Re: [computer-go] language choices

2006-12-05 Thread Benjamin Teuber
To me, computer go programming means basic research for now, as I don't 
believe the existing algorithms get you very far (I may be too 
ambitious, but I cant help it..).
Thus, I would program in a way that let's me explore everything very 
fast, without caring too much about performance. This is why I' using 
Common Lisp.


If I'd be happy with the status of the research as it is, trying to get 
as much out of it as possible for tournament programs, I would go 
Chrilly's way and use C, assembler or my own special chip (if I could 
afford it or knew some nice sheik =)


Just my 2 cents,
Ben

Don Dailey wrote:

On Mon, 2006-12-04 at 19:30 -0200, Mark Boon wrote:
  
The object pooling is the only thing I'd rather do without. But for  
speed that's not possible, unfortunately. However it hardly affects  
cleanliness or readability as there's not such a big difference  
between a constructor call and a factory call. It does add some
extra  
code, that's true. However, that's the same for any language, also  
low-level ones like C or assembler. I don't see the logic why you  
can't do in Java something that performance gurus do in C. Just  
because it's Java? Because it makes sense? 



No, for me it's the total time/effort trade-off for a given level of
performance.

If I program in C, it will take a little longer to write the code, but
it will run significantly faster even if I don't do any special
optimizations.

If I program in Java and claim it is to save time,   but then I spend a
significant amount of time trying to make it go fast,  I have spend MORE
time than I did in C, and it's not as fast.   Not a reasonable
trade-off.

I agree that you can do some reasonable optimizations and still have
readable code.   But avoiding object creation doesn't seem to me like a
natural way to use an object oriented language.  


But my main point is that if you claim to use Java to save yourself
time,  but you expect to have to do a significant amount of
optimizations to be happy,  then why bother?  Just program in C and
don't do any optimizations and be faster with less time invested.

I think that's enough for me.   I'm not going to post any more on this
subject because it's starting to seem stupid going back and forth on
this.


- Don


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Re: [computer-go] Knowing nothing about it

2006-12-05 Thread Chrilly

Sylvain Gelly wrote:
You are totally right. For Yizao (one of the author of MoGo), who is a
good Go player, this gives a bad style to MoGo. As I don't know how to
play Go (beyond the rules :)), I don't see any style and I don't care :).

I forwarded this to other people in the computer-chess community. The common 
answer was: Sylvain has the right qualification to be the new shooting star 
in Computer-Go.


Feng Hsu wrote in the beginning of the Deep Blue project a paper Building a 
GM-level chess programm without knowing nothing about chess.
This was probably a paraphrase of Hans Berliner, the former correspondence 
chess world-champion who build HiTech. I assume everytime Feng Hsu made a 
proposal Berliner did not like, he told him that he knows nothing about 
chess. Feng Hsu had even at the end of the Deep Blue project problems to 
make moves correctly on the board. It was not obvious for him were the 
square c5 is.


There is another Chrilly's law: Everybody besides a GM can write a strong 
chess programm. Maybe this holds also for Go-Programms. Everyboyd beside a 
Dan can write a strong programm. Or maybe its the other way round. The 
programms are relative weak, because the programmers are all too strong.


Chrilly 


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Re: [computer-go] language choices

2006-12-05 Thread steve uurtamo
 Give me a program that beats a dan level taking less
 than a week to process.
 
 I will code it in assembler if necesary to make it
 efficient for a competition. (parallel if necesary)
 
 The first part difficult.
 The second one is just engineering.
 
 20 minutes or 20 hours is the same in this problem.

yes, but to discover that it's dan-level, you need
to wait a week for each move.  that could be some
mighty slow experimentation.  could be that the
move chosen after 1 minute is 20kyu, the move
chosen after 20 minutes is 10kyu, and the move
chosen after a week is 1kyu.  but you might never
discover that last fact...

s.


 

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Re: [computer-go] language choices

2006-12-05 Thread Eduardo Sabbatella
 I'll bet Mogo would give a dan level player fits at
 9x9 if 1 week of
 thinking time per move could be compressed enough to
 play a 30 minute
 game. 

