[computer-go] Re: CGOS server boardsize

2008-08-02 Thread Hideki Kato
Don,

Why we have to have three servers for three boardsizes?  Isn't it 
possoble to build a server that handle any boarsize?

-Hideki

Don Dailey: [EMAIL PROTECTED]:
There has been some discussion about which additional board sizes to use
for the server once it is running.   

Of course running all 3 board sizes is a possibility now that we will
have server space,  but my fear all along has been that they will kill
each other.  There is something to be said about numbers and you want as
many programs as possible playing on the server you want to test on. 

Instead of asking for a lot of opinions however, I think it makes sense
to put all 3 servers up and see what happens for a while.   In other
words you will vote with your participation.   I think we will see that
programs will gravitate more towards one server than another and I don't
know which one that will be.   If they all get reasonable usage I will
leave them all up,  but if one tends to get very little usage, I will
bring it down later.   I'll let them all stay up for a reasonable length
of time.

So there will be 9x9, 13x13 and 19x19, at least for the first month or
so, depending on usage.

For time controls,  I have changed my previous position, I think I
prefer somewhat faster time controls.   There are disadvantages but
almost many advantages.  The foremost advantages is that I believe it
encourages participation,  more programs are likely to test on the
server if they do not have to wait unduly long for solid results.
Another advantage is that the games are more fun to watch.  

Right now, the time control for 9x9 assuming the average number of moves
is roughly equivalent to the number of points on the board is about 3.7
seconds per move or 5 minutes.  Using this same exact reasoning if we
try to match the same rate of play per move we have this table:

  9x9  - 300 seconds or 5 minutes
 13x13 - 625 seconds or 10 minutes, 18 seconds. 
 19x19 - 1336 seconds or 22 minutes, 16 seconds per move.

There is no particular reason that the time control has to be in
multiples of 5 minutes except that we humans seems to be offended if
things are rounded nicely for us.

So we could accept those values as is, or we could round it to what to
our sensibilities seems somehow more normal and use 5 minutes 10
minutes and 20 minutes for 9x9, 13x13 and 19x19 respectively.

If we want to speed things up a bit, we might consider going from 3.7
seconds per move to 2.5 seconds per move.   This gives the following
approximate table:

  9x9   -  202.5 seconds  or 3 minutes, 22 seconds
 13x13  -  422.5 seconds  or 7 minutes 2 seconds 
 19x19  -  902.5 seconds  or 15 minutes 2 seconds

These could be rounded to 3 minutes, 7 minutes and 15 minutes or kept as
is.  

There is some argument for making the bigger boards play faster based on
the notion that you SHOULD play faster since the game will have a lot
more moves in it.   

In this case, the time control could be set the same for all board
sizes, perhaps 15 minutes per game or even 10 minutes per game.  There
is some appeal to having this kind of consistency, but of course the
quality of the games on the big boards would suffer accordingly.  Of
course we don't care about absolute quality since we are testing
programs against each other and we accept that they play much better at
longer time controls.

But we could set the average time per move faster if we were not
comfortable with just making them all the same.   We could do something
like 5, 10, 15 or something like that.

In addition to the time control, there is currently a 0.75 second gift
which is configurable.  The gift makes it possible for some programs
with high latency connection issues to finish ridiculously long games
without defaulting on time despite the fact that they are playing
instantly.   So fast time controls shouldn't be dominated by network
speed considerations.  

My current default choice is:

   9x9 - 5 minutes.  (to keep it the same as it is.)
 13x13 - 10 minutes.
 19x19 - 15 or 20 minutes.

Feedback?

- Don







- Don

 

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Re: [computer-go] Ladders and UCT again

2008-08-02 Thread Gunnar Farnebäck

Peter Drake wrote:
 On Aug 1, 2008, at 8:08 AM, Mark Boon wrote:

 The neighbours of the last move come in the picture because usually
 it's only the last stone played that can be escaping a ladder and it's
 the neighbours of the last move that could have been put into atari.
 Nothing to do with the additional complexities Don mentioned.

