Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-27 Thread Brian Slesinsky
On 7/26/07, Jeff Nowakowski [EMAIL PROTECTED] wrote:

 Ah, an opponent model.  Where's the poision?

 http://www.imdb.com/title/tt0093779/quotes#qt0250635

 Too much rock, paper, scissors in poker for my tastes.

BTW, there's a rather sophisticated Rock Paper Scissors player named
Iocane Powder.

http://ofb.net/~egnor/iocaine.html

- Brian
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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-27 Thread chrilly

  - Original Message - 
  From: [EMAIL PROTECTED] 
  To: computer-go@computer-go.org 
  Sent: Friday, July 27, 2007 3:26 AM
  Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros


  I don't understand this. For a given hand the odds of winning can be easily 
calculated for poker and the best play can be formulated accordingly. It's like 
to program a com[uter to win a coin toss. I would be surprised if any side win 
big. The only thing a computer can to is to model opponent's behavior, which 
may deviate from the best play. What did I miss?

  DL

  A lot. The chance alone is meaningless. It can be very profitable to play a 
hand with 20% chance of winning and it can be a desaster. If you have pot odds 
of 10:1 the 20% are a good deal, with pot-odds 1:1 its a desaster. The direct 
pot odds are easy. Whats in the pot and whats the money I put it. But the 
interesting figure are the implied-pot-odds. What money do I have to put in in 
all betting rounds and what's the pot at the end. This depends of course also 
on the actions of the opponents. 
  Another point is: The winning-chance depends on the action of the opponents. 
If one raises and the opponent folds, one wins with every card. 
  Chrilly


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Re: [computer-go] KGS Tournament Registration

2007-07-27 Thread Jason House
On 7/27/07, Nick Wedd [EMAIL PROTECTED] wrote:

 I'd like to register HBotSVN for the open tournament. I forget why we
 ran HB04 in the last tournament as well, but let me know if that's
 desired for this tournament.

 It's entirely up to you.  I have a slight preference for more entrants
 rather than fewer, but you should enter the bots that you want to enter.



It's nearly zero overhead to also run HB04... both for me to do and on the
computer it runs on.  all I do is type start_housebot_0.4 and it's up and
running!  Go ahead and add it to the tournament then.



  As for the last two events, please send it (with the words KGS
   Tournament Registration in the title as usual) to me at maproom at
   gmail dot com (converted to a valid address in the obvious way).

 Please note the above paragraph, for future events.  One day I may run
 one of these events while away from home, with access to gmail but not
 to my regular email address.



The e-mail title is KGS Tournament Registration.  How did gmail handle
it?  I responded to the past e-mail but then clicked Edit Subject.  Should
I not do it that way in the future?
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Re: [computer-go] Differences..

2007-07-27 Thread David Doshay
OK, I see now, with more 1 point eyes for W, W will play into B's 2  
areas reducing them to one eye each, and when B can make the  
capturing moves W can play into its own 1 point eyes, but black can't  
play into either its own or W's.


So, I agree this rule set has very different endgame considerations,  
and the intuitive Proof on the web page is flawed.



Cheers,
David



On 27, Jul 2007, at 2:30 AM, Nick Wedd wrote:

In message  
[EMAIL PROTECTED],  
Joshua Shriver [EMAIL PROTECTED] writes

What is the difference in Go and Mathematical Go?

http://brooklyngoclub.org/jc/rulesgo.html

Is Mathamatical Go a subset of Go as the rules look the same to me as
regular go.


The Mathematical Rules of Go are, like the Chinese rules,  
Japanese rules, NZ rules, Tromp-Taylor rules, Ing rules, etc., a  
set of rules by which a game can be played.


It is often asserted that the games defined by all these sets of  
rules are rather similar, at least when played skilfully.  This  
assertion is false.  The game defined by the Mathematical Rules of  
Go is significantly different from the (rather similar) games  
defined by the other rule sets.  You will realise this if you  
consider the position below:


 # # # O . Oentire 6x6 board
 . . # O O .# to play
 . . # O . O
 # # # O O .
 . . # # O O
 . . . # O .

Using the Mathematical Rules of Go, O can win with correct play.  
Under any other rule set, # has already won, or can win with  
correct play. This effect of the value of one-point eyes is much  
more significant than that of the two-stone group tax mentioned  
by David.