If you think so, go and try it! Its quite important to
know that.

You can play a game with some dan level at
http://itsyourturn.com/


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Re: [computer-go] language choices

2006-12-05 Thread steve uurtamo
 I'll bet Mogo would give a dan level player fits at
 9x9 if 1 week of
 thinking time per move could be compressed enough to
 play a 30 minute
 game. 

you could always get a dan player to volunteer for
such a game.  he would promise not to spend more
than 1/2 hour on the game, and mogo would play
postally.

i'd be very impressed if mogo could give him fits.

also, 30 minutes / 50 moves (guess) == .6 min / move.
7 days = 10080 minutes, so it's just a factor of
16800 speed increase that's needed.  is mogo
parallelizable?  if so, i could probably get 10
machines on the job, so we'd just need another
factor of 1700 increase or so.  :)

s.


 

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Re: [computer-go] Knowing nothing about it

2006-12-05 Thread compgo123
I'm not sure sometimes if a person's arguement is for the truth or just 
politics. I'm going to assume that it's for the truth. Feng Hsu may not know 
much about chess, but he enlisted the help of one who does. His name is 
Schaffer if I remeber correctly. He was decribed as a competitive chess player. 
Feng Hsu dragged him to IBM for the Deep Blue project. This is before IBM. Once 
at IBM a grand master works with the Feng Hsu group constantly. Let put things 
in perspective. The contribution of Feng Hsu is that He spear headed a 
effective chess hardware. Is he alone reponsible for the success of the Deep 
Blue? I, and anyone with a common sense, doubt it. By the way I read through 
his book in the Bookstore in couple hours when it just got published. My 
objection is that he didn't mention any technical details about the Deep blue. 
Actually Deep Thought as well. So I didn't buy it.
 
Dan Liu
 
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Tue, 5 Dec 2006 8:10 AM
Subject: Re: [computer-go] Knowing nothing about it


Sylvain Gelly wrote: 
You are totally right. For Yizao (one of the author of MoGo), who is a 
good Go player, this gives a bad style to MoGo. As I don't know how to 
play Go (beyond the rules :)), I don't see any style and I don't care :). 
 
I forwarded this to other people in the computer-chess community. The common 
answer was: Sylvain has the right qualification to be the new shooting star in 
Computer-Go. 
 
Feng Hsu wrote in the beginning of the Deep Blue project a paper Building a 
GM-level chess programm without knowing nothing about chess. 
This was probably a paraphrase of Hans Berliner, the former correspondence 
chess world-champion who build HiTech. I assume everytime Feng Hsu made a 
proposal Berliner did not like, he told him that he knows nothing about chess. 
Feng Hsu had even at the end of the Deep Blue project problems to make moves 
correctly on the board. It was not obvious for him were the square c5 is. 
 
There is another Chrilly's law: Everybody besides a GM can write a strong chess 
programm. Maybe this holds also for Go-Programms. Everyboyd beside a Dan can 
write a strong programm. Or maybe its the other way round. The programms are 
relative weak, because the programmers are all too strong. 
 
Chrilly  
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Re: [computer-go] language choices

2006-12-05 Thread John Tromp

On 12/5/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:


 Mogo would also have a memory problem.   The UCT programs build trees in
 memory.  My own  program cannot think more than a few minutes without
 running out of memory - so even the experiment you propose cannot be
 done.
Yes you are right. For MoGo it is even worst. As all the games we have to
play
in are short games, we did not at all optimize the memory use, and in
fact
MoGo a lot more memory than necessary. I am not totally sure, but I think
even 1 minute/move is already too much :). Of course, we can be more
carefull
with memory usage, but for the moment it is not the higher priority.