 Let me give a specific example. Suppose that, during a playout, the tree
 leads us to this position, with O to play:

 *.*
 *...OO*
 *..O##a...*
 *...Ob*
 *c*
 *.*
 *.*
 *.*
 *.*

 Having reached the frontier of the tree, we now finish the game using
 Monte Carlo with a ladder reader. The last stone played, to the left of
 a, is trapped in a ladder, but can escape if not chased. Our ladder
 reader therefore suggests O play at a.

 For the next move in the playout, if # only reads ladders from the last
 move played, it will see that the O stone at a is not in a ladder, so
 move is suggested. The playout now turns completely random, and it's a
 coin toss as to whether the group will escape.

It's often a good idea to bias capturing moves in the playouts,
regardless whether it's a ladder or not. This would result in those
stones being captured in most simulations.

 If we also search stones next to the last stone played, things only get
 slightly better. # sees that its stones are in a ladder from which they
 cannot escape, so it doesn't suggest b. If we tell it to play a ladder
 breaker in such situations, it might play c, which is fine. However, on
 O's next turn, c is not in a ladder, nor is any stone next to c, so no
 move is suggested. Specifically, O does not make the vital capture at b.

 It seems too expensive to search every point on the board for ladders.
 What to do?

Don't bother with ladder breakers in playouts. If the tree part of the
search has started to run a ladder, the best thing the playout can do
is to keep running it until the bitter end. This way the losing player
in the ladder will be rightfully punished and discouraged from trying
that line of play.

/Gunnar
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[computer-go] Re: CGOS server boardsize

2008-08-02 Thread Don Dailey
On Sat, 2008-08-02 at 15:35 +0900, Hideki Kato wrote:
 Don,
 
 Why we have to have three servers for three boardsizes?  Isn't it 
 possoble to build a server that handle any boarsize?

Of course it is,  it's just a lot more work.  I had my original
prototype up and running in about 1 long day of work (although I have
spent a substantial amount of time on it since then.)  I designed CGOS
to handle any board size but only one at a time.I could have also
designed it to handle multiple time controls, rule-sets, etc but I
wanted to keep it real simple and it is.

Also, I have never done anything quite like a server before, so I didn't
want to byte off more than I could chew.

- Don


 -Hideki
 
 Don Dailey: [EMAIL PROTECTED]:
 There has been some discussion about which additional board sizes to use
 for the server once it is running.   
 
 Of course running all 3 board sizes is a possibility now that we will
 have server space,  but my fear all along has been that they will kill
 each other.  There is something to be said about numbers and you want as
 many programs as possible playing on the server you want to test on. 
 
 Instead of asking for a lot of opinions however, I think it makes sense
 to put all 3 servers up and see what happens for a while.   In other
 words you will vote with your participation.   I think we will see that
 programs will gravitate more towards one server than another and I don't
 know which one that will be.   If they all get reasonable usage I will
 leave them all up,  but if one tends to get very little usage, I will
 bring it down later.   I'll let them all stay up for a reasonable length
 of time.
 
 So there will be 9x9, 13x13 and 19x19, at least for the first month or
 so, depending on usage.
 
 For time controls,  I have changed my previous position, I think I
 prefer somewhat faster time controls.   There are disadvantages but
 almost many advantages.  The foremost advantages is that I believe it
 encourages participation,  more programs are likely to test on the
 server if they do not have to wait unduly long for solid results.
 Another advantage is that the games are more fun to watch.  
 
 Right now, the time control for 9x9 assuming the average number of moves
 is roughly equivalent to the number of points on the board is about 3.7
 seconds per move or 5 minutes.  Using this same exact reasoning if we
 try to match the same rate of play per move we have this table:
 
   9x9  - 300 seconds or 5 minutes
  13x13 - 625 seconds or 10 minutes, 18 seconds. 
  19x19 - 1336 seconds or 22 minutes, 16 seconds per move.
 