Nick
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Re: [computer-go] KGS Tournament Registration

2007-07-27 Thread Nick Wedd

Dear Jason,

In message 
[EMAIL PROTECTED], Jason 
House [EMAIL PROTECTED] writes

I'd like to register HBotSVN for the open tournament.  I forget why we
ran HB04 in the last tournament as well, but let me know if that's
desired for this tournament.


It's entirely up to you.  I have a slight preference for more entrants 
rather than fewer, but you should enter the bots that you want to enter.



Unfortunately, I don't anticipate significantly enhanced performance
for this next tournament.
  *Name on KGS: HBotSVN
  *Name of bot: HouseBot 0.6.2
  *Authors: The HouseBot development team
  *Division: Open
  *My name: Jason House


Thank you.  HBotSVN is now registered for the Open division.


 As for the last two events, please send it (with the words KGS
 Tournament Registration in the title as usual) to me at maproom at
 gmail dot com (converted to a valid address in the obvious way).


Please note the above paragraph, for future events.  One day I may run 
one of these events while away from home, with access to gmail but not 
to my regular email address.


Nick
--
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Re: [computer-go] Differences..

2007-07-27 Thread Nick Wedd
In message 
[EMAIL PROTECTED], Joshua 
Shriver [EMAIL PROTECTED] writes

What is the difference in Go and Mathematical Go?

http://brooklyngoclub.org/jc/rulesgo.html

Is Mathamatical Go a subset of Go as the rules look the same to me as
regular go.


The Mathematical Rules of Go are, like the Chinese rules, Japanese 
rules, NZ rules, Tromp-Taylor rules, Ing rules, etc., a set of rules by 
which a game can be played.


It is often asserted that the games defined by all these sets of rules 
are rather similar, at least when played skilfully.  This assertion is 
false.  The game defined by the Mathematical Rules of Go is 
significantly different from the (rather similar) games defined by the 
other rule sets.  You will realise this if you consider the position 
below:


 # # # O . Oentire 6x6 board
 . . # O O .# to play
 . . # O . O
 # # # O O .
 . . # # O O
 . . . # O .

Using the Mathematical Rules of Go, O can win with correct play. Under 
any other rule set, # has already won, or can win with correct play. 
This effect of the value of one-point eyes is much more significant than 
that of the two-stone group tax mentioned by David.


Nick
--
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Re: [computer-go] Why Poker-GMs don't win at poker.

2007-07-27 Thread Jacques Basaldúa

Poker can be analyzed well by (even naif) Monte Carlo methods.


How? 


Simulation! Whatever evaluation you need and don't know how to 
compute because it is too complex for easy formulas can be 
simulated.


This applies to the probability of winning, but also on the 
betting decisions (call, raise, etc.) and the amount in the pots

your own and your opponent's. Play it out randomly 10 times
and see how many times you win/loose. Whatever estimator you get
will be better than what a human can do just guessing.

I call it naif because its the first idea, like basic MC. Then,
knowing the problem better you can evolve to something like UCT
that favors more promising lines, etc.

Jacques.


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[computer-go] Go in hardware

2007-07-27 Thread Jacques Basaldúa

Hi Chrilly:

You have mentioned go in hardware twice recently and I have, knowing
that you have experience in hardware development, some questions:

1. What should be implemented? In your Hydra cluster I have read you
implemented mobility, and somewhere you proposed something like
influence. Can you explain it?

Here are questions for anyone how knows or has ideas:

2. My board system. I have Bradley Terry scores of patterns built of
the neighbors of all empty cells that translate to the legal moves
sorted by score.

