Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Tom Cooper

At 23:17 03/01/2007, Don wrote:


David,

I thought of another way to put it which I think, in a way,
defines the difference in the rule-sets.

You are playing a game, and you think the opponent group
is dead.  But you are not 100 percent sure.

What do you do?  Chinese puts the emphasis on the actual
truth of the situation.   Japanese makes you gamble, and
penalizes you for being wrong.   It makes your opinion
about the situation become a factor in the final result
instead of the board position and your play leading up
to it.


Don, I can see that chinese rules let a player try a speculative
invasion inside his opponents territory at the end of the game
without risk, but you seem to be saying more than this.  Could
you give a 5x5 example or two please?  I had heard that in some
sense, chinese rules require more sophisticated understanding
for perfect play.

It might be best to construct
the example by playing a pretend game so that each player has
played the fair number of stones.

Thanks 


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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Tapani Raiko
 I assume that cannot be captured by the opponent means that the opponent,
 playing first, cannot capture it.  I accept that it is unclear whether this
 opponent is the actual one present in the game, or a hypothetical competent
 one.

In an unresolved semeai it is not clear who is the one trying to capture 
and should thus get the first move.

One more vote for simple rules. :)

--
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 http://www.cis.hut.fi/praiko/


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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Nick Wedd
In message [EMAIL PROTECTED], Tapani 
Raiko [EMAIL PROTECTED] writes

I assume that cannot be captured by the opponent means that the opponent,
playing first, cannot capture it.  I accept that it is unclear whether this
opponent is the actual one present in the game, or a hypothetical competent
one.


In an unresolved semeai it is not clear who is the one trying to capture
and should thus get the first move.


It is fairly clear to me.  You ask the players for the status of each 
group (alive, or dead.  Alive in seki is a special case of alive). Where 
they agree, you accept what they say.  Where they differ, you have to 
find out whether it can be captured, with its would-be capturer moving 
first.


Of course, if the players do the finding out themselves, there is a 
danger that you end up with two adjacent dead groups.  If this happens, 
I am not sure what to do next.



One more vote for simple rules. :)


Agreed.

Nick
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Don Dailey
On Thu, 2007-01-04 at 08:01 +, Tom Cooper wrote:
 At 23:17 03/01/2007, Don wrote:
 
 David,
 
 I thought of another way to put it which I think, in a way,
 defines the difference in the rule-sets.
 
 You are playing a game, and you think the opponent group
 is dead.  But you are not 100 percent sure.
 
 What do you do?  Chinese puts the emphasis on the actual
 truth of the situation.   Japanese makes you gamble, and
 penalizes you for being wrong.   It makes your opinion
 about the situation become a factor in the final result
 instead of the board position and your play leading up
 to it.
 
 Don, I can see that chinese rules let a player try a speculative
 invasion inside his opponents territory at the end of the game
 without risk, but you seem to be saying more than this.  Could
 you give a 5x5 example or two please?  I had heard that in some
 sense, chinese rules require more sophisticated understanding
 for perfect play.
 
 It might be best to construct
 the example by playing a pretend game so that each player has
 played the fair number of stones.



+  +  O  +  O  O  #  #  + 
+  +  O  +  O  O  #  #  + 
+  #  O  O  O  O  O  #  # 
+  #  +  O  O  #  #  #  + 
+  #  O  O  #  +  #  O  + 
+  +  O  #  #  +  #  +  + 
+  O  O  O  #  +  +  #  + 
#  O  O  #  #  #  #  +  + 
+  O  O  O  #  #  #  +  + 


Here is an example from 9x9 which illustrates a key
conceptual different in the rule-sets.  I admit this is a
rather trivial example but it illustrates what I need to
say.

In the diagram, black has a chance to make a live group but
only if white plays stupidly.   Although this is a trivial
example, we might imagine a much more interesting  example
where it's not so clear, or where the better player has
a real chance to make this group live.

In such a situation, Japanese is more about gambling skill,
can I get away with it?  The strong Japanese player is
inhibited for trying to take advantage of his extra skill.

The Chinese player can apply his skill to such a position
without being penalized if the opponent is able to defend.

Now imagine that diagram is played out more, so that there
are no chances to save groups - there is a point in any
game, where the game is conceptually over and a strong
player can compute what the exact score should be using any
unambiguous rule-set.

With Chinese rules, when the game is LOGICALLY over, the
ACTUAL result will be the same as the LOGICAL result.

