Re: [computer-go] New CGOS - need your thoughts.

2009-06-16 Thread Isaac Deutsch
I'm voting for 2 time settings: One normal and one fast (so maybe 5 min and 1 
min on 9x9).
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Re: [computer-go] New CGOS - need your thoughts.

2009-06-16 Thread Don Dailey
From what I can see, there is resistance to this idea - so what I'm going to
do is to provide venues which are standalone but makes it possible later to
add a time control.In other words for now there will be only 1 time
control per board size but the server will be flexible enough that other
venues can be added if the server ever gets popular enough that we have 40
or 50 players always on line.   But they will be separate venues scheduled
independently.


- Don


On Tue, Jun 16, 2009 at 8:08 AM, Isaac Deutsch i...@gmx.ch wrote:

 I'm voting for 2 time settings: One normal and one fast (so maybe 5 min and
 1 min on 9x9).
 --
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Re: [computer-go] New CGOS - need your thoughts.

2009-06-16 Thread Łukasz Lew
Maybe we could agree that 1 day out of 7 in a week would be played on
6 times faster time controls.
The same bots, connections, logins, the same number of games per week.
Different rating of course.
This would be a problem only for hardcoded bots with no time control.

The advantage would be that we would see how different algorithms (bots) scale.
If the ratings would be very similar for most bots, it would mean that
we can get faster testing of new ideas.
We would know which ideas can be tested of fast time control.

Lukasz

2009/6/16 Don Dailey dailey@gmail.com:
 From what I can see, there is resistance to this idea - so what I'm going
 to do is to provide venues which are standalone but makes it possible later
 to add a time control.    In other words for now there will be only 1 time
 control per board size but the server will be flexible enough that other
 venues can be added if the server ever gets popular enough that we have 40
 or 50 players always on line.   But they will be separate venues scheduled
 independently.


 - Don


 On Tue, Jun 16, 2009 at 8:08 AM, Isaac Deutsch i...@gmx.ch wrote:

 I'm voting for 2 time settings: One normal and one fast (so maybe 5 min
 and 1 min on 9x9).
 --
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Re: [computer-go] New CGOS - need your thoughts.

2009-06-16 Thread Michael Williams

I vote for 2 venues, each optional.  Separate rating pools is a must.


Łukasz Lew wrote:

Maybe we could agree that 1 day out of 7 in a week would be played on
6 times faster time controls.
The same bots, connections, logins, the same number of games per week.
Different rating of course.
This would be a problem only for hardcoded bots with no time control.

The advantage would be that we would see how different algorithms (bots) scale.
If the ratings would be very similar for most bots, it would mean that
we can get faster testing of new ideas.
We would know which ideas can be tested of fast time control.

Lukasz

2009/6/16 Don Dailey dailey@gmail.com:

From what I can see, there is resistance to this idea - so what I'm going
to do is to provide venues which are standalone but makes it possible later
to add a time control.In other words for now there will be only 1 time
control per board size but the server will be flexible enough that other
venues can be added if the server ever gets popular enough that we have 40
or 50 players always on line.   But they will be separate venues scheduled
independently.


- Don


On Tue, Jun 16, 2009 at 8:08 AM, Isaac Deutsch i...@gmx.ch wrote:

I'm voting for 2 time settings: One normal and one fast (so maybe 5 min
and 1 min on 9x9).
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Re: [computer-go] New CGOS - need your thoughts.

2009-06-16 Thread Christian Nentwich
Whatever the eventual decision is - personally I would love a fast-play 
venue as an alternative, with separate rating - please don't worry too 
much about engines with fixed playouts, or engines that cannot handle 
certain time limits.


The GTP client sitting between the engine and server will be able to 
protect the engine, by either keeping it out of games it cannot support 
or issuing it with reconfiguration commands.


Christian


Michael Williams wrote:

I vote for 2 venues, each optional.  Separate rating pools is a must.


Łukasz Lew wrote:

Maybe we could agree that 1 day out of 7 in a week would be played on
6 times faster time controls.
The same bots, connections, logins, the same number of games per week.
Different rating of course.
This would be a problem only for hardcoded bots with no time control.

The advantage would be that we would see how different algorithms 
(bots) scale.

If the ratings would be very similar for most bots, it would mean that
we can get faster testing of new ideas.
We would know which ideas can be tested of fast time control.

Lukasz

2009/6/16 Don Dailey dailey@gmail.com:
From what I can see, there is resistance to this idea - so what I'm 
going
to do is to provide venues which are standalone but makes it 
possible later
to add a time control.In other words for now there will be only 
1 time
control per board size but the server will be flexible enough that 
other
venues can be added if the server ever gets popular enough that we 
have 40
or 50 players always on line.   But they will be separate venues 
scheduled

independently.


- Don


On Tue, Jun 16, 2009 at 8:08 AM, Isaac Deutsch i...@gmx.ch wrote:
I'm voting for 2 time settings: One normal and one fast (so maybe 5 
min

and 1 min on 9x9).
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Re: [computer-go] New CGOS - need your thoughts.

2009-06-16 Thread Christoph Birk

On Mon, 15 Jun 2009, Brian Sheppard wrote:

Please don't do anything that decreases the frequency of games in order
to accommodate programs that want to play on multiple venues. Keep venues
strictly separate. Programs that want to play on multiple venues can just
log in multiple times.


