Re: [Computer-go] Indexing and Searching Go Positions -- Literature Wanted

2019-09-17 Thread Dave Dyer
At 07:07 AM 9/17/2019, Brian Sheppard via Computer-go wrote:
>I remember a scheme (from Dave Dyer, IIRC) that indexed positions based on the 
>points on which the 20th, 40th, 60th,... moves were made. IIRC it was nearly a 
>unique key for pro positions.

Correct, but it's only useful for game recognition, not for any
other kind of search.   It was intended for the pre-digital "what
game is that" problem for printed games.

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Re: [Computer-go] Crazy Stone is back

2018-03-05 Thread Dave Dyer
At 06:31 AM 3/5/2018, valky...@phmp.se wrote:
>My guess is that there is some kind of threshold depending on the relative 
>strength of MC eval and the value function of the NN. 

My experiments suggest it's better to train with much longer MCTS
time than will be used in actual play, so the MCTS values that are
the input to training are as good as possible.


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Re: [Computer-go] MCTS with win-draw-loss scores

2018-02-13 Thread Dave Dyer
The exact meaning of the result MCTS returns is irrelevant.  The
net should just learn it.

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Re: [Computer-go] difficult things for alphazero

2017-12-08 Thread Dave Dyer
At 08:05 AM 12/8/2017, Jim O'Flaherty wrote:
>Dave,
>
>To whom is the "your" in your first sentence referring? There is no context 
>from which to derive to whom you are speaking.

Sorry, it was "your" reference to Abchij, but I intended it to be
about any attempt to make games that are difficult for alphazero.  The
domain of games is so much smaller than the domain of hard problems.


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Re: [Computer-go] difficult things for alphazero

2017-12-07 Thread Dave Dyer

Without reference to your specific ideas for games that might be
difficult to solve, I wonder where these games fit on the human
playability scale.   The things we find acceptable as games are
in a pretty small domain, which lies between the things that are
trivial and the things that are too hard. 

There are lots of very hard problems, which are not games, which I bet 
the owners of Alphazero are interested in attacking next.

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Re: [Computer-go] Learning related stuff

2017-11-29 Thread Dave Dyer

My question is this; people have been messing around with neural nets
and machine learning for 40 years; what was the breakthrough that made
alphago succeed so spectacularly.


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Re: [Computer-go] Is MCTS needed?

2017-11-16 Thread Dave Dyer

While MCTS works "better" in games with a forward direction, it eventually
converges to the same answer as alpha-beta in any game.   The general
architecture is to set a maximum depth, and use a suitable evaluator
at the leaf nodes.

I haven't done detailed studies, but there is definitely a space where
(for example) a 30 second MCTS with a depth limit of 20 ply will outperform
a progressive-deepening alpha-beta that is allowed 30 seconds.

Another advantage of MCTS is that it's easy to run multiple threads, which
is not true of alpha-beta.

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Re: [Computer-go] Is MCTS needed?

2017-11-16 Thread Dave Dyer

While MCTS works "better" in games with a forward direction, it eventually
converges to the same answer as alpha-beta in any game.   The general
architecture is to set a maximum depth, and use a suitable evaluator
at the leaf nodes.

I haven't done detailed studies, but there is definitely a space where
(for example) a 30 second MCTS with a depth limit of 20 ply will outperform
a progressive-deepening alpha-beta that is allowed 30 seconds.

Another advantage of MCTS is that it's easy to run multiple threads, which
is not true of alpha-beta.

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Re: [Computer-go] Alphago Zero special circumstances

2017-10-23 Thread Dave Dyer

I wonder how alphago-0 treats the menagerie of special positions, such as
bent 4 in the corner, thousand year ko, rotating ko, etc.  

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Re: [Computer-go] Alphago Zero special circumstances

2017-10-23 Thread Dave Dyer

I wonder how alphago-0 treats the menagerie of special positions, such as
bent 4 in the corner, thousand year ko, rotating ko, etc.  

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Re: [Computer-go] Possible idea - decay old simulations?

2017-07-24 Thread Dave Dyer

The tree built by MCTS is very unbalanced - some branches
are explored more thoroughly than others.

Tweaking the algorithm to favor the newer results might result
in an overall improvement, but it also would be subject to all
the pitfalls of partially or unevenly evaluated trees.

This is especially true if the creation of new nodes is stopped
due to memory limitations.

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Re: [Computer-go] Possible idea - decay old simulations?

2017-07-24 Thread Dave Dyer

The tree built by MCTS is very unbalanced - some branches
are explored more thoroughly than others.

Tweaking the algorithm to favor the newer results might result
in an overall improvement, but it also would be subject to all
the pitfalls of partially or unevenly evaluated trees.

This is especially true if the creation of new nodes is stopped
due to memory limitations.

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Re: [Computer-go] SGF

2016-12-30 Thread Dave Dyer

Character encoding (usually UTF8 these days) ought not to be part of 
the standard, it ought to be up to the containing file to describe the 
encoding at that level.Likewise, nothing in the standard ought to
require support for particular character sets. Rather, if a sgf record
contains an unsupported character set, it will fail at the "reading"
phase, independent of the actual contents of the file.

I've used sgf as a general format for more than 70 different games,
as well as Go, and I only treat it as a rough guide.  I use a generic
read/write process that doesn't care about the content, and any sensible
user of the "standard" ought to do likewise.

The details of what properties exist and how they are used is always
going to be a negotiation between content originators and third party
consumers.

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Re: [Computer-go] Auto Go game recorder

2016-11-24 Thread Dave Dyer
Baduk cap does a reasonably good job of recognising where the stones
are, but that's a far cry from recording a game as it progresses.  It
doesn't do life and death of the endgame position.

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Re: [Computer-go] DarkForest is open-source now.

2016-06-10 Thread Dave Dyer
At 11:31 AM 6/10/2016, uurtamo wrote:

>Compiler no workie? ;)

Lazy. Lots of junk to install and get working.


