Re: Fw: [computer-go] Re: Interesting problem

2007-01-07 Thread steve uurtamo
i'm not too sure what the protocol is on this, but it'd
be interesting nonetheless -- the current 'human' KGS
tournament this month is 9x9 -- anyone with a very strong
9x9 player should enter it, if it wouldn't offend anyone (i
can't imagine that it would, since money isn't involved*).

s.

* touch of irony there




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Re: Fw: [computer-go] Re: Interesting problem

2007-01-05 Thread Petri Pitkanen

opponent and eventually could have passed for free. Had game been under
Japanese rules I would have been 'forced' to think whether reply was
needed and thus think a lot longer time for replies and possibly lost on
time because reply would have been needed probably too often.

Conclusion: Under Chinese rules and limited time player can end game
easier and faster than under Japanese rules when opponent tries silly
invasions.


Not really. If you are ahead you reply every move. You got the extra
prisoner so you can afford to reply, it does not change the fact that
you won. Only if you are behind you could gain victory because
opponent makes silly move that loses points

Like in example from tournament game where a bot makes hundreds of
useless moves. Rules that encourage that simply are not good.

--
Petri Pitkänen
e-mail: [EMAIL PROTECTED]
Phone: +358 50 486 0292
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Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Heikki Levanto
On Thu, Jan 04, 2007 at 04:37:08PM -0500, Don Dailey wrote:
 
 I have a question.  With perfect play, obviously a 9 stone handicap
 game is dead lost.   If 2 perfect players played a game where one
 was given the 9 stones, and they played for maximum territory (obviously
 it doesn't make sense to play for a win) would the handicapped player 
 be able to hold some territory at the end of the game?Could he
 carve out a little piece for himself even against his perfect 
 opponents wishes?

If the handicap stones are placed on the traditional points (4-4, etc),
then the answer is obviously yes. It is possible to live with a 3-3
invasion under such a stone.

If the handicap stones are placed at 3-4 points, there should be ample
room to approach from the side, and live in the corner or on the side.

I guess that if the stones are places on 3-3, it should be possible to
approach at 4-4, and slide to one of the sides, and possibly make a life
there. Here I am not strong enough to say for sure.

The last alternative I can think is to use 2 stones for each corner, but
that leaves the sides wide open. Black can invade the middle of a side,
and probably make a life there. Again I ask stronger players' opinions.


So, my guess is that white can always squeeze a small life somewhere. In
normal play black would of course welcome that, because he can secure so
much more by containing the small white group.

But what kind of player can give 9 stones to one who plays (near?)
perfect?

-Heikki



-- 
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Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Nick Apperson

well, i'm pretty sure that against a top player i would need around 20
stones to have much of a shot, but if I remember correctly, at the
professional level, a 17-18 stone free placement is needed to take the
entire board.  A 9 stone handicap is not nearly enough to take the whole
board no matter where they are placed.

On 1/5/07, Heikki Levanto [EMAIL PROTECTED] wrote:


On Thu, Jan 04, 2007 at 04:37:08PM -0500, Don Dailey wrote:

 I have a question.  With perfect play, obviously a 9 stone handicap
 game is dead lost.   If 2 perfect players played a game where one
 was given the 9 stones, and they played for maximum territory (obviously
 it doesn't make sense to play for a win) would the handicapped player
 be able to hold some territory at the end of the game?Could he
 carve out a little piece for himself even against his perfect
 opponents wishes?

If the handicap stones are placed on the traditional points (4-4, etc),
then the answer is obviously yes. It is possible to live with a 3-3
invasion under such a stone.

If the handicap stones are placed at 3-4 points, there should be ample
room to approach from the side, and live in the corner or on the side.

I guess that if the stones are places on 3-3, it should be possible to
approach at 4-4, and slide to one of the sides, and possibly make a life
there. Here I am not strong enough to say for sure.

The last alternative I can think is to use 2 stones for each corner, but
that leaves the sides wide open. Black can invade the middle of a side,
and probably make a life there. Again I ask stronger players' opinions.


