Re: [computer-go] MoGoRel3_3550pps

2008-01-13 Thread Rémi Coulom

Sylvain Gelly wrote:


2008/1/10, [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] 
[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:


Hi Sylvain,
  Have you finished your thesis? We are eager to read it:-)


Hi,

Yes I did! :).It is not on my website, but will (soon?).
However, you should not be so eager to read it :)

Cheers,
Sylvain


Google finds it:
http://tao.lri.fr/Papers/thesesTAO/SylvainGellyThesis.pdf

Rémi
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Re: [computer-go] handicap for mogo against pro ?

2008-01-13 Thread Gian-Carlo Pascutto

Don Dailey wrote:


But with the type of scoring that MC does (where we optimize for winning
percentage over score) it's more difficult to construct go problems.
You have to construct them so that you LOSE the game if you don't play

the right move, but if you do play it you win the game.


Life  death problems of large groups are a good start.

--
GCP
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Re: [computer-go] handicap for mogo against pro ?

2008-01-13 Thread Gian-Carlo Pascutto

Hideki Kato wrote:

No.  Remember UCT is a sequential algorithm.  Parallelizing UCT make 
playouts ineffective.  Increasing the number of threads and/or 
communicating delay decreases the effectiveness of the playouts.  With 
my experiments on a symmetrical threads implementation on a four core 
SMP system, winning rate against GNU Go decreases from 50.4+-1.1% 
to 46.7+-1.1%, which corresponds to -25 ELO, where 1.1% are the 
standard deviations [1].


This just shows that this SMP implementation has no *effective* speedup, 
but probably a effective slowdown. And so a loss of ELO is expected.


I clearly stated what I meant by effective:
How much faster you find the correct move. Not interesting is: how many 
positions you search per second or how many playouts you do per second.


The fact that parallel UCT is not the same as serial UCT does not change 
anything at all with the above definition. Either it finds good moves 
faster, and hence is stronger, or it does not.


--
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Re: [computer-go] handicap for mogo against pro ?

2008-01-13 Thread Hideki Kato

Gian-Carlo Pascutto: [EMAIL PROTECTED]:
Hideki Kato wrote:

 No.  Remember UCT is a sequential algorithm.  Parallelizing UCT make 
 playouts ineffective.  Increasing the number of threads and/or 
 communicating delay decreases the effectiveness of the playouts.  With 
 my experiments on a symmetrical threads implementation on a four core 
 SMP system, winning rate against GNU Go decreases from 50.4+-1.1% 
 to 46.7+-1.1%, which corresponds to -25 ELO, where 1.1% are the 
 standard deviations [1].

This just shows that this SMP implementation has no *effective* speedup, 
but probably a effective slowdown. And so a loss of ELO is expected.

Above are measured with fixed number of playouts.  Speed is, of 
course, almost linearly up with the number of threads (within the 
number of cores).  

But I'm sorry I didn't read your [1] carefuly.  It's my fault.

I clearly stated what I meant by effective:
How much faster you find the correct move. Not interesting is: how many 
positions you search per second or how many playouts you do per second.

What is correct move?  It has sense only for some artificial 
problems or very limited positions, and so, it cannot evaluate total 
performance of a program.

The fact that parallel UCT is not the same as serial UCT does not change 
anything at all with the above definition. Either it finds good moves 
faster, and hence is stronger, or it does not.

I agree but how to?  One way I can think of is to run a program on 
cgos or similarbut Olivier wrote it's not allowed.

-Hideki
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RE: [computer-go] visual tree (gogui extension) help request

2008-01-13 Thread Chaslot G (MICC)
Hi,

You have to put the file vtbeta.jar in the lib directory of the gogui. For me, 
it is ~/Go/gogui-0.9.2/lib. vtbeta.jar uses the other files that are in this 
directory. Note that the visual tree is not compatible with gogui 1.x yet, only 
with version 0.9.x :(

Visual Tree was also used by Sylvain Gelly in Mogo. I'm happy that other people 
are trying it, even if I don't have time to work on it now (for instance I 
would like to upgrade it for the gogui 1.x). However there are all the sources 
plus a lot of documentation on my website, so anybody can adapt it to his 
requirements.