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Re: [Computer-go] DarkForest is open-source now.

2016-06-10 Thread Dave Dyer

Now if someone would post a binary that would just run on suitable hardware.

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Re: [Computer-go] DarkForest is open-source now.

2016-06-10 Thread Dave Dyer

Now if someone would post a binary that would just run on suitable hardware.

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Re: [Computer-go] The Game AI Forum is back

2016-01-02 Thread Dave Dyer
A lot of what passes through this list would be just noise on a forum, but 
it's good to have a public face for summaries, announcements, and items 
with crossover interest to other games.

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Re: [Computer-go] Standard Computer Go Datasets - Proposal

2015-11-13 Thread Dave Dyer

I was recently working on assigning final scores to completed games, using
the large data set from Badukmovies.com.  

My observation is that the size of the data set (50,000 games) is not
large enough to get good coverage of unusual situations occurring in real
games.

There's a definite need for a curated collection of atypical but
interesting games, probably manipulated to explore the boundaries
between interesting and normal.

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Re: [Computer-go] Standard Computer Go Datasets - Proposal

2015-11-13 Thread Dave Dyer

I was recently working on assigning final scores to completed games, using
the large data set from Badukmovies.com.  

My observation is that the size of the data set (50,000 games) is not
large enough to get good coverage of unusual situations occurring in real
games.

There's a definite need for a curated collection of atypical but
interesting games, probably manipulated to explore the boundaries
between interesting and normal.

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Re: [Computer-go] Seldom, but not alarming

2015-11-07 Thread Dave Dyer

>Can you tell us the rules of the game? Maybe they help to explain the 
>phenomenon. 

The game is https://boardgamegeek.com/boardgame/149910/six-making

The most unusual thing I see in the UCT tree is that at all the moves
seem to be evaluated about the same, right up to the point where wins 
start appearing; so the UCT tree is unusually uniform.  The typical
branch factor is 40 or so, and all 40 moves tend to be have about the
same number of visits and win rate.

Currently, the best way to cope with the problem is to simply
stop the run when the node limit is hit. 

It's not a practical problem either, since the robot is devastatingly
good compared to human players, even with very short time.

If possible, make a PDF of your paper available.

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[Computer-go] alarming UCT behavior

2015-11-06 Thread Dave Dyer

Developing a UCT robot for a new game, I have encountered a
surprising and alarming behavior:  the longer think time the
robot is given, the worse the results.  That is, the same robot
given 5 seconds per move defeats one give 30 seconds, or 180 seconds.

I'm still investigating, but the proximate cause seems to be
my limit on the size of the UCT tree.   As a memory conservation
measure, I have a hard limit on the size of the stored tree. After
the limit is reached, the robot continues running simulations, refining
the outcomes based on the existing tree and random playouts below
the leaf nodes.

My intuition would be that the search would be less effective in this
mode, but producing worse results (as measured by self-play) is 
strongly counter intuitive.

Does it apply to Go?  Maybe not, but it's at least an indicator
that arbitrary decisions that "ought to" be ok can be very bad in
practice.

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Re: [Computer-go] alarming UCT behavior

2015-11-06 Thread Dave Dyer
At 10:59 AM 11/6/2015, Gonçalo Mendes Ferreira wrote:
>That doesn't seem very realistic.

This is with a well tested framework that's been used for 20+ games.
Whatever the ultimate resolution, the counter intuitive result that
triggered it stands alone; longer think times give worse results.

I haven't seen this in any other game - I routinely start with a quick
playing robot, and make a better robot by cranking up the time allowance.

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Re: [Computer-go] alarming UCT behavior

2015-11-06 Thread Dave Dyer

>But you are stopping right at the atari, and then pile on playouts that make 
>it seem work...

Yes, something like that may be the situation that turns the result. 

Suppose the tree stops at a point where there are two moves, a
blunder that leads to a quick end, and another move which leads
to an inconclusive continuation.   

If the tree can't grow, then random playouts will take the "blunder"
branch 50% of time, whereas if the tree were allowed to grow the
non-blunder branch would quickly dominate.

Overall, once the tree is frozen, some percentage of the leaf
nodes will be permanently giving bad feedback.

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Re: [Computer-go] alarming UCT behavior

2015-11-06 Thread Dave Dyer

>I have seen this exact behavior when first experimenting with long thinking 
>times in Pachi. When you stop growing the tree, the algorithm degenerates to 
>"delayed" single-level Monte Carlo along the principal variations, with all 
>the MC-without-tree weaknesses.

The pathology definitely depends on the nature of the situation
at the leaves.   For example, one of my 'bots plays hex, and that
robot plays so quickly that the memory limit is reached almost 
immediately.  Yet, continuing to run simulations still improves
the results.  An experiment I just ran at 15 seconds per move, 
hit the memory limit in less than 1 second. If you stop the run after
1 second, the result is a lot weaker than the full 15 second run.

My take-away from this is that small, reasonable-sounding choices
can have huge unintended and unanticipated consequences.  Not really
news to anyone using UCT, but easy to forget.


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Re: [Computer-go] KGS bot tournaments - what are your opinions?

2015-10-07 Thread Dave Dyer

How about handicapping the hardware based on time.  Programs running
on more powerful hardware would get less time.  

On the other hand, improving the software includes making use of more
powerful hardware.  Handicapping (or banning) powerful hardware would
discourage that.

On third hand, development teams get the most information out of competitions
if the race is close, so it's in their interest to not crush competitors.

So finally, my actual proposal, is that programs with advanced hardware
configurations handicap themselves.  For example, Zen could unilaterally
announce a lower time limit that it intends to adhere to.

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Re: [Computer-go] Programme NAO to play Go and talk about it

2015-09-02 Thread Dave Dyer

 Maybe, maybe not.  Current research in volition and conscious choice
indicates that conscious choice is actually an after the fact explanation
of decisions based on unconscious processes.