 There is no particular reason that the time control has to be in
 multiples of 5 minutes except that we humans seems to be offended if
 things are rounded nicely for us.
 
 So we could accept those values as is, or we could round it to what to
 our sensibilities seems somehow more normal and use 5 minutes 10
 minutes and 20 minutes for 9x9, 13x13 and 19x19 respectively.
 
 If we want to speed things up a bit, we might consider going from 3.7
 seconds per move to 2.5 seconds per move.   This gives the following
 approximate table:
 
   9x9   -  202.5 seconds  or 3 minutes, 22 seconds
  13x13  -  422.5 seconds  or 7 minutes 2 seconds 
  19x19  -  902.5 seconds  or 15 minutes 2 seconds
 
 These could be rounded to 3 minutes, 7 minutes and 15 minutes or kept as
 is.  
 
 There is some argument for making the bigger boards play faster based on
 the notion that you SHOULD play faster since the game will have a lot
 more moves in it.   
 
 In this case, the time control could be set the same for all board
 sizes, perhaps 15 minutes per game or even 10 minutes per game.  There
 is some appeal to having this kind of consistency, but of course the
 quality of the games on the big boards would suffer accordingly.  Of
 course we don't care about absolute quality since we are testing
 programs against each other and we accept that they play much better at
 longer time controls.
 
 But we could set the average time per move faster if we were not
 comfortable with just making them all the same.   We could do something
 like 5, 10, 15 or something like that.
 
 In addition to the time control, there is currently a 0.75 second gift
 which is configurable.  The gift makes it possible for some programs
 with high latency connection issues to finish ridiculously long games
 without defaulting on time despite the fact that they are playing
 instantly.   So fast time controls shouldn't be dominated by network
 speed considerations.  
 
 My current default choice is:
 
9x9 - 5 minutes.  (to keep it the same as it is.)
  13x13 - 10 minutes.
  19x19 - 15 or 20 minutes.
 
 Feedback?
 
 - Don
 
 
 
 
 
 
 
 - Don
 
  
 
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[computer-go] CGOS up and running

2008-08-02 Thread Don Dailey
CGOS is up and running again,  start your bots!

It's possible we lost 1 or 2 of the last round games.  I'm not sure of
this.

- Don


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Re: [computer-go] CGOS up and running - NOT

2008-08-02 Thread Don Dailey
Sorry,  there are some problems I have to iron out.   Unfortunately,  I
have an important commitment and I won't be able to get to this until
later in the afternoon.

So please bear with me.  It will probably be much later today.

- Don


On Sat, 2008-08-02 at 08:30 -0400, Don Dailey wrote:
 CGOS is up and running again,  start your bots!
 
 It's possible we lost 1 or 2 of the last round games.  I'm not sure of
 this.
 
 - Don
 
 
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[computer-go] cgos playing games

2008-08-02 Thread Don Dailey
Ok,  it seems to be playing games now.   Somehow the database was
corrupted so I just removed it so that it gets recreated.  It is
basically archived data and we have the games stored elsewhere, so no
real loss.   I can even recover this data if I want by writing some
scripts but I have lost timing information (which I don't currently use
anyway.)I think what happens is that you cannot load old games in
the viewer, which is a feature I doubt many of you use.

- Don


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Re: [computer-go] cgos playing games

2008-08-02 Thread Jason House
What's the connection info for the 3 new servers? I looked at the  
boardspace page, but it was out of date


Sent from my iPhone

On Aug 2, 2008, at 9:09 AM, Don Dailey [EMAIL PROTECTED] wrote:


Ok,  it seems to be playing games now.   Somehow the database was
corrupted so I just removed it so that it gets recreated.  It is
basically archived data and we have the games stored elsewhere, so no
real loss.   I can even recover this data if I want by writing some
scripts but I have lost timing information (which I don't currently  
use

anyway.)I think what happens is that you cannot load old games in
the viewer, which is a feature I doubt many of you use.

