[computer-go] End of games in KGS

2006-11-27 Thread sylvain . gelly
Hello,

I recently added a feature to MoGo that allows it to accept a pass (I mean 
pass after the opponent pass) even far from the end of the game. It is to be 
gentler against human (not fill every intersection :)). So now there is a non 
trivial dead string analysis.
Looking at the games against humans, I saw that sometimes the human does not 
accept the dead strings MoGo proposes and then allow a score to the game 
which is not the real score. I have undersood that if the 2 opponents do not 
agree on the dead string, then kgs-genmove_cleanup was called until the 
end, and after all strings will be counted as alive.
So is it a MoGo bug, or the human has the right to choose the dead strings as 
he want ? And is this different in ranked game, and tournaments ? I know 
there were some problems in past KGS tournaments with the dead strings 
command, but I think now it is solved.

Thank you for any answer.

Sylvain

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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread Chrilly




I assume in Go the difference is also a very large handicap.
in any case, i think that the difference is probably much larger than 
just one or two stones.  :)


It is said if has 4 stones handicap, every Pro will accept games play with 
God even if bet his life.


When in limited local fighting like TumeGo, Pro plays just like God.

igo

One has to differentiate: In chess humans play very close to optimal in the 
subset of chess which is played by humans. But this is only a very small 
subset of what is really playable. E.g. There is currently a match between 
Kramnik and Fritz. I showed the Kramnik team a game were Hydra crashes Fritz 
in an important variation with a rook v. bishop sacrifice. But the team 
said: Theoretcially convincing, but of no use for us. Kramnik can not play 
this tactical massacre against a computer. Thats unhuman chess.


Humans are very far away from optimal play in unknown positions. E.g. they 
are helpless against a perfect endgame database. Such a DB plays from the 
human point of view completly crazy moves. A human opponent would never play 
this. In human-machine matches it is very important for the machine team to 
deviate from the human-patterns and to get a chaotic position. In the 
preperation for the Adams-Hydra match we spent a lot of effort to deviate as 
soon as possible from known opening theory and also that the programm plays 
strange moves which are not necessarily optimal. The only requirement was, 
that this strange moves are not really bad. This is completly sufficient 
against a human. My personal criterion was: When the Hydra chess expert GM 
Lutz said Hmmm, whats this, I asked him if its bad. If he could not give a 
convincing reason why its bad within 10 seconds, it was a very good move 
against Adams (but not against God).


I think the same will happen also in Go. They have only a chance if God 
plays human-Go. But against non-human moves they are certainly as helpless 
as the chess-players. I assume its even worse, because Go is more pattern 
related and more complex than chess.


Chrilly

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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread Mark Boon


On 27-nov-06, at 08:35, igo wrote:

It is said if has 4 stones handicap, every Pro will accept games  
play with God even if bet his life.


I don't know if that's a generally accpted estimate. But I know that  
Otake Hideo once said he'd bet his life with 4 stones against God. He  
also added he wasn't so sure he'd win but that he had his pride too.


Mark


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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread Nick Wedd
In message [EMAIL PROTECTED], 
steve uurtamo [EMAIL PROTECTED] writes

It is said if has 4 stones handicap, every Pro will
accept games play with God even if bet his life.


wow.  i thought that there were at least two
stones worth of slack in the opening, and another
two in ko fighting.  :)


Seems unlikely.  I can't imagine two competent players, say 1p or 
better, coming out of the opening with one of them having a two-stone 
lead.  And, the right to win all ko fights without having to fight them 
is only worth half a stone.


Nick
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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread steve uurtamo
  And, the right to win all ko fights without
  having to fight them 
  is only worth half a stone.
 
 uh, that depends upon what the kos are for.

and actually, what i meant was that its threats
might be so complicated that they would be
ignored.

s.


 

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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread Don Dailey
A good point to consider - is God actively trying to confuse his
opponent and complicate things, or is he simply playing objectively best
moves?

- Don

On Mon, 2006-11-27 at 07:39 -0800, steve uurtamo wrote:
  wow.  i thought that there were at least two
  stones worth of slack in the opening, and another
  two in ko fighting.  :)
  
  Seems unlikely.  I can't imagine two competent
  players, say 1p or 
  better, coming out of the opening with one of them
  having a two-stone 
  lead.
 
 one of them is not a competent 1p.  one of them
 is a computer with knowledge of the end result
 of all possible game trees (my understanding of
 the definition of a god player).
 
 it could, for instance, create an opening whose
 branches are so complicated that W (or B) was
 forced to take small gains territorially, but
 lose, say, 20 pts. by the midgame.
 