 I found this video about how research into visualizing neural networks
led to big improvements, by showing up areas where the current networks
were weak.  https://www.youtube.com/watch?v=ghEmQSxT6tw

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Re: [Computer-go] Arimaa bot notably stronger

2015-04-22 Thread Dave Dyer

My reading of the material currently available is that the big advance was
to forward prune a lot of moves based on simple utility metrics.
Moves that don't do something are thrown out. 

A reasonable idea, but the utility metrics are specific to arimaa;
and even for the general idea, it's hard to see analogs for Go.

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Re: [Computer-go] CGOS future

2015-04-03 Thread Dave Dyer

It's easy to get 20+ ppl saying OMG I want to help.  But I need at
least 1-2 more core devs outside me, especially if I'm working in a
language outside my zone.

All I can say is, if you need 1-2 outside collaborators, you better
have a plan B.   Everyone dances to their own tune, and no one wants
to follow anyone else's directions unless there's an agreed higher
calling (such as getting rich, which is clearly not applicable here).

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Re: [Computer-go] CGOS future

2015-04-03 Thread Dave Dyer
Is anyone else bothered the line endings of cgos messages are being
transformed, which makes everything mash onto one long line on
my mail reader ?

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Re: [Computer-go] house robot for Boardspace

2015-04-01 Thread Dave Dyer

I'm planning to add Go (for human players) to Boardspace.net soon, and
I would like to have at least a minimal house robot to play on small boards.

It's absolutely required that the bot be written in Java.  Other than that,
the main requirement is cooperation to integrate the bot into the game 
framework.   The benefit to authors is you'll games with real human players,
and the benefit of a great GUI to use in development.  Not an exclusive
offer - I can accommodate several robots.  

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Re: [Computer-go] fast + good RNG

2015-03-29 Thread Dave Dyer


Anyway, it's very easy to make a fast PRNG these days. 

A couple words of caution about hacking PNRG.   

Back in the stone age of computing, some mavens from the triple-i movie
group cooked up a galaxy simulator which generated pictures of spiral
galaxies based on a numerical model.  The capability to make pictures was 
rare at the time.

The pictures sucked.  After lots of hunting for flaws in the model,
and tweaking it, the real cause for the poor quality was determined to be
that fortran's random numbers weren't very good.  Substitute a better
PRNG, and beautiful pictures emerged.

--

On a similar note, working with a UCT robot for a blokus clone at
boardspace.net, I found that tiny changes in the way PRNG's were used
had measurable effects on the quality of play.  Not necessarily better 
or worse, just different.

--

So if you're going to hack the PRNG, you should retain the ability
to use a gold standard PRNG instead of your faster-better-cheaper
model, and you should use it once in a while, just to be sure you're
not introducing hidden flaws.

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Re: [Computer-go] sgf reader/editor/write in java?

2015-03-11 Thread Dave Dyer

Read and Write is easy, I have some classes I use for all my games
that I've distributed several times.

Edit implies a full gui, which is a little more complicated.  I have
a fairly primitive board widget I've distributed in the past.

If your goal is a fully featured go gui, with replay and review
capabilities, you could start with Jago.

With about 10 minutes work, you could convert the hex board for
boardspace.net to a go board.   The advantage of this approach
is that you'd automatically have a pretty functional editing 
package.

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Re: [Computer-go] cgos.computergo.org down?

2015-03-01 Thread Dave Dyer
At 01:14 PM 3/1/2015, folkert wrote:
Hi, It looks like cgos.computergo.org is down? 

the server has moved back to cgos.boardspace.net


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Re: [Computer-go] Teaching Deep Convolutional Neural Networks to Play Go

2014-12-15 Thread Dave Dyer

You don't need a neural net to predict pro moves at this level. 

My measurement metric was slightly different, I counted how far down the
list of moves the pro move appeared, so matching the pro move scored
as 100% and being tenth on a list of 100 moves scored 90%.

Combining simple metrics such as 3x3 neighborhood, position on the board,
and proximity to previous play, you can easily get to an average score
of 85%, without producing noticeably good play, at least without a search 
to back it up.

http://real-me.net/ddyer/go/global-eval.html

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[computer-go] Re: Open source real time Go server

2010-01-18 Thread Dave Dyer


  (i) IGS is derivation of NNGS, which is free software (GPLv2)! It has
even seen some slight development in past few years.

I don't think that's correct - NNGS was a functional copy of IGS created
by duplicating the published (telnet based) interfaces.  It eventually
was open sourced before it died.


  (ii) NNGS might be used as possible base of a modern go server. The
obvious advantage is that _right now_ you have something that you can
(in theory) compile, start, connect to and chat and play go on (!) and
you can evolve things from here.

NNGS is alive and well as software, but no one is actively running
a copy for human use as far as I know.  Boardspace is still running
a completely ignored copy, intended to be used by robots. 
http://boardspace.net/nngs/
 If one wanted to develop a client for the blind, you could certainly
start with a NNGS clone as your target server, and one of the open
source IGS clients as your client.

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[computer-go] OT: AI article I found interesting

2009-10-24 Thread Dave Dyer
At 10:12 AM 10/24/2009, Joshua Shriver wrote:
Came across this today, and since this is also an AI oriented list thought 
some of you might enjoy it too.

http://www.techradar.com/news/world-of-tech/future-tech/the-past-present-and-future-of-ai-643838http://www.techradar.com/news/world-of-tech/future-tech/the-past-present-and-future-of-ai-643838

I won't believe it even if I see it.  Google Mechanical Turk
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[computer-go] Re: Rating variability on CGOS

2009-10-08 Thread Dave Dyer

In any rating scheme, who you play can be as important as how well.
This is especially true for small groups.   

Suddenly adding or dropping a strong player will certainly cause 
all the other player's ratings to shift.