How long would it take Mogo to fill up 16GB of memory on a quad core opteron
machine?

regards,
-John
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Re: [computer-go] Technical Report on MoGo

2006-12-05 Thread sylvain . gelly
Hello,

 I'd be a bit more careful about the comparison with alpha-beta in
 section 2.3.  I believe that iterative deepening of alpha-beta is very
 common.  It can be argued that when iterative deepening is used, an
 early termination isn't very detrimental.  [...]
 Alpha-Beta is for practical reasons of course also an anytime algorithm. 
[...] .My reaction when I read this
 statement was: iterative deepening is not yet invented in the Go
 community.

Of course iterative deepening exists. But to me it does not make Alpha-Beta 
algorithm an anytime algorithm. First because the unit (one iteration) 
costs much more in alpha-beta. By iteration I mean that if you stop your 
program during an iteration, then it behaves as in the last iteration (the 
current iteration is lost). In MC/UCT, the iteration takes less than 1 ms. 
Second, and more importantly, the time increase of the iteration is huge in 
alpha-beta. The time to perform the search at depth k+1 is much higher than 
for depth k.

So for me the reasons we gave comparing to alpha-beta hold, even if you are 
right by saying that we should have mentionned iterative deepening.

Sylvain

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Re: [computer-go] language choices

2006-12-05 Thread sylvain . gelly
Le Mardi 5 Décembre 2006 20:50, John Tromp a écrit :
 On 12/5/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
   Mogo would also have a memory problem.   The UCT programs build trees
   in memory.  My own  program cannot think more than a few minutes
   without running out of memory - so even the experiment you propose
   cannot be done.
 
  Yes you are right. For MoGo it is even worst. As all the games we have to
  play
  in are short games, we did not at all optimize the memory use, and in
  fact
  MoGo a lot more memory than necessary. I am not totally sure, but I think
  even 1 minute/move is already too much :). Of course, we can be more
  carefull
  with memory usage, but for the moment it is not the higher priority.

 How long would it take Mogo to fill up 16GB of memory on a quad core
 opteron machine?

It depends on the speed of your opteron :). Perhaps something like 10 minutes. 
I think stl vector implementation on my linux box takes much more memory than 
necessary (I mean using a memory pool, and a big time against memory 
tradeoff), so perhaps being carefull, with 16 GB we could reach 20 minutes.

Sylvain

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Re: [computer-go] language choices

2006-12-05 Thread steve uurtamo
not to be overly critical here, but...

 Mogo would also have a memory problem.

then the proposed gendankenexperiment (if it could
run for a week in only a few minutes' time) doesn't
even make sense -- if it couldn't make use of all
of the extra time (compressed or otherwise), then
it can't make use of it.  do you mean that if it
had a cpu that ran 7*24*60*2 times as quickly, *and*
that if it had 7*24*60*2 times as much ram, that
it could beat a 1-dan player?

 I think you are falling for the
 standard
 misconception that the computer must be superior in
 every aspect of the
 game to have a chance.   

no, i just said that i'd be impressed.  which i
would.  because i haven't seen any computer program
at the dan level, or even heard anyone claim that
when they doubled (or 10x or 100x or 1000x) the
amount of thinking time for their machine that they
were at dan strength.

so really you're suggesting (almost) that you're
within a log_10 factor of 4 of dan strength.  which
can quite easily be overcome with enough hardware.

i'd just like to see it happen.  :)

 I know exactly how these
 things work.   The
 match would begin, the human would probably be
 outplaying the computer
 and then make some error.   The computer would win
 and everyone would
 cry it shouldn't have happened.The computer just
 got lucky this
 time.   

i think that if a dan-level player had 10 games,
the first 5 of which were considered just to be
for fun, and that no reprogramming or recoding
were allowed inbetween, that the program would
either get crushed, or lose by a slim, but
appreciable margin over a 5-game series.

the difference between 1-dan and 3-dan, say, is
about the same as the difference between 1-dan and
2 kyu, or 2kyu and 4kyu, 4-6, or 6-8.  so if
mogo is currently at (say) 8kyu on 9x9, then you're
suggesting that it could gain 9 stones' strength
with a factor of 1 in time.  this (sort've)
implies that you think that you're within a
factor of 10 of 3-dan, for instance, if the
only issue is scaling.  or within 10^6 of 5-dan.

an i think that if you were to perform these
experiments one at a time (i.e. give yourself
10x more time, and see if you can beat an 6kyu,
then 100x more time and see if you can beat a 4kyu,
etc.), many of which are reasonable (we all could
donate some cpu time to the task), we could see
if the linear scaling argument actually holds
water.  :)

which i'm not saying that it wouldn't.  i'm just
saying that it's a testable hypothesis (minus your
equivocation about ram usage), and we ought to
get cracking to see if it's true.

s.