- Don


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Re: [computer-go] Ladders and UCT again

2008-08-02 Thread Jason House
On Aug 2, 2008, at 4:31 AM, Gunnar Farnebäck [EMAIL PROTECTED]  
wrote:



It's often a good idea to bias capturing moves in the playouts,
regardless whether it's a ladder or not. This would result in those
stones being captured in most simulations.


What method do people use for finding capture moves in playouts?  
Pseudo liberties can miss simple stuff like open triangles and one- 
eyed groups. Additionally, some literature discusses captures to add  
group liberties. What's the preferred method to detect that?___

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Re: [computer-go] Ladders and UCT again

2008-08-02 Thread Álvaro Begué
On Sat, Aug 2, 2008 at 9:43 AM, Jason House [EMAIL PROTECTED] wrote:
 On Aug 2, 2008, at 4:31 AM, Gunnar Farnebäck [EMAIL PROTECTED] wrote:

 It's often a good idea to bias capturing moves in the playouts,
 regardless whether it's a ladder or not. This would result in those
 stones being captured in most simulations.

 What method do people use for finding capture moves in playouts? Pseudo
 liberties can miss simple stuff like open triangles and one-eyed groups.
 Additionally, some literature discusses captures to add group liberties.
 What's the preferred method to detect
 that?___

When we wrote dimwit, John Tromp found a fast method that I described
here: http://computer-go.org/pipermail/computer-go/2007-November/012342.html

However, my current thinking is that it's probably best to just keep a
real liberty count and a list of liberties for each chain. This way
you can also find atari moves, which would be very hard to do if you
only keep pseudo-liberties.
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Re: [computer-go] Ladders and UCT again

2008-08-02 Thread Peter Drake
Depending on your implementation, it may be faster to re-derive the  
liberty list when you need it. For example, if your playout move  
suggester only suggests capturing the last stone played, you don't  
need to do all of the work to update liberty counts for any other  
chains.


Thanks a lot for everyone's help here. I think I have my ladder- 
reader working, although my program was still playing out ladders.  
The solution turned out to be something completely different: turn up  
the exploration coefficient in the UCT formula. If it's too low,  
the program commits to a particular move too early, builds up a lot  
of playouts through that move, and keeps playing the move even though  
it has read a sequence of follow-ups that lead to a bad result.


Peter Drake
http://www.lclark.edu/~drake/



On Aug 2, 2008, at 7:06 AM, Álvaro Begué wrote:

On Sat, Aug 2, 2008 at 9:43 AM, Jason House  
[EMAIL PROTECTED] wrote:
On Aug 2, 2008, at 4:31 AM, Gunnar Farnebäck  
[EMAIL PROTECTED] wrote:



It's often a good idea to bias capturing moves in the playouts,
regardless whether it's a ladder or not. This would result in those
stones being captured in most simulations.


What method do people use for finding capture moves in playouts?  
Pseudo
liberties can miss simple stuff like open triangles and one-eyed  
groups.
Additionally, some literature discusses captures to add group  
liberties.

What's the preferred method to detect
that?___


When we wrote dimwit, John Tromp found a fast method that I described
here: http://computer-go.org/pipermail/computer-go/2007-November/ 
012342.html


However, my current thinking is that it's probably best to just keep a
real liberty count and a list of liberties for each chain. This way
you can also find atari moves, which would be very hard to do if you
only keep pseudo-liberties.
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RE: [computer-go] Ladders and UCT again

2008-08-02 Thread David Fotland
I keep liberty counts.

David

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:computer-go-
 [EMAIL PROTECTED] On Behalf Of Jason House
 Sent: Saturday, August 02, 2008 6:43 AM
 To: computer-go
 Subject: Re: [computer-go] Ladders and UCT again
 
 On Aug 2, 2008, at 4:31 AM, Gunnar Farneb�ck [EMAIL PROTECTED]
 wrote:
 
  It's often a good idea to bias capturing moves in the playouts,
  regardless whether it's a ladder or not. This would result in those
  stones being captured in most simulations.
 