So, my guess is that white can always squeeze a small life somewhere. In
normal play black would of course welcome that, because he can secure so
much more by containing the small white group.

But what kind of player can give 9 stones to one who plays (near?)
perfect?

-Heikki



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

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Re: Fw: [computer-go] Re: Interesting problem

2007-01-05 Thread Robert Jasiek

Petri Pitkanen wrote:

Like in example from tournament game where a bot makes hundreds of
useless moves. Rules that encourage that simply are not good. 


The only way to prevent this is a mandatory pass whenever a pass
is a possible perfect play. When you think about it, you would
furthermore want to require the ambient temperature to be 0
(otherwise it would be mandatory to pass already when each player
could make endgame plays of the same values, for example). Now
write this down as rules and then make your statement again. Before,
IYO, good rules do not exist yet.

So that you don't make the same mistakes again, first read
http://home.snafu.de/jasiek/wagcmod.html

--
robert jasiek

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Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Mark Boon


On 4-jan-07, at 19:37, Don Dailey wrote:


 If 2 perfect players played a game where one
was given the 9 stones, and they played for maximum territory  
(obviously

it doesn't make sense to play for a win) would the handicapped player
be able to hold some territory at the end of the game?


This is the same as asking if it's possible to make a living group,  
which is obviously possible by invading at 3-3. He'll get at least  
two of those. But I wouldn't be surprised if he could do better.


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Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Mark Boon


On 4-jan-07, at 18:53, David Doshay wrote:


 I see it as perfectly fair that the bot with
the better ability to read, and thus knows it can pass, should be
rewarded for that reading skill.


I think you are mistaken for the real reason of the 'second phase',  
where he who passes has to pay a point. This 'second phase' only  
comes into effect after both sides have passed. It's to solve  
disputes in a fair manner. Since capturing dead stones would cost  
points, how do you resolve a dispute where your opponent claims his  
stones are not dead? (Think bent-four corner.)The actual proof  
consists of playing out the sequence that captures the stones. Every  
time your opponent passes and you continue playing moves to capture  
the stones you'd lose a point. That's why passing has to be  
compensated by paying a point. It's not about Go playing skills that  
should be rewarded but about being able to resolve disputes fairly.


In the case at hand this phase is abused by a player who doesn't  
contest the status of stones but instead contests the result of the  
game when it would be counted according to Japanese rules. Personally  
I think programming your bot to play inside opponents territory when  
you obviously know it won't affect the outcome under normal  
circumstances is showing poor mentality. You'd be wasting my time and/ 
or computing time. Using the rules used as an argument doesn't hold  
for me. How would you feel if your opponent played out possible all  
ko-threats at the end of the game? This is possible without  
punishment under any set of rules.


In my opinion, the fact that we humans feel bad doing something like  
that should be enough to at least make an effort to make your program  
avoid such behaviour too. Unfortunately it seems rather frequent that  
the opposite is true and that some put effort into explicitly  
programming such bad behaviour. Personally I htink it's a waste of  
time. It may win you a game occasionally but it won't make your  
program play any better.


Mark

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Re: [computer-go] Re: Interesting problem

2007-01-05 Thread steve uurtamo

  If 2 perfect players played a game where one

  was given the 9 stones, and they played for maximum territory (obviously

  it doesn't make sense to play for a win) would the handicapped player 

  be able to hold some territory at the end of the game?

 


 This is the same as asking if it's possible to make a living group, which is 
 obviously possible by invading at 
 3-3. He'll get at least two of those. But I wouldn't be surprised if he could 
 do better.



i think that the attached initial (13-stone) setup requires life to be made in 
the center
rather than the sides or corners, but it looks difficult.  a stronger player 
can comment,
perhaps?

the idea here was to remove room for 2-point extensions along the sides, and to 
enclose
the corners in such a way as to protect them from being used as threats against 
the edge
stones.  tengen is intended to weakly influence against center development, but 
maybe
this is a misguided idea.

s.



