Re: [computer-go] Anchor Player

2006-12-13 Thread Cai Qiang
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.
 
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Re: [spam probable] [computer-go] Anchor Player

2006-12-13 Thread alain Baeckeroot
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
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Re: [computer-go] Anchor Player

2006-12-13 Thread Don Dailey
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.
  

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Re: [computer-go] professional game libraries for pattern harvesting

2006-12-13 Thread Petri Pitkanen

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.
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--
Petri Pitkänen
e-mail: [EMAIL PROTECTED]
Phone: +358 50 486 0292
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RE: [computer-go] professional game libraries for pattern harvesting

2006-12-13 Thread Anders Kierulf
 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

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Re: [computer-go] professional game libraries for pattern harvesting

2006-12-13 Thread Weston Markham

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
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[computer-go] Are there researches about human annotation to game records ?

2006-12-13 Thread 荒木伸夫
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?
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Re: [computer-go] Are there researches about human annotation to gamerecords ?

2006-12-13 Thread Chrilly
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?

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Re: [computer-go] Are there researches about human annotation to gamerecords ?

2006-12-13 Thread Chrilly




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?

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Re: [computer-go] Are there researches about human annotation to gamerecords ?

2006-12-13 Thread Chris Fant

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?
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Re: [computer-go] Are there researches about human annotation to gamerecords ?

2006-12-13 Thread Chris Fant

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?
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