  And, the right to win all ko fights without
  having to fight them 
  is only worth half a stone.
 
 uh, that depends upon what the kos are for.
 
 s.
 
 
  
 
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[computer-go] December KGS online computer Go Tournament

2006-11-27 Thread Nick Wedd
The December 2006 KGS computer Go tournament will be next Sunday, 
December 3rd, in the European morning and Asian evening,

starting at 09:00 UTC and ending at about 14:00 UTC.

Both divisions will be five-round Swiss, and use 19x19 boards with 28 
minutes sudden death, Chinese rules, and 7.5 points komi.  There are 
details at http://www.gokgs.com/tournInfo.jsp?id=246 and at

http://www.gokgs.com/tournInfo.jsp?id=247.

Please note two important changes since the September event, brought 
about by a major upgrade to the KGS server:

1.
The server is at a new address, goserver.gokgs.com (the old one was 
goserver.igoweb.org).

2.
Clean-up at the end of the game is now supported. If your bot does not 
support clean-up, it risks losing won games to a bot that does support 
it.  To avoid this, you should either arrange for your bot to support 
clean-up, or for it to capture all dead enemy stones before it passes.


Registration is now open.  To enter, please read and follow the
instructions at
http://www.weddslist.com/kgs/how/index.html.  The rules are given at
http://www.weddslist.com/kgs/rules.html.

Nick
--
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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread steve uurtamo
 A good point to consider - is God actively trying
 to confuse his
 opponent and complicate things, or is he simply
 playing objectively best
 moves?

good question.  if his goal is to win with zero
handicap, all he has to do is pick a branch that
ends with a win for, say, W.  if he is starting
from a branch without such a terminus, he has to
try to move the game into such a branch.

if it's a handicap game, then the question boils
down to getting over to a winning branch from
the tree whose initial state is completely
different -- there are handicap stones on the
board.

more likely is that you play with high komi --
then the goal is to move over to a branch
whose terminus is both a win and is by more than
komi points.

since there's no guarantee that you can get
to such a branch, and since it's unlikely that
the absolute advantage of W over B is more than
4 stones (or, say, 30 komi), this means that
you have to try to get your opponent to make a
mistake that will take you over into one of these
 komi + win branches.

likely the human opponent will play non-optimally
in the first few moves.  this will negate some of
the komi.  any move outside a win w/o komi
branch will take you to a lose by X w/o komi
branch, and god will know how to capitalize upon 
that to make up some more komi.  this isn't enough
to win the game, however, so god has to figure
out how to maneuver the game over there.

one approach might be to play moves where the
greatest number of terminal nodes in that move
subtree have winning scores in the  komi range.
then you maximize the probability that an error (or
series of errors) by the human player will result in
a win for you.

of course, once you're in a win by  komi branch,
you're done.  you just play it out with perfect
refutations of every move.

however, objectively the game is a win for only
one player at the start, and the only way to
overcome enough handicap (or komi) is to attempt
to capitalize on errors (or inefficiencies, which
in a completely solved game can be considered errors)
made by your opponent.

s.


 

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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread Don Dailey
I've often wondered how I would program a computer to play a game, chess
or go,
if I had perfect information about the game.How do you make it more
difficult
to win against a fallible opponent?

I assume that in many positions there are more than 1 maximizing move.
I would of
course restrict the computer to those moves (I call those moves good
moves in an
idealistic sense and everything else as bad)   

I guess you would simply steer towards positions where the computer had
lot's of good moves and the opponent had very few good moves.  

If I were doing this for chess, I might just build an evaluation
function based on trying to maintain the highest legal move count
possible and do a limited depth search - restricting myself of course to
only maximizing or good moves.  

In go, I think you would want to keep as many things going on at the
same time as possible, and you would want to increase the number of
interactions on the board.

I am sure a perfect computer could gain a few stones by confusing the
opponent in this way as opposed to playing a straightforward game. 