 

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Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
On Tue, 2006-12-05 at 20:40 +0100, [EMAIL PROTECTED] wrote:
  On Tue, 2006-12-05 at 09:51 -0800, steve uurtamo wrote:
I'll bet Mogo would give a dan level player fits at
9x9 if 1 week of
thinking time per move could be compressed enough to
play a 30 minute
game.
  
   you could always get a dan player to volunteer for
   such a game.  he would promise not to spend more
   than 1/2 hour on the game, and mogo would play
   postally.
  
   i'd be very impressed if mogo could give him fits.
 
 
  What do you mean by dan level?   I don't mean high dan, I mean 1 dan.
 
 So that I can follow this discussion, how would be the kgs level of this 
 player (it is the only level I have access to when looking at the results of 
 game)?


Wouldn't it be 1 dan on KGS?

Maybe the group can help me extrapolate.   

What estimated (or actual) rating would gnugo 3.7.4 have on KGS?   

Whatever rating that is,  would it play better or worse at 9x9?   In
other words, if it were EQUAL to a 15 kyu player at 19x19 for example,
would it be better or worse at 9x9?

On CGOS, gnugu_3.7.4 is rated 1720.   MoGo is is in the 2100-2200,
presumably it's save to assume it is significantly stronger.   

But if we can assign an ELO rating to Gnugo 3.7.4, then we can add 300
or 400 to get Mogo's current ELO rating.  

We will then know approximately how to estimate what a 1 Dan players ELO
would be (once we know about what kyu level gnugo 3.7.4 is) by
extrapolation.   (About 100 ELO per kyu as I understand it.)

Then if we estimate the ELO of a 1 Dan player, we can estimate what
percentage of games Mogo would win now, and how much it needs to improve
to be equal.

This would all be somewhat speculative of course but it would give us a
rough idea of where we are.   I would be willing to be conservative on
all the calculations - by assuming Mogo isn't as strong as we think,  a
doubling in time does not add as much ELO strength as we know it does,
etc.

We would have to estimate the improvement expected from extra thinking
time.  The Mogo team probably already has estimates,  but I have my own
too based on experiments with Lazarus.   My studies show that it's about
the same as chess used to be,  about 100 ELO points for a speed
doubling.   This may not be accurate for higher levels - I don't really
know for sure.

I would be willing to assume only a modest 50 points per doubling, to
get what I would consider a very safe lower bound.If Mogo is
averaging approximately 10 seconds per game on CGOS to achieve 2100,
then I've estimated about 16 doublings of speed if it's been given 1
week per move.   

That is 800 ELO points even using very conservative calculations.  

Yes, I know a lot of this is supposition but I'm confident that the
program given a hypothetical 1 week per move would be pretty
impressive.

I don't feel these calculations are unreasonable or way out of the
question - we have seen that UCT is very nicely scalable.I have not
forgotten the computer chess lessons of the past either,   where 1 ply
gave 250 ELO points but everyone said that formula would not apply to
the next ply.   People were silly enough back then to believe that
after 6 ply searches going beyond wouldn't help any (or very little.)

- Don


 


  Mogo would also have a memory problem.   The UCT programs build trees in
  memory.  My own  program cannot think more than a few minutes without
  running out of memory - so even the experiment you propose cannot be
  done.
 Yes you are right. For MoGo it is even worst. As all the games we have to 
 play 
 in are short games, we did not at all optimize the memory use, and in fact 
 MoGo a lot more memory than necessary. I am not totally sure, but I think 
 even 1 minute/move is already too much :). Of course, we can be more carefull 
 with memory usage, but for the moment it is not the higher priority.
 