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[computer-go] Re: self atari

2009-08-06 Thread Dave Dyer
It's easy to construct self-atari of unlimited size that both
can occur and should be played, if the capturing move that follows
the self-atari is then recaptured in a snapback.

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[computer-go] Re: Dynamic komi in commercial programs

2009-07-11 Thread Dave Dyer

If you are in a lost position, good play is play that maximizes
the probability of a turnaround, which is quite different depending
on how far behind you are, and for what reason.

If the status of all the major groups is solid, then concentrating
on tactics which can gain a few points reliably might be the right
thing. 

On the other hand, if the status of some groups is less than
immutable, then focusing on changing their status favorably might
be correct. It's hard to see how shifting Komi will influence
the style of play in this direction.

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[computer-go] Re: Cgos redesign

2009-06-03 Thread Dave Dyer

My $0.02

The choice of language is mostly arbitrary.  

CGOS is really two separate programs:
(1) an I/O multiplexer that manages the clients connections and detailed 
communication, 
(2) a scheduler/planner/recorder that manages the overall operation of the 
site.  

I would definitely separate those two, so the scheduler can
be developed and tweaked independently of the client manager.

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[computer-go] Re: Problems with CGOS

2009-06-02 Thread Dave Dyer


So I believe this is a design flaw in CGOS itself.   I wrote CGOS without 
having had any experience writing servers.   

If there's a problem with larger databases, perhaps it can be
fixed by adding the right indexes to the sql database.  If
you add a little time monitoring code around your queries
to determine which are slowest, you may be able to devise a 
1 line fix, by added an index to the schema.



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[computer-go] Re:verifiable claims

2009-05-25 Thread Dave Dyer


And somehow I don't ever see comments anywhere suggesting that this could be a 
problem. So what I'd like to know is: is this so  trivial that no one ever 
mentions it, or are the heuristics that programs use to terminate playouts so 
obscure that they are too embarrasing to mention?

Completely solving a game by search is a special case, because you're
only interested in terminals where the game is over.  

In the more common case, you're only searching to choose the next move,
with no guarantee that it is best.  Such playouts are typically depth
limited, but strategies for deciding exactly where to stop can be quite
complex.


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[computer-go] Re: verifiable claims

2009-05-23 Thread Dave Dyer
I've written dozens of games with alpha-beta searches, so I think
it's fair to say that I have a basic understanding of the process.

Your description is correct but incomplete.  Alpha beta is good at eliminating
lines of play once a strong outcome is known somewhere in the tree, but much
weaker before that.  If a big capture occurs at ply 30, but the shortest
win is at ply 60, you still have to explore an enormous number of silly
variations as you iteratively deepen between ply 30 and 59.  The fact that you
don't need to explore continuations of the silly moves past move 59 is 
cold comfort.  The other half of the bad news is that while only the
best move of the winning lines needs to be explored, generally all
of the possible responses have to be explored.  So the tree actually
explored tends to be narrow for the winning line, but very wide as
all possible responses to the correct move are explored.  In the case
of a big capture being the correct move, pitching into every one of
the captured spaces will have to be explored.

Alpha beta engines which do not use inadmissible (but probably valid)
tricks waste exponentially more time than those that do.  It's quite
possible that 5x5 is on the sweet side of the equation with today's
available CPUs, but at some point not much further away, you have
to accept results that you believe but can't prove, as better than
no result at all.

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[computer-go] Re: verifiable claims

2009-05-22 Thread Dave Dyer

Some lines of play involving large captures will effectively never
terminate, even with superko rules in effect.

I doubt it is possible to eliminate all these non-terminating
lines of play in any way that is provably correct.

.. So while claims of solution by exhaustive search might be very
convincing, I doubt they can ever be proved.

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[computer-go] Re: verifiable claims

2009-05-22 Thread Dave Dyer


You can just prove that you can make a large-enough chain that is
unconditionally alive. I believe that's what Erik did. In practice,
you cannot do an exhaustive search using superko rules because then
hash table scores cannot be used.

I don't think you can always do that.  For example, if white
is capturing a chain of size 30, how can you prove that black
can never profit by continuing inside that 30 space void. In
fact, in many cases you can demonstrate that he should.

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[computer-go] Re: verifiable claims

2009-05-22 Thread Dave Dyer
At 06:31 PM 5/22/2009, David Doshay wrote:
there are no chains of size 30 on a 5x5 board, 

I'll concede for a 5x5 board, but I think my point
is valid for sufficiently large boards, probably 7x7.

Almost any strategy other than playing out all legal moves
involves a lot of hand waving that is unlikely to be
accepted as a proof.  There are just too many cases where
a pitch inside a captured space has global effects.

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[computer-go] Re: Implications of a CPU vs Memory trend on MCTS

2009-05-12 Thread Dave Dyer

Storing an opening book for the first 10 moves requires 
331477745148242200 nodes.  Even with some reduction for symmetry,
I don't see that much memory becoming available anytime soon, and you still
have to evaluate them somehow.

Actually storing a tree, except for extremely limited special cases, is not
even conceptually possible, and doesn't save much time.  Consider that if
you store the tree you saw at the previous move, by the time you get to
use the stored tree 99% of it is useless because your opponent chose his move.

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[computer-go] Re: Implications of a CPU vs Memory trend on MCTS

2009-05-12 Thread Dave Dyer
At 02:13 PM 5/12/2009, Michael Williams wrote:
Where does your 99% figure come from?

1/361  1%

by endgame there are still easily 100 empty spaces
on the board.


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[computer-go] Re: Implications of a CPU vs Memory trend on MCTS

2009-05-12 Thread Dave Dyer
At 02:13 PM 5/12/2009, Michael Williams wrote:
Where does your 99% figure come from?

1/361  1%

by endgame there are still easily 100 empty spaces
on the board.