 What method do people use for finding capture moves in playouts?
 Pseudo liberties can miss simple stuff like open triangles and one-
 eyed groups. Additionally, some literature discusses captures to add
 group liberties. What's the preferred method to detect
 that?___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

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[computer-go] komi for 13x13 and 19x19

2008-08-02 Thread Don Dailey
To you go experts:

Does it make sense to use a komi of 7.5 for 13x13 and 19x19 under CGOS
rules?

I'm trying to set up an experimental server now for 13x13.  The first
will be experimental with a super fast time control then I will clear it
and start the official 13x13 server.I just want to make sure
everything is set up right.


- Don


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Re: [computer-go] Ladders and UCT again

2008-08-02 Thread Hideki Kato
David Fotland: [EMAIL PROTECTED]:
I keep liberty counts.

Me too.  Also is Hiroshi.

-Hideki

David

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:computer-go-
 [EMAIL PROTECTED] On Behalf Of Jason House
 Sent: Saturday, August 02, 2008 6:43 AM
 To: computer-go
 Subject: Re: [computer-go] Ladders and UCT again
 
 On Aug 2, 2008, at 4:31 AM, Gunnar Farnebck [EMAIL PROTECTED]
 wrote:
 
  It's often a good idea to bias capturing moves in the playouts,
  regardless whether it's a ladder or not. This would result in those
  stones being captured in most simulations.
 
 What method do people use for finding capture moves in playouts?
 Pseudo liberties can miss simple stuff like open triangles and one-
 eyed groups. Additionally, some literature discusses captures to add
 group liberties. What's the preferred method to detect
 that?___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

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Re: [computer-go] komi for 13x13 and 19x19

2008-08-02 Thread Christoph Birk


On Aug 2, 2008, at 10:34 AM, Don Dailey wrote:

Does it make sense to use a komi of 7.5 for 13x13 and 19x19 under CGOS
rules?


I don't know about 13x13, but for 19x19 you should use 6.5.

Christoph


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[computer-go] anchor for 19x19

2008-08-02 Thread Don Dailey
Does anyone remember what anchor 19x19 was using?   I want to use the
same one.  I think it was some version of gnugo fixed at 1800 ELO right?

Also, will need some volunteers to run gnugo as an anchor on 13x13 and
19x19.   It's ok to have 2 or 3 anchors and you don't absolutely have to
have it running 24/7 but it's good if at least 1 is running most of the
time and 2 is better.They should be run with identical settings of
course.  ( I would also like to know the settings used on the previous
server but it's probably not a huge deal if I can't get that info), we
can take a guess about version and settings and it will probably be very
close.  

- Don


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[computer-go] 13x13 server up and running

2008-08-02 Thread Don Dailey
Ok,  the 13x13 server is up and running.   Here are some temporary
instructions that will probably be understandable for those with bots
already running: 

Everything remains basically the same except the port and the location
of the web pages.

SIZE   PORT
-  -
 9x9 6867
13x136813
19x196819  (not up yet)

The web pages are not linked yet from the main page.  However the URL
differs only in the initial directory path,  it will be 9x9, 13x13 or
19x19 (when it's ready) and here is the main standings page for the
13x13 server as an example:

http://cgos.boardspace.net/13x13/standings.html

It would be nice to get a few bots on 13x13 to get it started off.

The instructions for the viewers are on the main web page, but to
refresh your memory here is how to view the 13x13 games:

 /home/drd/bin/cgosview.kit -server cgos.boardspace.net -port 6813 



- Don


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Re: [computer-go] 13x13 server up and running

2008-08-02 Thread Christoph Birk


On Aug 2, 2008, at 1:48 PM, Don Dailey wrote:


Ok,  the 13x13 server is up and running.   Here are some temporary
instructions that will probably be understandable for those with bots
already running:



would be nice to get a few bots on 13x13 to get it started off.


myCtest-10k-UCT is running ...