  In fact, in honor of Chrilly's laws I will call this Don's law.
  What really counts is how bad your bad moves are.
 
 I think this is a interesting point. I think I agree with that law :).
 
 Sylvain
 
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Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
On Tue, 2006-12-05 at 21:15 +0100, John Tromp wrote:
 On 12/5/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
  How long would it take Mogo to fill up 16GB of memory on a
 quad core
  opteron machine? 
 
 It depends on the speed of your opteron :). Perhaps something
 like 10 minutes.
 I think stl vector implementation on my linux box takes much
 more memory than
 necessary (I mean using a memory pool, and a big time against
 memory 
 tradeoff), so perhaps being carefull, with 16 GB we could
 reach 20 minutes.
 
 The opterons run at 1.4Ghz. If you can provide me with a  Linux amd64
 executable,
 in which Mogo allocates, say, 14GB (leave some for the OS) and thinks
 until 
 it exhausts this memory, I'd be happy to test it out for a few games
 (I'm a Dutch 2dan with a fair bit of 9x9 experience).

You would win every game but it would be fun to watch.   

Would you set up Mogo to run on KGS so we could watch all the games and
of course never take back a move?   

Are you actually willing to wait for 20 minutes per move and are you
saying you will limit your own thinking time?   (Humans improve more
with extra thinking time than computers do, every computer chess
programmer knows this - it's all about the error rate stuff I talked
about.)

Again, even if you do all those things I think you would win all the
games - but it would still be fun to see if you feel any resistance
whatsoever.

- Don


 regards,
 -John
 
 
 
 
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Re: [computer-go] KGS Computer Go Tournaments

2006-12-05 Thread Don Dailey
Nick,

I would love to see such a tournament,  but the UCT programs could not
take full advantage of the extra time.   As you see, we run out of
memory after a minute or two! 

- Don


On Tue, 2006-12-05 at 20:48 +, Nick Wedd wrote:
 Jason:
 Thank you for pointing out these errors.  I have fixed them now.
 
 
 Sylvain:
 Thank you for your explanation of MoGoBot19's play.  I have added it to 
 the page.
 
 
 I keep promising to hold a slow tournament soon, with 12 hours each 
 for each game.  I would propose next week, with games on 11th 12th 13th 
 14th 15th.  But I understand that SlugGo is off sick at present, and as 
 it is the program that would most enjoy such time settings, maybe I 
 should wait until I hear that it has recovered?
 
 Nick

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Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
Sylvain,

You can extend this pretty easily by doing 2 or more simulations at a
time.  

The trade-off is very good for doing this although not 100%.I HAVE
to do this for Lazarus because I have very little memory in my machine.
I believe I'm doing 8 simulations at a time in order to use about 1/8th
of the memory.

- Don



On Tue, 2006-12-05 at 21:03 +0100, [EMAIL PROTECTED] wrote:
  How long would it take Mogo to fill up 16GB of memory on a quad core
  opteron machine?
 
 It depends on the speed of your opteron :). Perhaps something like 10
 minutes. 
 I think stl vector implementation on my linux box takes much more
 memory than 
 necessary (I mean using a memory pool, and a big time against memory 
 tradeoff), so perhaps being carefull, with 16 GB we could reach 20
 minutes.
 
 Sylvain 

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Re: [computer-go] KGS Computer Go Tournament: results

2006-12-05 Thread Nick Wedd
In message 
[EMAIL PROTECTED], Arend 
Bayer [EMAIL PROTECTED] writes

On 12/5/06, House, Jason J. [EMAIL PROTECTED] wrote:

Sorry to be such a pest about the web site status, but the finished
link for December is wrong (see
http://www.weddslist.com/kgs/future.html).


While we are at it, I suggest you remove the copy of kgsgtp.xhtml from
your webpages. It's worse to have outdated documentation on your pages
than no documentation, since everyone gets the updated one when
downloading the kgsGtp client.


Agreed.  Done.

