[computer-go] cgos 13x13 seems down

2008-09-05 Thread Thomas Lavergne
No game have started for half an hour, so it seems to have a problem.

And if some other people want to play on 13x13 don't be afraid, my bot
will be happy to play with yours.

Tom

-- 
Thomas LavergneEntia non sunt multiplicanda praeter
 necessitatem. (Guillaume d'Ockham)
[EMAIL PROTECTED]http://oniros.org
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Re: [computer-go] Kaori-Crazystone

2008-09-05 Thread Don Dailey
On Thu, 2008-09-04 at 18:07 +0200, Rémi Coulom wrote:
 When the playouts evaluate a critical semeai the wrong way, then no 
 supercomputer can help, even at long time control. Semeais require a 
 better algorithm, because no computing power can search them out with
 a 
 tree, and playouts have to be extremely intelligent in order to
 evaluate 
 them correctly.
 
 Rémi


Rémi,

I have no doubt that is true and that ways should be found to deal with
this.

It will probably happen like in chess where at some point players learn
how to play against machines and this will suppress the ratings for a
while.   I fully expect that to happen.   This happened around the time
that chess playing computers suddenly became a commodity item in the
late 70's early 80's approximately.   It was almost as if computers
stopped improving for 2 or 3 years even though they really were getting
better.

I don't think this will have any affect on their scalability - it is
just a reflection on how difficult go is to play for computers.  There
were also seemingly insurmountable problems in chess just like this
where people said no amount of search will fix it but it didn't stop the
very slow but gradual improvement.   

To this very day it's possible to find chess positions that computers
play stupidly, but it's getting really rare.

- Don
 

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Re: [computer-go] cgos 13x13 seems down

2008-09-05 Thread Magnus Persson
I will also run Valkyria on CGOS 13x13 over the weekend, (or long as  
things are stable).


--
Magnus Persson
Berlin, Germany
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Re: [computer-go] semeai

2008-09-05 Thread terry mcintyre
 On Thu, 2008-09-04 at 18:07 +0200, Rémi Coulom wrote:
  When the playouts evaluate a critical semeai the wrong way, then no 
  supercomputer can help, even at long time control. Semeais require a 
  better algorithm, because no computing power can search them out with
  a 
  tree, and playouts have to be extremely intelligent in order to
  evaluate 
  them correctly.

Has anyone tried implementing the ideas in Richard Hunter's Counting 
Liberties in a manner which can be used to guide the playouts?

Analysis should be able to determine the outcome of a semeai, and use that 
information to protect its lead with minimal expenditure, or conversely to 
exploit the threat of resurrection to improve some other aspect of the board.

By the middle game, humans will partition the board into areas with little or 
no interaction. Group A cannot be killed if the owner reacts appropriately to 
threats; group B cannot be defended, if the opponent plays correctly; group C 
is alive, if group D is killed. Humans know about nakade and ko, and exploit 
their knowledge to do efficient local tree search, and use that local knowledge 
to guide the global search for the best move. Even in the opening, humans have 
a sense whether a pair of stones have enough room to expand and make two eyes, 
or whether they're cramped for space. 

19x19 differs from 9x9 in that it can be more readily partitioned; in smaller 
boards, everything often closely interacts with everything else. 

http://senseis.xmp.net/?CountingLibertiesAndWinningCapturingRaces

 Terry McIntyre [EMAIL PROTECTED]


Go is very hard. The more I learn about it, the less I know. -Jie Li, 9 dan



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Re: [computer-go] semeai

2008-09-05 Thread Peter Drake

On Sep 5, 2008, at 7:49 AM, terry mcintyre wrote:

19x19 differs from 9x9 in that it can be more readily partitioned;  
in smaller boards, everything often closely interacts with  
everything else.


I have also found this to be true. I tried various ideas relating to  
finding the important areas of the board this summer, and they tend  
not to help much on 9x9.


I hope to work on 13x13 in the near future, so I hope the 13x13 CGOS  
will still be up (and there will be some competition).


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



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[computer-go] Playout acceleration

2008-09-05 Thread Michael Williams
Has anyone tried heavy, slow playouts near the tree and light, fast playouts near the end of the game?  I'm calling this playout acceleration because it 
starts slow and speeds up.  You could have many different playout weights/speeds in a single playout.  It seems like a reasonable idea to me since the moves 
near the tree should be the most important.  Thoughts?