With Japanese rules the game might be LOGICALLY over but the
actual OUTCOME is needlessly delayed.  In other words
Japanese rules gets very petty about what happens AFTER the
game is LOGICALLY over - the point where good players know
what the result SHOULD be.   Chinese rules is more 
intellectual about that - it doesn't care about things that
are not important - Japanese is juvenile about this.

That's why in my opinion Chinese rules are superior.  They
give more scope for skill, once a game is logically
decided it's OVER and it doesn't place juvenile emphasis
on what should be non-issues.  Japanese is very petty about 
what happens AFTER the game is logically over and to me this
isn't GO, it's poker.

I wold point out that this is not a virtue, it is is a
necessity designed to make the scoring come out right.  It
wasn't designed purposely to punish you for not passing.
 

- Don



 Thanks 
 

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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Nick Wedd
In message 
[EMAIL PROTECTED], Petri 
Pitkanen [EMAIL PROTECTED] writes



All these are rather imaginary problems really. How many times you end
arguing about the outcome of a game at the club?


I rarely do.  But 15-kyu players do;  they generally ask a stronger 
player for help.


This year, as referee at the London Open, I was not required to deal 
with any status problems.  But I was summoned to deal with a game-end 
status argument there the previous year.



Japanese rules are
de-facto rules in international go and hence computer  programs should
implement them best they can.


Humans can find it difficult enough.  Requiring programs to do something 
that humans don't know how to do is unreasonable.  If I am to referee a 
human event, I prefer area rules, which don't lead to these problems. If 
I am to referee a computer event, I greatly prefer them.


Nick


And they problems  doe exist as Robert has pointed out, but simple
counting procedure out weights any problems encountered so far. And
besides on normal game difference is just 1 pt.

Also It is good that unsound invasions are punished. This is supposed
to be game of skill. If someone make silly invasion that does not
require answer, the more skilled player i.e player that correctly
passes should be awarded a point for his skill.


Petri


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Fw: [computer-go] Re: Interesting problem

2007-01-04 Thread steve uurtamo
 In the diagram, black has a chance to make a live group but
 only if white plays stupidly.

there's a nice rule of thumb that says that you should only
play moves whose outcome results in your opponent playing
*what you think is the best move*.  there's simply nothing
more irritating than someone attempting an unreasonable
invasion at the end of a game in order to try to turn a loss
into a win.  either they're assuming that you're unable to
respond correctly, or hoping that you'll run out of time.

exactly when this is the case -- that all reasonable people
would stop playing -- is of course determined by the relative
skill level of the players involved.  many games in practice
are resigned far before yose.

many computer programs can determine when
unambiguous end of game has occurred (i.e. when point-making
yose has finished), and it would be most friendly of them at that
point to discontinue playing.

s.




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Re: Fw: [computer-go] Re: Interesting problem

2007-01-04 Thread Robert Jasiek

steve uurtamo wrote:
 there's simply nothing

more irritating than someone attempting an unreasonable
invasion at the end of a game in order to try to turn a loss
into a win.


I try this during the opening, the middle game, and the
endgame. The only difference is in YOUR perception.

--
robert jasiek

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Re: Fw: [computer-go] Re: Interesting problem

2007-01-04 Thread steve uurtamo
 I try this during the opening, the middle game, and the
 endgame. The only difference is in YOUR perception.

:)

fair enough.

s.




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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread David Doshay

On 4, Jan 2007, at 5:57 AM, Petri Pitkanen wrote:


Also It is good that unsound invasions are punished. This is supposed
to be game of skill. If someone make silly invasion that does not
require answer, the more skilled player i.e player that correctly
passes should be awarded a point for his skill.


This is the heart of my argument. I still consider it a feature when my
program passes 100+ times in the endgame. I do think that a bot
that plays hundreds of endgame moves that amount to nothing and
that their opponent does not even need to answer should pay a point
for each of those moves. I see it as perfectly fair that the bot with
the better ability to read, and thus knows it can pass, should be
rewarded for that reading skill.

Cheers,
David




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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread David Doshay

Oh ... I should have been more complete ...

I think that the things said below should be the case when the
tournament is not announced as playing under Chinese rules,
as are all KGS computer tournaments. I do think that the TD
gets to set the rules that they prefer.

I just hope that someday the extra skill required as mentioned
below is applied to computer programs, and rewarded accordingly.

