Re: [computer-go] Re: Why are different rule sets?

2007-07-13 Thread Rémi Coulom

Nick Wedd wrote:
According to the game records from the recent ICGA events in 
Amsterdam, the 19x19 events used Japanese rules with 6.5 komi, and the 
9x9 games used Chinese rules, but with 6.5 komi.  So I suspect not.
All games were played with Chinese rules, with a komi of 6.5. Those who 
played through KGS had to use Japanese rules, because otherwise KGS 
would set the komi to 7.5. There is no way to set the komi with kgsgtp. 
But although KGS games were Japanese, the official counting was Chinese. 
This led to the confusing situation where one program would win its 
game, but KGS indicated that it lost.


Rémi
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Re: [computer-go] Why are different rule sets?

2007-07-13 Thread Jacques Basaldúa

Jason House wrote:


I run some really dumb bots online that play perfectly fine blitz games
(10s/move) with Chinese rules and it still drives humans insane because the
computer doesn't stop playing.  People resign won games in endgame because
they can't take it.  There is some value in reducing the number of moves in
a game.


10 seconds/moves is not really blitz. If the program plays stupid invasions
(I don't know if its is the case of your program) that can be annoying if it
goes up to 50 unnecessary moves or more. As a user, I like to count. I don't
like computer resignation. It emulates human honor codes. For a human it is
very humiliating to be forced to play a losing game for a long time, but
computers have no honor, they should play _fast_ and without burning out
ko threats just because there is nothing to lose. My favorite computer
behavior as a user: gnugo with no resign at a fast level (max 2 sec/mov).

Jacques.

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Re: [computer-go] Why are different rule sets?

2007-07-13 Thread Jason House

On 7/13/07, Don Dailey [EMAIL PROTECTED] wrote:


I agree with you on this as far as etiquette is concerned.  In on-line
computer vs computer games resignation is honorable but against humans
a computer should simply play fast - up the level of it's ability.A
strong computer player can pass and reckon for dead stones if that's the
protocol,  or it can just play rapidly.I think many players like to
see a complete game and feel as if there were just a little bit
cheated by an early resignation.

Of course a really weak computer shouldn't be expected to do more than
an equally weak human.  If a computer program doesn't have a feel for
dead stones,  who is winning and who is losing then the best it can do
is play the game out and preferable it should play relatively fast if
possible.  In this case it's the human's turn to be honorable and not
berate the stupidity of the programmer making condescending remarks,
etc.Note that this isn't about respecting a program - it's just a
machine.  But behind every program is a human being who may have put
some sweat into the programming.




Thankfully, nobody has ever been mean about my dumb bots.  After monitoring
the usage of the bots I went and added a time control similar to what you
say.

I'd actually be curious to hear how other people have done it.  The handling
of absolute time, byo-yomi time, and canadian time is non-trivial since
there are some strange ways that the commands work.  This may be a KGS
quirk, but I think any quirks specific to KGS are because of shortcomings in
GTPv2.  For example, when main time expires, kgs sends time_left color 0.

Below is the key portion of my time management code.  I have not tested it
in all situations and I'm sure there's room for improvement.

+   void timeLeft(color c, double seconds, int stonesToPlay){
+   // note that seconds could be zero as main time for byo yomi 
times expire
+   double minTime   = 1.0;
+   if (stonesToPlay  0){
+   // Candadian time is in effect
+   double lagBuffer = 2.0;
+   nextMoveThinkTime = max( 
(seconds/stonesToPlay)-lagBuffer,
min(1.0,(seconds/stonesToPlay)) );
+   }
+   else{
+   // Main time or byo yomi
+   int safetyBuffer = 60;
+   int minMovesLeft = 10;
+   nextMoveThinkTime = max(
3*(seconds-safetyBuffer)/max(assumedMovesLeft/2,minMovesLeft), 1.0 );
+   }
+   nextMoveThinkTime = min(maxThinkTimePerMove, nextMoveThinkTime);
+   debug(timing) hberr.writefln(Conclusion: next move think time
should be %s (assumed moves left = %s, time left = %s, stonesToPlay =
%s), nextMoveThinkTime, assumedMovesLeft, seconds, stonesToPlay);
+   }
+   void kgsTimeSettings(char[] mode, int seconds){
+   assert(mode==absolute);
+   timeLeft(singletonColorBlack, seconds, 0);
+   }
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Re: [computer-go] Why are different rule sets?

2007-07-13 Thread Don Dailey
I agree with you on this as far as etiquette is concerned.  In on-line
computer vs computer games resignation is honorable but against humans
a computer should simply play fast - up the level of it's ability.A
strong computer player can pass and reckon for dead stones if that's the
protocol,  or it can just play rapidly.I think many players like to
see a complete game and feel as if there were just a little bit
cheated by an early resignation.

Of course a really weak computer shouldn't be expected to do more than
an equally weak human.  If a computer program doesn't have a feel for
dead stones,  who is winning and who is losing then the best it can do
is play the game out and preferable it should play relatively fast if
possible.  In this case it's the human's turn to be honorable and not
berate the stupidity of the programmer making condescending remarks,
etc.Note that this isn't about respecting a program - it's just a
machine.  But behind every program is a human being who may have put
some sweat into the programming.  

- Don



On Fri, 2007-07-13 at 13:15 +0100, Jacques Basaldúa wrote:
 Jason House wrote:
 
  I run some really dumb bots online that play perfectly fine blitz games
  (10s/move) with Chinese rules and it still drives humans insane because the
  computer doesn't stop playing.  People resign won games in endgame because
  they can't take it.  There is some value in reducing the number of moves in
  a game.
 