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[computer-go] Re: Implications of a CPU vs Memory trend on MCTS

2009-05-12 Thread Dave Dyer

An essential feature of monte carlo is that it's search space is
random and extremely sparse, so consequently opportunity to re-use
nodes is also extremely sparse.

On the other hand, if the search close to the root is not sparse, my
previous arguments about the number of nodes and the number of them
that will continue to be useful still apply.

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Re: [personal] Re: [computer-go] Re: Implications of a CPU vs Memory trend on MCTS

2009-05-12 Thread Dave Dyer


I assume Dave Dyer does not understand alpha beta pruning either, or he would 
not assume the branching factor is 361.

The branch at the root is about (361-move number) - you have to consider
all top level moves. A/B only kicks in by lowering the average branching
factor at lower levels.

If you're trying to save and reuse trees to reduce work, alpha beta makes
most of the saved nodes useless for anything outside the principle variation.
This is precisely because the nodes were mostly not fully explored, and all
you know (from the previous evaluation) is that this node is better or worse
than some other, now-irrelevant branch.

I did a lot of work trying to reuse trees for iterative deepening
of alpha-beta searches. It required a lot of bookkeeping and a lot
of memory, and it didn't turn out to be a good strategy even for
small searches where the memory was essentially cost free.

I suppose it's possible there's something fundamentally different here,
but you ought to think carefully before investing in terrabyte memories.

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[computer-go] Re: Implications of a CPU vs Memory trend on MCTS

2009-05-12 Thread Dave Dyer


If I use persistent storage and do that search again in another game,   I can 
start exactly where I left off and generate 50,000 more nodes.   It will be 
the same as if I did 100,000 nodes instead of 50,000 nodes.Or put another 
way,  it will be the same as if I spent 20 seconds on this move instead of 10 
seconds.  

Sure, but except for openings you'll never reach the same
position position in another game unless the players are 
deliberately copying their play.

Consider move 20 (for example).  If you saved every move 20 node you
ever encountered, how often do you think you'd encounter a duplicate
from a different game, such that you can either avoid an evaluation,
or improve your knowledge of that position by studying it 
a bit more.   I contend it is a vanishingly small percentage.

-- 

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[computer-go] Re: Implications of a CPU vs Memory trend on MCTS

2009-05-12 Thread Dave Dyer


But then MCTS is invalid.   The point is that you do spend time learning that 
these nodes are not relevant, so you might as well try to remember that. 

It is invalid. It's just a heuristic that is working within the current domain.

If you are playing a game of chess and fall for a trap,  do you consider it 
silly to try to remember this for the next game?

The point is that if your opponent wanders into a space you did not consider,
you still have to know how to respond.  What clever humans recognize as the
same trap is actually just one of zillions of similar positions that will
be flooding your database of known positions.

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[computer-go] Berlekamp lecture on mathematical Go

2009-05-07 Thread Dave Dyer

Highly recommended

http://www.youtube.com/watch?v=EjrvrH1bKIwfeature=PlayListp=2C02F6B33145E762index=0playnext=1Mathematics
 and Go by Elwyn Berlekamp 
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[computer-go] cgos: Donn Daily?

2009-04-29 Thread Dave Dyer

Donn, your email at d...@mit.edu is bouncing. 

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[computer-go] Re: static evaluators for tree search

2009-02-17 Thread Dave Dyer

While your goal is laudable, I'm afraid there is no such thing
as a simple tree search with a plug-in evaluator for Go.  The
problem is that the move generator has to be very disciplined,
and the evaluator typically requires elaborate and expensive to
maintain data structures.  It all tends to be very convoluted and
full of feedback loops, in addition to the actual alpha-beta which
is trivial by comparison.

If you look at GnuGo or some other available program, I'm pretty sure
you'll find a line of code where the evaluator is called, and you could
replace it, but you'll find it's connected to a pile of spaghetti.

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[computer-go] Re: static evaluators for tree search

2009-02-17 Thread Dave Dyer

Do you mean that the evaluator might be used during move ordering somehow
and that generating the nodes to expand is tightly coupled with the static 
evaluator?

That's the general idea.  

No search program can afford to use a fan-out factor of 361.  The information
about what to cut has to come from somewhere.

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[computer-go] Re: static evaluators for tree search

2009-02-17 Thread Dave Dyer

Do you mean that the evaluator might be used during move ordering somehow
and that generating the nodes to expand is tightly coupled with the static 
evaluator?

That's the general idea.  

No search program can afford to use a fan-out factor of 361.  The information
about what to cut has to come from somewhere.

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[computer-go] Re: static evaluators for tree search

2009-02-17 Thread Dave Dyer

This is old and incomplete, but still is a starting point you might
find useful  http://www.andromeda.com/people/ddyer/go/global-eval.html

General observations (from a weak player's point of view):  

Go is played on a knife edge between life and death.  The only evaluator
that matters is is this stone alive, and there are no known proxies 
that will not fall short a significant amount of the time.  If you fall
short once or twice in a game against a competent player, you will lose.

General strategic considerations will play you false every time.

-- Notwithstanding the above, improving general considerations
will improve play, but not much.  It's all about the minutia of
the situation.

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[computer-go] Re: remote time measurement

2009-02-04 Thread Dave Dyer
At 12:59 AM 2/4/2009, David Fotland wrote:
What do you mean by operator at remote end?  In my case, the program was
running on a cluster at Microsoft in some computer data center.  There was
no operator at Microsoft.  The cluster was operated from Beijing through a
remote desktop.  The operator was at the contest site.

In that case, the operator is watching you.  The goal is to
certify that the human putatively responsible for the program
is behaving consistent with the competition, not unplugging
cables or feeding in moves from a hidden 9 dan.  It wouldn't
prevent a deliberate attempt to defraud, but it would add a
significant amount of complexity.