- Don


On Mon, 2006-11-27 at 11:06 -0800, steve uurtamo wrote:
  A good point to consider - is God actively trying
  to confuse his
  opponent and complicate things, or is he simply
  playing objectively best
  moves?
 
 good question.  if his goal is to win with zero
 handicap, all he has to do is pick a branch that
 ends with a win for, say, W.  if he is starting
 from a branch without such a terminus, he has to
 try to move the game into such a branch.
 
 if it's a handicap game, then the question boils
 down to getting over to a winning branch from
 the tree whose initial state is completely
 different -- there are handicap stones on the
 board.
 
 more likely is that you play with high komi --
 then the goal is to move over to a branch
 whose terminus is both a win and is by more than
 komi points.
 
 since there's no guarantee that you can get
 to such a branch, and since it's unlikely that
 the absolute advantage of W over B is more than
 4 stones (or, say, 30 komi), this means that
 you have to try to get your opponent to make a
 mistake that will take you over into one of these
  komi + win branches.
 
 likely the human opponent will play non-optimally
 in the first few moves.  this will negate some of
 the komi.  any move outside a win w/o komi
 branch will take you to a lose by X w/o komi
 branch, and god will know how to capitalize upon 
 that to make up some more komi.  this isn't enough
 to win the game, however, so god has to figure
 out how to maneuver the game over there.
 
 one approach might be to play moves where the
 greatest number of terminal nodes in that move
 subtree have winning scores in the  komi range.
 then you maximize the probability that an error (or
 series of errors) by the human player will result in
 a win for you.
 
 of course, once you're in a win by  komi branch,
 you're done.  you just play it out with perfect
 refutations of every move.
 
 however, objectively the game is a win for only
 one player at the start, and the only way to
 overcome enough handicap (or komi) is to attempt
 to capitalize on errors (or inefficiencies, which
 in a completely solved game can be considered errors)
 made by your opponent.
 
 s.
 
 
  
 
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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread Heikki Levanto
On Mon, Nov 27, 2006 at 12:59:30PM -0500, Don Dailey wrote:
 A good point to consider - is God actively trying to confuse his
 opponent and complicate things, or is he simply playing objectively best
 moves?
 

I have heard this terminology somewhere, but can't remember where:

A god plays perfectly, without trying to confuse the opponent,
assuming the opponent will play perfectly too, and the game flowing
naturally to its logical conclusion.

A devil plays nearly perfectly, but will put up traps for an unwary
opponent, play to complicate things when it is in his advantage to do
so.

Thus a devil is more likely to win over human opponents, even from too
large handicaps. But a god will win over the devil, as he will not
fall in any of the traps, but can use the suboptimal play spent in
setting those up.

-H


-- 
Heikki Levanto   In Murphy We Turst heikki (at) lsd (dot) dk

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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread steve uurtamo
 I guess you would simply steer towards positions
 where the computer had
 lot's of good moves and the opponent had very few
 good moves.  

this is essentially the same thing -- if you play
in a branch where the highest percentage of moves
lead to a win for you, then this means that your 
opponent has less opportunities to play a winning
move.  any error whatsoever leads to a loss for them.
this doesn't mean that your opponent would have
difficulty choosing a correct move at many of the
tree's nodes, but certainly they would not know the
full tree, and could only eliminate *most* of the
imperfect moves.

some of these would be very straightforward to
prevent, but some would not.  for instance, you
might be willing to include branches that led to
draws.  draws in go could be very tricky to prevent
at the same time as trying to win.

s.


 

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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread steve uurtamo
 But a god will win over the
 devil, as he will not
 fall in any of the traps, but can use the suboptimal
 play spent in
 setting those up.

actually, whomever is slated to win with perfect play
(1st or 2nd player) will win, because setting up
traps isn't necessarily inefficient -- it just
means choosing branches where the number of
winning moves for your opponent is minimized.  it
is still optimal play.  either you start in a winning
branch and you just play it out and win (even by
choosing such branches, you're just playing a cleaner
version of the same winning game), or you start
in a losing branch and it doesn't matter what you do,
you're going to lose.

s.


 

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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread Don Dailey
A good devil tries to win by MORE than he deserves and will
try to win in a losing position.

I have heard this terminology before and my understanding was 
that a devil still plays a perfect game,  he just tries to be
deceptive about it.

I don't see any point in not playing perfect if you can unless
you are happy to play non-optimally and don't mind the chance of
getting a lesser score than you are guaranteed.

One other issue, how much does the devil know about his opponent? 
That has everything to do with it.   You might use a much different 
strategy against one player than another.

A good devil doesn't care - he will still play perfect while still
using  whatever tricks have a chance of working against any imperfect
opponent without compromising or taking chances.

- Don


On Mon, 2006-11-27 at 11:39 -0800, steve uurtamo wrote:
  But a god will win over the
  devil, as he will not
  fall in any of the traps, but can use the suboptimal
  play spent in
  setting those up.
 
 actually, whomever is slated to win with perfect play
 (1st or 2nd player) will win, because setting up
 traps isn't necessarily inefficient -- it just
 means choosing branches where the number of
 winning moves for your opponent is minimized.  it
 is still optimal play.  either you start in a winning
 branch and you just play it out and win (even by
 choosing such branches, you're just playing a cleaner
 version of the same winning game), or you start
 in a losing branch and it doesn't matter what you do,
 you're going to lose.
 
 s.
 