I second that opinion.
If there is a second venue, I'd prefer longer time controls.

Christoph

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Re: [computer-go] New CGOS - need your thoughts.

2009-06-15 Thread Darren Cook
 I agree with David. Have one time control per board size.
 
 I like the 5-minute controls for 9x9. You can take your program
 down for extensive offline testing and still get 100 games per day.
 That is far more data than you can analyze. Still, the speed is
 fast enough for ratings to stabilize in a day or two.

The argument for longer time controls is that it encourages the
development of new algorithms. New algorithms are usually slower. It
might take 10 man hours to quickly code up a new idea. Sure we can
optimize it to run 10 times quicker, but that takes another 90 man
hours. We want to see how well an idea works before spending all that
effort.

If the same bot plays both 5 minute games and 20 minute games, and the
server can show different ratings for each venue, it would show how
well that program's algorithms scale.

Darren

P.S. I'm not competing any time soon, so this cannot really count as a
vote for longer time controls.

-- 
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http://dcook.org/gobet/  (Shodan Go Bet - who will win?)
http://dcook.org/mlsn/ (Multilingual open source 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] New CGOS - need your thoughts.

2009-06-15 Thread Don Dailey
On Mon, Jun 15, 2009 at 9:43 PM, Jason House jason.james.ho...@gmail.comwrote:

 Given all the negative reaction to nested time control, I have to say I
 like it. The pool won't be diluted as long as there's an obvious main venue.


A good compromise might be to have only 2 venues,  one such as David
suggested and another one that is quite a bit faster.

Another possibility is to make BOTH venues mandatory - but my fear is that
some programs may not be able to play fast enough and would always time
out.Or they  may not implement a proper time control algorithm and thus
would not be able to adapt to 2 different time controls without being
reinitialized with different parameters.





 Sent from my iPhone


 On Jun 15, 2009, at 7:20 PM, Don Dailey dailey@gmail.com wrote:

  I've been working on the new server and I'm almost at the point where
 I can think about time controls - and since this is primarily for
 developers, I would like to get your thoughts.

 First, a brief explanation of how the time control works.   When the
 client starts up it will inform the server of which venues it is
 willing to play in.   It must choose an available boardsize and then
 any of N different time controls.  Initially, N will probably be
 2 or 3.   For each board size,  a time control is called a venue.

 Let's assume there are 3 venues for boardsize 9x9.  The time control
 for each venue will be significantly different from the others.
 One will be very fast, one will be very slow and there will be one in
 between.

 Each time control will be in sync with the others and the process will
 be recursive.  So the basic scheduling algorithm is to NOT start a new
 round for a given venue until any players who have registered to play
 in this venue and are currently playing in FASTER venues are available
 for scheduling.

 In addition to this, new rounds are not scheduled for any particular
 venue as long as the next slower venue is stalled waiting for these faster
 venues to complete.

 I hope this idea allows more choice and keeps players busy a greater
 percentage of the time by allowing them to fill dead space with fast
 games.

 Each bot can choose which venues to play in.  If you only want to play
 fast games, then you can.

 Now the questions I pose to you are these:

 How many venues for each boardsize?   (two, three, more?)

 What time controls should they be?

 It's almost certainly the case that certain combinations of time
 control venues will work together better than others.  There will
 always be the issue of waiting for games to complete and in fact this
 may make the problem a bit worse for those programs that only want to
 play in the longest venue.  I suggest that each venue is spaced at
 least a factor of 2 apart in time.  For instance 1 minute, 2 minutes,
 4 minutes, etc.

 My own suggestion for 9x9 is to have 3 venues of 1 minute, 5 minutes
 and 15 minutes per game per player.

 It's also not too late to change our minds and not have venues if we
 think the disadvantages outweigh the advantages.

 - Don




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Re: [computer-go] New CGOS - need your thoughts.

2009-06-15 Thread Zach Wegner
I'll express my opinion here, but keep in mind that my engine (cogito)
has only played 44 games as of now on CGOS. I have a few problems with
separate time controls.

--It dilutes the rating pool. If there is only one time control,
everyone can play everyone. If there are separate time controls, then
there will probably be some players that only play in certain time
controls. Thus the rating pools must be kept separate to not introduce
bias. Separate rating pools reduce the amount of useful data
available.

--There are better ways to accomplish the same goals. As you
suggested, you could simply wait until half of all players are idle,
and then start another round. You could take this even further. I
suppose in the current CGOS you have some measurement on whether two
players would make an acceptable match in the next round? Whenever a
player becomes idle, and there is at least one other player idle, try
and match them if they are close enough. There wouldn't be any more
rounds, but I think this would be a better solution.

--It introduces complexity. Some players (like mine) don't have any
time control code. Mine has to be recompiled to play at different
numbers of playouts. This is because it's an ultra minimal engine,
only 1937 characters of C at the moment (by IOCCC counting rules). It
plays on CGOS using an adapter shell script. I'd rather not have to
rewrite that! There are plenty of players that play at fixed playout
counts.

Zach
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Re: [computer-go] New CGOS - need your thoughts.

2009-06-15 Thread Peter Drake

I'm for keeping the number of pools small, to keep their sizes large.

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

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Re: [computer-go] New CGOS - need your thoughts.

