Re: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread Darren Cook
> (ii) Having available only programs for Chinese rules, but playing
> in a tournament with Japanese rules, which special tricks and
> settings should be used to maximise winning chances? (This is meant
> especially in the light of MC's tendency to win games by 0.5
> points according to the rules implemented.)

The difference I've noticed most in analyzing strong 9x9 games (in
Japanese rules using a bot playing in Chinese rules) is a half-point ko
at the end of the game.

In Chinese rules, once all the dame have been filled in, if one side has
no ko threats he has to pass, and the opponent fills the ko and gets an
extra point. In Japanese rules passing does not cost anything. So the
score ends up one point different. In these games what tends to happen
is the Chinese-rule-monte-carlo bot, playing for its 0.5pt win, ends up
choosing the wrong move 20 moves from the end of the game.

If that is as clear as mud let me know and I'll try to hunt up an
example game.

Darren

-- 
Darren Cook, Software Researcher/Developer
http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
open source dictionary/semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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Re: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread Michael Williams

I'm sure he meant, "Does your program play optimally in trivial situations where 
different rules would result in a different winner?"

I'm not sure if your last answer also applies to that, more specific question.


David Fotland wrote:

I score with area, and adjust for Japanese rules.  It doesn't play optimally
under and rule set :)

David


-Original Message-
From: [EMAIL PROTECTED] [mailto:computer-go-
[EMAIL PROTECTED] On Behalf Of Jeff Nowakowski
Sent: Thursday, November 06, 2008 11:57 AM
To: computer-go
Subject: RE: [computer-go] Monte-Carlo and Japanese rules

On Thu, 2008-11-06 at 09:43 -0800, David Fotland wrote:

Many Faces of Go's Monte Carlo engine plays strongly using Japanese

rules.

So what do you do in the playouts?  Do you score with area or territory?
Does your program play optimally where different rules would result in
different winner?

-Jeff

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Re: [computer-go] CGOS client

2008-11-06 Thread Don Dailey
I tried the Tesuji Software CGOS Client.   There does seem to be issues
on my setup.   I'm using IBM jdk 1.6.0 and linux.  

It connects to the program and to CGOS.  It sends the boardsize command
with no apparent glitches.  Then it sends the clear_board command, which
is received by the ending and responded to.   

However at this point the java client fails to see that the engine
responded.   It could be a line buffering issue,  a unix vs windows line
ending issue or something else altogether.  

The same bot works with the cgos client, so I am at a loss.  

Has anyone else tried this with Linux?   

  

On Thu, 2008-11-06 at 16:38 -0200, Mark Boon wrote:
> As part of the open-source project I posted about yesterday, I have  
> also made a Java client to connect a GTP engine to CGOS. This is  
> nothing specific to the project, it should work with any GTP  
> compliant program just as Don's original client does. It does have a  
> small advantage, and that is it shows a simple go-board with the game  
> that is being played. So there's no need to start the cgosview  
> program separately, although that will obviously still have its uses.  
> And you don't have to open a new window for each game. I figured that  
> might be of some interest to those who frequently have a bot playing  
> on CGOS and who like to keep an eye on what it's doing.
> 
> I would welcome it if others used it as well, so they can tell me  
> what they think. http://plug-and-go.dev.java.net
> 
>   Mark
> 
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RE: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread David Fotland
I score with area, and adjust for Japanese rules.  It doesn't play optimally
under and rule set :)

David

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Jeff Nowakowski
> Sent: Thursday, November 06, 2008 11:57 AM
> To: computer-go
> Subject: RE: [computer-go] Monte-Carlo and Japanese rules
> 
> On Thu, 2008-11-06 at 09:43 -0800, David Fotland wrote:
> > Many Faces of Go's Monte Carlo engine plays strongly using Japanese
rules.
> 
> So what do you do in the playouts?  Do you score with area or territory?
> Does your program play optimally where different rules would result in
> different winner?
> 
> -Jeff
> 
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Re: [computer-go] CGOS client

2008-11-06 Thread Mark Boon
Those kind of errors usually mean an incompatibility with your Java  
version and the one I used. Most likely because your default Java  
installation is 1.4 instead of 1.5 or higher.


Go to the menu 'Project -> Properties' and choose 'Java build path'.  
In the Libraries tab check if there are any errors. And check if it  
has at least JVM 1.5. If there are errors or you have any doubt,  
remove the JRE library and click 'Add Library' and choose a JRE  
installed on your computer that is at least 1.5


Hope that helps.

Mark




On 6-nov-08, at 17:55, Michael Williams wrote:

I get these arrors in Eclipse. I have never used Eclipse before.   
Sorry, I know this is a bit off topic.