Cheers,
David



On 4, Jan 2007, at 12:53 PM, David Doshay wrote:


On 4, Jan 2007, at 5:57 AM, Petri Pitkanen wrote:


Also It is good that unsound invasions are punished. This is supposed
to be game of skill. If someone make silly invasion that does not
require answer, the more skilled player i.e player that correctly
passes should be awarded a point for his skill.


This is the heart of my argument. I still consider it a feature  
when my

program passes 100+ times in the endgame. I do think that a bot
that plays hundreds of endgame moves that amount to nothing and
that their opponent does not even need to answer should pay a point
for each of those moves. I see it as perfectly fair that the bot with
the better ability to read, and thus knows it can pass, should be
rewarded for that reading skill.

Cheers,
David




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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Don Dailey

On Thu, 2007-01-04 at 12:53 -0800, David Doshay wrote:
 On 4, Jan 2007, at 5:57 AM, Petri Pitkanen wrote:
 
  Also It is good that unsound invasions are punished. This is supposed
  to be game of skill. If someone make silly invasion that does not
  require answer, the more skilled player i.e player that correctly
  passes should be awarded a point for his skill.
 
 This is the heart of my argument. I still consider it a feature when my
 program passes 100+ times in the endgame. I do think that a bot
 that plays hundreds of endgame moves that amount to nothing and
 that their opponent does not even need to answer should pay a point
 for each of those moves. I see it as perfectly fair that the bot with
 the better ability to read, and thus knows it can pass, should be
 rewarded for that reading skill.

Chinese views all this as a clean-up phase that is not important to
the real game and so do I.   I'm certainly not interested in winning
points that way and would take no delight in it.   

I have a question.  With perfect play, obviously a 9 stone handicap
game is dead lost.   If 2 perfect players played a game where one
was given the 9 stones, and they played for maximum territory (obviously
it doesn't make sense to play for a win) would the handicapped player 
be able to hold some territory at the end of the game?Could he
carve out a little piece for himself even against his perfect 
opponents wishes?


- Don



 Cheers,
 David
 
 
 
 
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread David Doshay

OK, now I see your perspective ... the invader has the right to
ask the defender to prove their skill, which I must say seems
very much like a gamble to me, but should not be punished
if their attempt is refuted. As such, I claim only that in this
case we have to assume that it will be the norm for our programs
because this is an unequal situation: no possible cost but some
possible benefit. And indeed, it is what we see most programs do.

Again, it only comes down to points when the defender tries
things that the opponent can repeatedly ignore! If the invader
is trying things that have to be answered move for move, then
there is no penalty for trying. To me, this shows that there is
balance in the risk/reward equation when the defender can
pick up a point for properly evaluating the logical reality of
the board position and then pass.

This says to me that the one point loss per move you play that
for which a defense is not required is indeed measuring skill and
punishing a gamble.

The Japanese player you mention below does not have to decide
in advance if their opponent's defense of an invasion is possible or
not, he just needs to determine if the opponent needs to answer at
all. And to me, if this happens in the opening, the midgame, or the
endgame, it is a standard part of determining the value of a move,
and is a very good way to determine the strength of play. If my
opponent keeps playing tenuki when I think my moves are meaningful,
then I know that I am either going to win very big or get slaughtered
by somebody who knows much better than me that those moves really
did not matter. If they pass multiple times I have to ask why and look
more carefully.

In fact, it seems to me that saying PASS is the bigger gamble: you
can easily just answer the invasion move for move and not change
the score at all ... it takes greater faith to pass in order to pick up
that point. I do not see why the situation should not be symmetric,
and thus the invader must have equal faith that their probe *must*
be answered.

And while we are evaluating gambling in games of reason, I think
that the skill level of everyone on this list is such that they have
tried things they are not sure are going to work. It is the norm
in very hard games, and we all know that Go is hard. This kind of
gambling is even required in high handicap games.

Cheers,
David



On 4, Jan 2007, at 9:08 AM, Don Dailey wrote:


On Thu, 2007-01-04 at 15:57 +0200, Petri Pitkanen wrote:

Also It is good that unsound invasions are punished. This is supposed
to be game of skill. If someone make silly invasion that does not
require answer, the more skilled player i.e player that correctly
passes should be awarded a point for his skill.


No, this inhibits the application of skill.   A silly invasion that
wastes time is punished in all rules sets,  but in Chinese it may not
be silly if it doesn't waste time - Japanese rules unfairly defines
these moves as silly.

Chinese is better in this regard.   You can try these invasions and
put your opponent under pressure to refute them.