Best,

Guillaume



-Original Message-
From: [EMAIL PROTECTED] on behalf of Peter Christopher
Sent: Sat 12/01/2008 11:14
To: computer-go@computer-go.org
Subject: [computer-go] visual tree (gogui extension) help request
 
Hi, By any chance does anyone have a tip to help me get VisualTree working?

http://www.cs.unimaas.nl/g.chaslot/vt/vt09/docs/install.html says I should run

 java -jar vtbeta.jar

but this produces the error:

Exception in thread main java.lang.NoClassDefFoundError:
net/sf/gogui/utils/ErrorMessage



The original page also states to store the jar in a certain lib
directory I cannot find on my linux ubuntu system.  Gogui does work
fine.  I use it regularly (great tool).

Thanks in advance.
Peter
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Re: [computer-go] handicap for mogo against pro ?

2008-01-13 Thread Gian-Carlo Pascutto

Hideki Kato wrote:

What is correct move?  It has sense only for some artificial 
problems or very limited positions, and so, it cannot evaluate total 
performance of a program.




This is true, but we are interested in search performance. So, it makes 
sense to evaluate on those positions where the search makes the 
difference, no?


--
GCP
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Re: [computer-go] handicap for mogo against pro ?

2008-01-13 Thread Don Dailey

 I clearly stated what I meant by effective:
 How much faster you find the correct move. Not interesting is: how many 
 positions you search per second or how many playouts you do per second.
 

 What is correct move?  It has sense only for some artificial 
 problems or very limited positions, and so, it cannot evaluate total 
 performance of a program.
   

This is true,  I learned long ago that problem tests do not measure
program performance well at all.

However, in this case my guess is that it would be an accurate measure
of effective program speedup.It's possible this assumption is wrong
but I am assuming that parallelizing UCT does not change the
characteristics of the playing strength in a measurable way - just the
efficiency.


- Don


   
 The fact that parallel UCT is not the same as serial UCT does not change 
 anything at all with the above definition. Either it finds good moves 
 faster, and hence is stronger, or it does not.
 

 I agree but how to?  One way I can think of is to run a program on 
 cgos or similarbut Olivier wrote it's not allowed.

 -Hideki
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Re: [computer-go] handicap for mogo against pro ?

2008-01-13 Thread Don Dailey


Gian-Carlo Pascutto wrote:
 Don Dailey wrote:

 But with the type of scoring that MC does (where we optimize for winning
 percentage over score) it's more difficult to construct go
 problems.You have to construct them so that you LOSE the game if
 you don't play
 the right move, but if you do play it you win the game.

 Life  death problems of large groups are a good start.
Yes,  and you can adjust the komi in some cases to make the problem work.

- Don

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Re: [computer-go] MoGoRel3_3550pps

2008-01-13 Thread Michael Williams

Sylvain Gelly wrote:

It looks like MoGo does respect the time_left commands from GTP, so I
don't think the totalTime parameter is required in this case.

What do you mean? If you don't put --totalTime, then MoGo indeed ignores 
time_left. If you put --totalTime, then it respect the time_left.




The reason I said that was this behavior from mogo.  If I start it without that switch and as for a move, it allocates 20 seconds.  If I then issue a small 
time_left command and ask for another move, it allocates a much smaller amount of time.  Here is the output:




[EMAIL PROTECTED]:~/go$ ./mogo --19
initiateNodeUrgencyForShisho at root node!
Load opening database openingValues_19 succeed (nbEntries=60629) 
(nbIllegalMoves removed 0)
tried to open openingValues_19, success 1
genmove b
time left: 12 secs
time given for this move: 20.0 sec time
shishoCheck is called. Now we have 0 shishoLocations: and 0 attackShishoLocation