The project was not built since its build path is incomplete.  
Cannot find the class file for java.lang.Object. Fix the build path  
then try building this project	GoEngineTemplate		Unknown	Java Problem


The project was not built since its build path is incomplete.  
Cannot find the class file for java.lang.Object. Fix the build path  
then try building this project	GoPluginFramework		Unknown	Java Problem


The type java.lang.Object cannot be resolved. It is indirectly  
referenced from required .class files	Point.java	GoPluginFramework/ 
source/tesuji/games/util line 1	Java Problem


The type java.lang.Object cannot be resolved. It is indirectly  
referenced from required .class files	RandomGoEngine.java	 
GoEngineTemplate/source	line 1	Java Problem




Mark Boon wrote:
As part of the open-source project I posted about yesterday, I  
have also made a Java client to connect a GTP engine to CGOS. This  
is nothing specific to the project, it should work with any GTP  
compliant program just as Don's original client does. It does have  
a small advantage, and that is it shows a simple go-board with the  
game that is being played. So there's no need to start the  
cgosview program separately, although that will obviously still  
have its uses. And you don't have to open a new window for each  
game. I figured that might be of some interest to those who  
frequently have a bot playing on CGOS and who like to keep an eye  
on what it's doing.
I would welcome it if others used it as well, so they can tell me  
what they think. http://plug-and-go.dev.java.net

Mark
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RE: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread Jeff Nowakowski
On Thu, 2008-11-06 at 09:43 -0800, David Fotland wrote:
> Many Faces of Go's Monte Carlo engine plays strongly using Japanese rules.

So what do you do in the playouts?  Do you score with area or territory?
Does your program play optimally where different rules would result in
different winner?

-Jeff

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Re: [computer-go] CGOS client

2008-11-06 Thread Michael Williams

I get these arrors in Eclipse. I have never used Eclipse before.  Sorry, I know 
this is a bit off topic.

The project was not built since its build path is incomplete. Cannot find the class file for java.lang.Object. Fix the build path then try building this 
project	GoEngineTemplate		Unknown	Java Problem


The project was not built since its build path is incomplete. Cannot find the class file for java.lang.Object. Fix the build path then try building this 
project	GoPluginFramework		Unknown	Java Problem


The type java.lang.Object cannot be resolved. It is indirectly referenced from required .class files	Point.java	GoPluginFramework/source/tesuji/games/util 
line 1	Java Problem


The type java.lang.Object cannot be resolved. It is indirectly referenced from 
required .class filesRandomGoEngine.java GoEngineTemplate/source line 1 
 Java Problem



Mark Boon wrote:
As part of the open-source project I posted about yesterday, I have also 
made a Java client to connect a GTP engine to CGOS. This is nothing 
specific to the project, it should work with any GTP compliant program 
just as Don's original client does. It does have a small advantage, and 
that is it shows a simple go-board with the game that is being played. 
So there's no need to start the cgosview program separately, although 
that will obviously still have its uses. And you don't have to open a 
new window for each game. I figured that might be of some interest to 
those who frequently have a bot playing on CGOS and who like to keep an 
eye on what it's doing.


I would welcome it if others used it as well, so they can tell me what 
they think. http://plug-and-go.dev.java.net


Mark

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Re: [computer-go] CGOS client

2008-11-06 Thread Mark Boon
Hi Michael,

Sure, should be pretty easy. What we have to think about is what would
be the best way to organize some kind of 'engine repository' of
engines based on the framework, without things becoming a jungle. If
you have any ideas I'd like to hear them.

And, if you want developer access to the project, just apply.

Mark


On Thu, Nov 6, 2008 at 5:15 PM, Michael Williams
<[EMAIL PROTECTED]> wrote:
> I can take a crack at integrating Don's existing Java reference bot into
> your framework, if you want.
>
>
> Mark Boon wrote:
>>
>>Hi Michael,
>>
>> I was in fact thinking about that. I just didn't decide yet what would
>> be the best way. Most likely I will add at least the reference-bot
>> implementation and a straightforward UCT search. And possibly more, I
>> have a lot of stuff lying around. But I didn't get around to it yet.
>>
>>Mark
>>
>>
>> On Thu, Nov 6, 2008 at 4:48 PM, Michael Williams
>> <[EMAIL PROTECTED]> wrote:
>>>
>>> I'm downloading Eclipse now to check it out.  Will you be adding a
>>> reference
>>> implementation (Don's AMAF spec) and/or a basic UCT implementation?
>>>
>>>
>>> Mark Boon wrote:

 As part of the open-source project I posted about yesterday, I have also
 made a Java client to connect a GTP engine to CGOS. This is nothing
 specific
 to the project, it should work with any GTP compliant program just as
 Don's
 original client does. It does have a small advantage, and that is it
 shows a
 simple go-board with the game that is being played. So there's no need
 to
 start the cgosview program separately, although that will obviously
 still
 have its uses. And you don't have to open a new window for each game. I
 figured that might be of some interest to those who frequently have a
 bot
 playing on CGOS and who like to keep an eye on what it's doing.

 I would welcome it if others used it as well, so they can tell me what
 they think. http://plug-and-go.dev.java.net

   Mark

 ___
 computer-go mailing list
 computer-go@computer-go.org
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>>>
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Re: [computer-go] CGOS client

2008-11-06 Thread Michael Williams

I can take a crack at integrating Don's existing Java reference bot into your 
framework, if you want.


