Re: [computer-go] Update of MoGo binary release, and windows version available!

2007-09-17 Thread David Doshay

On 17, Sep 2007, at 3:27 PM, Sylvain Gelly wrote:



Hopefully a Mac version will come.



Count us as one more research group that would greatly welcome that!
We have both G5 and Intel machines now, and will undoubtedly have
more Intel boxes in the future, so it would be best for us, if you don't
mind, if you could compile as a universal binary.

Thanks much!

Cheers,
David





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[computer-go] Update of MoGo binary release, and windows version available!

2007-09-17 Thread Sylvain Gelly
Hi all,

you can find here:
http://www.lri.fr/~gelly/MoGo_Download.htm

an update of MoGo's release, especially binary for non pentium4
compatible processors, some other options explained, and maybe more
interesting, an option for time management (I stupidly did not think
that people would use MoGo with frontend sending "time_left"). It is
basically adding simple interface to what existed before, but I hope
it will be useful for you.

In the same time of this update, you can finally download a windows
version! Unfortunately, it is not multithread, and still 30% slower
than the linux version, but at least it works :).

Hopefully a Mac version will come.

Please feel free to share the link to any player you know who may be interested.

Best,
Sylvain

PS: I had no time to check everything. Hopefully it works, but if you
find problems please report (and don't be upset ;-))
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Re: [computer-go] data mining cgos games

2007-09-17 Thread David Doshay

Hi Don,

You can do this on the Mac computer to which I have already made
an account for you. I would be happy to let you use it that way.

We can take this off of the reflector for any details.

Cheers,
David



On 17, Sep 2007, at 8:24 AM, Don Dailey wrote:


I've been meaning to create a cgi script to make this easy, but
obviously I haven't done this yet.

We are very limited with disk space on the CGOS server - so if someone
is willing to host the archived games on a web site somewhere (and  
give
me  access) I will store them here and put links on the cgos main  
page.

I will zip them up by month.

- Don


On Thu, 2007-09-13 at 21:18 -0700, David Doshay wrote:

Hi,

We used to download monthly sql data from cgos, but I understand that
now everything is just in sgf format. Could you please let me know
how to download as many months of old data as is available?

Cheers,
David



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Re: [computer-go] data mining cgos games

2007-09-17 Thread Don Dailey
I've been meaning to create a cgi script to make this easy, but
obviously I haven't done this yet.

We are very limited with disk space on the CGOS server - so if someone
is willing to host the archived games on a web site somewhere (and give
me  access) I will store them here and put links on the cgos main page.
I will zip them up by month.

- Don


On Thu, 2007-09-13 at 21:18 -0700, David Doshay wrote:
> Hi,
> 
> We used to download monthly sql data from cgos, but I understand that  
> now everything is just in sgf format. Could you please let me know  
> how to download as many months of old data as is available?
> 
> Cheers,
> David
> 
> 
> 
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> computer-go mailing list
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Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-17 Thread Jason House
On 9/17/07, Don Dailey <[EMAIL PROTECTED]> wrote:
>
> Another way to test this, to see if this is your problem,  is for ME to
> implement YOUR eye definition and see if/how much it hurts AnchorMan.
>
> I'm pretty much swamped with work today - but I may give this a try at
> some point.
>

I'd be interested in seeing that.  It looks like my first hack at an
alternate eye implementation bought my AMAF version about 150 ELO (not
tested with anything else).  Of course, what I did isn't what others are
using.  I'll do another "alteye" version either today or tomorrow.  It may
be possible that some of my 150 was because I changed the lengths of the
random playouts.
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Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-17 Thread Don Dailey
On Mon, 2007-09-17 at 08:50 -0400, Jason House wrote:
> 
> won't you miss any comb shape?
> 
> 
> I would.  I've started experimenting with some alternatives.

Another way to test this, to see if this is your problem,  is for ME to
implement YOUR eye definition and see if/how much it hurts AnchorMan. 

I'm pretty much swamped with work today - but I may give this a try at
some point.

- Don


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Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-17 Thread Jason House
On 9/17/07, steve uurtamo <[EMAIL PROTECTED]> wrote:
>
> >> Yeah.  An eye point is defined as an empty point where all four
> >> neighbors are the same chain.
>
> where "all four" gets modified to "all three" or "all two" on the first
> line
> or corner respectively?



Right



won't you miss any comb shape?



I would.  I've started experimenting with some alternatives.
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Re: [computer-go] Binary release of MoGo

2007-09-17 Thread Sylvain Gelly
Hi Jacques,

2007/9/17, Jacques BasaldĂșa <[EMAIL PROTECTED]>:
> Hi Sylvain,
>
> Any news about the Windows release?
The release time is closer now than before :)

> It doesn't need to be fast. It
> doesn't even need
> to be multithreaded. It is for research only. We can believe that on a
> quad core it takes 1/4 of the time, that's not important.
You are right that is not important for the research community, but
for the players that is actually important. I wish go players can use
MoGo, not only computer go people. As it is difficult to make the
difference between computer go people and players on a web page :), I
prefer things to be a little better on windows. I now have a version
which is "only" 25% slower on windows compared to linux. But things
happen slowly because I can only dedicate very very little time to
MoGo, so please be patient :).

Cheers,
Sylvain
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Re: [computer-go] Binary release of MoGo

2007-09-17 Thread Jacques BasaldĂșa

Hi Sylvain,

Any news about the Windows release? It doesn't need to be fast. It 
doesn't even need
to be multithreaded. It is for research only. We can believe that on a 
quad core it takes

1/4 of the time, that's not important.

BTW. Windows has a 15 year old bulletproof multithreading API  from 
which you only
need 3 functions in a typical case, (CreateThread, EnterCriticalSection, 
LeaveCriticalSection)
and just one if you create your own semaphores. The best multithreading 
library is, probably,
none at all. That's probably much easier than trying to see what's the 
problem with pthread.


Jacques.
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Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-17 Thread steve uurtamo
>> Yeah.  An eye point is defined as an empty point where all four 

>> neighbors are the same chain.



where "all four" gets modified to "all three" or "all two" on the first line

or corner respectively?



won't you miss any comb shape?



o

oo##o

##.#o

#.##o

o###o

o



s.



  This prevents weak combos of false 

>> eyes, but does allow it to miss one kind of life. 

> Do you mean that your program would fill black eyes there:

>

> #.#O.

> .##OO

> ##OO.

> O

>

> ? This sounds like a really very very bad idea. But I may have 

> misunderstood.



Nah, you understood correctly.  I've never liked the idea that normal MC 

engines will never defend #'s position like below if false eyes are 

never filled.  2nd line creeps into territory seem like a fairly common 

situation and not defending them seems like quite a problem.  The common 

cases with life that I miss occur when there are two false eyes that 

share the same two neighboring chains.  Maybe I should upgrade my eye 

detection to find that...



##O

.#O

##O

.#O

##O

#OO

.#O

##O

#OO

.#O

##O

.OO



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