Re: [computer-go] Anchor Player
Hi, Many win32 binary(such as Fritz) can run in linux with help of Wine(a free implementation of Windows on Unix) without noticeable performance loss. Best regards! - Original Message - From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Wednesday, December 13, 2006 2:47 AM Subject: [computer-go] Anchor Player If I set up a 19x19 server, we will need an Anchor player. Here is what I need from an Anchor player: 3. Linux binary - because it runs on the server itself. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [spam probable] [computer-go] Anchor Player
Le mercredi 13 décembre 2006 05:53, Don Dailey a écrit : Does a 1 kyu difference mean I can give you 1 stone if I am better and expect to come out about even? yes, 1 handi is 0.5 komi. Does this all work out in a transitive way? If a 6 kyu can give a 7 kyu 1 stone, and the 7 kyu can give an 8 kyu 1 stone, can the 6 kyu expect to play even with the 8 kyu player giving 2 stones? yes, and it works surprisingly well. Would this simple system work: 1. Start all players out at the same kyu rating. 2. Pair randomly. 3. If you win your match, modify kyu rating slightly down. 4. If you lose your match, slighly change kyu upward. Kgs works like this (with more subttle algorithm). All this is applied on top of handicaps of course. But unless 2 players are an integer kyu apart, a handicap would be slighly unfair to one side or the other. Is it sufficient to modify the ratings in linear proportion to the amount of unfairness? Less than 1k difference is nothing for weak players. It is only meaningful for strong players (several dans or pro) The link below is stats on even games from European Go Federation http://gemma.ujf.cas.cz/~cieply/GO/statev.html As GNU Go is rated 6k on kgs , this should give more than 30% for a 9k to beat gnugo in even games. The traditional way for adjusting handicap needs 3 win in a row (this is rather difficult) The fun way is changing handicap after each game (for human the psychlogical part is very important, one can manage to lose with many handi due to emotive factor or desire of revenge ...) Maybe for computer the handicap could be remembered between 2 oppononents, and the global rank estimated from this ? GNU Go does not eat memory, even at level 10 it is small and rather fast. At level 0 it is very poor in reading (rated 2k below level10 gnugo on kgs) but level 8 should be rather good. On cgos 9X9 i checked the first 100 000 games of GNU Go 3.7.4 and found less than 10 nearly nearly identical games (against viking) and less than 5 were rigorously identical. So i bet on 19X19 this will not happen at all. my 2 cents. alain ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Anchor Player
I run wine on my own computer, but it's not on the server computer and I believe it to be a resource hog.I want to keep it lean and simple on Dave Dyers server. - Don On Wed, 2006-12-13 at 16:46 +0800, Cai Qiang wrote: Hi, Many win32 binary(such as Fritz) can run in linux with help of Wine(a free implementation of Windows on Unix) without noticeable performance loss. Best regards! - Original Message - From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Wednesday, December 13, 2006 2:47 AM Subject: [computer-go] Anchor Player If I set up a 19x19 server, we will need an Anchor player. Here is what I need from an Anchor player: 3. Linux binary - because it runs on the server itself. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] professional game libraries for pattern harvesting
Or use p2p and the pirate bay. Using serch word SGF you should find about 40 000 game collection from moyo-go. Or even easier The Torrent: http://torrents.thepiratebay.org/hashtorrent/3420315.torrent/40_683_Professional_Go_Games_Collection.3420315.TPB.torrent As game records are not copyrigtable it is within your rights to download that file. Cheers, Petri 2006/12/13, David Fotland [EMAIL PROTECTED]: There are 30 or 40 thousand pro games available - try Go Games on Disk. There are 40K strong amateur games available on the Many Faces of Go CD-ROM I think KGS amateur games are available for free. David -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Carter Cheng Sent: Tuesday, December 12, 2006 1:33 AM To: computer-go@computer-go.org Subject: [computer-go] professional game libraries for pattern harvesting I noticed a few papers now mention Bayesian learning techniques for mining for patterns and I am curious where does one find libraries for this sort of thing are there some commercially or free game libraries to which the procedures described can be applied. Regards, Carter. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- Petri Pitkänen e-mail: [EMAIL PROTECTED] Phone: +358 50 486 0292 ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
RE: [computer-go] professional game libraries for pattern harvesting
As game records are not copyrigtable it is within your rights to download that file. Game records may not be copyrightable, but collections of game records may be. And for databases created in the European Union, the sui generis right of the European Database Directive applies independent of copyright (see http://en.wikipedia.org/wiki/Database_directive). Game records in the collection you mention were taken from GoGoD and SmartGo without permission. GoGoD (http://www.gogod.demon.co.uk/) has over 42,400 professional games in SGF format that you can use for data mining. Anders Kierulf www.smartgo.com ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] professional game libraries for pattern harvesting
Also, there was a recent thread on the mailing list: 50, 576 pro/dan games without repetitions nor easily detectable problems, started by Jacques Basaldúa, who has put together a collection of games: http://www.dybot.com/masters/masters.zip If I recall correctly, the format of this file is only documented in Jacques' message, so you may need to refer to that for details. Weston ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
[computer-go] Are there researches about human annotation to game records ?