When a Japanese player has a possible invasion that he knows is
difficult
but possible to defend,  he must decide whether to play correctly or
whether to gamble that his opponent won't be able to find the defense.

With Chinese you can attack without inhibition in this situation and
force your opponent to prove his skill.You can play more exciting
games with Chinese rules.

- Don


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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Chris Fant

Kinda like how the discussion is on this mundane stuff instead of the
interesting stuff?

On 1/4/07, Don Dailey [EMAIL PROTECTED] wrote:

On Thu, 2007-01-04 at 13:16 -0800, David Doshay wrote:
 I just hope that someday the extra skill required as mentioned
 below is applied to computer programs, and rewarded accordingly.

I hope the programming effort isn't spend on this mundane stuff,
but instead is applied to playing the game well - not trying to
get rewards for passing.

- Don

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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread David Doshay


On 4, Jan 2007, at 1:37 PM, Don Dailey wrote:


 I'm certainly not interested in winning
points that way and would take no delight in it.


I do not take delight in picking up the points, but in my
feeling that this shows true understanding of the reality
of what is on the board. Whenever it looks like my
program is playing like it really understands the board,
I am delighted.

Cheers,
David



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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread David Doshay

Thanks Chris! that's all from me this time ...

;^)

Cheers,
David



On 4, Jan 2007, at 1:46 PM, Chris Fant wrote:


Kinda like how the discussion is on this mundane stuff instead of the
interesting stuff?

On 1/4/07, Don Dailey [EMAIL PROTECTED] wrote:

On Thu, 2007-01-04 at 13:16 -0800, David Doshay wrote:
 I just hope that someday the extra skill required as mentioned
 below is applied to computer programs, and rewarded accordingly.

I hope the programming effort isn't spend on this mundane stuff,
but instead is applied to playing the game well - not trying to
get rewards for passing.

- Don

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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Don Dailey
The discussion isn't mundane,  it has helped me understand the rule-set
differences even better.   

I also think it's an important discussion for the future of GO,  I 
believe it's generally understood that Japanese rules is traditional,
but the future is Chinese - that's the direction things have been
moving.

Most of the mediocre Chinese programs understand when the game is
over and know what groups are dead.   This isn't rocket science
except in extreme cases it can get tough.   In those cases the
Japanese programs are equally clueless.   Trying to determine 
the exact moment to pass seems like a tedious unimportant 
exercise that at best will give you a stone or two if you have
a reasonable program.


- Don

On Thu, 2007-01-04 at 16:46 -0500, Chris Fant wrote:
 Kinda like how the discussion is on this mundane stuff instead of the
 interesting stuff?
 
 On 1/4/07, Don Dailey [EMAIL PROTECTED] wrote:
  On Thu, 2007-01-04 at 13:16 -0800, David Doshay wrote:
   I just hope that someday the extra skill required as mentioned
   below is applied to computer programs, and rewarded accordingly.
 
  I hope the programming effort isn't spend on this mundane stuff,
  but instead is applied to playing the game well - not trying to
  get rewards for passing.
 
  - Don
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Don Dailey
I'm done too ;-)

- Don


On Thu, 2007-01-04 at 13:58 -0800, David Doshay wrote:
 Thanks Chris! that's all from me this time ...
 
 ;^)
 
 Cheers,
 David
 
 
 
 On 4, Jan 2007, at 1:46 PM, Chris Fant wrote:
 
  Kinda like how the discussion is on this mundane stuff instead of the
  interesting stuff?
 
  On 1/4/07, Don Dailey [EMAIL PROTECTED] wrote:
  On Thu, 2007-01-04 at 13:16 -0800, David Doshay wrote:
   I just hope that someday the extra skill required as mentioned
   below is applied to computer programs, and rewarded accordingly.
 
  I hope the programming effort isn't spend on this mundane stuff,
  but instead is applied to playing the game well - not trying to
  get rewards for passing.
 
  - Don
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[computer-go] Cheap multiprocessing

2007-01-04 Thread John Tromp

Those of you looking to wring more performance out of your
MonteCarlo Go programs might be interested in this article about
installing Linux on the Sony PlayStation 3 and programming the
6 available SPE coprocessors on its Cell cpu:
http://www-128.ibm.com/developerworks/power/library/pa-linuxps3-1/

regards,
-John
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Erik van der Werf

Please stop this confusion.

Chinese scoring != Chinese rules
Japanese scoring != Japanese rules

Moreover, both Japanese and Chinese rules are to be considered
traditional rules.

