Thx for the pointers!

I'm afraid my bg simulator won't interest you that much. I'm trying to learn a 
bit about neural networks and implementing/training the standard TD gammon 
neural net seems like an interesting way to do that. And maybe it'll help 
improve my unimpressive bg game at the same time. :)



On Jan 1, 2010, at 7:09 AM, Øystein Johansen wrote:

> On Thu, Dec 31, 2009 at 10:33 PM, Mark Higgins <[email protected]> wrote:
> I'm coding up my own little backgammon simulator in python and want to 
> benchmark it against gnubg. I was hoping there's a gnubg python module I can 
> install and import that would expose the underlying engine so I can pass my 
> generate boards and dice rolls into it, and have it return the set of 
> possible moves ordered by what it thinks expected point scores are - that 
> sort of thing.
> 
> Does such a module exist? I googled around a bit but didn't find anything.
> 
> Hi!
> 
> I would strongly suggest that you use the benchmark databases from Josephs 
> work. The benchmark databases can be found here:
> ftp://ftp.demon.nl/pub/games/gnubg/nn-training/benchmarks
> 
> (Plain ascii files)
> 
> The classify positions like gnubg main code, and we therefore also use the 
> same benchmark (We mainly focus on the contact class). I believe this is the 
> ideal way to check the strength of a bot, since it is quite fast and accurate 
> enough. If you like this idea, look at Josephs code. I can also provide you 
> come C code (depending on glib) which runs through a benchmark.  
> 
> The other way of finding strength of a bot is to play long sessions against 
> each other. Was that more of what you where thinking?
> 
> -Øystein
> 
> PS: Can you tell us more about your project? What's the AI technology? Neural 
> net? What's the state? Can it do deeper searches? Cube evaluations etc? We're 
> curious here.

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