initiateNodeUrgencyForShisho at root node!
Self train initiation time: 0.00
0.450253(81%) ||   1186/ 1(12%)(72%)(54%/0.59) ||44 |12 || G4 E5 F5 E4 
E6 D6 D7 E7 F6||SSP:G4 C2 H1 J9 J4 ||PSP:G4 C2 H1 J9 J4
0.436817(80%) ||   4487/ 2(22%)(31%)(72%/0.59) ||89 |13 || F6 D5 E4 F5 
G5 E6 F7 E7 E8 F8 ||SSP:F6 G4 C2 H1 J3 ||PSP:F6 G4 C2 H1 J3
0.476407(90%) ||   5277/ 3(18%)(91%)(59%/0.54) ||   190 |13 || E5 E4 F4 D4 
E3 F5 D5 G4 F3 D3 ||SSP:E5 F6 D5 G4 C2 ||PSP:E5 F6 D5 G4 C2
0.454793(91%) ||  11005/ 4(28%)(44%)(80%/0.56) ||   275 |14 || E5 E4 D5 F4 
D4 D3 C3 F5 F6 C2 ||SSP:E5 F6 D5 F5 E4 ||PSP:E5 F6 D5 F5 E4
0.47(94%) ||  12436/ 5(25%)(88%)(93%/0.53) ||   323 |15 || F5 H5 E2 D7 
F7 G7 G6 H7 G8 H8 ||SSP:F5 E5 F6 D5 E4 ||PSP:F5 E5 F6 D5 E4
0.481018(97%) ||  22284/ 6(37%)(49%)(94%/0.52) ||   374 |15 || F5 H5 E2 F7 
C6 D6 D5 D7 E6 C7 ||SSP:F5 E5 F6 D5 E4 ||PSP:F5 E5 F6 D5 E4
0.477984(94%) ||  32022/ 7(46%)(34%)(75%/0.52) ||   428 |17 || F5 H5 E2 F7 
C6 D6 D5 D7 E6 C7 ||SSP:F5 E5 F6 D5 E4 ||PSP:F5 E5 F6 D5 E4
0.470916(86%) ||  39111/ 8(49%)(28%)(61%/0.52) ||   483 |17 || F5 H5 E2 F7 
C6 D6 D5 D7 E6 C7 ||SSP:F5 E5 F6 D5 E4 ||PSP:F5 E5 F6 D5 E4
earlyCut : max1 42505; max2 11005; sum 84807  max1/sum 0.501191 ; max1/max2 
3.861984 (hard 0)
0.467192(41%) ||  42505/ 84807(50%)(26%)(56%/0.52) ||   513 |17 || F5 H5 E2 F7 
C6 D6 D5 D7 E6 C7 ||SSP:F5 E5 F6 D5 E4 ||PSP:F5 E5 F6 D5 E4
84807 simulations(average length:0) done, time used:  14.63 seconds.( 5796.8 
games/sec)

   A  B  C  D  E  F  G  H  JABCD
EFGHJ
 +---+ 
+-+
 9   | .  .  .  .  .  .  .  .  . | |  0.3568   0.4000   2.4650   0.4468   
0.3739   0.2987   0.3438   0.3775   0.3531 |
 8   | .  .  .  .  .  .  .  .  . | |  2.4638   0.4384   2.4519   2.4556   
2.4667   2.4589   2.4645   0.3612   0.3939 |
 7   | .  .  .  .  .  .  .  .  . | |  0.4314   0.5714   2.4512   2.4637   
2.4521   0.4403   0.4340   0.4259   0.3842 |
 6   | .  .  .  .  .  .  .  .  . | |  0.3411   2.4606   2.4569   2.4634   
2.4618   0.4322   0.5333   2.4670   0.3783 |
 5   | .  .  .  .  .  .  .  .  . | |  0.3688   0.4433   2.4625   0.4450   
0.4548   0.4672   0.4218   0.3996   0.3436 |  Black to play
 4   | .  .  .  .  .  .  .  .  . | |  0.3558   0.4111   2.4648   0.0001   
0.4474   2.4652   0.4343   0.4400   0.4055 |  Black eaten stone(s): 0
 3   | .  .  .  .  .  .  .  .  . | |  0.3318   0.4500   0.4452   0.4113   
2.4602   0.4554   0.3784   0.4123   0.4050 |  White eaten stone(s): 0
 2   | .  .  .  .  .  .  .  .  . | |  0.3658   0.3900   0.4232   0.4286   
0.3070   0.4504   0.4053   0.3831   0.3723 |
 1   | .  .  .  .  .  .  .  .  . | |  0.3201   0.3807   0.3238   0.3694   
0.3747   0.3673   0.4036   0.3938   0.3508 |
 +---+ 
+-+

   A  B  C  D  E  F  G  H  J A  B  C  D  E  F  G  H  J
 +---+ +---+
 9   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
 8   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
 7   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
 6   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |  Move 1: F5
 5   | .  .  .  .  . (@) .  .  . | | 0  0  0  0  0  1  0  0  0 |  White to 
play
 4   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |  Black 
eaten stone(s): 0
 3   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |  White 
eaten stone(s): 0
 2   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
 1   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |time_left w 
1 0
=

genmove w
time left: 1 secs
time given for this move:  0.0 sec time
fast end mode gives one move:D8

   A  B  C  D  E 

Re: [computer-go] handicap for mogo against pro ?