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[computer-go] Re: remote time measurement

2009-02-03 Thread Dave Dyer

My theory is that the organizers of tournaments with remote participants
could appoint official observers, to observe the operators at the remote
end of connections.  Not foolproof, but simple and doesn't interfere with
the conduct of the tournament.

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[computer-go] Re: Is computer Havannah welcome here?

2009-02-01 Thread Dave Dyer

There's already a havannah section on this game programming
forum:  http://www.grappa.univ-lille3.fr/
-- which could use an influx of traffic.

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[computer-go] Re: Hardware limits

2009-01-14 Thread Dave Dyer

Lets look at it another way - no one would care what hardware
you choose to use, unless you win.   So at the very least, you
ought to be able to use arbitrary hardware until it becomes 
established that only that class of hardware can win.

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[computer-go] Re: Hardware limits

2009-01-09 Thread Dave Dyer

I think general hardware limits are good, because they will permit
more teams to be competitive without altering the nature of the
competition.

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[computer-go] Re: hex robot

2008-11-27 Thread Dave Dyer
At 01:52 AM 11/27/2008, Denis fidaali wrote:

...
 But what really lacks (or i wasn't able to find anyway) is a strong community 
 like there is for go.

 A CGOS equivalent.
 A GTP equivalent.
 A Gogui equivalent.
 A Kgs equivalent.


I don't think there's a match between your goals and what boardspace 
wants, but you ought to discuss cloning and adapting CGOS/GTP for
Hex with Don.



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[computer-go] RE: hex robot

2008-11-27 Thread Dave Dyer

Permit me to play the skeptic here; I think you're going about it absolutely 
backwards - unless you already have a strong algorithm which depends on 128 bit 
rotations, and only lack an efficient hardware engine to run it on.

If your idea of fun is to really feel the bits squishing between your toes, by 
all means do, but I don't think it's likely you will simultaneously make 
advances in Hex theory or practice.


At 12:19 AM 11/27/2008, Denis fidaali wrote:


 My current plan is to tackle directly the power of x86-64bits architecture. 
 Because it's now quite well represented. And there is this larrabee project 
 that may get out in one or two years (48 x86-64bits processors). So my true 
 goal is to try and see what i can do with my quad Q9300 2.5Ghz running a 64 
 bits linux. Obviously one need a bit of work before being able to hope to 
 achieve something with assembly.

etc...

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[computer-go] Re: flash crowd from TV

2008-11-26 Thread Dave Dyer


That's impressive, especially considering the fairly long search path between 
Go and igowin.

It happens.  One day recently I was idling at boardspace.net, when
in the course a few minutes the site was overrun by about 30 guests,
all speaking German and wanting to play Hex.   It turned out that 
A Beautiful Mind was showing on German TV.
  

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[computer-go] Re: hex robot

2008-11-26 Thread Dave Dyer
At 01:31 PM 11/26/2008, Denis fidaali wrote:
Speaking of hex ... I really think it would be a nice intermediary game before 
tackling the complexity of go. Do you know of any good community (and protocol 
equivalent to GTP) where i could start to look for submitting a bot ?

There are a couple of pretty decent programs and some nice underlying
theory.  Also a perfect play bot for a small board.  I would start
at the Hex wiki page to research them.

A credible Hex bot is on my wish list for Boardspace.   The one I wrote
is laughably weak, but it will be a significant effort to write a better
one.  If you're willing to work in Java and within the constraints of
a realtime web site, lets talk.  

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[computer-go] Re: Another enhancement to AMAF

2008-10-29 Thread Dave Dyer

Here's a chance to share an amusing and illustrative anecdote.

I was working on optimizing Goodbot,  a program that plays Tantrix,
and because of the nature of the game, the only way to really qualify
an improvement is to run many test games against a standard opponent.

At one point, I was making nightly test runs of a few hundred games,
with slightly tweaked parameters and underlying tweaks to the algorithms,
always seeking to improve over the reference standard.   At one point,
I discovered that due to some temporary code accidentally left in
place, I had actually been running exactly the same code for about
a month, and all perceived movement in better or worse directions
was only due to random fluctuations.

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[computer-go] Re: Another enhancement to AMAF

2008-10-29 Thread Dave Dyer

Here's a chance to share an amusing and illustrative anecdote.

I was working on optimizing Goodbot,  a program that plays Tantrix,
and because of the nature of the game, the only way to really qualify
an improvement is to run many test games against a standard opponent.

At one point, I was making nightly test runs of a few hundred games,
with slightly tweaked parameters and underlying tweaks to the algorithms,
always seeking to improve over the reference standard.   At one point,
I discovered that due to some temporary code accidentally left in
place, I had actually been running exactly the same code for about
a month, and all perceived movement in better or worse directions
was only due to random fluctuations.

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[computer-go] Re: OT: Harder than go?

2008-10-27 Thread Dave Dyer

I think the question is largely meaningless, because few games have
been studied by humans (or human computer programmers) with the depth
and intensity that has been achieved for games like chess and go.

In general, games with many choices and no obvious strategies
are good for people and bad for computers.  Two examples that
fit this paradigm, and have been proposed as examples of hard
for computers are Arimaa and Havannah

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[computer-go] Re: Git, any other ideas?

2008-10-24 Thread Dave Dyer

For those of you who use windows, I highly recommend tortoise cvs
and tortoise svn, which map access to whichever repository you prefer
into an incredibly useful and intuitive interface piggybacked on windows
explorer.

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[computer-go] Re: Git, any other ideas?

2008-10-24 Thread Dave Dyer

For those of you who use windows, I highly recommend tortoise cvs
and tortoise svn, which map access to whichever repository you prefer
into an incredibly useful and intuitive interface piggybacked on windows
explorer.

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[computer-go] Re: reference bots testing.

2008-10-18 Thread Dave Dyer

I suggest you add an identical RNG for testing purposes, which you
will know is identical in both implementations even if it is not
ideal.   Run a test with a seeded random sequence which should
provide identical playouts.

