 2008, at 2:28 PM, Jason House wrote:
1pm in which timezone? Which room user name(s) will be used on KGS?
Sent from my iPhone
On Jul 21, 2008, at 5:04 PM, Peter Drake [EMAIL
whether
the attacker or defender will play on the defender's last liberty.
Thus, the ladder reader doesn't give any pressure to stop running when
caught in a ladder.
What am I missing?
Peter Drake
http://www.lclark.edu/~drake/
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On Jul 31, 2008, at 4:24 PM, Mark Boon wrote:
On 31-jul-08, at 19:50, Peter Drake wrote:
I know we had this conversation recently, but I just can't seem to
get my head around writing a ladder reader. What, exactly, does the
ladder reader do?
Our approach was to read out ladders
bad because they disable
the ladder searcher.
Peter Drake
http://www.lclark.edu/~drake/
On Jul 31, 2008, at 5:06 PM, terry mcintyre wrote:
From: Peter Drake [EMAIL PROTECTED]
Our approach was to read out ladders involving the last stone played.
In the playout (beyond the tree
at b.
It seems too expensive to search every point on the board for ladders.
What to do?
Peter Drake
http://www.lclark.edu/~drake/
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any special needs regarding libraries, etc.,
please let them know ASAP. The address is:
[EMAIL PROTECTED]
Peter Drake
http://www.lclark.edu/~drake/
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