Christoph

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Re: [computer-go] 13x13 server up and running

2008-08-02 Thread Christoph Birk


On Aug 2, 2008, at 2:23 PM, Christoph Birk wrote:

would be nice to get a few bots on 13x13 to get it started off.


myCtest-10k-UCT is running ...


Weired. I got disconnected during my first game (12) but CGOS
does not mention this game as a loss for myCtest ... it ignored it
entirely and the website does not show game-12.

Christoph

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Re: [computer-go] 13x13 server up and running

2008-08-02 Thread Don Dailey
I think someone rebooted the server.  It was odd because I got the
standard disconnect message but when I logged back in the uptime for the
machine is over 1 day.

Maybe the uptime is for the physical machine and not the virtual
machine?

- Don


On Sat, 2008-08-02 at 14:36 -0700, Christoph Birk wrote:
 On Aug 2, 2008, at 2:23 PM, Christoph Birk wrote:
  would be nice to get a few bots on 13x13 to get it started off.
 
  myCtest-10k-UCT is running ...
 
 Weired. I got disconnected during my first game (12) but CGOS
 does not mention this game as a loss for myCtest ... it ignored it
 entirely and the website does not show game-12.
 
 Christoph
 
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Re: [computer-go] 13x13 server up and running

2008-08-02 Thread Magnus Persson
This reminds of that I have always used an ancient client to connect  
to the 9x9 go servers.


The link for connecting to the 19x19 on http://cgos.boardspace.net/ is  
for an older clinet I think. So I would like to know how to connect  
using cgosgtp.tcl in windows with a configuraton file.


I have .bat containing the single line

tclkit cgosGtp.tcl -c config13.txt -k Quit.txt

which leads to tcl popping up the error msg:

This isn't a TK applicatinBad window path name config13.txt


(The missing space and missing s in windows is as it is shown)

Any hints are wellcome!

Quoting Don Dailey [EMAIL PROTECTED]:


Ok,  the 13x13 server is up and running.   Here are some temporary
instructions that will probably be understandable for those with bots
already running:

Everything remains basically the same except the port and the location
of the web pages.

SIZE   PORT
-  -
 9x9 6867
13x136813
19x196819  (not up yet)

The web pages are not linked yet from the main page.  However the URL
differs only in the initial directory path,  it will be 9x9, 13x13 or
19x19 (when it's ready) and here is the main standings page for the
13x13 server as an example:

http://cgos.boardspace.net/13x13/standings.html

It would be nice to get a few bots on 13x13 to get it started off.

The instructions for the viewers are on the main web page, but to
refresh your memory here is how to view the 13x13 games:

 /home/drd/bin/cgosview.kit -server cgos.boardspace.net -port 6813 



- Don


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--
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Berlin, Germany
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Re: [computer-go] 13x13 server up and running

2008-08-02 Thread Don Dailey
Hi Magnus.

I think I have a properly up to date client now.   Below is a sample
configuration file I am using for gnugo.   You can run it with the
appropriate cgosGtp.something  for your platform.   I use cgosGtp.kit
and use the tcl runtime for my platform but you can use one of the
binaries.   Or you can use the pure tcl script if you have tcl
installed.

You can run cgosGtp -c config_file  to make it happen.   

You can run it without any arguments to get usage instructions.  You can
make it give you a sample configuration file by doing cgosGtp.tcl -s

You can have multiple sections and play different versions or different
programs, it will take turns using the specified priorities.   If you
want 8 out of 10 games to be played with programA you would set
priorities  8 and 2 for program A and program B respectively.  Or you
could set 80 and 20,  etc.You can do 8 2 0  if you have 3 programs
and you do not want to play one of them.


# config file for playing gnugo
# -

%section server
server cgos.boardspace.net
port 6813

%section player
 name  Gnugo-3.7.10-a1
 password  somePassword
 invokegnugo --mode gtp --score aftermath --capture-all-dead
--chinese-rules --min-level 10 --max-level 10 --positional-superko
 priority  7






On Sun, 2008-08-03 at 00:26 +0200, Magnus Persson wrote:
 This reminds of that I have always used an ancient client to connect  
 to the 9x9 go servers.
 