Mark Boon wrote:

Hi Michael,

I was in fact thinking about that. I just didn't decide yet what would
be the best way. Most likely I will add at least the reference-bot
implementation and a straightforward UCT search. And possibly more, I
have a lot of stuff lying around. But I didn't get around to it yet.

Mark


On Thu, Nov 6, 2008 at 4:48 PM, Michael Williams
<[EMAIL PROTECTED]> wrote:

I'm downloading Eclipse now to check it out.  Will you be adding a reference
implementation (Don's AMAF spec) and/or a basic UCT implementation?


Mark Boon wrote:

As part of the open-source project I posted about yesterday, I have also
made a Java client to connect a GTP engine to CGOS. This is nothing specific
to the project, it should work with any GTP compliant program just as Don's
original client does. It does have a small advantage, and that is it shows a
simple go-board with the game that is being played. So there's no need to
start the cgosview program separately, although that will obviously still
have its uses. And you don't have to open a new window for each game. I
figured that might be of some interest to those who frequently have a bot
playing on CGOS and who like to keep an eye on what it's doing.

I would welcome it if others used it as well, so they can tell me what
they think. http://plug-and-go.dev.java.net

   Mark

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Re: [computer-go] CGOS client

2008-11-06 Thread Mark Boon
Hi Michael,

I was in fact thinking about that. I just didn't decide yet what would
be the best way. Most likely I will add at least the reference-bot
implementation and a straightforward UCT search. And possibly more, I
have a lot of stuff lying around. But I didn't get around to it yet.

Mark


On Thu, Nov 6, 2008 at 4:48 PM, Michael Williams
<[EMAIL PROTECTED]> wrote:
> I'm downloading Eclipse now to check it out.  Will you be adding a reference
> implementation (Don's AMAF spec) and/or a basic UCT implementation?
>
>
> Mark Boon wrote:
>>
>> As part of the open-source project I posted about yesterday, I have also
>> made a Java client to connect a GTP engine to CGOS. This is nothing specific
>> to the project, it should work with any GTP compliant program just as Don's
>> original client does. It does have a small advantage, and that is it shows a
>> simple go-board with the game that is being played. So there's no need to
>> start the cgosview program separately, although that will obviously still
>> have its uses. And you don't have to open a new window for each game. I
>> figured that might be of some interest to those who frequently have a bot
>> playing on CGOS and who like to keep an eye on what it's doing.
>>
>> I would welcome it if others used it as well, so they can tell me what
>> they think. http://plug-and-go.dev.java.net
>>
>>Mark
>>
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>>
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RE: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread dave.devos
And of course black should pay 1 point for each extra handicap stone. 
http://www.britgo.org/rules/compare.html#coun
 
Dave



Van: [EMAIL PROTECTED] namens [EMAIL PROTECTED]
Verzonden: do 6-11-2008 19:28
Aan: computer-go
Onderwerp: RE: [computer-go] Monte-Carlo and Japanese rules


What if the playout uses the AGA rule of paying 1 point for a pass and 
requiring white to pass last (so the game does not end by two passes if black 
plays the second pass).
Wouldn't the score then be equivalent to the japanese score?
 
Dave



Van: [EMAIL PROTECTED] namens Mark Boon
Verzonden: do 6-11-2008 17:11
Aan: computer-go
Onderwerp: Re: [computer-go] Monte-Carlo and Japanese rules



Although what Don writes is all correct, I understood the question to 
be rather different. It's not a matter of being able to determine the 
right score at the end or the right way to play, it's a matter of 
determining the right score after each playout. For performance 
reasons MC programs will cut corners there which could be taken 
advantage of when playing by Japanese rules because the after the 
playout it is prone to getting the wrong score in certain situations.

Mark

On 6-nov-08, at 12:12, Don Dailey wrote:

> On Thu, 2008-11-06 at 09:19 +0100, "Ingo Althöfer" wrote:
>> Hello all, two questions.
>>
>> (i) Do there exist strong 9x9-go programs on Monte-Carlo base
>> for Japanese rules?
>>
>> (ii) Having available only programs for Chinese rules, but playing
>> in a tournament with Japanese rules, which special tricks and
>> settings should be used to maximise winning chances? (This is meant
>> especially in the light of MC's tendency to win games by 0.5
>> points according to the rules implemented.)
>
> I've thought about those questions myself from time to time.  Let me
> think out loud concerning this.   I am by know means an expert in
> Japanese scoring or even GO in general, so I'm just giving some 
> thoughts
> here and a plan for building a Japanese "simple" bot that you can be
> free to criticize:
>
> It seems to me the primary difference between the two is knowing 
> when to
> stop playing and of course scoring dead groups.   The Chinese style 
> bots
> do not technically need to know about scoring.
>
> You can look at the combined statistics at the end of the games for a
> given point to get a sense of whether that point is still in play or
> whether it's a forgone conclusion.  You can do the same to determine
> dead groups.   I don't know how well that works in all cases, but I 
> have
> used it and it works pretty well.
>
> But we also want to recognize dame,  and not play to dame points early
> in the game even if it doesn't affect the final Chinese outcome.   So
> here is my idea:
>
>   1. If ALL the stones of a particular group belong to the opponent 
> with
> high certainty,  they are dead.
>
>   2. If there are open spaces that belong to you or the opponent with
> high certainty don't move to them.
>
>   3. If an uncertain point is touching stones of both colors and both
> colors have high certainty for the color they belong to, it is 
> probably
> dame and you shouldn't move to them.
>
> example:   White has a stone on d4 that is clearly alive.
>Black has a stone on f4 that is clearly alive.
>An empty point on e4 is highly uncertain.
>Do not play to e4 - it is probably dame.
>
>question:  Is that a reasonably good rule or does it need some 
> work?
>
>
>   4. If you have no moves other than these cases, you should pass.
>
> You can test this idea by playing a bot on KGS under Japanese rules.
> You may have to tweak what you consider your uncertainty margin.   
> Also,
> I'm not considering seki here but we would want to find a way to cope
> with that.
>
> - Don
>
>
>
>> Ingo.
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Re: [computer-go] CGOS client