Nick
--
Nick Wedd[EMAIL PROTECTED]
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Re: [computer-go] UCT/MoGo confusion

2006-12-05 Thread Yizao Wang
Hi,

Perhaps I am oversimplifying, but if I understand correctly, MoGo 
primarily gets its strength in 9x9 go by improving upon the random 
simulations by preferring good moves over purely random moves during 
the random game. Yet I have two results that seem to indicate that it's 
not really that simple

The first is that we have a purely random UCT version running on CGOS 
(GoJin) and its rating seems to sit around 1640. But in the paper we are 
told that the very first Mogo achieved almost the identical rating, yet 
Well, it's possible that the two programs have not the same speed this 
might make a big difference.
it already had some improvements, such as preferring large captures. Can 
I conclude that those improvements to the random simulations actually 
have no effect on the performance of the program?
Surely there would be some effect, but might not be that much as expected.

But even more confusing to me is that we've tried some simple 
improvements to the random program that have had no effect. The ones 
that I was certain would improve performance were versions that changed 
random simulations so that moves near existing stones would be preferred 
over stones placed too far away from the action. Many versions have been 
tried, e.g., moves that must be adjacent to some other stone, moves that 
must be no more than 1 space away from existing stones, etc. Surely on 
Well, I think we have tried some similar things. Personally I don't think this 
will lead to a significant improvement, and it is what the result shows in our 
experiment.

average these are going to be better moves than purely random moves -- 
or is this, indeed, the flaw in my logic? Shouldn't these versions 
outperform the purely random versions? In almost every case the modified 
No not necessary.
version performed identical to the purely random version -- no worse and 
no better -- at least according to the self tests. Does this really 
I dont know what do you mean by 'identical' and 'self tests' here. Intuitively 
it is not a good idea to have your program test against itself. I believe every 
change will bring something different, but sometimes not very significant.

Yizao
sound right?


-Richard
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Re: [computer-go] language choices

2006-12-05 Thread sylvain . gelly
Le Mardi 5 Décembre 2006 22:03, Don Dailey a écrit :
 Sylvain,

 You can extend this pretty easily by doing 2 or more simulations at a
 time.

 The trade-off is very good for doing this although not 100%.I HAVE
 to do this for Lazarus because I have very little memory in my machine.
 I believe I'm doing 8 simulations at a time in order to use about 1/8th
 of the memory.

Don,

we experimented this on MoGo and this gave us bad results. I mean that, with 
the same number of nodes, having more simulations do not improve the level 
much (even very little). Are your experimental results different?

Sylvain

 On Tue, 2006-12-05 at 21:03 +0100, [EMAIL PROTECTED] wrote:
   How long would it take Mogo to fill up 16GB of memory on a quad core
   opteron machine?
 
  It depends on the speed of your opteron :). Perhaps something like 10
  minutes.
  I think stl vector implementation on my linux box takes much more
  memory than
  necessary (I mean using a memory pool, and a big time against memory
  tradeoff), so perhaps being carefull, with 16 GB we could reach 20
  minutes.
 
  Sylvain

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Re: [computer-go] language choices

2006-12-05 Thread sylvain . gelly
  So that I can follow this discussion, how would be the kgs level of
  this player (it is the only level I have access to when looking at the
  results of game)?

 Wouldn't it be 1 dan on KGS?
I don't know because some seem to say that the KGS level is not the true 
level? If so, MoGo has already won against players with a d on KGS, you can 
look at the archive looking for regular expression \[.d at:
http://www.gokgs.com/gameArchives.jsp?user=mogoboty=2006m=11

Of course, I don't know if it was real games in the sense that players were 
playing at their best level. But perhaps some of these games, and it was 13 
minutes games. MoGo also won a game against a [8d?] on kgs (the game is 
marked as unfinished, but I think it is, isn't it?).
http://files.gokgs.com/games/2006/11/20/MoGoBot-chunga.sgf

Again, it is perhaps not real games, but perhaps, I can judge that, sorry.

Of course, it is still a low winning rate...