 
  
 
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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread Jim O'Flaherty, Jr.


Don (and others),



Depending upon your definition of God, I think most of the God
conversation is kind of silly.



Given He is omnipotent, he has the ability to alter one of His created entities
such that it is not possible to beat Him PRIOR to casting His reply as
white.  The alteration could be as subtle as changing the active potential
on some sub-set of neurons in his opponents brain or as acute as creating deep
anxiety within his opponent's psyche by being so gargantuan in physical
presence.  And talk about self-esteem.  Hard to top God's opinion of
Himself give you are one of His creations.



Give He is omniscient, he has no need for generating confusion for His
opponent.  He already knows his opponents weakness, how it will manifest
and why it will do so.  That's assuming an omniscient being has any
interest in casting a stone in the first place, something very
difficult to imagine in any sense of the meaning of the words.



Given he is omnipresent, he is has/is/will be in a part of the universe where an
animation of the game about to be played is already playing out to completion,
so he can see how it ends before it begins (a slight lean on his omniscience
here).  Better, the game he is watching is on a board made of harp strings
and with the stones represented by fairies and unicorns.  Hey!  When
your God, you get to make up all sorts of crazy shite.



Finally, what is an objectively best move?  How would one measure
it?  It's as if there was some God knowable state transition
diagram (STD) describing an starting go board where the entry points to the STD
(OMG, the sexual references here abound) mostly show black to win.  So of
that set of initial black moves that perfectly state transition into wins for
black, which is objectively superior to the other?  The question itself is
poorly framed?  The moves are all peers.  None is superior to the
other win in n moves candidates, even if their n's vary.  The
n's only matter if there is some higher value placed on minimizing the number
of moves from start to finish.  Give He is timeless, the length of game,
hence the value of n, is not meaningful.



Now, if God had a younger brother who liked to play Go...none of what I said
above means anythingwhich is still true even if He doesn't. (a nod to your
logic dialog from the other day, Don)





Jim




- Original Message 
From: Don Dailey [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Monday, November 27, 2006 11:59:30 AM
Subject: Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

A good point to consider - is God actively trying to confuse his
opponent and complicate things, or is he simply playing objectively best
moves?

- Don

On Mon, 2006-11-27 at 07:39 -0800, steve uurtamo wrote:
  wow.  i thought that there were at least two
  stones worth of slack in the opening, and another
  two in ko fighting.  :)
  
  Seems unlikely.  I can't imagine two competent
  players, say 1p or 
  better, coming out of the opening with one of them
  having a two-stone 
  lead.
 
 one of them is not a competent 1p.  one of them
 is a computer with knowledge of the end result
 of all possible game trees (my understanding of
 the definition of a god player).
 
 it could, for instance, create an opening whose
 branches are so complicated that W (or B) was
 forced to take small gains territorially, but
 lose, say, 20 pts. by the midgame.
 
  And, the right to win all ko fights without
  having to fight them 
  is only worth half a stone.
 
 uh, that depends upon what the kos are for.
 
 s.
 
 
  
 
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Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-27 Thread alain Baeckeroot
Le lundi 27 novembre 2006 16:36, Steven Clark a écrit :
 Computer stupidity? How about how GNUGo has no problem invading under my 4,4
 stone, but refuses to invade under my 5,5 stones? I assume this is because
 there is a joseki entry for 4,4, but none for 5,5 openings. Attached is a
 rather silly game I played against GNUGo exploiting this fact (I will admit
 that I used undo several times to get the bot to do what I wanted, but the
 fact that I can get away with this is pretty funny...)
 
 Cheers
 -Steven
 

Funny game :)
FYI, in the final position latest development release 3.7.10 does invade at 5-3
or, if corner are protected by san-san, it goes to k3 :)
This even when databases are turned off (fuseki and joseki :).

Cheers.
Alain
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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread Chrilly
In the second game Fritz against Kramnik Fritz played strategically very 
poor (or Kramnik very strong), Kramnik avoided a 3-times repetition offer 
of Fritz, but at the end Kramnik missed an easy to see mate in 1!! and lost 
very badly. Thats the end of the match. He will not be able to recover from 
this blunder.
This is a rather drastic example of Chrillys law: Humans can not play in a 
complicated position more than 10 moves in a row without making an serious 
blunder. And it also very drastic example how far they are away from God.


Chrilly 


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