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Re: [computer-go] Playout acceleration

2008-09-05 Thread Peter Drake

There is this:

http://webdisk.lclark.edu/drake/publications/GAMEON-07-drake.pdf

The idea of gradual acceleration is intriguing, although I shudder to  
think of setting the parameters for such a process.


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




On Sep 5, 2008, at 10:43 AM, Michael Williams wrote:

Has anyone tried heavy, slow playouts near the tree and light, fast  
playouts near the end of the game?  I'm calling this playout  
acceleration because it starts slow and speeds up.  You could have  
many different playout weights/speeds in a single playout.  It  
seems like a reasonable idea to me since the moves near the tree  
should be the most important.  Thoughts?


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Re: Rating systems (was Re: [computer-go] Kaori-Crazystone)

2008-09-05 Thread David Doshay
You would have to ask these questions of Paul. He is an extremely  
serious and careful person, so while I would find it hard to believe  
that every person had exactly the same rating down to 0.01, it must  
have been very close when the entire collection of AGA members was  
considered. I do not believe that Paul would have allowed the change  
in the previous rules if the data were not convincing. But I was not  
involved at the time, so he would know and I only know the story as it  
was told to me (and how it is being used as the basis for rating  
computer Go playing programs now).


Cheers,
David



On 5, Sep 2008, at 1:46 AM, Robert Jasiek wrote:


David Doshay wrote:
 Two
separate rating tables were kept, one for handicap games and  
another for non-handicap games. Over time it turned out that the  
ratings for individuals converged


Did they converge for each person individually or converge only for  
all persons on average? Did the convergence occur for all persons  
regardless of whether they played Black the more often in handicap  
games? Did fixed versus free handicaps make a difference? Would  
altering the handicap density per rank difference / komi system have  
made a difference?


IOW, was the conclusion well justified or misinterpretation?

--
robert jasiek
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Re: [computer-go] semeai

2008-09-05 Thread terry mcintyre


 From: Bob Hearn [EMAIL PROTECTED]
 
 On Sep 5, 2008, at 10:34 AM, Robert Jasiek wrote:
 
  terry mcintyre wrote:
  Has anyone tried implementing the ideas in Richard Hunter's Counting
   Liberties
 
  ...
 
  So although Hunter's study is a good fundament from which to start  
  working (in expert systems or for becoming a stronger player), one  
  should not expect complete generality prematurely.
 
 But conceivably, it is not necessary to completely analyze semeai  
 statically, merely to produce some better heuristics so that the  
 playouts do a better job with semeai, correct?
 

Better heuristics would certainly help, but my hope is that local search trees 
can be precomputed. It's ok for a top level analysis to try all sorts of goofy 
moves, looking for the one tesuji which denies eyespace to a group, but if all 
these variations are tried millions of times, it greatly increases the size of 
the search tree.


  
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Re: [computer-go] semeai

2008-09-05 Thread Robert Jasiek

Bob Hearn wrote:
But conceivably, it is not necessary to completely analyze semeai 
statically, merely to produce some better heuristics so that the 
playouts do a better job with semeai, correct?


In principle, right. I'd guess, things would be different during middle 
game in an expert system and during late MC playouts. Regardless, 
nothing needs to be static; if you use good heuristics, you can have 
everything dynamic:) Needless to say, it boils down to speed. So if an 
MC program calculates countless playouts, a too sophisticated static 
evaluation does more harm than good. Currently for MC playouts it seems 
though that the programs should get nakade right first before bothering 
about semeais. Therefore currently I think that static semeai evaluation 
is more useful for classical expert system programs.


--
robert jasiek
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Re: [computer-go] Playout acceleration

2008-09-05 Thread Łukasz Lew
There might be no need for heavier playouts to be slower.
Sometimes they are even faster. (maybe it was in case of Crazy Stone?)


On Fri, Sep 5, 2008 at 18:43, Michael Williams
[EMAIL PROTECTED] wrote:
 Has anyone tried heavy, slow playouts near the tree and light, fast playouts
 near the end of the game?  I'm calling this playout acceleration because
 it starts slow and speeds up.  You could have many different playout
 weights/speeds in a single playout.  It seems like a reasonable idea to me
 since the moves near the tree should be the most important.  Thoughts?