2008-01-13 Thread Hideki Kato
Gian-Carlo Pascutto: [EMAIL PROTECTED]:
Hideki Kato wrote:

 What is correct move?  It has sense only for some artificial 
 problems or very limited positions, and so, it cannot evaluate total 
 performance of a program.
 

This is true, but we are interested in search performance. So, it makes 
sense to evaluate on those positions where the search makes the 
difference, no?

I'm not sure but it's possible, as Don wrote, parallelizing mc/uct 
doesn't make its behavior change in the sense of search result will 
not change, ie, just decreases the efficiency of simulations.  
However, it's also likey that unbalanced long communication delay 
makes search results change.  Because the order of arrivals 
of results of simulations may change if unbalanced (long) delay 
exists.

Anyway, I'm implementing network parallel version of MC/UCT now and 
will make such things clearer.  

-Hideki
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Re: [computer-go] handicap for mogo against pro ?

2008-01-13 Thread terry mcintyre


Hideki Kato wrote:

 What is correct move?  It has sense only for some artificial 
 problems or very limited positions, and so, it cannot evaluate total 
 performance of a program.


There are many positions where winning the game requires one or a small set of 
moves.
Suppose the board is equally divided, and all groups are settled but one. The 
last group
will live or die, depending on whether the program makes the single correct 
move or not.

Many life-and-death program can be converted to this form. 

An alternative approach would be to take a traditional life-and-death problem, 
and assign
a komi such that the problem must be solved to win the game. 

A third approach might be to devise a UCT framework which can be given specific 
goals,
such as kill this group or live, or select a move from this subset, which 
otherwise uses
the same algorithms for whole-board play. 

Given a large set of life-and-death problems which have been converted into 
whole-board problems,
I believe that any UCT program which handles the life-and-death problems 
correctly would probably
do quite well in whole-board play also. The knowledge should generalize well.





  

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Re: [computer-go] MoGoRel3_3550pps

2008-01-13 Thread terry mcintyre
From: Rémi Coulom [EMAIL PROTECTED]


Sylvain Gelly wrote:

 Yes I did! :).It is not on my website, but will (soon?).
 However, you should not be so eager to read it :)

 Cheers,
 Sylvain

Google finds it:
http://tao.lri.fr/Papers/thesesTAO/SylvainGellyThesis.pdf

Thanks, Rémi!

Now eagerly awaiting the English translation!







  

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Re: [computer-go] MoGoRel3_3550pps

2008-01-13 Thread Michael Williams

There is lots of English in it.  Just scroll down.


terry mcintyre wrote:

From: Rémi Coulom [EMAIL PROTECTED]

 Sylvain Gelly wrote:

  Yes I did! :).It is not on my website, but will (soon?).
  However, you should not be so eager to read it :)

  Cheers,
  Sylvain

 Google finds it:
 http://tao.lri.fr/Papers/thesesTAO/SylvainGellyThesis.pdf

Thanks, Rémi!

Now eagerly awaiting the English translation!



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Re: [computer-go] Sylvain Gelly thesis in english

2008-01-13 Thread Alain Baeckeroot
Le dimanche 13 janvier 2008, terry mcintyre a écrit :
 From: Rémi Coulom [EMAIL PROTECTED]
 
 
 Sylvain Gelly wrote:
 
  Yes I did! :).It is not on my website, but will (soon?).
  However, you should not be so eager to read it :)
 
  Cheers,
  Sylvain
 
 Google finds it:
 http://tao.lri.fr/Papers/thesesTAO/SylvainGellyThesis.pdf
 
 Thanks, Rémi!
 
 Now eagerly awaiting the English translation!

