Re: [computer-go] Update of MoGo binary release, and windows version available!
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 ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
[computer-go] Update of MoGo binary release, and windows version available!
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 ;-)) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] data mining cgos games
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 ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] data mining cgos games
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 > > > > ___ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS
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. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS
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 ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS
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. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Binary release of MoGo
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 ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Binary release of MoGo
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. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS
>> 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 ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Check out the hottest 2008 models today at Yahoo! Autos. http://autos.yahoo.com/new_cars.html ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/