Again, I can't judge the games, so I apologize if what I say is irrelevant :).

Sylvain

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Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
On Wed, 2006-12-06 at 00:04 +0100, [EMAIL PROTECTED] wrote:
   So that I can follow this discussion, how would be the kgs level of
   this player (it is the only level I have access to when looking at the
   results of game)?
 
  Wouldn't it be 1 dan on KGS?
 I don't know because some seem to say that the KGS level is not the true 
 level? If so, MoGo has already won against players with a d on KGS, you can 
 look at the archive looking for regular expression \[.d at:
 http://www.gokgs.com/gameArchives.jsp?user=mogoboty=2006m=11
 
 Of course, I don't know if it was real games in the sense that players were 
 playing at their best level. But perhaps some of these games, and it was 13 
 minutes games. MoGo also won a game against a [8d?] on kgs (the game is 
 marked as unfinished, but I think it is, isn't it?).
 http://files.gokgs.com/games/2006/11/20/MoGoBot-chunga.sgf
 
 Again, it is perhaps not real games, but perhaps, I can judge that, sorry.
 
 Of course, it is still a low winning rate...
 
 Again, I can't judge the games, so I apologize if what I say is irrelevant :).

I don't know either.  I assumed William Shubert tries to keep them in
line with actual ratings but I can't say if they are off.Of course
you realize that people will say ratings are off even if they are
close.   The human mind finds patterns where there are none.  

Of course they may really be off.  I just don't know.

We could start with GnuGo's rating at 19x19 pretend it's accurate for
9x9, but I'm sure most programs are better relative to humans at smaller
boards.

I cannot find gnugo on kgs - there is no way that I can find to do
partial searches on user names and I don't know the exact name of any
gnugo bots.  



 Sylvain
 

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Re: [spam probable] Re: [computer-go] KGS Computer Go Tournaments

2006-12-05 Thread sylvain . gelly
Le Mardi 5 Décembre 2006 21:55, Don Dailey a écrit :
 Nick,

 I would love to see such a tournament,  but the UCT programs could not
 take full advantage of the extra time.   As you see, we run out of
 memory after a minute or two!

At least we have to make changes to remove from memory a lot of nodes. This 
can take so time to do (at least for me). But this could be an interesting 
tournament!

Sylvain

 On Tue, 2006-12-05 at 20:48 +, Nick Wedd wrote:
  Jason:
  Thank you for pointing out these errors.  I have fixed them now.
 
 
  Sylvain:
  Thank you for your explanation of MoGoBot19's play.  I have added it to
  the page.
 
 
  I keep promising to hold a slow tournament soon, with 12 hours each
  for each game.  I would propose next week, with games on 11th 12th 13th
  14th 15th.  But I understand that SlugGo is off sick at present, and as
  it is the program that would most enjoy such time settings, maybe I
  should wait until I hear that it has recovered?
 
  Nick

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Re: [computer-go] language choices

2006-12-05 Thread sylvain . gelly
Le Mardi 5 Décembre 2006 21:15, John Tromp a écrit :
 On 12/5/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
   How long would it take Mogo to fill up 16GB of memory on a quad core
   opteron machine?
 
  It depends on the speed of your opteron :). Perhaps something like 10
  minutes.
  I think stl vector implementation on my linux box takes much more memory
  than
  necessary (I mean using a memory pool, and a big time against memory
  tradeoff), so perhaps being carefull, with 16 GB we could reach 20
  minutes.

 The opterons run at 1.4Ghz. If you can provide me with a  Linux amd64
 executable,
 in which Mogo allocates, say, 14GB (leave some for the OS) and thinks until
 it exhausts this memory, I'd be happy to test it out for a few games
 (I'm a Dutch 2dan with a fair bit of 9x9 experience).

This could be very interesting!

If by anyway I can have an user account on this machine, I can try to compile 
MoGo and launch it on KGS so that you can easily play, and everyone can watch 
the games.
What do you think?

Sylvain

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Re: [computer-go] language choices

2006-12-05 Thread John Tromp

hi Sylvain,

This could be very interesting!