 The link for connecting to the 19x19 on http://cgos.boardspace.net/ is  
 for an older clinet I think. So I would like to know how to connect  
 using cgosgtp.tcl in windows with a configuraton file.
 
 I have .bat containing the single line
 
 tclkit cgosGtp.tcl -c config13.txt -k Quit.txt
 
 which leads to tcl popping up the error msg:
 
 This isn't a TK applicatinBad window path name config13.txt
 
 
 (The missing space and missing s in windows is as it is shown)
 
 Any hints are wellcome!
 
 Quoting Don Dailey [EMAIL PROTECTED]:
 
  Ok,  the 13x13 server is up and running.   Here are some temporary
  instructions that will probably be understandable for those with bots
  already running:
 
  Everything remains basically the same except the port and the location
  of the web pages.
 
  SIZE   PORT
  -  -
   9x9 6867
  13x136813
  19x196819  (not up yet)
 
  The web pages are not linked yet from the main page.  However the URL
  differs only in the initial directory path,  it will be 9x9, 13x13 or
  19x19 (when it's ready) and here is the main standings page for the
  13x13 server as an example:
 
  http://cgos.boardspace.net/13x13/standings.html
 
  It would be nice to get a few bots on 13x13 to get it started off.
 
  The instructions for the viewers are on the main web page, but to
  refresh your memory here is how to view the 13x13 games:
 
   /home/drd/bin/cgosview.kit -server cgos.boardspace.net -port 6813 
 
 
 
  - Don
 
 
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Re: [computer-go] Ladders and UCT again

2008-08-02 Thread Łukasz Lew
On Sat, Aug 2, 2008 at 16:06, Álvaro Begué [EMAIL PROTECTED] wrote:
 On Sat, Aug 2, 2008 at 9:43 AM, Jason House [EMAIL PROTECTED] wrote:
 On Aug 2, 2008, at 4:31 AM, Gunnar Farnebäck [EMAIL PROTECTED] wrote:

 It's often a good idea to bias capturing moves in the playouts,
 regardless whether it's a ladder or not. This would result in those
 stones being captured in most simulations.

 What method do people use for finding capture moves in playouts? Pseudo
 liberties can miss simple stuff like open triangles and one-eyed groups.
 Additionally, some literature discusses captures to add group liberties.
 What's the preferred method to detect
 that?___

 When we wrote dimwit, John Tromp found a fast method that I described
 here: http://computer-go.org/pipermail/computer-go/2007-November/012342.html

 However, my current thinking is that it's probably best to just keep a
 real liberty count and a list of liberties for each chain. This way
 you can also find atari moves, which would be very hard to do if you
 only keep pseudo-liberties.

Do you have any proposal how to find true number of liberties?

Cheers,
Lukasz

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Re: [computer-go] Ladders and UCT again

2008-08-02 Thread Łukasz Lew
Can you describe your algorithms?

Cheers,
Lukasz

On Sat, Aug 2, 2008 at 19:36, Hideki Kato [EMAIL PROTECTED] wrote:
 David Fotland: [EMAIL PROTECTED]:
I keep liberty counts.

 Me too.  Also is Hiroshi.

 -Hideki

David

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:computer-go-
 [EMAIL PROTECTED] On Behalf Of Jason House
 Sent: Saturday, August 02, 2008 6:43 AM
 To: computer-go
 Subject: Re: [computer-go] Ladders and UCT again

 On Aug 2, 2008, at 4:31 AM, Gunnar Farneb ck [EMAIL PROTECTED]
 wrote:

  It's often a good idea to bias capturing moves in the playouts,
  regardless whether it's a ladder or not. This would result in those
  stones being captured in most simulations.