2008-11-06 Thread Michael Williams

I'm downloading Eclipse now to check it out.  Will you be adding a reference 
implementation (Don's AMAF spec) and/or a basic UCT implementation?


Mark Boon wrote:
As part of the open-source project I posted about yesterday, I have also 
made a Java client to connect a GTP engine to CGOS. This is nothing 
specific to the project, it should work with any GTP compliant program 
just as Don's original client does. It does have a small advantage, and 
that is it shows a simple go-board with the game that is being played. 
So there's no need to start the cgosview program separately, although 
that will obviously still have its uses. And you don't have to open a 
new window for each game. I figured that might be of some interest to 
those who frequently have a bot playing on CGOS and who like to keep an 
eye on what it's doing.


I would welcome it if others used it as well, so they can tell me what 
they think. http://plug-and-go.dev.java.net


Mark

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[computer-go] CGOS client

2008-11-06 Thread Mark Boon
As part of the open-source project I posted about yesterday, I have  
also made a Java client to connect a GTP engine to CGOS. This is  
nothing specific to the project, it should work with any GTP  
compliant program just as Don's original client does. It does have a  
small advantage, and that is it shows a simple go-board with the game  
that is being played. So there's no need to start the cgosview  
program separately, although that will obviously still have its uses.  
And you don't have to open a new window for each game. I figured that  
might be of some interest to those who frequently have a bot playing  
on CGOS and who like to keep an eye on what it's doing.


I would welcome it if others used it as well, so they can tell me  
what they think. http://plug-and-go.dev.java.net


Mark

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RE: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread dave.devos
What if the playout uses the AGA rule of paying 1 point for a pass and 
requiring white to pass last (so the game does not end by two passes if black 
plays the second pass).
Wouldn't the score then be equivalent to the japanese score?
 
Dave



Van: [EMAIL PROTECTED] namens Mark Boon
Verzonden: do 6-11-2008 17:11
Aan: computer-go
Onderwerp: Re: [computer-go] Monte-Carlo and Japanese rules



Although what Don writes is all correct, I understood the question to 
be rather different. It's not a matter of being able to determine the 
right score at the end or the right way to play, it's a matter of 
determining the right score after each playout. For performance 
reasons MC programs will cut corners there which could be taken 
advantage of when playing by Japanese rules because the after the 
playout it is prone to getting the wrong score in certain situations.

Mark

On 6-nov-08, at 12:12, Don Dailey wrote:

> On Thu, 2008-11-06 at 09:19 +0100, "Ingo Althöfer" wrote:
>> Hello all, two questions.
>>
>> (i) Do there exist strong 9x9-go programs on Monte-Carlo base
>> for Japanese rules?
>>
>> (ii) Having available only programs for Chinese rules, but playing
>> in a tournament with Japanese rules, which special tricks and
>> settings should be used to maximise winning chances? (This is meant
>> especially in the light of MC's tendency to win games by 0.5
>> points according to the rules implemented.)
>
> I've thought about those questions myself from time to time.  Let me
> think out loud concerning this.   I am by know means an expert in
> Japanese scoring or even GO in general, so I'm just giving some 
> thoughts
> here and a plan for building a Japanese "simple" bot that you can be
> free to criticize:
>
> It seems to me the primary difference between the two is knowing 
> when to
> stop playing and of course scoring dead groups.   The Chinese style 
> bots
> do not technically need to know about scoring.
>
> You can look at the combined statistics at the end of the games for a
> given point to get a sense of whether that point is still in play or
> whether it's a forgone conclusion.  You can do the same to determine
> dead groups.   I don't know how well that works in all cases, but I 
> have
> used it and it works pretty well.
>
> But we also want to recognize dame,  and not play to dame points early
> in the game even if it doesn't affect the final Chinese outcome.   So
> here is my idea:
>
>   1. If ALL the stones of a particular group belong to the opponent 
> with
> high certainty,  they are dead.
>
>   2. If there are open spaces that belong to you or the opponent with
> high certainty don't move to them.
>
>   3. If an uncertain point is touching stones of both colors and both
> colors have high certainty for the color they belong to, it is 
> probably
> dame and you shouldn't move to them.
>
> example:   White has a stone on d4 that is clearly alive.
>Black has a stone on f4 that is clearly alive.
>An empty point on e4 is highly uncertain.
>Do not play to e4 - it is probably dame.
>
>question:  Is that a reasonably good rule or does it need some 
> work?
>
>
>   4. If you have no moves other than these cases, you should pass.
>
> You can test this idea by playing a bot on KGS under Japanese rules.
> You may have to tweak what you consider your uncertainty margin.   
> Also,
> I'm not considering seki here but we would want to find a way to cope
> with that.
>
> - Don
>
>
>
>> Ingo.
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RE: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread David Fotland
Many Faces of Go's Monte Carlo engine plays strongly using Japanese rules.
It's required for sales in American and japan (as AI Igo).  I don't use
Remi's trick, since there are sometimes points remaining when your opponent
passes when playing against weaker players.