Hello. I'm Araki. Nice to meet you. I'm searching researches about human annotation to game records for machine learning. (for example, these stones are weak, this move is for attack those stones, this move was bad ...etc) Does anyone know such researches? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Are there researches about human annotation to gamerecords ?
I know of no research, but chess-programms like e.g. Fritz do this to a certain degree. There was (maybe is) an award by the ICCA-Journal for the best annotation by a programm. But I do not remember any papers how this is done. Trade secret. I have implemented another form of annotation in my chess-programm Schweinehund. An animated dog made comments on the game. This was insofar relastic, as my nephew felt insulted by his uncle. The dog made some bad comments about his playing style. But the underlying mechanism was rather primitive. The animation sequences were mainly selected due to evaluation changes and some online behaviour. E.g. when the human opponent took a long time for his move, he was many or only a few moves in the opening book... The impression of realism and meaningfull comments was due to the dog. I have my doubts that one can make with current Go programms a meaningfull annotation. For this purpose the programm must be much stronger than the user. E.g. when the dog said this was your second best move the programm must be relative sure, that the human played a blunder. It increases the fun if the dog is in a small percentage of cases wrong. But if the dog is most of the time wrong and the human move was in fact quite strong, its annoying. The generell advantage of an animated character is, that the comment/annotation must no be so detailed and one can cheat a little bit. E.g. if the programm realized that the comment before was wrong, the dog can say forget it, was just a joke. The difficult part is that it is an online-algorithm. In case of an annotation one can analyse the whole game before generating some comments. Chrilly - Original Message - From: 荒木伸夫 [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Thursday, December 14, 2006 2:51 AM Subject: [computer-go] Are there researches about human annotation to gamerecords ? Hello. I'm Araki. Nice to meet you. I'm searching researches about human annotation to game records for machine learning. (for example, these stones are weak, this move is for attack those stones, this move was bad ...etc) Does anyone know such researches? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Are there researches about human annotation to gamerecords ?
If you had such annotated games, wouldn't you also need an impressive English language parser? Even more impressive if you consider the task of parsing English-as-a-second-language dialects. I do not understand the meaning of this sentence. Could you please explain it more explicetly? Chrilly On 12/13/06, 荒木伸夫 [EMAIL PROTECTED] wrote: Hello. I'm Araki. Nice to meet you. I'm searching researches about human annotation to game records for machine learning. (for example, these stones are weak, this move is for attack those stones, this move was bad ...etc) Does anyone know such researches? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Are there researches about human annotation to gamerecords ?
Dogs can play Go? No. They can't. Dogs also cannot search for files on your computer. Why are my CPU cycles being wasted to animate a dog who may or may not pretend to know something that I don't? Is it purely to annoy? If so, hats off. On 12/14/06, Chrilly [EMAIL PROTECTED] wrote: I know of no research, but chess-programms like e.g. Fritz do this to a certain degree. There was (maybe is) an award by the ICCA-Journal for the best annotation by a programm. But I do not remember any papers how this is done. Trade secret. I have implemented another form of annotation in my chess-programm Schweinehund. An animated dog made comments on the game. This was insofar relastic, as my nephew felt insulted by his uncle. The dog made some bad comments about his playing style. But the underlying mechanism was rather primitive. The animation sequences were mainly selected due to evaluation changes and some online behaviour. E.g. when the human opponent took a long time for his move, he was many or only a few moves in the opening book... The impression of realism and meaningfull comments was due to the dog. I have my doubts that one can make with current Go programms a meaningfull annotation. For this purpose the programm must be much stronger than the user. E.g. when the dog said this was your second best move the programm must be relative sure, that the human played a blunder. It increases the fun if the dog is in a small percentage of cases wrong. But if the dog is most of the time wrong and the human move was in fact quite strong, its annoying. The generell advantage of an animated character is, that the comment/annotation must no be so detailed and one can cheat a little bit. E.g. if the programm realized that the comment before was wrong, the dog can say forget it, was just a joke. The difficult part is that it is an online-algorithm. In case of an annotation one can analyse the whole game before generating some comments. Chrilly - Original Message - From: 荒木伸夫 [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Thursday, December 14, 2006 2:51 AM Subject: [computer-go] Are there researches about human annotation to gamerecords ? Hello. I'm Araki. Nice to meet you. I'm searching researches about human annotation to game records for machine learning. (for example, these stones are weak, this move is for attack those stones, this move was bad ...etc) Does anyone know such researches? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Are there researches about human annotation to gamerecords ?
My understanding of Araki's message was that he wants to input human-annotated games into his learning machine. My point was that humans writings are not very precise (especially when using a non-native language). On 12/14/06, Chrilly [EMAIL PROTECTED] wrote: If you had such annotated games, wouldn't you also need an impressive English language parser? Even more impressive if you consider the task of parsing English-as-a-second-language dialects. I do not understand the meaning of this sentence. Could you please explain it more explicetly? Chrilly On 12/13/06, 荒木伸夫 [EMAIL PROTECTED] wrote: Hello. I'm Araki. Nice to meet you. I'm searching researches about human annotation to game records for machine learning. (for example, these stones are weak, this move is for attack those stones, this move was bad ...etc) Does anyone know such researches? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/