E.


On 1/4/07, Don Dailey [EMAIL PROTECTED] wrote:

I also think it's an important discussion for the future of GO,  I
believe it's generally understood that Japanese rules is traditional,
but the future is Chinese - that's the direction things have been
moving.

Most of the mediocre Chinese programs understand when the game is
over and know what groups are dead.   This isn't rocket science
except in extreme cases it can get tough.   In those cases the
Japanese programs are equally clueless.   Trying to determine
the exact moment to pass seems like a tedious unimportant
exercise that at best will give you a stone or two if you have
a reasonable program.

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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Nick Wedd
In message [EMAIL PROTECTED], Don 
Dailey [EMAIL PROTECTED] writes


 snip 


I have a question.  With perfect play, obviously a 9 stone handicap
game is dead lost.   If 2 perfect players played a game where one
was given the 9 stones, and they played for maximum territory (obviously
it doesn't make sense to play for a win) would the handicapped player
be able to hold some territory at the end of the game?Could he
carve out a little piece for himself even against his perfect
opponents wishes?


I used to play a game with someone much (~8 stones) stronger than me, 
where he started by placing eight stones where he wanted them, and I 
then tried to live anywhere on the board.  Usually I failed, but 
sometimes I succeeded.  So I think the answer to your question must be, 
yes.


Nick
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Don Dailey
On Thu, 2007-01-04 at 23:28 +0100, Erik van der Werf wrote:
 Chinese scoring != Chinese rules
 Japanese scoring != Japanese rules 

So you can play with Chinese rules, but score 
the Japanese way?   

Please explain the difference so that I can use the
correct terminology.

- Don



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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Christoph Birk

On Thu, 4 Jan 2007, Don Dailey wrote:

I have a question.  With perfect play, obviously a 9 stone handicap
game is dead lost.   If 2 perfect players played a game where one
was given the 9 stones, and they played for maximum territory (obviously
it doesn't make sense to play for a win) would the handicapped player
be able to hold some territory at the end of the game?Could he
carve out a little piece for himself even against his perfect
opponents wishes?


Between equal players that's easy.
I talked about this with very strong amateur ( 6d) from Taiwan and
he told me that professionals estimate the handicap where white
cannot live to be about 17 stones.

Christoph
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Re: [computer-go] Cheap multiprocessing

2007-01-04 Thread steve uurtamo

 Amazon Elastic Compute Cloud might be cheaper @ $0.10 per instance-hour 
 consumed.

  

 doesn't the 'amazing amazon elastic waistband' require you to write

 all of your code using windows-based hooks?  that kind've

 turns me off.

 
 s.



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Re: [computer-go] Cheap multiprocessing

2007-01-04 Thread Darren Cook
 Amazon Elastic Compute Cloud might be cheaper @ $0.10 per instance-hour 
 consumed.
 
  doesn't the 'amazing amazon elastic waistband' require you to write
  all of your code using windows-based hooks?  that kind've turns me off.

You may be confusing with Amazon Simple Storage Service (which I've
not studied). The compute cloud gives you a linux instance:
  http://docs.amazonwebservices.com/AmazonEC2/gsg/2006-10-01/

This is suited to go programs that can work on a cluster.

The playstation multiprocessing looks very different: you get 1 general
purpose CPU and 6 specialized CPUs. Their key feature is they have 256K
of local memory - this is not cache, it is all the memory they can
access. Not useful for UCT designs (which seem memory-limited currently)
but fine for normal monte-carlo.

It may also be ideal for running tactical search. In fact tactical
search is around 6/7ths of the CPU cycles in a traditional go program,
so a perfect fit?

Darren

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Re: [computer-go] Cheap multiprocessing

2007-01-04 Thread John Tromp

On 1/5/07, Darren Cook [EMAIL PROTECTED] wrote:


The playstation multiprocessing looks very different: you get 1 general
purpose CPU and 6 specialized CPUs. Their key feature is they have 256K
of local memory - this is not cache, it is all the memory they can
access. Not useful for UCT designs (which seem memory-limited currently)
but fine for normal monte-carlo.


The UCT tree is kept in main memory by the single PPE.
The 6 SPEs which do the individual MC simulations don't need any access
to that tree and should run perfectly fine in 256k...

regards,
-John
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread David Doshay

I was going to avoid more postings ... but it seems that any beauty
of omission that might be achieved would be offset by the rudeness
of not answering specifically posed questions.