David

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Rémi Coulom
> Sent: Thursday, November 06, 2008 1:02 AM
> To: computer-go
> Subject: Re: [computer-go] Monte-Carlo and Japanese rules
> 
> Ingo Althöfer wrote:
> > Hello all, two questions.
> >
> > (i) Do there exist strong 9x9-go programs on Monte-Carlo base
> > for Japanese rules?
> >
> > (ii) Having available only programs for Chinese rules, but playing
> > in a tournament with Japanese rules, which special tricks and
> > settings should be used to maximise winning chances? (This is meant
> > especially in the light of MC's tendency to win games by 0.5
> > points according to the rules implemented.)
> >
> > Ingo.
> >
> Hi Ingo,
> 
> The standard trick is to pass as soon as your opponent passes. For this
> to work, you need to take a one-point security margin with the komi. You
> should also score seki the Japanese way.
> 
> That is how Crazy Stone played the UEC Cup and the matches at FIT2008.
> In fact, for the UEC cup, Crazy Stone did not understand seki, so I took
> a bigger security margin with the komi. But a bigger security margin is
> not good for 9x9.
> 
> Rémi
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Re: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread Jason House

On Nov 6, 2008, at 11:09 AM, Don Dailey <[EMAIL PROTECTED]> wrote:


On Thu, 2008-11-06 at 10:44 -0500, Jason House wrote:

I think simplistic handling of Japanese rules should play dame
points
that connect chains. This avoids some problems that can arise where
ownership probability drops after the opponent plays the dame, and a
point of territory must get filled.


I'm trying to think of a counter example where my rule will not work.
Of course this has to be understood within the context of the playing
strength of the bot itself, so we don't expect extremely sophisticated
handling of special cases.


Consider a miai to connect a chain with two liberties. It's easy to  
get the ownership correct in all heavy playouts. If one of the two  
miai points is dame, your rule would say not to play it. If the  
opponent plays there, the chain ends up in atari...








In my example, both black and white have clearly live stones and there
is an empty point touching both of them.  Assuming that the map is
correct of course and both groups are alive,  then I suppose a
connecting move could cause a weaker group to live.   So that suggests
another rule -  in addition to the original condition of at least 1
white and black live group touching,  there should be no connections  
to

a group that is not alive.

A group that is "alive" passes some thresehold of certainty.
Otherwise, it is not-alive but not dead.   The threshold might be
something like 90 - 95% or something but some experimentation would be
required to find a good value for this.

- Don




Even if not technically required, I can imagine bots acting like
beginners and get nervous over imagined vulnerabilites.

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Re: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread Don Dailey
On Thu, 2008-11-06 at 17:10 +0100, Erik van der Werf wrote:
> IIRC under official Japanese rules at the end of the game all groups
> with liberties shared between opposing colours are by definition in
> seki. Therefore eventually (before counting) all dame have to be
> filled.
> 
> Further, playing dame points is almost equally bad under Chinese rules
> as it is under Japanese rules. So, if you have a strong 'Chinese'
> engine no special tricks are needed at least until you reach the
> endgame. The only thing that is severely penalized under Japanese
> rules is playing needless defensive moves inside your own territory
> while the opponent is passing.

The dame rule I assumed was needed for an MC bot playing because of the
way MC bots play "badly" when winning or losing. The idea was to
focus on what fights were left on the board so that you don't lose due
to a Japanese technicality.

But it's now not clear to me that my rule would fix that.   Maybe it
should be left out.I'm also not sure how my rule would affect seki
positions. 
   

- Don

 


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Re: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread Mark Boon
Although what Don writes is all correct, I understood the question to  
be rather different. It's not a matter of being able to determine the  
right score at the end or the right way to play, it's a matter of  
determining the right score after each playout. For performance  
reasons MC programs will cut corners there which could be taken  
advantage of when playing by Japanese rules because the after the  
playout it is prone to getting the wrong score in certain situations.


Mark

On 6-nov-08, at 12:12, Don Dailey wrote:


On Thu, 2008-11-06 at 09:19 +0100, "Ingo Althöfer" wrote:

Hello all, two questions.