 10 seconds/moves is not really blitz. If the program plays stupid invasions
 (I don't know if its is the case of your program) that can be annoying if it
 goes up to 50 unnecessary moves or more. As a user, I like to count. I don't
 like computer resignation. It emulates human honor codes. For a human it is
 very humiliating to be forced to play a losing game for a long time, but
 computers have no honor, they should play _fast_ and without burning out
 ko threats just because there is nothing to lose. My favorite computer
 behavior as a user: gnugo with no resign at a fast level (max 2 sec/mov).
 
 Jacques.
 
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Re: [computer-go] Interesting Test Position (for UCT)

2007-07-13 Thread Christoph Birk

On Fri, 13 Jul 2007, Darren Cook wrote:

I actually think that under Chinese rules White wins too because
Black owes 1 point for playing the last (and first) move.


I'd not heard that 1pt adjustment before; is it only when black plays
the last move? Do you have a reference, as this page does not mention it:
 http://senseis.xmp.net/?ChineseCounting


I got this from the AGA rules which I (falsly?) assumed to use
chinese counting (http://www.cs.cmu.edu/~wjh/go/rules/AGA.html)

Christoph

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Re: [computer-go] Interesting Test Position (for UCT)

2007-07-13 Thread Darren Cook
 I actually think that under Chinese rules White wins too because
 Black owes 1 point for playing the last (and first) move.
 ...
 I got this from the AGA rules which I (falsly?) assumed to use
 chinese counting (http://www.cs.cmu.edu/~wjh/go/rules/AGA.html)

I only saw this in section 4, on handicap games:
If the players have agreed to use area counting to score the game (Rule
12), White receives an additional point of compensation for each Black
handicap stone after the first. (Black would otherwise gain an
additional point of area for each handicap stone.)

Notice it says, for each stone after the first. So no compensation for
the first stone.

Darren

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Re: [computer-go] Interesting Test Position (for UCT)

2007-07-13 Thread Christoph Birk

On Sat, 14 Jul 2007, Darren Cook wrote:

I got this from the AGA rules which I (falsly?) assumed to use
chinese counting (http://www.cs.cmu.edu/~wjh/go/rules/AGA.html)


I only saw this in section 4, on handicap games:
If the players have agreed to use area counting to score the game (Rule
12), White receives an additional point of compensation for each Black
handicap stone after the first. (Black would otherwise gain an
additional point of area for each handicap stone.)


11) The Last Move: White must make the last move--if necessary, an 
additional pass, with a stone passed to the opponent as usual. The total 
number of stones played or passed by the two players during the entire 
game must be equal.


Christoph

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Re: [computer-go] Interesting Test Position (for UCT)

2007-07-13 Thread Christoph Birk

On Fri, 13 Jul 2007, Christoph Birk wrote:

On Sat, 14 Jul 2007, Darren Cook wrote:

I got this from the AGA rules which I (falsly?) assumed to use
chinese counting (http://www.cs.cmu.edu/~wjh/go/rules/AGA.html)


 At one time, the Chinese rules compensated White with an extra point 
when Black got the last move. If Black's last move was to fill a ko he or 
she had won, however, it was deemed unfair to penalize him or her, so 
eventually the Chinese removed this proviso.


in: http://www.cs.cmu.edu/~wjh/go/rules/AGA.commentary.html

It looks like that rule is obsolete.

Christoph
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Re: [computer-go] Interesting Test Position (for UCT)

2007-07-13 Thread Darren Cook
 I got this from the AGA rules which I (falsly?) assumed to use
 chinese counting (http://www.cs.cmu.edu/~wjh/go/rules/AGA.html)
 
  At one time, the Chinese rules compensated White with an extra point
 when Black got the last move. If Black's last move was to fill a ko he
 or she had won, however, it was deemed unfair to penalize him or her, so
 eventually the Chinese removed this proviso.
 
 in: http://www.cs.cmu.edu/~wjh/go/rules/AGA.commentary.html
 
 It looks like that rule is obsolete.

Thanks for finding that, as I was getting confused :-). It would've
affect the scoring of monte-carlo playouts.

Darren

P.S. Is the pass stone also passed over when territory scoring in AGA
rules? That sounds like the score will deviate from Japanese scoring
quite frequently. E.g. games often end with a small ko, and when one
player runs out of ko threats he will pass (assuming no dame available),
the other player will fill the ko, then each player will pass. If pass
costs a point it hurts.
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Re: [computer-go] Interesting Test Position (for UCT)

2007-07-13 Thread Hideki Kato
This extra bonus for black is commonly known by Japanese Go players 
who know Chinese rules. That is,  the result of a game is the same if 
either rules is used (Japanese or Chinese) in simple games (i.e. no 
Seki etc.) except this extra bonus for black when the number of moves 
of the game is odd. MC Go programs may need to adjust this one 
point.

- gg

Darren Cook: [EMAIL PROTECTED]:
 I got this from the AGA rules which I (falsly?) assumed to use
 chinese counting (http://www.cs.cmu.edu/~wjh/go/rules/AGA.html)
 
  At one time, the Chinese rules compensated White with an extra point
 when Black got the last move. If Black's last move was to fill a ko he
 or she had won, however, it was deemed unfair to penalize him or her, so
 eventually the Chinese removed this proviso.
 
 in: http://www.cs.cmu.edu/~wjh/go/rules/AGA.commentary.html
 
 It looks like that rule is obsolete.

Thanks for finding that, as I was getting confused :-). It would've
affect the scoring of monte-carlo playouts.

Darren

P.S. Is the pass stone also passed over when territory scoring in AGA
rules? That sounds like the score will deviate from Japanese scoring
quite frequently. E.g. games often end with a small ko, and when one
player runs out of ko threats he will pass (assuming no dame available),
the other player will fill the ko, then each player will pass. If pass
costs a point it hurts.
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--
[EMAIL PROTECTED] (Kato)
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