Answers embedded below.

Cheers,
David



On 4, Jan 2007, at 4:29 PM, Jeff Nowakowski wrote:


On Thu, 2007-01-04 at 12:53 -0800, David Doshay wrote:

On 4, Jan 2007, at 5:57 AM, Petri Pitkanen wrote:

Also It is good that unsound invasions are punished. This is  
supposed

to be game of skill. If someone make silly invasion that does not
require answer, the more skilled player i.e player that correctly
passes should be awarded a point for his skill.


This is the heart of my argument. I still consider it a feature  
when my

program passes 100+ times in the endgame.


Is it also a feature when a program cannot play out bent-4, because it
knows that it is dead, but not why?  Which program has more  
skill, the

one that understands how to play it out, or the one that doesn't?


It is difficult to discern the difference.

But if you look at the SlugGo MoGo game in the slow KGS tournament,
you will see that SlugGo avoided playing any time possible, and even
avoided simple captures in a way that led to MoGo filling space in a
way that avoided SlugGo having to play the extra capture stones. You
can say that SlugGo understands nothing about endgame counting, or
you can say that it shows signs of doing something well. Your choice.
Again, almost all of those moves were pure GNU Go moves, so it
speaks more to the quality of their endgame counting than anything
I wrote for SlugGo.


Japanese rules, in their pursuit of efficiency and beauty of
omission, have thrown out the baby with the bathwater.


This point I do not understand. However, I do understand how I can
find that  efficiency and beauty of omission lovely while others do
not. I am a physicist, and very many of the equations I learned to
understand are written explicitly in a max efficiency / min energy
form. If the universe really works that way then it is lovely that this
game captures it.


You can no
longer force an opponent to demonstrate his skill on the board;  
instead

you must agree off the board what is alive or dead.


I believe that this point was covered best by

On 4, Jan 2007, at 2:28 PM, Erik van der Werf wrote:

Please stop this confusion.

Chinese scoring != Chinese rules
Japanese scoring != Japanese rules


I only wish to address how we should do our scoring, not the entire
set of formal Japanese rules. Specifically, how we should score the
result of a game when one bot passes and the other keeps playing.
That is where this thread really got started, Lukaz's suggestion that
a pass cost one point, because that will lead to the same result
with Chinese or Japanese COUNTING.

As Archivist of the AGA I have several volumes of Japanese rules. It
is astounding how long those documents are. The only solace I get
is that they are written in Japanese, and I don't read Japanese, so I
do not have to worry about all of the details.


And please, for once address this argument: When a player is *losing*
under Japanese rules, how does it hurt him to make unreasonable
invasions?  Your argument is no argument at all.  Japanese rules  
provide

no benefit in this department.


The only thing that happens is that they loose by more points to the
extent that their opponent does not answer move for move. If your
argument is that there is nothing beyond loosing, then yes, there is
no clear motivation to avoid invasions that might bring the win back.

I do not see a problem with that. To try is fine, perhaps even showing
a tenacious spirit. That was my evaluation of the previously mentioned
KGS tournament game between botnoid and SlugGo. SlugGo was going
to win by 368.5 points, but botnoid kept playing and SlugGo kept
passing, but eventually botnoid made things too complicated for
SlugGo and lost by only 180 or so points. I had no problem with that.
It was interesting and pointed out where SlugGo had evaluation
problems. Even if SlugGo had lost the game, it would have been the
same: a clear indication of a problem in counting in a liberty race.
Winning may be more fun than loosing, but I usually learn more from
loosing. In this case I had the lucky circumstance of both winning and
learning, although there was the loss of 180 or so points.


Cheers,
David

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[computer-go] Allocating remaining time

2007-01-04 Thread Peter Drake

How much time should a program spend on each move?

If my program has t milliseconds left to use in a game, and there are  
an estimated m moves left on the board (e.g., this many vacant  
spaces), one reasonable choice is t / m.


In practice, this seems to spend too much time on early moves, which  
(under UCT/MC) is largely wasted time. Would it be better to use  
something like t / m**k, for some constant k? (Looking at graphs of  
such functions, k = 1.5 seems reasonable.)


It would also be interesting to look at the graphs of how much time  
humans spend on each move; is it usually less for the opening moves  
than for middle / endgame moves? Is there a smooth curve, or is there  
a relatively abrupt shift from joseki to analysis?