2009-06-15 Thread Don Dailey
On Mon, Jun 15, 2009 at 11:18 PM, Zach Wegner zweg...@gmail.com wrote:

 I'll express my opinion here, but keep in mind that my engine (cogito)
 has only played 44 games as of now on CGOS. I have a few problems with
 separate time controls.

 --It dilutes the rating pool. If there is only one time control,
 everyone can play everyone. If there are separate time controls, then
 there will probably be some players that only play in certain time
 controls. Thus the rating pools must be kept separate to not introduce
 bias. Separate rating pools reduce the amount of useful data
 available.


This would not dilute anything if everyone played in all venues, it would
only increase the total amount of data. Of course if players opt out of
certain levels it would dilute it somewhat.   Separate ratings is something
I definitely planned on doing.



 --There are better ways to accomplish the same goals. As you
 suggested, you could simply wait until half of all players are idle,
 and then start another round. You could take this even further. I
 suppose in the current CGOS you have some measurement on whether two
 players would make an acceptable match in the next round? Whenever a
 player becomes idle, and there is at least one other player idle, try
 and match them if they are close enough. There wouldn't be any more
 rounds, but I think this would be a better solution.


Actually an early version of CGOS did this and it does not work so well.
What happens is that when the first match is over, BOTH of those players are
now available and they play each other again and this never ends.   So I had
this hack to prevent consecutive matches against the same players.  It
helped a little but the real problem is that you need a lot of players
available to prevent lots of mismatches while still maintaining diversity.
CGOS wants to give you many different players to play, while not giving you
too many ridiculous mismatches.



 --It introduces complexity. Some players (like mine) don't have any
 time control code. Mine has to be recompiled to play at different
 numbers of playouts. This is because it's an ultra minimal engine,
 only 1937 characters of C at the moment (by IOCCC counting rules). It
 plays on CGOS using an adapter shell script. I'd rather not have to
 rewrite that! There are plenty of players that play at fixed playout
 counts.


Yes, I agree complexity is an issue.  I can handle this in the server but I
want it to be easy to make a simple bot that works.

- Don






 Zach
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RE: [computer-go] New CGOS - need your thoughts.

2009-06-15 Thread David Fotland
If more than one venue is mandatory I probably won't be able to join, since
I want to spend my limited programming time making the engine stronger, not
programming multiple time controls.  Please allow me to play with just a
singe time limit without changing my cgos interface code.

 

David

 

From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of Don Dailey
Sent: Monday, June 15, 2009 7:02 PM
To: computer-go
Subject: Re: [computer-go] New CGOS - need your thoughts.

 

 

On Mon, Jun 15, 2009 at 9:43 PM, Jason House jason.james.ho...@gmail.com
wrote:

Given all the negative reaction to nested time control, I have to say I like
it. The pool won't be diluted as long as there's an obvious main venue.


A good compromise might be to have only 2 venues,  one such as David
suggested and another one that is quite a bit faster.  

Another possibility is to make BOTH venues mandatory - but my fear is that
some programs may not be able to play fast enough and would always time out.
Or they  may not implement a proper time control algorithm and thus would
not be able to adapt to 2 different time controls without being
reinitialized with different parameters.  

 



Sent from my iPhone



On Jun 15, 2009, at 7:20 PM, Don Dailey dailey@gmail.com wrote:

I've been working on the new server and I'm almost at the point where
I can think about time controls - and since this is primarily for
developers, I would like to get your thoughts.

First, a brief explanation of how the time control works.   When the
client starts up it will inform the server of which venues it is
willing to play in.   It must choose an available boardsize and then
any of N different time controls.  Initially, N will probably be
2 or 3.   For each board size,  a time control is called a venue.

Let's assume there are 3 venues for boardsize 9x9.  The time control
for each venue will be significantly different from the others.
One will be very fast, one will be very slow and there will be one in
between.

Each time control will be in sync with the others and the process will
be recursive.  So the basic scheduling algorithm is to NOT start a new
round for a given venue until any players who have registered to play
in this venue and are currently playing in FASTER venues are available
for scheduling.

In addition to this, new rounds are not scheduled for any particular
venue as long as the next slower venue is stalled waiting for these faster
venues to complete.

I hope this idea allows more choice and keeps players busy a greater
percentage of the time by allowing them to fill dead space with fast
games.

Each bot can choose which venues to play in.  If you only want to play
fast games, then you can.

Now the questions I pose to you are these:

How many venues for each boardsize?   (two, three, more?)

What time controls should they be?

It's almost certainly the case that certain combinations of time
control venues will work together better than others.  There will
always be the issue of waiting for games to complete and in fact this
may make the problem a bit worse for those programs that only want to
play in the longest venue.  I suggest that each venue is spaced at
least a factor of 2 apart in time.  For instance 1 minute, 2 minutes,
4 minutes, etc.

My own suggestion for 9x9 is to have 3 venues of 1 minute, 5 minutes
and 15 minutes per game per player.

It's also not too late to change our minds and not have venues if we
think the disadvantages outweigh the advantages.

- Don





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Re: [computer-go] New CGOS

2009-06-06 Thread Heikki Levanto
On Fri, Jun 05, 2009 at 03:49:11PM -0400, Don Dailey wrote:
 Handicap games opens a can of worms.

Of course, any program is free to give its opponent any handicap it wants,
by passing in the opening (if the opponent didn't pass last).

It is up to the operator of the bot to decide when and how much handicap to
give, and how to analyze the results. The handicap-giving program can play
under a different name, so that for CGOS it looks like a totally separate
entry, with its own rating.