 What method do people use for finding capture moves in playouts?
 Pseudo liberties can miss simple stuff like open triangles and one-
 eyed groups. Additionally, some literature discusses captures to add
 group liberties. What's the preferred method to detect
 that?___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

___
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 --
 [EMAIL PROTECTED] (Kato)
 ___
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 computer-go@computer-go.org
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RE: [computer-go] Ladders and UCT again

2008-08-02 Thread David Fotland
I keep a count of the number of liberties for each string of stones.  It's
updated incrementally when each stone is placed.  I only use it for finding
captures.  I don't read ladders during playouts.

Keeping liberty counts is not expensive.  I was getting 50k playouts per
second on a 2.3 GHz Core2 Duo (1 CPU) just running random playouts without
UCT.  With UCT, 3x3 patterns, simple local tactical responses, superko test
at uct nodes, etc, it slowed down to 30k playouts/second.  Incorporating
Many Faces and RAVE into the UCT search slowed it down to 12K
playouts/second, but made it much stronger.  All of these numbers are for
9x9.

David

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:computer-go-
 [EMAIL PROTECTED] On Behalf Of Lukasz Lew
 Sent: Saturday, August 02, 2008 3:50 PM
 To: computer-go
 Subject: Re: [computer-go] Ladders and UCT again
 
 Can you describe your algorithms?
 
 Cheers,
 Lukasz
 
 On Sat, Aug 2, 2008 at 19:36, Hideki Kato [EMAIL PROTECTED]
 wrote:
  David Fotland: [EMAIL PROTECTED]:
 I keep liberty counts.
 
  Me too.  Also is Hiroshi.
 
  -Hideki
 
 David
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:computer-go-
  [EMAIL PROTECTED] On Behalf Of Jason House
  Sent: Saturday, August 02, 2008 6:43 AM
  To: computer-go
  Subject: Re: [computer-go] Ladders and UCT again
 
  On Aug 2, 2008, at 4:31 AM, Gunnar Farneb ck
 [EMAIL PROTECTED]
  wrote:
 
   It's often a good idea to bias capturing moves in the playouts,
   regardless whether it's a ladder or not. This would result in
 those
   stones being captured in most simulations.
 
  What method do people use for finding capture moves in playouts?
  Pseudo liberties can miss simple stuff like open triangles and one-
  eyed groups. Additionally, some literature discusses captures to
 add
  group liberties. What's the preferred method to detect
  that?___
  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
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  --
  [EMAIL PROTECTED] (Kato)
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  http://www.computer-go.org/mailman/listinfo/computer-go/
 
 ___
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 computer-go@computer-go.org
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Re: [computer-go] Ladders and UCT again

2008-08-02 Thread Hideki Kato
One is not so effective but simple.  Trace all adjacent
four intersections of all stones of a string with marking to
avoid duplicate.

The other is the combination of two dimensional shift, logical or, and
logical and operations on bitboards using 128 bit (or wider)
registers.

-Hideki

Łukasz Lew: [EMAIL PROTECTED]:
Can you describe your algorithms?

Cheers,
Lukasz

On Sat, Aug 2, 2008 at 19:36, Hideki Kato [EMAIL PROTECTED] wrote:
 David Fotland: [EMAIL PROTECTED]:
I keep liberty counts.

 Me too.  Also is Hiroshi.

 -Hideki

David

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:computer-go-
 [EMAIL PROTECTED] On Behalf Of Jason House
 Sent: Saturday, August 02, 2008 6:43 AM
 To: computer-go
 Subject: Re: [computer-go] Ladders and UCT again

 On Aug 2, 2008, at 4:31 AM, Gunnar Farneb ck [EMAIL PROTECTED]
 wrote:

  It's often a good idea to bias capturing moves in the playouts,
  regardless whether it's a ladder or not. This would result in those
  stones being captured in most simulations.

 What method do people use for finding capture moves in playouts?
 Pseudo liberties can miss simple stuff like open triangles and one-
 eyed groups. Additionally, some literature discusses captures to add
 group liberties. What's the preferred method to detect
 that?___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
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 --
 [EMAIL PROTECTED] (Kato)
 ___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

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