(i) Do there exist strong 9x9-go programs on Monte-Carlo base
for Japanese rules?

(ii) Having available only programs for Chinese rules, but playing
in a tournament with Japanese rules, which special tricks and
settings should be used to maximise winning chances? (This is meant
especially in the light of MC's tendency to win games by 0.5
points according to the rules implemented.)


I've thought about those questions myself from time to time.  Let me
think out loud concerning this.   I am by know means an expert in
Japanese scoring or even GO in general, so I'm just giving some  
thoughts

here and a plan for building a Japanese "simple" bot that you can be
free to criticize:

It seems to me the primary difference between the two is knowing  
when to
stop playing and of course scoring dead groups.   The Chinese style  
bots

do not technically need to know about scoring.

You can look at the combined statistics at the end of the games for a
given point to get a sense of whether that point is still in play or
whether it's a forgone conclusion.  You can do the same to determine
dead groups.   I don't know how well that works in all cases, but I  
have

used it and it works pretty well.

But we also want to recognize dame,  and not play to dame points early
in the game even if it doesn't affect the final Chinese outcome.   So
here is my idea:

  1. If ALL the stones of a particular group belong to the opponent  
with

high certainty,  they are dead.

  2. If there are open spaces that belong to you or the opponent with
high certainty don't move to them.

  3. If an uncertain point is touching stones of both colors and both
colors have high certainty for the color they belong to, it is  
probably

dame and you shouldn't move to them.

example:   White has a stone on d4 that is clearly alive.
   Black has a stone on f4 that is clearly alive.
   An empty point on e4 is highly uncertain.
   Do not play to e4 - it is probably dame.

   question:  Is that a reasonably good rule or does it need some  
work?



  4. If you have no moves other than these cases, you should pass.

You can test this idea by playing a bot on KGS under Japanese rules.
You may have to tweak what you consider your uncertainty margin.
Also,

I'm not considering seki here but we would want to find a way to cope
with that.

- Don




Ingo.

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Re: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread Erik van der Werf
IIRC under official Japanese rules at the end of the game all groups
with liberties shared between opposing colours are by definition in
seki. Therefore eventually (before counting) all dame have to be
filled.

Further, playing dame points is almost equally bad under Chinese rules
as it is under Japanese rules. So, if you have a strong 'Chinese'
engine no special tricks are needed at least until you reach the
endgame. The only thing that is severely penalized under Japanese
rules is playing needless defensive moves inside your own territory
while the opponent is passing.

Erik



On Thu, Nov 6, 2008 at 4:44 PM, Jason House <[EMAIL PROTECTED]> wrote:
> I think simplistic handling of Japanese rules should play dame points that
> connect chains. This avoids some problems that can arise where ownership
> probability drops after the opponent plays the dame, and a point of
> territory must get filled.
>
> Even if not technically required, I can imagine bots acting like beginners
> and get nervous over imagined vulnerabilites.
>
> Sent from my iPhone
>
> On Nov 6, 2008, at 9:12 AM, Don Dailey <[EMAIL PROTECTED]> wrote:
>
>> On Thu, 2008-11-06 at 09:19 +0100, "Ingo Althöfer" wrote:
>>>
>>> Hello all, two questions.
>>>
>>> (i) Do there exist strong 9x9-go programs on Monte-Carlo base
>>> for Japanese rules?
>>>
>>> (ii) Having available only programs for Chinese rules, but playing
>>> in a tournament with Japanese rules, which special tricks and
>>> settings should be used to maximise winning chances? (This is meant
>>> especially in the light of MC's tendency to win games by 0.5
>>> points according to the rules implemented.)
>>
>> I've thought about those questions myself from time to time.  Let me
>> think out loud concerning this.   I am by know means an expert in
>> Japanese scoring or even GO in general, so I'm just giving some thoughts
>> here and a plan for building a Japanese "simple" bot that you can be
>> free to criticize:
>>
>> It seems to me the primary difference between the two is knowing when to
>> stop playing and of course scoring dead groups.   The Chinese style bots
>> do not technically need to know about scoring.
>>
>> You can look at the combined statistics at the end of the games for a
>> given point to get a sense of whether that point is still in play or
>> whether it's a forgone conclusion.  You can do the same to determine
>> dead groups.   I don't know how well that works in all cases, but I have
>> used it and it works pretty well.
>>
>> But we also want to recognize dame,  and not play to dame points early
>> in the game even if it doesn't affect the final Chinese outcome.   So
>> here is my idea:
>>
>>  1. If ALL the stones of a particular group belong to the opponent with
>> high certainty,  they are dead.
>>
>>  2. If there are open spaces that belong to you or the opponent with
>> high certainty don't move to them.
>>
>>  3. If an uncertain point is touching stones of both colors and both
>> colors have high certainty for the color they belong to, it is probably
>> dame and you shouldn't move to them.
>>
>>   example:   White has a stone on d4 that is clearly alive.
>>  Black has a stone on f4 that is clearly alive.
>>  An empty point on e4 is highly uncertain.
>>  Do not play to e4 - it is probably dame.
>>
>>  question:  Is that a reasonably good rule or does it need some work?
>>
>>
>>  4. If you have no moves other than these cases, you should pass.
>>
>> You can test this idea by playing a bot on KGS under Japanese rules.
>> You may have to tweak what you consider your uncertainty margin.   Also,
>> I'm not considering seki here but we would want to find a way to cope
>> with that.
>>
>> - Don
>>
>>
>>
>>> Ingo.
>>
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Re: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread Don Dailey
On Thu, 2008-11-06 at 10:44 -0500, Jason House wrote:
> I think simplistic handling of Japanese rules should play dame
> points  
> that connect chains. This avoids some problems that can arise where  
> ownership probability drops after the opponent plays the dame, and a  
> point of territory must get filled.