It is in english since page 24. 
pages 1-23 are french summary :-)

Alain

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Re: [computer-go] handicap for mogo against pro ?

2008-01-13 Thread Hideki Kato
I don't think such positions are enough to evaluate total 
performance of a program. Because they don't include middle games 
nor opening games, for examples.

-Hideki

terry mcintyre: [EMAIL PROTECTED]:


Hideki Kato wrote:

 What is correct move?  It has sense only for some artificial 
 problems or very limited positions, and so, it cannot evaluate total 
 performance of a program.


There are many positions where winning the game requires one or a small set of 
moves.
Suppose the board is equally divided, and all groups are settled but one. The 
last group
will live or die, depending on whether the program makes the single correct 
move or not.

Many life-and-death program can be converted to this form. 

An alternative approach would be to take a traditional life-and-death problem, 
and assign
a komi such that the problem must be solved to win the game. 

A third approach might be to devise a UCT framework which can be given 
specific goals,
such as kill this group or live, or select a move from this subset, 
which otherwise uses
the same algorithms for whole-board play. 

Given a large set of life-and-death problems which have been converted into 
whole-board 
problems,
I believe that any UCT program which handles the life-and-death problems 
correctly would 
probably
do quite well in whole-board play also. The knowledge should generalize well.





  
 
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http://www.yahoo.com/r/hs
 inline file
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Re: [computer-go] Sylvain Gelly thesis in english

2008-01-13 Thread dhillismail
Thanks Alain. I see I had given up on the paper too soon.
- Dave Hillis

-Original Message-
From: Alain Baeckeroot [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Sun, 13 Jan 2008 11:51 am
Subject: Re: [computer-go] Sylvain Gelly thesis in english



Le dimanche 13 janvier 2008, terry mcintyre a écrit :
 From: Rémi Coulom [EMAIL PROTECTED]
 
 
 Sylvain Gelly wrote:
 
  Yes I did! :).It is not on my website, but will (soon?).
  However, you should not be so eager to read it :)
 
  Cheers,
  Sylvain
 
 Google finds it:
 http://tao.lri.fr/Papers/thesesTAO/SylvainGellyThesis.pdf
 
 Thanks, Rémi!
 
 Now eagerly awaiting the English translation!
It is in english since page 24. 
ages 1-23 are french summary :-)
Alain
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Re: [computer-go] Sylvain Gelly thesis in english

2008-01-13 Thread Sylvain Gelly
  Google finds it:
  http://tao.lri.fr/Papers/thesesTAO/SylvainGellyThesis.pdf

That is NOT the latest version. Please at least let me put the latest
version on my web site, it took me so long to correct it :).

Sylvain
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Re: [computer-go] MoGoRel3_3550pps

2008-01-13 Thread Sylvain Gelly
 The reason I said that was this behavior from mogo.  If I start it without
 that switch and as for a move, it allocates 20 seconds.  If I then issue a
 small
 time_left command and ask for another move, it allocates a much smaller
 amount of time.  Here is the output:

 Because you give a time_left  20, so MoGo is in fast end mode, just
playing randomly to avoid loosing by time.

Sylvain
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Re: [computer-go] MoGoRel3_3550pps

2008-01-13 Thread Michael Williams

Sylvain Gelly wrote:


The reason I said that was this behavior from mogo.  If I start it
without that switch and as for a move, it allocates 20 seconds.  If
I then issue a small
time_left command and ask for another move, it allocates a much
smaller amount of time.  Here is the output:

Because you give a time_left  20, so MoGo is in fast end mode, just 
playing randomly to avoid loosing by time.


OK, here it is with 60 seconds (still no command-line switch):


[EMAIL PROTECTED]:~/go$ ./mogo --19
initiateNodeUrgencyForShisho at root node!
Load opening database openingValues_19 succeed (nbEntries=60629) 
(nbIllegalMoves removed 0)
tried to open openingValues_19, success 1
time_left b 60 0
=

genmove b
time left: 60 secs
time given for this move:  1.0 sec time
shishoCheck is called. Now we have 0 shishoLocations: and 0 attackShishoLocation