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Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Christoph Birk

I think the whole discussion about Japanese vs. Chinese scoring
is moot in the context of silly invasions.
If my opponent passes and
1) I am ahead ... I pass and win.
2) I am behind ... I may start an invasion if I think I have a
   chance; loosing a couple more points (Japanese) does not matter.

Christoph
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Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Christoph Birk

On Fri, 5 Jan 2007, steve uurtamo wrote:
i think that the attached initial (13-stone) setup requires life to be 
made in the center
rather than the sides or corners, but it looks difficult.  a stronger 
player can comment, perhaps?


It should be possible to live with an attachment at the 3-3 point.

Christoph

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Re: [computer-go] Re: Interesting problem

2007-01-05 Thread alain Baeckeroot
Le jeudi 4 janvier 2007 22:37, Don Dailey a écrit :
 I have a question.  With perfect play, obviously a 9 stone handicap
 game is dead lost.   If 2 perfect players played a game where one
 was given the 9 stones, and they played for maximum territory (obviously
 it doesn't make sense to play for a win) would the handicapped player 
 be able to hold some territory at the end of the game?Could he
 carve out a little piece for himself even against his perfect 
 opponents wishes?
 

9 handicap is equivalent to 120-150 komi (this is estimated by pro players
taking 9 handi and playing at maximum strenght)

8 h = 100 komi
4h = 40 komi

Alain 
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Re: [computer-go] Re: Interesting problem

2007-01-05 Thread dave . devos
In our club we estimate twice the komi for sente equal to a handicap 
stone, except for the first handicap stone one, which is just one time 
the komi.

Using a komi of 6.5 for sente amounts to: 
Hand.  Value
 1  =   6.5
 2  =  19.5
 3  =  32.5
 4  =  45.5
 5  =  58.5
 6  =  71.5
 7  =  84.5
 8  =  97.5
 9  = 110.5

Using a komi of 6 for sente amounts to: 
Hand.  Value
 1  =   6
 2  =  18
 3  =  30
 4  =  42
 5  =  54
 6  =  66
 7  =  78
 8  =  90
 9  = 102

These estimates are fairly close to yours.

Dave 

- Oorspronkelijk bericht -
Van: alain Baeckeroot [EMAIL PROTECTED]
Datum: vrijdag, januari 5, 2007 8:17 pm
Onderwerp: Re: [computer-go] Re: Interesting problem
 Le jeudi 4 janvier 2007 22:37, Don Dailey a écrit : 
  I have a question. With perfect play, obviously a 9 stone handicap 
  game is dead lost. If 2 perfect players played a game where one 
  was given the 9 stones, and they played for maximum territory 
 (obviously it doesn't make sense to play for a win) would the 
 handicapped player 
  be able to hold some territory at the end of the game? Could he 
  carve out a little piece for himself even against his perfect 
  opponents wishes? 
  
 
 9 handicap is equivalent to 120-150 komi (this is estimated by pro 
 playerstaking 9 handi and playing at maximum strenght) 
 
 8 h = 100 komi 
 4h = 40 komi 
 
 Alain 
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Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Robert Jasiek

Mark Boon wrote:
 How
would you feel if your opponent played out possible all ko-threats at 
the end of the game?


I am happy to win the game, of course.

the fact that we humans feel bad doing something like  
that


Not we humans. I don't feel bad when my opponent does it.
When answers are not obvious, I also try some ko threats myself.

It may win you a game occasionally but it won't make your program 
play any better.


Winning more games is better play.

--
robert jasiek

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Re: [computer-go] Re: Interesting problem

2007-01-05 Thread David Doshay

And so we enter the second phase ...