  -H

-- 
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Re: [computer-go] New CGOS

2009-06-06 Thread Álvaro Begué
On Sat, Jun 6, 2009 at 3:18 AM, Heikki Levantohei...@lsd.dk wrote:
 On Fri, Jun 05, 2009 at 03:49:11PM -0400, Don Dailey wrote:
 Handicap games opens a can of worms.

 Of course, any program is free to give its opponent any handicap it wants,
 by passing in the opening (if the opponent didn't pass last).

 It is up to the operator of the bot to decide when and how much handicap to
 give, and how to analyze the results. The handicap-giving program can play
 under a different name, so that for CGOS it looks like a totally separate
 entry, with its own rating.

This has a few problems:
 * Let's say black plays on D4 and then white passes, to give some
handicap. Now black passes and wins the game by n^2 points, according
to Tromp-Taylor rules.
 * Similarly, if black tries to give some handicap and passes on the
first move, white may pass and win the game by komi.
 * Even if everyone agrees to not do this and continue playing until
at least both players have one stone on the board, what happens when
two programs that give handicap meet each other?
 * Then there is the minor issue that a program might place the
handicap stones differently if it knows how many stones it can place
before the opponent starts playing.


Álvaro.
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Re: [computer-go] New CGOS

2009-06-06 Thread Don Dailey
Yes, there are lots of problem with this.   And some of my bots will
automatically pass if doing so gives it the immediate win,  so already I
know of one program that this will not work.   As soon as you pass, the game
is over.

Of course CGOS could be modified with a rule not to end the game until each
player has made at least one non-pass move,  but that solves nothing unless
all the bots were aware of this rule.

Something that might be similar,  would be a rule to play the first N moves
randomly.It would be a true handicap, but it would not be a consistent
handicap.   For instance 3 random moves may turn out to be reasonably good,
or quite horrible.Perhaps it would be reasonable to start with N
non-corner random edge moves which might have a similar effect to pass
moves.Or maybe the first N moves could be specified (to be weak moves)
and the bot moves to each in turn, subject to it's availability.

- Don



On Sat, Jun 6, 2009 at 7:49 AM, Álvaro Begué alvaro.be...@gmail.com wrote:

 On Sat, Jun 6, 2009 at 3:18 AM, Heikki Levantohei...@lsd.dk wrote:
  On Fri, Jun 05, 2009 at 03:49:11PM -0400, Don Dailey wrote:
  Handicap games opens a can of worms.
 
  Of course, any program is free to give its opponent any handicap it
 wants,
  by passing in the opening (if the opponent didn't pass last).
 
  It is up to the operator of the bot to decide when and how much handicap
 to
  give, and how to analyze the results. The handicap-giving program can
 play
  under a different name, so that for CGOS it looks like a totally separate
  entry, with its own rating.

 This has a few problems:
  * Let's say black plays on D4 and then white passes, to give some
 handicap. Now black passes and wins the game by n^2 points, according
 to Tromp-Taylor rules.
  * Similarly, if black tries to give some handicap and passes on the
 first move, white may pass and win the game by komi.
  * Even if everyone agrees to not do this and continue playing until
 at least both players have one stone on the board, what happens when
 two programs that give handicap meet each other?
  * Then there is the minor issue that a program might place the
 handicap stones differently if it knows how many stones it can place
 before the opponent starts playing.


 Álvaro.
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Re: [computer-go] New CGOS (was:Negative result on using MC as a predictor)

2009-06-05 Thread Heikki Levanto
On Fri, Jun 05, 2009 at 11:19:51AM -0400, Don Dailey wrote:
 When I complete the new server, I hope that it will be easier to collect
 larger samples of games.   I think this will help the situation a little.
 
 There will be multiple time controls, but they will be in sync, so that your
 program can always play in a shorter time control game without missing a
 game at the longer time control.The idea is to keep your bot busy while
 waiting for future rounds.You play in the longest time control, but when
 you are finished you can play fast games while waiting.   I will have 2 or 3
 levels of this,  I haven't decided yet. If I have 3 levels, the slowest
 time control will probably need to be a little slower than CGOS uses now.

That sounds fine for those bots that have implemented time controls.
Simple-minded bots that just play a given number of simulations, or do other
things in (more or less) constant time will loose the too fast games straight
out. I suppose your server can ask the bot if it supports time controls, and
only then let it play fast games.

 I will also have a test mode for new bots.  The server itself will play test
 games with your bot while you debug it.

Good idea! I have used cgos to debug my half-finished bots before, and felt a
bit bad about wasting the time of more serious bots. 


  -H

-- 
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Re: [computer-go] New CGOS (was:Negative result on using MC as a predictor)

2009-06-05 Thread Heikki Levanto
On Fri, Jun 05, 2009 at 12:38:22PM -0400, Don Dailey wrote:
 You will be able to select which time controls you are willing to play - the
 server will not force you to play in all of them. Some may choose to
 play only fast games and other may not be able to play in the fast games,
 such as perhaps sluggo.

Fine!