initiateNodeUrgencyForShisho at root node!
Self train initiation time: 0.00
0.443380(83%) ||   1148/ 1(11%)(93%)(58%/0.60) ||47 |12 || B2 C3 D3 D4 
E4 E3 D2 F4 E5||SSP:B2 C3 A1 H8 J1 ||PSP:B2 C3 A1 H8 J1
earlyCut : max1 1364; max2 1120; sum 12061  max1/sum 0.113082 ; max1/max2 
1.216771 (hard 0)
0.435484(16%) ||   1364/ 12061(11%)(82%)(65%/0.60) ||53 |12 || B2 C3 D3 D4 
E4 E3 D2 F4 E5||SSP:B2 C3 A1 H8 A6 ||PSP:B2 C3 A1 H8 A6
12061 simulations(average length:0) done, time used:   0.96 seconds.(12563.5 
games/sec)

   A  B  C  D  E  F  G  H  JABCD
EFGHJ
 +---+ 
+-+
 9   | .  .  .  .  .  .  .  .  . | |  0.0001   2.4427   2.4315   0.0001   
0.2353   0.3509   0.3750   0.3204   0.3867 |
 8   | .  .  .  .  .  .  .  .  . | |  2.4245   0.4698   2.4267   0.0001   
2.4426   0.5111   2.4430   0.4303   0.3468 |
 7   | .  .  .  .  .  .  .  .  . | |  0.5000   2.4244   2.4167   2.4193   
0.5317   2.4296   2.4360   0.4259   2.4463 |
 6   | .  .  .  .  .  .  .  .  . | |  0.4343   2.4323   2.4267   0.5000   
2.4398   2.4261   0.0001   0.3043   0.3857 |
 5   | .  .  .  .  .  .  .  .  . | |  0.3961   2.4463   2.4310   2.4306   
0.4898   0.5248   2.4324   0.4249   0.3109 |  Black to play
 4   | .  .  .  .  .  .  .  .  . | |  0.3663   0.0001   2.4404   2.4231   
2.4280   2.4326   2.4394   0.4268   0.3033 |  Black eaten stone(s): 0
 3   | .  .  .  .  .  .  .  .  . | |  0.3582   0.3846   0.4429   0.5417   
2.4329   2.4407   2.4381   2.4381   0.3387 |  White eaten stone(s): 0
 2   | .  .  .  .  .  .  .  .  . | |  0.2000   0.4355   0.5000   0.4000   
0.3438   2.4395   2.4387   0.3760   0.3895 |
 1   | .  .  .  .  .  .  .  .  . | |  0.4284   0.4000   0.3867   0.3780   
0.4011   0.3805   0.3782   0.4040   0.4129 |
 +---+ 
+-+

   A  B  C  D  E  F  G  H  J A  B  C  D  E  F  G  H  J
 +---+ +---+
 9   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
 8   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
 7   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
 6   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |  Move 1: B2
 5   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |  White to 
play
 4   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |  Black 
eaten stone(s): 0
 3   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |  White 
eaten stone(s): 0
 2   | . (@) .  .  .  .  .  .  . | | 0  1  0  0  0  0  0  0  0 |
 1   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
 +---+ +---+
B2
= B2

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Re: [computer-go] MoGoRel3_3550pps

2008-01-13 Thread Sylvain Gelly
Hi,

Nothing strange here. You tell MoGo to play 19x19 and you tell him that
there is only 60 s left. It can be understood that it takes only 1s for this
move...
BTW, if you see him play in 9x9, it is because while you told him to set his
parameters for a 19x19, by default the boardsize is 9x9 and MoGo expects a
gtp command to override it.

Cheers,
Sylvain

2008/1/13, Michael Williams [EMAIL PROTECTED]:

 Sylvain Gelly wrote:
 
  The reason I said that was this behavior from mogo.  If I start it
  without that switch and as for a move, it allocates 20 seconds.  If
  I then issue a small
  time_left command and ask for another move, it allocates a much
  smaller amount of time.  Here is the output:
 
  Because you give a time_left  20, so MoGo is in fast end mode, just
  playing randomly to avoid loosing by time.