I'm trying to think of a counter example where my rule will not work.
Of course this has to be understood within the context of the playing
strength of the bot itself, so we don't expect extremely sophisticated
handling of special cases.  

In my example, both black and white have clearly live stones and there
is an empty point touching both of them.  Assuming that the map is
correct of course and both groups are alive,  then I suppose a
connecting move could cause a weaker group to live.   So that suggests
another rule -  in addition to the original condition of at least 1
white and black live group touching,  there should be no connections to
a group that is not alive.  

A group that is "alive" passes some thresehold of certainty.
Otherwise, it is not-alive but not dead.   The threshold might be
something like 90 - 95% or something but some experimentation would be
required to find a good value for this.

- Don


> 
> Even if not technically required, I can imagine bots acting like  
> beginners and get nervous over imagined vulnerabilites.


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Re: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread Jason House
I think simplistic handling of Japanese rules should play dame points  
that connect chains. This avoids some problems that can arise where  
ownership probability drops after the opponent plays the dame, and a  
point of territory must get filled.


Even if not technically required, I can imagine bots acting like  
beginners and get nervous over imagined vulnerabilites.


Sent from my iPhone

On Nov 6, 2008, at 9:12 AM, Don Dailey <[EMAIL PROTECTED]> wrote:


On Thu, 2008-11-06 at 09:19 +0100, "Ingo Althöfer" wrote:

Hello all, two questions.

(i) Do there exist strong 9x9-go programs on Monte-Carlo base
for Japanese rules?

(ii) Having available only programs for Chinese rules, but playing
in a tournament with Japanese rules, which special tricks and
settings should be used to maximise winning chances? (This is meant
especially in the light of MC's tendency to win games by 0.5
points according to the rules implemented.)


I've thought about those questions myself from time to time.  Let me
think out loud concerning this.   I am by know means an expert in
Japanese scoring or even GO in general, so I'm just giving some  
thoughts

here and a plan for building a Japanese "simple" bot that you can be
free to criticize:

It seems to me the primary difference between the two is knowing  
when to
stop playing and of course scoring dead groups.   The Chinese style  
bots

do not technically need to know about scoring.

You can look at the combined statistics at the end of the games for a
given point to get a sense of whether that point is still in play or
whether it's a forgone conclusion.  You can do the same to determine
dead groups.   I don't know how well that works in all cases, but I  
have

used it and it works pretty well.

But we also want to recognize dame,  and not play to dame points early
in the game even if it doesn't affect the final Chinese outcome.   So
here is my idea:

 1. If ALL the stones of a particular group belong to the opponent  
with

high certainty,  they are dead.

 2. If there are open spaces that belong to you or the opponent with
high certainty don't move to them.

 3. If an uncertain point is touching stones of both colors and both
colors have high certainty for the color they belong to, it is  
probably

dame and you shouldn't move to them.

   example:   White has a stone on d4 that is clearly alive.
  Black has a stone on f4 that is clearly alive.
  An empty point on e4 is highly uncertain.
  Do not play to e4 - it is probably dame.

  question:  Is that a reasonably good rule or does it need some work?


 4. If you have no moves other than these cases, you should pass.

You can test this idea by playing a bot on KGS under Japanese rules.
You may have to tweak what you consider your uncertainty margin.
Also,

I'm not considering seki here but we would want to find a way to cope
with that.

- Don




Ingo.

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Re: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread Don Dailey
On Thu, 2008-11-06 at 09:19 +0100, "Ingo Althöfer" wrote:
> Hello all, two questions.
> 
> (i) Do there exist strong 9x9-go programs on Monte-Carlo base
> for Japanese rules?
> 
> (ii) Having available only programs for Chinese rules, but playing
> in a tournament with Japanese rules, which special tricks and
> settings should be used to maximise winning chances? (This is meant
> especially in the light of MC's tendency to win games by 0.5
> points according to the rules implemented.)

I've thought about those questions myself from time to time.  Let me
think out loud concerning this.   I am by know means an expert in
Japanese scoring or even GO in general, so I'm just giving some thoughts
here and a plan for building a Japanese "simple" bot that you can be
free to criticize:

It seems to me the primary difference between the two is knowing when to
stop playing and of course scoring dead groups.   The Chinese style bots
do not technically need to know about scoring.  