  -H

-- 
Heikki Levanto   In Murphy We Turst heikki (at) lsd (dot) dk

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Re: [computer-go] New CGOS

2009-06-05 Thread Don Dailey
On Fri, Jun 5, 2009 at 12:36 PM, Michael Williams 
michaelwilliam...@gmail.com wrote:

  There will be multiple time controls, but they will be in sync, so that
 your
 program can always play in a shorter time control game without missing a
 game at the longer time control.The idea is to keep your bot busy
 while
 waiting for future rounds.You play in the longest time control, but
 when
 you are finished you can play fast games while waiting.   I will have 2
 or 3
 levels of this,  I haven't decided yet. If I have 3 levels, the
 slowest
 time control will probably need to be a little slower than CGOS uses now.


 That sounds fine for those bots that have implemented time controls.
 Simple-minded bots that just play a given number of simulations, or do
 other
 things in (more or less) constant time will loose the too fast games
 straight
 out.


 That's fine as long as the ratings are kept separate for each time control.


The more I think about it, the more I think it's important that I keep
ratings separate for each time control.

- Don



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Re: [computer-go] New CGOS

2009-06-05 Thread Don Dailey
Handicap games opens a can of worms.   The last time we discussed it,
it was difficult to get any kind of reasonable agreement on how to do it.

There are many variations of rules with regard to handicap stones.   On
top of that, we have to think about how to rate such games.

Of course there are advantages too.   Scheduling should become simpler,
but it wouldn't because even with handicap we should try to minimize
the number of mismatched opponents.

I think for now I want to not complicate it any more than I already have.
I plan to do multiple board size and multiple time controls in the same
server,  that is enough for now.

- Don




2009/6/5 Jason House jason.james.ho...@gmail.com

 On Jun 5, 2009, at 2:49 PM, Don Dailey dailey@gmail.com wrote:



 On Fri, Jun 5, 2009 at 12:36 PM, Michael Williams 
 michaelwilliam...@gmail.com
 michaelwilliam...@gmail.com wrote:

  There will be multiple time controls, but they will be in sync, so that
 your
 program can always play in a shorter time control game without missing a
 game at the longer time control.The idea is to keep your bot busy
 while
 waiting for future rounds.You play in the longest time control, but
 when
 you are finished you can play fast games while waiting.   I will have 2
 or 3
 levels of this,  I haven't decided yet. If I have 3 levels, the
 slowest
 time control will probably need to be a little slower than CGOS uses
 now.


 That sounds fine for those bots that have implemented time controls.
 Simple-minded bots that just play a given number of simulations, or do
 other
 things in (more or less) constant time will loose the too fast games
 straight
 out.


 That's fine as long as the ratings are kept separate for each time
 control.


 The more I think about it, the more I think it's important that I keep
 ratings separate for each time control.

 - Don



 Any chance of handicap games when there is a large rating imbalance?

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Re: [computer-go] New CGOS

2009-06-05 Thread terry mcintyre
The purpose of a handicap games is to allow a 50% chance of either contestant 
winning.

If one program loses 100% of games against another, it would take a vast 
improvement to advance to 90% or 80%. If the same two programs have an 
appropriate handicap, and a base of 50% odds, it should be easier to see the 
beneficial impact of various changes.

 
Contrast my winrate against a motley assortment of opponents, which changes 
month-to-month, is 3% higher than yours with my program can give yours two 
stones, and still win 50%  of the games. Programs do not care, but their human 
designers might have an incentive to find a way to leapfrog over their 
opponents.
Terry McIntyre terrymcint...@yahoo.com


Any system of entrusting the government to judge and correct its own abuses is 
the same as appointing the accused criminal as his own judge and jury: don't 
expect many convictions.

-- Allen Thornton, Laws of the Jungle




From: Christoph Birk b...@ociw.edu
To: computer-go computer-go@computer-go.org
Sent: Friday, June 5, 2009 2:59:07 PM
Subject: Re: [computer-go] New CGOS

On Fri, 5 Jun 2009, Don Dailey wrote:
 Handicap games opens a can of worms.   The last time we discussed it,
 it was difficult to get any kind of reasonable agreement on how to do it.

Handicap games are for humans ... they get frustrated losing
over and over. Computers have no problems with that.
I agree with Don, adding a handicap server is an unnecessary complication.

Christoph

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Re: [computer-go] New CGOS

2009-06-05 Thread Jason House

On Jun 5, 2009, at 5:59 PM, Christoph Birk b...@ociw.edu wrote:


On Fri, 5 Jun 2009, Don Dailey wrote:

Handicap games opens a can of worms.   The last time we discussed it,
it was difficult to get any kind of reasonable agreement on how to  
do it.


Handicap games are for humans ... they get frustrated losing
over and over. Computers have no problems with that.


There are humans watching and reviewing the games. Handicap can give  
an unpredictable outcome, meaning both developers can look for small  
things to improve that could have changed the game outcome. Also, at  
least some bots on CGOS are intended for more than just games against  
computers. Having test data from handicap games could help refining  
how the bot handles such situations.



I agree with Don, adding a handicap server is an unnecessary  
complication.


It is a complication. I would be shocked if the first release of the  
new CGOS supported it.


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Re: [computer-go] New CGOS

2009-06-05 Thread Weston Markham
On Fri, Jun 5, 2009 at 5:59 PM, Christoph Birk b...@ociw.edu wrote:
 Handicap games are for humans ... they get frustrated losing
 over and over. Computers have no problems with that.

2009/6/5 terry mcintyre terrymcint...@yahoo.com:
 The purpose of a handicap games is to allow a 50% chance of either
 contestant winning.