Peter Drake
Assistant Professor of Computer Science
Lewis  Clark College
http://www.lclark.edu/~drake/


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Re: [computer-go] Allocating remaining time

2007-01-04 Thread Don Dailey
On Wed, 2007-01-03 at 22:04 -0800, Peter Drake wrote:
 How much time should a program spend on each move?
 
 If my program has t milliseconds left to use in a game, and there are  
 an estimated m moves left on the board (e.g., this many vacant  
 spaces), one reasonable choice is t / m.

Excellent question.  I think this really is a reasonable choice.   

I did a LOT of tests
to determine this and it makes sense to front load quite heavily.  
I used a constant, I did not try to estimate how many moves might
be left.   If you use t/m  you really should make m  much smaller
than the number of vacant points left.

It's not a waste to spend a lot of time on early moves.   From
casual observation, I noticed that most games were decided very
quickly, after just a few moves in 9x9.   

Another reason to front load is that the game gets easier and
easier to play correctly as more stones get placed.   It's a
matter of concentrating the most energy where it's needed.

My program notices when the game is pretty much a forgone 
conclusion and when this happens it plays even faster - I do
this so that I can be even more aggressive about earlier moves.


 In practice, this seems to spend too much time on early moves, which  
 (under UCT/MC) is largely wasted time. Would it be better to use  
 something like t / m**k, for some constant k? (Looking at graphs of  
 such functions, k = 1.5 seems reasonable.)

You should test all of this.   That's what I do.  I think self-testing
of different formula's and constants is fine for this kind of thing.

 It would also be interesting to look at the graphs of how much time  
 humans spend on each move; is it usually less for the opening moves  
 than for middle / endgame moves? Is there a smooth curve, or is there  
 a relatively abrupt shift from joseki to analysis?
 
 Peter Drake
 Assistant Professor of Computer Science
 Lewis  Clark College
 http://www.lclark.edu/~drake/
 
 
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Don Dailey
Ok, since you broke the truce so will I :-)

On Thu, 2007-01-04 at 13:55 -0800, David Doshay wrote:
 I guess we will just have to leave it as a disagreement about what
 is important and what is mundane. I do not find the question of
 correct endgame reading to be mundane. 

What does this have to do with correct reading?  Most of the
reasonable programs, whether using area or territory scoring
know what is going on, they know what is dead or alive.

I don't think this discussion has anything to do with reading.

 If SlugGo passes 100+
 times and in the process the opponent builds something that is
 then mis-evaluated (as happened in a game against botnoid in
 a KGS tournament) this is a very important thing for me to fix.
 If it turns out to be correct as it hangs itself way out on the edge,
 counting every liberty and cut correctly, then I am happy.
 
 It is not the winning, but the appearance of understanding that
 is important to me.

Im not in to this.  I would be programming chat-bots if I were.

I'm not that interested in the aesthetics unless it comes for free.
I just want to make the program play stronger.   I don't
care one whit if it can pass the Turing test or not.

But how is this related to territory scoring?   It's just as
easy to make an area scoring program pass.   I don't get it?

I think I just stick with the more logical rule-set.

- Don


  

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Re: [computer-go] Cheap multiprocessing

2007-01-04 Thread terry mcintyre
The PS3 is a bit starved for memory - 512 megabytes, half seems to be for 
video, half for the main CPU. 

I just got a PS3 and hope to do some exploration with Linux programming. My own 
personal supercomputer :D

 
Terry McIntyre
UNIX for hire
software development / systems administration / security 
[EMAIL PROTECTED]

- Original Message 
From: Don Dailey [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Thursday, January 4, 2007 7:43:37 PM
Subject: Re: [computer-go] Cheap multiprocessing

Darren,

The 6 CPU's don't have to keep the tree - they only have to do
useful work.   You could run a simulation on each of them.

The question is how much memory is available for the whole system
to run Linux and general purpose software on?

- Don

On Fri, 2007-01-05 at 09:07 +0900, Darren Cook wrote:
  Amazon Elastic Compute Cloud might be cheaper @ $0.10 per instance-hour 
  consumed.
  
   doesn't the 'amazing amazon elastic waistband' require you to write
   all of your code using windows-based hooks?  that kind've turns me off.
 
 You may be confusing with Amazon Simple Storage Service (which I've
 not studied). The compute cloud gives you a linux instance:
   http://docs.amazonwebservices.com/AmazonEC2/gsg/2006-10-01/
 
 This is suited to go programs that can work on a cluster.
 