On 5, Jan 2007, at 8:50 AM, Mark Boon wrote:

I think you are mistaken for the real reason of the 'second phase',  
where he who passes has to pay a point. This 'second phase' only  
comes into effect after both sides have passed. It's to solve  
disputes in a fair manner. Since capturing dead stones would cost  
points, how do you resolve a dispute where your opponent claims his  
stones are not dead? (Think bent-four corner.)The actual proof  
consists of playing out the sequence that captures the stones.  
Every time your opponent passes and you continue playing moves to  
capture the stones you'd lose a point. That's why passing has to be  
compensated by paying a point. It's not about Go playing skills  
that should be rewarded but about being able to resolve disputes  
fairly.


I can see the purpose of a second phase to resolve disputes over the  
status of specific groups. Having the second phase played out with  
the give a pass stone does preserve the state as of the two passes  
that were intended to end the game, so I do not find this to be a  
problem. My argument against the pass stone costing a point applies  
to before the two consecutive passes that end the game.


I would then expect that the moves made in this second phase be  
restricted to the life and death of specific groups in question.


If our bots do this properly then there is no argument or objection  
from me.


Cheers,
David


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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Tom Cooper

At 23:17 03/01/2007, Don wrote:


David,

I thought of another way to put it which I think, in a way,
defines the difference in the rule-sets.

You are playing a game, and you think the opponent group
is dead.  But you are not 100 percent sure.

What do you do?  Chinese puts the emphasis on the actual
truth of the situation.   Japanese makes you gamble, and
penalizes you for being wrong.   It makes your opinion
about the situation become a factor in the final result
instead of the board position and your play leading up
to it.


Don, I can see that chinese rules let a player try a speculative
invasion inside his opponents territory at the end of the game
without risk, but you seem to be saying more than this.  Could
you give a 5x5 example or two please?  I had heard that in some
sense, chinese rules require more sophisticated understanding
for perfect play.

It might be best to construct
the example by playing a pretend game so that each player has
played the fair number of stones.

Thanks 


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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Tapani Raiko
 I assume that cannot be captured by the opponent means that the opponent,
 playing first, cannot capture it.  I accept that it is unclear whether this
 opponent is the actual one present in the game, or a hypothetical competent
 one.

In an unresolved semeai it is not clear who is the one trying to capture 
and should thus get the first move.

One more vote for simple rules. :)

--
 Tapani Raiko, [EMAIL PROTECTED], +358 50 5225750
 http://www.cis.hut.fi/praiko/


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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Nick Wedd
In message [EMAIL PROTECTED], Tapani 
Raiko [EMAIL PROTECTED] writes

I assume that cannot be captured by the opponent means that the opponent,
playing first, cannot capture it.  I accept that it is unclear whether this
opponent is the actual one present in the game, or a hypothetical competent
one.


In an unresolved semeai it is not clear who is the one trying to capture
and should thus get the first move.


It is fairly clear to me.  You ask the players for the status of each 
group (alive, or dead.  Alive in seki is a special case of alive). Where 
they agree, you accept what they say.  Where they differ, you have to 
find out whether it can be captured, with its would-be capturer moving 
first.


Of course, if the players do the finding out themselves, there is a 
danger that you end up with two adjacent dead groups.  If this happens, 
I am not sure what to do next.



One more vote for simple rules. :)


Agreed.

Nick
--
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Don Dailey
On Thu, 2007-01-04 at 08:01 +, Tom Cooper wrote:
 At 23:17 03/01/2007, Don wrote:
 
 David,
 
 I thought of another way to put it which I think, in a way,
 defines the difference in the rule-sets.
 
 You are playing a game, and you think the opponent group
 is dead.  But you are not 100 percent sure.
 
 What do you do?  Chinese puts the emphasis on the actual
 truth of the situation.   Japanese makes you gamble, and
 penalizes you for being wrong.   It makes your opinion
 about the situation become a factor in the final result
 instead of the board position and your play leading up
 to it.
 
 Don, I can see that chinese rules let a player try a speculative
 invasion inside his opponents territory at the end of the game
 without risk, but you seem to be saying more than this.  Could
 you give a 5x5 example or two please?  I had heard that in some
 sense, chinese rules require more sophisticated understanding
 for perfect play.
 