 OK, here it is with 60 seconds (still no command-line switch):


 [EMAIL PROTECTED]:~/go$ ./mogo --19
 initiateNodeUrgencyForShisho at root node!
 Load opening database openingValues_19 succeed (nbEntries=60629)
 (nbIllegalMoves removed 0)
 tried to open openingValues_19, success 1
 time_left b 60 0
 =

 genmove b
 time left: 60 secs
 time given for this move:  1.0 sec time
 shishoCheck is called. Now we have 0 shishoLocations: and 0
 attackShishoLocation

 initiateNodeUrgencyForShisho at root node!
 Self train initiation time: 0.00
 0.443380(83%) ||   1148/ 1(11%)(93%)(58%/0.60) ||47 |12 || B2 C3
 D3 D4 E4 E3 D2 F4 E5||SSP:B2 C3 A1 H8 J1 ||PSP:B2 C3 A1 H8 J1
 earlyCut : max1 1364; max2 1120; sum 12061  max1/sum 0.113082 ; max1/max2
 1.216771 (hard 0)
 0.435484(16%) ||   1364/ 12061(11%)(82%)(65%/0.60) ||53 |12 || B2 C3
 D3 D4 E4 E3 D2 F4 E5||SSP:B2 C3 A1 H8 A6 ||PSP:B2 C3 A1 H8 A6
 12061 simulations(average length:0) done, time used:   0.96 seconds.(
 12563.5 games/sec)


 A  B  C  D  E  F  G  H  JABCD 
EFGHJ
   +---+
 +-+
   9   | .  .  .  .  .  .  .  .  . | |  0.0001   2.4427   2.4315
 0.0001   0.2353   0.3509   0.3750   0.3204   0.3867 |
   8   | .  .  .  .  .  .  .  .  . | |  2.4245   0.4698   2.4267
 0.0001   2.4426   0.5111   2.4430   0.4303   0.3468 |
   7   | .  .  .  .  .  .  .  .  . | |  0.5000   2.4244   2.4167
 2.4193   0.5317   2.4296   2.4360   0.4259   2.4463 |
   6   | .  .  .  .  .  .  .  .  . | |  0.4343   2.4323   2.4267
 0.5000   2.4398   2.4261   0.0001   0.3043   0.3857 |
   5   | .  .  .  .  .  .  .  .  . | |  0.3961   2.4463   2.4310
 2.4306   0.4898   0.5248   2.4324   0.4249   0.3109 |  Black to play
   4   | .  .  .  .  .  .  .  .  . | |  0.3663   0.0001   2.4404
 2.4231   2.4280   2.4326   2.4394   0.4268   0.3033 |  Black eaten
 stone(s): 0
   3   | .  .  .  .  .  .  .  .  . | |  0.3582   0.3846   0.4429
 0.5417   2.4329   2.4407   2.4381   2.4381   0.3387 |  White eaten
 stone(s): 0
   2   | .  .  .  .  .  .  .  .  . | |  0.2000   0.4355   0.5000
 0.4000   0.3438   2.4395   2.4387   0.3760   0.3895 |
   1   | .  .  .  .  .  .  .  .  . | |  0.4284   0.4000   0.3867
 0.3780   0.4011   0.3805   0.3782   0.4040   0.4129 |
   +---+
 +-+

 A  B  C  D  E  F  G  H  J A  B  C  D  E  F  G  H  J
   +---+ +---+
   9   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
   8   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
   7   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
   6   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0
 |  Move 1: B2
   5   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0
 |  White to play
   4   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0
 |  Black eaten stone(s): 0
   3   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0
 |  White eaten stone(s): 0
   2   | . (@) .  .  .  .  .  .  . | | 0  1  0  0  0  0  0  0  0 |
   1   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
   +---+ +---+
 B2
 = B2

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Re: [computer-go] MoGoRel3_3550pps

2008-01-13 Thread Michael Williams
I'm not saying that it's anything strange.  I was just pointing out that it does seem to heed the time_left number, even without specifying totalTime on the 
command line.  Yes, I started mogo with the --19 switch so that it would have to think about the first move on 9x9 instead of using the opening book.  It's 
easier to type than --useOpeningBook 0.




Sylvain Gelly wrote:

Hi,

Nothing strange here. You tell MoGo to play 19x19 and you tell him that 
there is only 60 s left. It can be understood that it takes only 1s for 
this move...
BTW, if you see him play in 9x9, it is because while you told him to set 
his parameters for a 19x19, by default the boardsize is 9x9 and MoGo 
expects a gtp command to override it.