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[computer-go] Re: Disputes under Japanese rules

2008-09-16 Thread Dave Dyer

The formalized rules are the tortured details I referred to.  I've
played thousands of games of Go, and I've never even seen any of those
versions of the rules.

The Japanese rules I refer to are the informal procedures I use every
time I play, both to estimate the score during the game, and at the end.

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[computer-go] Re: Disputes under Japanese rules

2008-09-15 Thread Dave Dyer

Japanese: bad.

I don't think this is the case at all.  The Japanese rules
are just a human optimization, to avoid having to make the 
last 100 meaningless moves, and still arrive at the correct 
score with a minimum of extraneous manipulation.  

The tortured details, while not elegant, rarely matter.

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[computer-go] Re: Some thoughts on the event in Leksand

2008-08-13 Thread Dave Dyer

This was typically to pick up my queen, change its colour, and
 capture my rook with it.

Now there's a feature that would make a tournament interesting...

If this appeals to you, try Martian Chess or Shogi

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[computer-go] Re: What's happening at the European Go Congress?

2008-08-11 Thread Dave Dyer

I think the result 

 computer in hopelessly lost position resigns.

is much more satisfactory than

 computer in hopelessly lost position wins by playing 100
 additional pointless moves

I think a human who used this tactic in a tournament situation
might win the trophy, but would be unable to show his face again.

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[computer-go] Re: What's happening at the European Go Congress?

2008-08-11 Thread Dave Dyer

I think the result 

 computer in hopelessly lost position resigns.

is much more satisfactory than

 computer in hopelessly lost position wins by playing 100
 additional pointless moves

I think a human who used this tactic in a tournament situation
might win the trophy, but would be unable to show his face again.

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[computer-go] Re: Program don't start playing on CGOS

2008-08-09 Thread Dave Dyer


I'm really very weak on networking so I'm not sure what I'm actually
reading or whether this fix needs to be applied on the server end or the
client end.   Any ideas is this is relevant?

You also have the same problem, but with much less real information,
if the client end end of the connection is bridged by a router, with 
is pretty common.  I'm absolutely certain that ordinary consumer routers 
are not very reliable.   They have very limited memory, and arbitrary
and undocumented policies for maintaining their connection tables.

Sometimes power cycling them helps.

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[computer-go] Re: Program don't start playing on CGOS

2008-08-09 Thread Dave Dyer


I'm really very weak on networking so I'm not sure what I'm actually
reading or whether this fix needs to be applied on the server end or the
client end.   Any ideas is this is relevant?

You also have the same problem, but with much less real information,
if the client end end of the connection is bridged by a router, with 
is pretty common.  I'm absolutely certain that ordinary consumer routers 
are not very reliable.   They have very limited memory, and arbitrary
and undocumented policies for maintaining their connection tables.

Sometimes power cycling them helps.

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[computer-go] Re: mogo beats pro!

2008-08-07 Thread Dave Dyer

I watched all the games, and I must say, mogo performed really badly
at the blitz games, and quite a bit better at the 1-hour game. I'd still
take any claims of dan level play with lots of salt.

My take-away from watching the match is that blitz performance wasn't
at all representative.   A human playing blitz games might do 90% as
well as at a full length game, whereas mogo's performance looked like
it scaled more linearly.

I also wonder how much playing with a 9 or more stone handicap affected
it's apparent strength.  It's an awful lot easier to appear competent
when you start with 9 stones.  It looked to me like mogo got totally
demolished  any place the pro concentrated his attack, except in the
lower-right where the pro was caught being careless.

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[computer-go] Re: Java SGF Parser

2008-08-03 Thread Dave Dyer


1) Does anybody know of a good Java SGF parser out there?

I have one I've used for many types of games, including Go.  I've used
it to represent large collections with no problems.


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[computer-go] Re: Java SGF Parser

2008-08-03 Thread Dave Dyer


1) Does anybody know of a good Java SGF parser out there?

I have one I've used for many types of games, including Go.  I've used
it to represent large collections with no problems.


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[computer-go] Re: linux and windows

2008-07-17 Thread Dave Dyer


Of course C can be more or less platform independent if you take some care.

Purely for engine code, that's true.  Standard windows has APIs
that are nearly compatible with xxux for command line initialization
and ordinary file and network operations.  

If your program has ANY gui at all though, you're pretty much screwed.
Mac Windows and Linux GUIs are about as far apart as any three platforms
can be.  There are lots of compatibility solutions, including your
choice of platform independent languages; but they all create essentially
a fourth platform that you have to target, and once again, you're screwed
unless you started that way.


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[computer-go] Re: My experience with Linux

2008-04-12 Thread Dave Dyer

The thing that really kills multiple platform programs are GUIs.   
Unless your GUI is born expecting to be cross platform, you're 
pretty much screwed.

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[computer-go] off topic: Tobacco

2008-04-08 Thread Dave Dyer


By the way,  has anyone seen the Philip Morris commercials?   

I believe they were forced into this as part of the extortion
by the state attorneys general.  It's Penance for illegally
targeting young non-smokers with Joe Camel, and promoting their
products while denying that they were dangerous to your health.

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[computer-go] Re: komi argument = silly

2008-03-06 Thread Dave Dyer

To a first order approximation, would changing the komi change the
rankings?  Presumably, programs are playing the same number of games
as black and white, so any unfair advantage or disadvantage black 
has would balance out.

Komi only matters when there is only one game between a pair of opponents.

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[computer-go] Re: 19x19 Study

2008-01-31 Thread Dave Dyer
At 11:44 AM 1/31/2008, David Doshay wrote:
That is correct.

It is my understanding that the Intel machines can compile to
a universal binary that will run on the G5 machines, but we
have not verified that. I trust that it works, but have no idea
if there is an efficiency hit.

Universal binaries just contain two sets of object code.  There's
no effeciency hit, but your program does need to be aware of potential
big endian issues because the same binary might be run on two 
platforms with different byte orders.