A handicap system based on time controls could be appropriate for many
computer programs.  Not that I expect Don to implement any such thing
any time soon.  I just think that it is worth mentioning.

Weston
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[computer-go] New CGOS client that allows multiple engines

2008-01-16 Thread Don Dailey
We have designed a new CGOS engine client that has more features and
should be more convenient to use.

Here are the primary new features:

   1.  You can run multiple engines if you choose.
   2.  You can specify server and port.
   3.  Works with configuration file - so you have multiple configs for
  different testing scenarios.



I would like volunteers to test the alpha version so that we can get
useful feedback.  The feedback we are most interested in concerns bugs,
glitches, annoyances that can be easily fixed, not ideas for
major upgrades.  If you have great ideas for future features, go to
sourceforge and join the  cgos-developers and we would welcome your
feedback on this.

It would be useful to test this on unix, windows and macs.  I have done
some testing on Unix, but want to know especially if there are Windows
and Mac issues although I hope for good coverage on all platforms.

The new client supports multiple engines, but does not manage
simultaneous games with these engines, instead it manages the rotation
of any specified number of players.  So you may have several players
taking turns playing games on CGOS.

The players are selected randomly but you can choose the priority, for
instance setting one player up to play twice as often as another if you
choose.  The priority number is a positive integer (it can be zero to
deactivate a player) and determines how often a given player will play. 
The rotation schedule is not predictable, it is probabilistic so if you
do set one program to play twice as often as another, this will happen
on average, but it won't be a predictable cycle.

The probability of a particular engine playing the next game is computed
like this:

prob = p / s

where s is the sum of all the engines priority numbers and p is the
priority of the engine in question.

The client manages the connections - determining when to log on and off
the server to connect a different program so that they can be rotated in
a proper way.

The client reads the configuration file between rounds, so you can even
modify priorities or who plays between rounds without restarting the
client or temporarily deactivate a player by setting his priority to zero.

To run the client just execute it without arguments to get a usage
message which explains everything.

The alpha client version can be found here:

   http://cgos.boardspace.net/public/cgosGtp_alpha.zip

Currently only a pure tcl version is available but we will be packaging
these up as executables for the various platforms soon.  Or on request
we can do this right away.


- Don
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Re: [computer-go] New CGOS client that allows multiple engines

2008-01-16 Thread Mark Boon

Don,

Although I'm not interested in this feature at this point in time I  
applaud the effort you put into this server.


Just some information with regards to Mac clients: it turns out Macs  
come with a tcl runtime out of the box. So you should point Mac users  
simply to the cgos3.tcl file and they'll be fine. It would have saved  
me a little bit of fuss. Oh, and the fact that it has to be started  
with ./cgos3.tcl, simply cgos3.tcl doesn't work. But maybe that's  
just showing I hardly ever use the command-line shell.


Mark


On 16-jan-08, at 13:55, Don Dailey wrote:

We have designed a new CGOS engine client that has more features  
and should be more convenient to use.


Here are the primary new features:

 You can run multiple engines if you choose.
 You can specify server and port.
 Works with configuration file - so you have multiple configs for  
different testing scenarios.



I would like volunteers to test the alpha version so that we can  
get useful feedback.  The feedback we are most interested in  
concerns bugs, glitches, annoyances that can be easily fixed, not  
ideas for
major upgrades.  If you have great ideas for future features, go to  
sourceforge and join the  cgos-developers and we would welcome your  
feedback on this.


It would be useful to test this on unix, windows and macs.  I have  
done some testing on Unix, but want to know especially if there are  
Windows and Mac issues although I hope for good coverage on all  
platforms.


The new client supports multiple engines, but does not manage  
simultaneous games with these engines, instead it manages the  
rotation of any specified number of players.  So you may have  
several players taking turns playing games on CGOS.


The players are selected randomly but you can choose the priority,  
for instance setting one player up to play twice as often as  
another if you choose.  The priority number is a positive integer  
(it can be zero to deactivate a player) and determines how often a  
given player will play.  The rotation schedule is not predictable,  
it is probabilistic so if you do set one program to play twice as  
often as another, this will happen on average, but it won't be a  
predictable cycle.


The probability of a particular engine playing the next game is  
computed like this:


prob = p / s

where s is the sum of all the engines priority numbers and p is the  
priority of the engine in question.


The client manages the connections - determining when to log on and  
off the server to connect a different program so that they can be  
rotated in a proper way.


The client reads the configuration file between rounds, so you can  
even modify priorities or who plays between rounds without  
restarting the client or temporarily deactivate a player by setting  
his priority to zero.


To run the client just execute it without arguments to get a usage  
message which explains everything.


The alpha client version can be found here:

   http://cgos.boardspace.net/public/cgosGtp_alpha.zip

Currently only a pure tcl version is available but we will be  
packaging these up as executables for the various platforms soon.   
Or on request we can do this right away.



- Don
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Re: [computer-go] new CGOS

2007-03-23 Thread Heikki Levanto
On Tue, Mar 20, 2007 at 05:46:12PM -0400, Don Dailey wrote:
 The new cgos has a slightly better look:

Looks promising!

 I need volunteers for testing.  If you want to enter your bot on the
 new server as a test,  feel free.  

I will try to set halgo up to play there.