You can look at the combined statistics at the end of the games for a
given point to get a sense of whether that point is still in play or
whether it's a forgone conclusion.  You can do the same to determine
dead groups.   I don't know how well that works in all cases, but I have
used it and it works pretty well.  

But we also want to recognize dame,  and not play to dame points early
in the game even if it doesn't affect the final Chinese outcome.   So
here is my idea:

  1. If ALL the stones of a particular group belong to the opponent with
high certainty,  they are dead.   

  2. If there are open spaces that belong to you or the opponent with
high certainty don't move to them.   

  3. If an uncertain point is touching stones of both colors and both
colors have high certainty for the color they belong to, it is probably
dame and you shouldn't move to them.   

example:   White has a stone on d4 that is clearly alive.
   Black has a stone on f4 that is clearly alive.  
   An empty point on e4 is highly uncertain.   
   Do not play to e4 - it is probably dame.

   question:  Is that a reasonably good rule or does it need some work?
 

  4. If you have no moves other than these cases, you should pass.   

You can test this idea by playing a bot on KGS under Japanese rules.
You may have to tweak what you consider your uncertainty margin.   Also,
I'm not considering seki here but we would want to find a way to cope
with that. 

- Don



> Ingo.


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[computer-go] Re: Monte-Carlo and Japanese rules

2008-11-06 Thread Hideki Kato
Hello Ingo,

You (we) have to adjust one point if a game ends by black in usual
(no seko etc) cases.  As Japanese doesn't count dame while Chinese
does, if a game ends by black, black gets one more point under Chinese
rules than Japanese.

Hideki

Ingo Althöfer: <[EMAIL PROTECTED]>:
>Hello all, two questions.
>
>(i) Do there exist strong 9x9-go programs on Monte-Carlo base
>for Japanese rules?
>
>(ii) Having available only programs for Chinese rules, but playing
>in a tournament with Japanese rules, which special tricks and
>settings should be used to maximise winning chances? (This is meant
>especially in the light of MC's tendency to win games by 0.5
>points according to the rules implemented.)
>
>Ingo.
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[computer-go] November KGS bot tournament: large boards, slow

2008-11-06 Thread Nick Wedd
Registration is now open for the next bot tournament on KGS, which will 
be on Sunday November 16th.  Each division will be a 5-round Swiss, 
19x19 boards, 43 minutes each plus very fast Canadian overtime of 25 
moves in 20 seconds.  They will start at 16:00 UTC (=GMT) and 16:05 
respectively, and end seven hours thirty minutes later.


Note that the event is not this weekend, but next.  I will be away on 
holiday this weekend, and will not receive emails until I return on the 
morning of Wednesday 12th.


Registration is as described at
http://www.weddslist.com/kgs/how/index.html

When you register you should tell me the processor power (number of 
processors, processor speed, and any other significant details) of the 
platform that it will be running on.  This information will appear in my 
report of the event, making comparisons between programs more 
meaningful.  I have limited understanding of processor power, and am 
likely to publish it as given, see for example the final section of

http://www.weddslist.com/kgs/past/43/index.html

The tournaments are on the KGS site at
http://www.gokgs.com/tournInfo.jsp?id=429 and
http://www.gokgs.com/tournInfo.jsp?id=430
These pages may give the times of the rounds in your local timezone,
depending on your browser and its settings.

Nick
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Re: [computer-go] List of go engines

2008-11-06 Thread Eric Marchand

The list is updated :
32 engines (26 with source) and 10 toolkits

Thank's for all programmers

eric

Eric Marchand a écrit :

Hi all,
Here is a list of 24 free go engines (18 with source):
http://ricoh51.free.fr/go/engineeng.htm
Please let me know if there are errors or omissions.

eric
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Re: [computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread Rémi Coulom

Ingo Althöfer wrote:

Hello all, two questions.

(i) Do there exist strong 9x9-go programs on Monte-Carlo base
for Japanese rules?

(ii) Having available only programs for Chinese rules, but playing
in a tournament with Japanese rules, which special tricks and
settings should be used to maximise winning chances? (This is meant
especially in the light of MC's tendency to win games by 0.5
points according to the rules implemented.)

Ingo.
  

Hi Ingo,

The standard trick is to pass as soon as your opponent passes. For this 
to work, you need to take a one-point security margin with the komi. You 
should also score seki the Japanese way.


That is how Crazy Stone played the UEC Cup and the matches at FIT2008. 
In fact, for the UEC cup, Crazy Stone did not understand seki, so I took 
a bigger security margin with the komi. But a bigger security margin is 
not good for 9x9.


Rémi
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[computer-go] Monte-Carlo and Japanese rules

2008-11-06 Thread Ingo Althöfer
Hello all, two questions.

(i) Do there exist strong 9x9-go programs on Monte-Carlo base
for Japanese rules?

(ii) Having available only programs for Chinese rules, but playing
in a tournament with Japanese rules, which special tricks and
settings should be used to maximise winning chances? (This is meant
especially in the light of MC's tendency to win games by 0.5
points according to the rules implemented.)

Ingo.
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