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[computer-go] Re: 19x19 Study

2008-01-31 Thread Dave Dyer
At 11:44 AM 1/31/2008, David Doshay wrote:
That is correct.

It is my understanding that the Intel machines can compile to
a universal binary that will run on the G5 machines, but we
have not verified that. I trust that it works, but have no idea
if there is an efficiency hit.

Universal binaries just contain two sets of object code.  There's
no effeciency hit, but your program does need to be aware of potential
big endian issues because the same binary might be run on two 
platforms with different byte orders.


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[computer-go] Re: update on networking from phils with new CGOS configuration

2008-01-05 Thread Dave Dyer
It's interesting to look at a graphic plot of a traceroute
to see there the actual delays are.  I use a program called 
pingplotter for this, but there are many such programs. 

Be warned though, that seeing a potential problem only leaves you
feeling helpless, since there is typically nothing you can do about
it.

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[computer-go] Re: Please have your bot resign, for your own good

2008-01-03 Thread Dave Dyer


CGOS uses Chinese scoring with play-outs so that we can get fully
automated scoring with no chance of errors.

No chance of errors is vacuously true.  Errors, if any, were made
in the playout leading to the final state.  There can be score 
differences compared to what would have been Japanese score, ranging from
zero to extremely large, depending on how correctly the playout was done.


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[computer-go] Re: unconditional life and death

2007-12-13 Thread Dave Dyer


The standard one is Benson's algorithm
http://senseis.xmp.net/?BensonsAlgorithmhttp://senseis.xmp.net/?BensonsAlgorithm

The standard caveat is that this algorithm alone is very weak - it
typically applies to zero stones on a position played out using
Japanese rules.  But you have to start somewhere.

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[computer-go] Re: unconditional life and death

2007-12-13 Thread Dave Dyer


The standard one is Benson's algorithm
http://senseis.xmp.net/?BensonsAlgorithmhttp://senseis.xmp.net/?BensonsAlgorithm

The standard caveat is that this algorithm alone is very weak - it
typically applies to zero stones on a position played out using
Japanese rules.  But you have to start somewhere.

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[computer-go] Re: unconditional life and death

2007-12-13 Thread Dave Dyer

There's a sort of hierarchy of life-and-death methods, for which
Benson's algorithm is the base.   

My status database is next above that, but it is actually a lookup table
based on a problem solver, such as Wolfs or mine.  The unique thing
about the database is that it could be dropped in to a program which
was prepared to provide the inputs it requires.

Thomas and I compared results and cross validated our problem solvers 
back in the day, so for the set of positions both solvers accepted,
very similar results are produced.  My solver was not limited to closed 
shapes, but his was always orders of magnitude faster.  In any case,
other than discussing the techniques used, these solvers aren't any
use to practical programs - there's no solve module anyone can load
and use.

Above this level (of solvers which work on very simple positions)
there is the problem of applying it to a realistic board position.
Much more go-specific knowledge is needed here.  I worked some on
the problem near endgame, but earlier than that is pretty much 
unexplored territory, except of course by real playing programs
which have to apply some heuristics just to function.

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[computer-go] Re: Lisp time

2007-12-12 Thread Dave Dyer

My program was written in lisp, so naturally I concur.  I'm not
actively using lisp any more, but I will offer various dialects
of common lisp as the consensus choice of dialect.

My favorite implementation is lispworks.  The personal edition is
free and ought to be adequate for research.

The big caveat for using lispworks is that it's a closed universe - editor,
compiler, debugger, GUI are all in the same executable.  The integration
is great, but the strength is also the weakness if you want to share
components with any other language.

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[computer-go] Re: Lisp time

2007-12-12 Thread Dave Dyer
At 05:24 AM 12/12/2007, Don Dailey wrote:
I've looked into this a bit. My preference would be scheme and it's
my understanding that it may be a bit more efficient.

If you're worried about efficient use of the machine, stay away from lisp
and scheme.  Despite the claims of it can be as fast as C,  you have to
work hard and perform unnatural (from the viewpoint of lisp) acts to get
anywhere near there.  There are deep architectural reasons why lisp is not
as efficient as C when used as directed.

Use lisp if you're concerned with promoting efficient use of your brain.

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[computer-go] Re: Lisp time

2007-12-12 Thread Dave Dyer
At 05:24 AM 12/12/2007, Don Dailey wrote:
I've looked into this a bit. My preference would be scheme and it's
my understanding that it may be a bit more efficient.

If you're worried about efficient use of the machine, stay away from lisp
and scheme.  Despite the claims of it can be as fast as C,  you have to
work hard and perform unnatural (from the viewpoint of lisp) acts to get
anywhere near there.  There are deep architectural reasons why lisp is not
as efficient as C when used as directed.

Use lisp if you're concerned with promoting efficient use of your brain.

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[computer-go] Re: Lisp time

2007-12-12 Thread Dave Dyer

These are true, but not the underlying problem.   

The biggest underlying reason is the multiple constraints on
memory management; 

 a) since the data is typed rather than the pointers, every chunk of memory 
 has to be self identifying, not just for the garbage collector, but also so
 (plus a b) can do the right thing.

 b) since garbage collection can occur, the compiler is strongly constrained
 about when and where it creates and destroys pointers to data that might be
 garbage collected.   

 c) the layout of the stack is strongly constrained, for the garbage collector,
 the exception handling system, and also the return values system; any
 function can return zero or more values, and may not return at all.

 d) all array references have be bounds checked.  All structure references
 have to be type checked.

Another major pain (from the viewpoint of a compiler) is that
any function can be redefined at any time, and can have it's
fundamental contract changed.  A lot of things might need attention
at runtime, depending on what assumptions the compiler built into
the code it produced.

With clever design, and a few extra declarations, this kind of thing need 
not be horrendously expensive, but it all adds up.

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