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Re: [computer-go] cgos 13x13 seems down

2008-09-05 Thread Christoph Birk

On Fri, 5 Sep 2008, Magnus Persson wrote:
I will also run Valkyria on CGOS 13x13 over the weekend, (or long as things 
are stable).


One anchor would be nice.

Christoph

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Re: [computer-go] Playout acceleration

2008-09-05 Thread dhillismail
Yes, I tried heavy playouts for N plys, then switching to light.?It didn't 
really speed things up all that much but it weakened my bot quite a bit, on a 
per playout basis, resulting in a clear net loss.
?
I tried ladder reading for the first N plys, then no ladder reading. The 
results were muddled.

Currently, I use slightly more stochastic playout rules for the first 7 plys of 
the playouts, than for the remainder. It gives me a small, but statistically 
significant, strength increase against Gnugo.

- Dave Hillis


-Original Message-
From: Michael Williams [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Fri, 5 Sep 2008 1:43 pm
Subject: [computer-go] Playout acceleration


Has anyone tried heavy, slow playouts near the tree and light, fast playouts 
near the end of the game? I'm calling this playout acceleration because it 
starts slow and speeds up. You could have many different playout weights/speeds 
in a single playout. It seems like a reasonable idea to me since the moves near 
the tree should be the most important. Thoughts??
?
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[computer-go] MoGo v.s. Kim rematch

2008-09-05 Thread David Doshay
MoGo and Myungwan Kim will hold an exhibition rematch at the Cotsen  
Open on Saturday September 20. The exhibition will start at about 5pm  
Pacific Daylight time.


As probably known by all on this list, MoGo won the last game, held at  
the US Go Congress in Portland Oregon, when it was given a 9 stone  
handicap and played with a one hour time limit.


At this time the expected handicap will be 7, and it is not clear if  
there will be one game or two. It is not known at this time how many  
cores MoGo will be running on. Mr Kim has asked for MoGo to be given  
90 minutes because he saw how much the increase in time from 15  
minutes to one hour increased its playing strength. Mr. Kim has also  
asked that there be only one or at most 2 blitz games at the start.


The MoGo team also wants to have some 9x9 games, but Mr Kim does not  
feel familiar enough with 9x9 to play those games, but he is searching  
for an alternate strong player. MoGo has some new features for 9x9,  
and the team is anxious to see the newest code in action.




Cheers,
David



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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-05 Thread Don Dailey
Great news!   Look forward to seeing it happen.  I hope Mogo has some
great hardware.

- Don


On Fri, 2008-09-05 at 15:54 -0700, David Doshay wrote:
 MoGo and Myungwan Kim will hold an exhibition rematch at the Cotsen  
 Open on Saturday September 20. The exhibition will start at about 5pm  
 Pacific Daylight time.
 
 As probably known by all on this list, MoGo won the last game, held at  
 the US Go Congress in Portland Oregon, when it was given a 9 stone  
 handicap and played with a one hour time limit.
 
 At this time the expected handicap will be 7, and it is not clear if  
 there will be one game or two. It is not known at this time how many  
 cores MoGo will be running on. Mr Kim has asked for MoGo to be given  
 90 minutes because he saw how much the increase in time from 15  
 minutes to one hour increased its playing strength. Mr. Kim has also  
 asked that there be only one or at most 2 blitz games at the start.
 
 The MoGo team also wants to have some 9x9 games, but Mr Kim does not  
 feel familiar enough with 9x9 to play those games, but he is searching  
 for an alternate strong player. MoGo has some new features for 9x9,  
 and the team is anxious to see the newest code in action.
 
 
 
 Cheers,
 David
 
 
 
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[computer-go] cgos game archive

2008-09-05 Thread Don Dailey
Cgos game archives have been updated so we now have all of August's
games.

- Don


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Re: [computer-go] cgos 13x13 seems down

2008-09-05 Thread Hideki Kato
Christoph Birk: [EMAIL PROTECTED]:
On Fri, 5 Sep 2008, Magnus Persson wrote:
 I will also run Valkyria on CGOS 13x13 over the weekend, (or long as things 
 are stable).

One anchor would be nice.

OK, I will run Gnugo-3.7.10-a4 soon.

Hideki

Christoph

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--
[EMAIL PROTECTED] (Kato)
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