 It might be best to construct
 the example by playing a pretend game so that each player has
 played the fair number of stones.



+  +  O  +  O  O  #  #  + 
+  +  O  +  O  O  #  #  + 
+  #  O  O  O  O  O  #  # 
+  #  +  O  O  #  #  #  + 
+  #  O  O  #  +  #  O  + 
+  +  O  #  #  +  #  +  + 
+  O  O  O  #  +  +  #  + 
#  O  O  #  #  #  #  +  + 
+  O  O  O  #  #  #  +  + 


Here is an example from 9x9 which illustrates a key
conceptual different in the rule-sets.  I admit this is a
rather trivial example but it illustrates what I need to
say.

In the diagram, black has a chance to make a live group but
only if white plays stupidly.   Although this is a trivial
example, we might imagine a much more interesting  example
where it's not so clear, or where the better player has
a real chance to make this group live.

In such a situation, Japanese is more about gambling skill,
can I get away with it?  The strong Japanese player is
inhibited for trying to take advantage of his extra skill.

The Chinese player can apply his skill to such a position
without being penalized if the opponent is able to defend.

Now imagine that diagram is played out more, so that there
are no chances to save groups - there is a point in any
game, where the game is conceptually over and a strong
player can compute what the exact score should be using any
unambiguous rule-set.

With Chinese rules, when the game is LOGICALLY over, the
ACTUAL result will be the same as the LOGICAL result.

With Japanese rules the game might be LOGICALLY over but the
actual OUTCOME is needlessly delayed.  In other words
Japanese rules gets very petty about what happens AFTER the
game is LOGICALLY over - the point where good players know
what the result SHOULD be.   Chinese rules is more 
intellectual about that - it doesn't care about things that
are not important - Japanese is juvenile about this.

That's why in my opinion Chinese rules are superior.  They
give more scope for skill, once a game is logically
decided it's OVER and it doesn't place juvenile emphasis
on what should be non-issues.  Japanese is very petty about 
what happens AFTER the game is logically over and to me this
isn't GO, it's poker.

I wold point out that this is not a virtue, it is is a
necessity designed to make the scoring come out right.  It
wasn't designed purposely to punish you for not passing.
 

- Don



 Thanks 
 

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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Nick Wedd
In message 
[EMAIL PROTECTED], Petri 
Pitkanen [EMAIL PROTECTED] writes



All these are rather imaginary problems really. How many times you end
arguing about the outcome of a game at the club?


I rarely do.  But 15-kyu players do;  they generally ask a stronger 
player for help.


This year, as referee at the London Open, I was not required to deal 
with any status problems.  But I was summoned to deal with a game-end 
status argument there the previous year.



Japanese rules are
de-facto rules in international go and hence computer  programs should
implement them best they can.


Humans can find it difficult enough.  Requiring programs to do something 
that humans don't know how to do is unreasonable.  If I am to referee a 
human event, I prefer area rules, which don't lead to these problems. If 
I am to referee a computer event, I greatly prefer them.


Nick


And they problems  doe exist as Robert has pointed out, but simple
counting procedure out weights any problems encountered so far. And
besides on normal game difference is just 1 pt.

Also It is good that unsound invasions are punished. This is supposed
to be game of skill. If someone make silly invasion that does not
require answer, the more skilled player i.e player that correctly
passes should be awarded a point for his skill.


Petri


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Fw: [computer-go] Re: Interesting problem

2007-01-04 Thread steve uurtamo
 In the diagram, black has a chance to make a live group but
 only if white plays stupidly.

there's a nice rule of thumb that says that you should only
play moves whose outcome results in your opponent playing
*what you think is the best move*.  there's simply nothing
more irritating than someone attempting an unreasonable
invasion at the end of a game in order to try to turn a loss
into a win.  either they're assuming that you're unable to
respond correctly, or hoping that you'll run out of time.

exactly when this is the case -- that all reasonable people
would stop playing -- is of course determined by the relative
skill level of the players involved.  many games in practice
are resigned far before yose.

many computer programs can determine when
unambiguous end of game has occurred (i.e. when point-making
yose has finished), and it would be most friendly of them at that
point to discontinue playing.

s.