If by anyway I can have an user account on this machine, I can try to
compile
MoGo and launch it on KGS so that you can easily play, and everyone can
watch
the games.
What do you think?



The machine is a central component of the Linux supercomputer cluster at
CWI,
where I used to work.  Access is limited to CWI users I'm afraid:-(
Can you compile it on any other Linux machine with an up to date gcc -O3
-static -m64 ?

Once I get it running, I'll be happy to replay the game life on KGS as a
demo game.

regards,
-John
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Re: [computer-go] language choices

2006-12-05 Thread Darren Cook
 I think stl vector implementation on my linux box takes much more memory than 
 necessary (I mean using a memory pool, and a big time against memory 
 tradeoff), so perhaps being carefull, with 16 GB we could reach 20 minutes.

The STL vector is fairly efficient, especially if you are using
reserve(). But if you are allocating same-size blocks then there is a
quality memory pool in boost. It is hidden in one of the details
directories, but I've been using it for a long time for my Chain class.
If you are interested I can isolate and post the relevant bits.

Darren

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Re: [computer-go] language choices

2006-12-05 Thread sylvain . gelly
 The machine is a central component of the Linux supercomputer cluster at
 CWI,
 where I used to work.  Access is limited to CWI users I'm afraid:-(
Ok I understand.

 Can you compile it on any other Linux machine with an up to date gcc -O3
 -static -m64 ?

I will try and send it to you. We'll see if at least it works :) (I never 
tried it on a 64 bits machine).

 Once I get it running, I'll be happy to replay the game life on KGS as a
 demo game.
Great!

Sylvain

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Re: [computer-go] language choices

2006-12-05 Thread alain Baeckeroot
Le mercredi 6 décembre 2006 00:04, [EMAIL PROTECTED] a écrit :
   So that I can follow this discussion, how would be the kgs level of
   this player (it is the only level I have access to when looking at the
   results of game)?
 
  Wouldn't it be 1 dan on KGS?
 I don't know because some seem to say that the KGS level is not the true 
 level? If so, MoGo has already won against players with a d on KGS, you can 
 look at the archive looking for regular expression \[.d at:
 http://www.gokgs.com/gameArchives.jsp?user=mogoboty=2006m=11
 
 Of course, I don't know if it was real games in the sense that players were 
 playing at their best level. But perhaps some of these games, and it was 13 
 minutes games. MoGo also won a game against a [8d?] on kgs (the game is 
 marked as unfinished, but I think it is, isn't it?).
 http://files.gokgs.com/games/2006/11/20/MoGoBot-chunga.sgf

Very impressive ! Mogo win by 0.5 :)
Looking at Mogo results, it sems more than KGS-1-dan for 9X9

I m 1k, and won only 1 game out of 4 or 5 , more precisely Mogo lost the
game by playing a bad move and let me live when my group should have die.
I suspect some ko was implied and mogo mess up the sequence, trying to kill
without ko, or playing directly the final move of the ko.

btw, on 19X19 GNU is kgs-6k, and slightly weaker on 9X9 (maybe 8k).

Congrats
Alain.
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Re: [computer-go] language choices

2006-12-05 Thread John Tromp

hi Don,

Why can't you just play it live on KGS?   This is much more exciting.

We would have no way to know if you were taking back moves or anything.
(Although I believe you to be an honest person I still like to see for
myself :-)



If Sylvain provides me with a Mogo version that can connect to KGS, then
I'll try to play it directly there. But I thought it might be easier for him
to
provide a console version... Let's wait and see:)

regards,
-John
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Re: [computer-go] UCT/MoGo confusion

2006-12-05 Thread David Doshay


This is an echo of my experience with SlugGo, and SlugGo has no MC  
component. This is just part of trying to program Go, whatever the  
algorithm.


Cheers,
David



On 5, Dec 2006, at 1:32 PM, Richard Lorentz wrote:

confusing to me is that we've tried some simple improvements to the  
random program that have had no effect. The ones that I was certain  
would improve performance were versions that ...

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