Cheers,
Sylvain

2008/1/13, Michael Williams [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED]:


Sylvain Gelly wrote:
 
  The reason I said that was this behavior from mogo.  If I
start it
  without that switch and as for a move, it allocates 20
seconds.  If
  I then issue a small
  time_left command and ask for another move, it allocates a much
  smaller amount of time.  Here is the output:
 
  Because you give a time_left  20, so MoGo is in fast end mode,
just
  playing randomly to avoid loosing by time.

OK, here it is with 60 seconds (still no command-line switch):


[EMAIL PROTECTED]:~/go$ ./mogo --19
initiateNodeUrgencyForShisho at root node!
Load opening database openingValues_19 succeed (nbEntries=60629)
(nbIllegalMoves removed 0)
tried to open openingValues_19, success 1
time_left b 60 0
=

genmove b
time left: 60 secs
time given for this move:  1.0 sec time
shishoCheck is called. Now we have 0 shishoLocations: and 0
attackShishoLocation

initiateNodeUrgencyForShisho at root node!
Self train initiation time: 0.00
0.443380(83%) ||   1148/ 1(11%)(93%)(58%/0.60) ||47 |12 ||
B2 C3 D3 D4 E4 E3 D2 F4 E5||SSP:B2 C3 A1 H8 J1 ||PSP:B2 C3 A1 H8 J1
earlyCut : max1 1364; max2 1120; sum 12061  max1/sum 0.113082 ;
max1/max2 1.216771 (hard 0)
0.435484(16%) ||   1364/ 12061(11%)(82%)(65%/0.60) ||53 |12 ||
B2 C3 D3 D4 E4 E3 D2 F4 E5||SSP:B2 C3 A1 H8 A6 ||PSP:B2 C3 A1 H8 A6
12061 simulations(average length:0) done, time used:   0.96
seconds.(12563.5 games/sec)

A  B  C  D  E  F  G  H  JABCD   
 EFGHJ
  +---+
+-+
  9   | .  .  .  .  .  .  .  .  . | |  0.0001   2.4427  
2.4315   0.0001   0.2353   0.35090.3750   0.3204   0.3867 |
  8   | .  .  .  .  .  .  .  .  . | |  2.4245   0.4698  
2.4267   0.0001   2.4426   0.5111   2.4430   0.4303   0.3468 |
  7   | .  .  .  .  .  .  .  .  . | |  0.5000   2.4244  
2.4167   2.4193   0.5317   2.4296   2.4360   0.4259   2.4463 |
  6   | .  .  .  .  .  .  .  .  . | |  0.4343   2.4323  
2.4267   0.5000   2.4398   2.4261   0.0001   0.3043   0.3857 |
  5   | .  .  .  .  .  .  .  .  . | |   0.3961   2.4463  
2.4310   2.4306   0.4898   0.5248   2.4324   0.4249   0.3109

|  Black to play
  4   | .  .  .  .  .  .  .  .  . | |  0.3663   0.0001  
2.4404   2.4231   2.4280   2.4326   2.4394   0.4268   0.3033

|  Black eaten stone(s): 0
  3   | .  .  .  .  .  .  .  .  . | |  0.3582   0.3846  
0.4429   0.5417   2.4329   2.4407   2.4381   2.4381   0.3387

|  White eaten stone(s): 0
  2   | .  .  .  .  .  .  .  .  . | |  0.2000   0.4355   0.5000
   0.4000   0.3438   2.4395   2.4387   0.3760   0.3895 |
  1   | .  .  .  .  .  .  .  .  . | |  0.4284   0.4000  
0.3867   0.3780   0.4011   0.3805   0.3782   0.4040   0.4129 |
  +---+
+-+



A  B  C  D  E  F  G  H  J A  B  C  D  E  F  G  H  J
  +---+ +---+
  9   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
  8   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
  7   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
  6   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0
|  Move 1: B2
  5   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0
|  White to play
  4   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0
|  Black eaten stone(s): 0
  3   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0
|  White eaten stone(s): 0
  2   | . (@) .  .  .  .  .  .  . | | 0  1  0  0  0  0  0  0  0 |
  1   | .  .  .  .  .  .  .  .  . | | 0  0  0  0  0  0  0  0  0 |
  +---+