I can update the 40 neighbor masks without any conditional jumps
in about 3 asm instructions per neighbor, say 2 ns at 3.4GHz.
In hardware you could do in parallel what I do sequentially (the 40
neighbors). But few stones have 40 empty neighbors because they
may be out of the board (I once explained how I do that) or not
empty, so a guesstimate of the gain for doing that in hardware is
x20 (i.e. x40). If your hardware technology runs at 3.4 GHz,
that's great! But if it runs at 200 MHz it is even.

Then, my software is multicore. I test it with 2 cores, but expect
to run in on 256 cores machines in the future. Can the hardware
support this?

3. My second problem. translating patterns to scores (database
search). I call it a database, but it is a set of sorted 32 bit masks
where I can find really fast without any conditional jumps using
cmovc instructions. So it is very similar to the previous case.
Hardware is better only if clock speed is high enough and it
supports multiple cores.

4. My bottleneck: Sorting. Its not really a bottleneck because
sorting few values is fast, but it is the slowest part of my m-search.
(Sorting is not required for MC/UCT methods.) Is there hardware
for sorting?

In short:
 a) How fast can we expect hardware to be?
 b) Can you repeat the hardware kernel x times so that each
 thread own an independent kernel?
 c) Can you sort (in flash time) 19^2 integers?
 d) How many patterns could the hardware store?
 e) How much would it cost?

Of course, implementing in software has a wider market and
you should only implement something that proved to be valuable.
I am not claiming that my board is, but it is an interesting subject.

Jacques.

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Re: [computer-go] Differences..

2007-07-27 Thread Cenny Wenner
I have pondered about this before however that page's proposal
furthermore changes the value of captures. If black captures x stones,
he may play at these x spots up to x times (depending on other and
size of eyes), avaraging one per capture, at the very most. In both
[territory + captures] (japanese) versus [territory + live stones]
(chinese) rules the value per capture is 2. In order to make the
mathematical go more similar one should force the other player to play
an additional [difference in captures + signed komi] stones before
being declared winners. This would be equivalent to just playing til
neither player has legal moves and then count the live stones and
komi. The remaining eyes is what chinese also covers. This would also
handle Nick Wedd's excellent problem.


On 7/27/07, David Doshay [EMAIL PROTECTED] wrote:
 OK, I see now, with more 1 point eyes for W, W will play into B's 2
 areas reducing them to one eye each, and when B can make the
 capturing moves W can play into its own 1 point eyes, but black can't
 play into either its own or W's.

 So, I agree this rule set has very different endgame considerations,
 and the intuitive Proof on the web page is flawed.


 Cheers,
 David



 On 27, Jul 2007, at 2:30 AM, Nick Wedd wrote:

  In message
  [EMAIL PROTECTED],
  Joshua Shriver [EMAIL PROTECTED] writes
  What is the difference in Go and Mathematical Go?
 
  http://brooklyngoclub.org/jc/rulesgo.html
 
  Is Mathamatical Go a subset of Go as the rules look the same to me as
  regular go.
 
  The Mathematical Rules of Go are, like the Chinese rules,
  Japanese rules, NZ rules, Tromp-Taylor rules, Ing rules, etc., a
  set of rules by which a game can be played.
 
  It is often asserted that the games defined by all these sets of
  rules are rather similar, at least when played skilfully.  This
  assertion is false.  The game defined by the Mathematical Rules of
  Go is significantly different from the (rather similar) games
  defined by the other rule sets.  You will realise this if you
  consider the position below:
 
   # # # O . Oentire 6x6 board
   . . # O O .# to play
   . . # O . O
   # # # O O .
   . . # # O O
   . . . # O .
 
  Using the Mathematical Rules of Go, O can win with correct play.
  Under any other rule set, # has already won, or can win with
  correct play. This effect of the value of one-point eyes is much
  more significant than that of the two-stone group tax mentioned
  by David.
 
  Nick
  --
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Re: [computer-go] Differences..

2007-07-27 Thread Barry Phease

   http://brooklyngoclub.org/jc/rulesgo.html
  
   Is Mathamatical Go a subset of Go as the rules look the same to me as
   regular go.


The rules described here are not mathematical go, but no-pass go.  In
mathematical go a move consists of a board play or by handing the
opponent back a captured stone.  This is equivalent to stone scoring.