 I will be making some minor changes to the protocol which will
 eventually break the client - but this client will work for a day or
 two:
 
http://www.greencheeks.homelinux.org:8015/~drd/public/cgos3.tcl

Does it have the same feature, as teh perl client did - that I can see
what my program outputs on stderr ? I liked to see what was going on,
and put all my debug info there. Or do I have to pipe it into a file,
and have a tail -f on that file? Can do that, of course.

4. Ratings appear instantly (starts at 1200) but won't be accurate -
   at least you can watch it change.

Would it be possible to display a rating +/- uncertainty, so as to make
this visible?

-H

-- 
Heikki Levanto   In Murphy We Turst heikki (at) lsd (dot) dk

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Re: [computer-go] new CGOS

2007-03-23 Thread Don Dailey
It's going to be down for a couple of days while I catch up on
other work - but I will want to put it for testing again
later.

I may put up the test version as a 2 minute server and try to
get a lot of programs to hammer it.   Of course I don't care
about the quality of the bots in this test case. 

- Don


On Fri, 2007-03-23 at 09:30 +0100, Heikki Levanto wrote:
 On Tue, Mar 20, 2007 at 05:46:12PM -0400, Don Dailey wrote:
  The new cgos has a slightly better look:
 
 Looks promising!
 
  I need volunteers for testing.  If you want to enter your bot on the
  new server as a test,  feel free.  
 
 I will try to set halgo up to play there.
 
  I will be making some minor changes to the protocol which will
  eventually break the client - but this client will work for a day or
  two:
  
 http://www.greencheeks.homelinux.org:8015/~drd/public/cgos3.tcl
 
 Does it have the same feature, as teh perl client did - that I can see
 what my program outputs on stderr ? I liked to see what was going on,
 and put all my debug info there. Or do I have to pipe it into a file,
 and have a tail -f on that file? Can do that, of course.
 
 4. Ratings appear instantly (starts at 1200) but won't be accurate -
at least you can watch it change.
 
 Would it be possible to display a rating +/- uncertainty, so as to make
 this visible?
 
 -H
 

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Re: [computer-go] new CGOS

2007-03-23 Thread David Doshay

We have a scheduled power outage this weekend.
If you still need a bot on Monday we will put up a SlugGo.

Cheers,
David



On 20, Mar 2007, at 2:46 PM, Don Dailey wrote:


I need volunteers for testing.


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Re: [computer-go] new CGOS

2007-03-23 Thread Heikki Levanto
On Tue, Mar 20, 2007 at 05:46:12PM -0400, Don Dailey wrote:
 
 I need volunteers for testing.  If you want to enter your bot on the
 new server as a test,  feel free.I will be making some minor changes
 to the protocol which will eventually break the client - but this client
 will work for a day or two:
 
http://www.greencheeks.homelinux.org:8015/~drd/public/cgos3.tcl


404 - not found



-- 
Heikki Levanto   In Murphy We Turst heikki (at) lsd (dot) dk

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Re: [computer-go] new CGOS

2007-03-23 Thread Don Dailey
I took the binary down, because it's no longer compatible - I made a
couple of changes and I'm no longer testing the server anyway.

However, I will be testing the server again later and will put up
a new client when I'm ready.   Right now I have to take care of
some other obligations.I'll send out a message when I am ready
to test again.  I'm hoping this will be on Monday.   

- Don
 

On Fri, 2007-03-23 at 20:13 +0100, Heikki Levanto wrote:
 On Tue, Mar 20, 2007 at 05:46:12PM -0400, Don Dailey wrote:
  
  I need volunteers for testing.  If you want to enter your bot on the
  new server as a test,  feel free.I will be making some minor changes
  to the protocol which will eventually break the client - but this client
  will work for a day or two:
  
 http://www.greencheeks.homelinux.org:8015/~drd/public/cgos3.tcl
 
 
 404 - not found
 
 
 

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[computer-go] new CGOS

2007-03-22 Thread Don Dailey

The new cgos has a slightly better look:


 http://www.greencheeks.homelinux.org:8015/~drd/CGOS/


The links to the crosstable not quite there yet, but the
crosstable looks like this:


http://www.greencheeks.homelinux.org:8015/~drd/CGOS/cross/AnchorFat.html


I need volunteers for testing.  If you want to enter your bot on the
new server as a test,  feel free.I will be making some minor changes
to the protocol which will eventually break the client - but this client
will work for a day or two:

   http://www.greencheeks.homelinux.org:8015/~drd/public/cgos3.tcl

 
Some features:

   1. if your bot gets disconnected, just log back on and you can finish
  the game without losing, assuming you have enough time left.

   2. The client knows who the opponent is and what his rating is before
  the game begins.  But it's not reported yet in any meaningful
way.   
  If you hack the client (it's pretty simple) you can get to that
  info for the time being. 

   3. crosstable shows opponents ratings.  

   4. Ratings appear instantly (starts at 1200) but won't be accurate -
  at least you can watch it change.

- Don


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Re: [computer-go] New CGOS

2007-02-03 Thread Don Dailey
On Sat, 2007-02-03 at 14:41 -0500, Chris Fant wrote:
 Don,
 
 How is the new version of cgos coming along?  From what I understood,
 you were very close to finished, but didn't have much time to devote
 to it.

It's currently on hold.  I'm worried about having a good cross-platform
viewing client.   The one I have is written in tcl/TK and I can produce
exe files for windows users.  But I ran into some difficulties with
some linux versions using tclkit's which is how I package them.