 The playstation multiprocessing looks very different: you get 1 general
 purpose CPU and 6 specialized CPUs. Their key feature is they have 256K
 of local memory - this is not cache, it is all the memory they can
 access. Not useful for UCT designs (which seem memory-limited currently)
 but fine for normal monte-carlo.
 
 It may also be ideal for running tactical search. In fact tactical
 search is around 6/7ths of the CPU cycles in a traditional go program,
 so a perfect fit?
 
 Darren
 
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Petri Pitkanen

2007/1/4, Don Dailey [EMAIL PROTECTED]:


No, this inhibits the application of skill.   A silly invasion that
wastes time is punished in all rules sets,  but in Chinese it may not
be silly if it doesn't waste time - Japanese rules unfairly defines
these moves as silly.

It is silly if opponents best reply is pass




Chinese is better in this regard.   You can try these invasions and
put your opponent under pressure to refute them.


Is the refutation is pass even then?


When a Japanese player has a possible invasion that he knows is
difficult
but possible to defend,  he must decide whether to play correctly or
whether to gamble that his opponent won't be able to find the defense.


It it is severe enough that opponent has to reply It does not matter
in any rule set. In Japanese if silly invasions needs a real
refutation player gains point for extra prisoner and loses a point
reply inside his/her own territory. No gamble there.

BUT if it is so silly that PASS only thing that is needed, why in
earth obviously the more skilled player i.e the one who knew that
move does not even need an answer should not be awarded a point for
it?

Remember Chinese and Japanese rules give same outcome as long as
players made same number of moves.

--
Petri Pitkänen
e-mail: [EMAIL PROTECTED]
Phone: +358 50 486 0292
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Re: [computer-go] Allocating remaining time

2007-01-04 Thread Chrilly



How much time should a program spend on each move?

I think this is one of the most important and also difficult questions in 
game programming. Much effort is done to speed up the node-count by 10%, but 
a good time control is a much more effective speedup.


If my program has t milliseconds left to use in a game, and there are  an 
estimated m moves left on the board (e.g., this many vacant  spaces), one 
reasonable choice is t / m.


One should at least use t/(m+1). There is also a locial reason for this. If 
m is very small, especially m==1 one should have some extra time if the 
programm recognizes a problem. In this case it should search deeper.
Generally this t/(m+k) should only be a target time. The final decision 
should be based on the results of the search. It is important to recognize 
trivial/forced moves and to stop in this cases search earlier. If the 
programm sees a problem than it should search longer.
I have made recently a simple (but strong) UCT backgammon programm. UCT 
gives much better information for time-control than Alpha-Beta. E.g. if 
almost all search effort is concentrated on the best move, one can 
reasonable conclude that its a trivial/forced move. If the eval of the best 
moves decreases in the last period constantly and there are some chances 
that the second best becomes best, one should search on


In practice, this seems to spend too much time on early moves, which 
(under UCT/MC) is largely wasted time. Would it be better to use 
something like t / m**k, for some constant k? (Looking at graphs of  such 
functions, k = 1.5 seems reasonable.)



Go-Programmers like it complicated.

It would also be interesting to look at the graphs of how much time 
humans spend on each move; is it usually less for the opening moves  than 
for middle / endgame moves? Is there a smooth curve, or is there  a 
relatively abrupt shift from joseki to analysis?


One should forget human behaviour. If I would have to make a Turing test - 
is the player human or a programm - I would not look at the moves but on the 
time behaviour. The fundamental difference is that (good) humans know when 
the position is difficult and when its easy. Programms have no understanding 
of this at all. Humans play Chess/Go, programm make chess/Go moves.
Consequently humans think for a few moves very long, and play other moves 
rather fast. But I think that the time-control of humans is not at all 
optimal. Its very human to try to solve an urgent problem even at the risk 
that it makes solving a further problem more difficult. Humans tend 
therefore to get into Zeitnot.
When playing against GM Adams I proposed 40 Moves in 2 hours. He proposed 40 
Moves in 1 hour 40 minutes plus 30 sek/move. In the first moment I could not 
see the difference. In both cases one has 2 hours for 40 moves. But at move 
30 its different. The flag is falling there already at 1h 55 minutes. Its a 
psychological trick to avoid extreme Zeitnot. But if the human would have a 
good time-control algorithm there is no need for this trick. He could save 
this 30 seks for himself.


Chrilly

Note: One should forget human behaviour generally. A programm is a programm 
is a programm.


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