-- 
Barry Phease

mailto:[EMAIL PROTECTED]
http://barry.phease.org.nz

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Re: [computer-go] patterns again

2007-07-27 Thread forrestc
Back to bitmaps with most of the bits at zero...

Let's take an extreme case, a bitmap with one out of 32 bits set. We're
assuming this map is a member of a class with a significant property which
we want to recognize.

If it were a perfectly random bitmap, the probability of it turning out
this way would be quite low.

We can't expect that the actual probability that a bit will be 1, in a
bitmap with this property, is 1/32. But from what we know so far, that is
our best guess.

If that's true, is it likely that this particular bit being on is purely
by chance. Not likely; someone with more facility with statistics can
probably tell us exactly how likely, and that may be useful.

Meanwhile, in deciding which bits to mask out for a map intended to test
for this particular property, I am guessing that I'd want to make the
probability of this bit being masked is (at most) 1/32, while the ideal
probability that any particular other bit in the test map should be masked
might be 31/32.

? A good conjecture? Or just plausible? Anyone here have ideas on this?

Forrest Curo



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[computer-go] Request for comments - Documentation of HouseBot design

2007-07-27 Thread Jason House
Over the last 4 months or so, I've been building up the documentation at 
http://housebot.sourceforge.net/index.php/Agile_Development


I've tried to keep it at a fairly high quality level by polling for 
feedback from friends and family and hunting down tools for graphical 
documentation.  I think they're at a good enough of a level to solicit 
feedback from a larger audience.  I've been told by another computer go 
developer that 
http://housebot.sourceforge.net/index.php/Agile_Development/Block_2 was 
of particular interest.


Just to seed feedback:
* Can the information for each block be organized in a better way?  What 
should I do differently in block 3?

* Which diagrams are most effective?  Least effective?
* What additional information should be included?
* Is the design sound?  Any fatal flaws?  Over-engineered?
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[computer-go] Engine development for beginners

2007-07-27 Thread Joshua Shriver
Are there any really simple engines out there that know just enough to
play a legal game of Go? Preferably C, Perl or Java?

Some of the open source engines I've looked at are rather complex and
not to friendly to a beginner.

Kinda looking for the tscp of chess for go :)

-Josh
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Re: [computer-go] Engine development for beginners

2007-07-27 Thread Jason House
Since my rewrite, I don't consider my bot (HouseBot) to be too far 
along...  It barely knows how to do more than play a legal game of go 
(it does 1-ply monte carlo)


The class goban tracks the board state, checks for legality, etc...  It 
can be found here:

http://housebot.svn.sourceforge.net/viewvc/housebot/trunk/housebot/goban.d?view=markup

The relevant code spans lines 711-1227.  500 lines may sound like a lot, 
but it doesn't really do a heck of a lot.  About 40 lines are comments, 
 100 lines of unit tests and in contracts.  The play function, the 
heart of the class, is ~150 lines, but has 3 helper functions embedded 
inside for both clarity and profiling.


If you poke around, looking at other code in the file, there are a few 
things that will make it look more complex.  I tried to add a 
generalized code flavor to stuff allowing for different position and 
board classes.  The goban class was written quickly and doesn't use that 
extra fluff.


I plan to refactor this file over the coming week(s).  It's written in 
D, which looks a lot like C++/Java.



Joshua Shriver wrote:

Are there any really simple engines out there that know just enough to
play a legal game of Go? Preferably C, Perl or Java?

Some of the open source engines I've looked at are rather complex and
not to friendly to a beginner.

Kinda looking for the tscp of chess for go :)

-Josh
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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-27 Thread Arend Bayer
On 7/26/07, chrilly [EMAIL PROTECTED] wrote:

 This is a remarkable result. I think poker is more difficult than Go and
 of
 course chess.


I am as surprised by this statement as everyone else. Of course you have to
develop some mixed strategies, try go guess implied pot odds, folding equity
etc. but assuming you have access to a large database of high level poker
games to analyze, why should it be that hard, esp. in 2-person limit
Hold'em?

Arend
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