So I'm still contemplating (and procrastnating)  how to proceed.  
I'm also consider wxWidgets or GTK+ which are both cross-platform.

I'm also considering whether to support multiple levels and/or
boardsizes and perhaps a couple of other nice features.

The latest version actually works - you can play games and watch
them in real time with a very nice viewing client - but it is not
quite there yet - there is no web reporting yet.

- Don



 (Excuse the incorrect subject on my previous thread, Details of
 AnchorMan -- I was originally going to ask about Anchorman, but then
 decided GenericMC_1000 was a better first try).
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Re: [computer-go] New CGOS

2007-02-03 Thread Nick Apperson

Are you going to release the source for it?  If you are, some of us might be
able to make some suggestions for how to port it to various platforms.  Just
a thought.  BTW, I know that I appreciate the work you are putting in and
I'm sure others are as well.

- Nick

On 2/3/07, Don Dailey [EMAIL PROTECTED] wrote:


On Sat, 2007-02-03 at 14:41 -0500, Chris Fant wrote:
 Don,

 How is the new version of cgos coming along?  From what I understood,
 you were very close to finished, but didn't have much time to devote
 to it.

It's currently on hold.  I'm worried about having a good cross-platform
viewing client.   The one I have is written in tcl/TK and I can produce
exe files for windows users.  But I ran into some difficulties with
some linux versions using tclkit's which is how I package them.

So I'm still contemplating (and procrastnating)  how to proceed.
I'm also consider wxWidgets or GTK+ which are both cross-platform.

I'm also considering whether to support multiple levels and/or
boardsizes and perhaps a couple of other nice features.

The latest version actually works - you can play games and watch
them in real time with a very nice viewing client - but it is not
quite there yet - there is no web reporting yet.

- Don



 (Excuse the incorrect subject on my previous thread, Details of
 AnchorMan -- I was originally going to ask about Anchorman, but then
 decided GenericMC_1000 was a better first try).
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Re: [computer-go] New CGOS

2007-02-03 Thread Don Dailey

On Sat, 2007-02-03 at 19:18 -0600, Nick Apperson wrote:
 Are you going to release the source for it?  If you are, some of us
 might be able to make some suggestions for how to port it to various
 platforms.  Just a thought.  BTW, I know that I appreciate the work
 you are putting in and I'm sure others are as well. 
 
 - Nick
 
 On 2/3/07, Don Dailey [EMAIL PROTECTED] wrote:
 On Sat, 2007-02-03 at 14:41 -0500, Chris Fant wrote:
  Don,
 
  How is the new version of cgos coming along?  From what I
 understood,
  you were very close to finished, but didn't have much time
 to devote 
  to it.
 
 It's currently on hold.  I'm worried about having a good
 cross-platform
 viewing client.   The one I have is written in tcl/TK and I
 can produce
 exe files for windows users.  But I ran into some difficulties
 with 
 some linux versions using tclkit's which is how I package
 them.
 
 So I'm still contemplating (and procrastnating)  how to
 proceed.
 I'm also consider wxWidgets or GTK+ which are both
 cross-platform. 
 
 I'm also considering whether to support multiple levels and/or
 boardsizes and perhaps a couple of other nice features.
 
 The latest version actually works - you can play games and
 watch
 them in real time with a very nice viewing client - but it is
 not 
 quite there yet - there is no web reporting yet.
 
 - Don
 
 
 
  (Excuse the incorrect subject on my previous thread,
 Details of
  AnchorMan -- I was originally going to ask about Anchorman,
 but then 
  decided GenericMC_1000 was a better first try).
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Re: [computer-go] New CGOS

2007-02-03 Thread Don Dailey
On Sat, 2007-02-03 at 19:18 -0600, Nick Apperson wrote:
 Are you going to release the source for it?  If you are, some of us
 might be able to make some suggestions for how to port it to various
 platforms.  Just a thought.  BTW, I know that I appreciate the work
 you are putting in and I'm sure others are as well. 

I didn't expect it to be such a success.  But it needs a face-lift and
some improvements.   In some ways it's a big dirty hack and I want to
fix this.

- Don



 - Nick
 
 On 2/3/07, Don Dailey [EMAIL PROTECTED] wrote:
 On Sat, 2007-02-03 at 14:41 -0500, Chris Fant wrote:
  Don,
 
  How is the new version of cgos coming along?  From what I
 understood,
  you were very close to finished, but didn't have much time
 to devote 
  to it.
 
 It's currently on hold.  I'm worried about having a good
 cross-platform
 viewing client.   The one I have is written in tcl/TK and I
 can produce
 exe files for windows users.  But I ran into some difficulties
 with 
 some linux versions using tclkit's which is how I package
 them.
 
 So I'm still contemplating (and procrastnating)  how to
 proceed.
 I'm also consider wxWidgets or GTK+ which are both
 cross-platform. 
 
 I'm also considering whether to support multiple levels and/or
 boardsizes and perhaps a couple of other nice features.
 
 The latest version actually works - you can play games and
 watch
 them in real time with a very nice viewing client - but it is
 not 
 quite there yet - there is no web reporting yet.
 
 - Don
 
 
 
  (Excuse the incorrect subject on my previous thread,
 Details of
  AnchorMan -- I was originally going to ask about Anchorman,
 but then 
  decided GenericMC_1000 was a better first try).
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