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Re: Fw: [computer-go] Re: Interesting problem

2007-01-04 Thread Robert Jasiek

steve uurtamo wrote:
 there's simply nothing

more irritating than someone attempting an unreasonable
invasion at the end of a game in order to try to turn a loss
into a win.


I try this during the opening, the middle game, and the
endgame. The only difference is in YOUR perception.

--
robert jasiek

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Re: Fw: [computer-go] Re: Interesting problem

2007-01-04 Thread steve uurtamo
 I try this during the opening, the middle game, and the
 endgame. The only difference is in YOUR perception.

:)

fair enough.

s.




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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread David Doshay

On 4, Jan 2007, at 5:57 AM, Petri Pitkanen wrote:


Also It is good that unsound invasions are punished. This is supposed
to be game of skill. If someone make silly invasion that does not
require answer, the more skilled player i.e player that correctly
passes should be awarded a point for his skill.


This is the heart of my argument. I still consider it a feature when my
program passes 100+ times in the endgame. I do think that a bot
that plays hundreds of endgame moves that amount to nothing and
that their opponent does not even need to answer should pay a point
for each of those moves. I see it as perfectly fair that the bot with
the better ability to read, and thus knows it can pass, should be
rewarded for that reading skill.

Cheers,
David




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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread David Doshay

Oh ... I should have been more complete ...

I think that the things said below should be the case when the
tournament is not announced as playing under Chinese rules,
as are all KGS computer tournaments. I do think that the TD
gets to set the rules that they prefer.

I just hope that someday the extra skill required as mentioned
below is applied to computer programs, and rewarded accordingly.

Cheers,
David



On 4, Jan 2007, at 12:53 PM, David Doshay wrote:


On 4, Jan 2007, at 5:57 AM, Petri Pitkanen wrote:


Also It is good that unsound invasions are punished. This is supposed
to be game of skill. If someone make silly invasion that does not
require answer, the more skilled player i.e player that correctly
passes should be awarded a point for his skill.


This is the heart of my argument. I still consider it a feature  
when my

program passes 100+ times in the endgame. I do think that a bot
that plays hundreds of endgame moves that amount to nothing and
that their opponent does not even need to answer should pay a point
for each of those moves. I see it as perfectly fair that the bot with
the better ability to read, and thus knows it can pass, should be
rewarded for that reading skill.

Cheers,
David




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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Don Dailey

On Thu, 2007-01-04 at 12:53 -0800, David Doshay wrote:
 On 4, Jan 2007, at 5:57 AM, Petri Pitkanen wrote:
 
  Also It is good that unsound invasions are punished. This is supposed
  to be game of skill. If someone make silly invasion that does not
  require answer, the more skilled player i.e player that correctly
  passes should be awarded a point for his skill.
 
 This is the heart of my argument. I still consider it a feature when my
 program passes 100+ times in the endgame. I do think that a bot
 that plays hundreds of endgame moves that amount to nothing and
 that their opponent does not even need to answer should pay a point
 for each of those moves. I see it as perfectly fair that the bot with
 the better ability to read, and thus knows it can pass, should be
 rewarded for that reading skill.

Chinese views all this as a clean-up phase that is not important to
the real game and so do I.   I'm certainly not interested in winning
points that way and would take no delight in it.   

I have a question.  With perfect play, obviously a 9 stone handicap
game is dead lost.   If 2 perfect players played a game where one
was given the 9 stones, and they played for maximum territory (obviously
it doesn't make sense to play for a win) would the handicapped player 
be able to hold some territory at the end of the game?Could he
carve out a little piece for himself even against his perfect 
opponents wishes?


- Don



 Cheers,
 David
 
 
 
 
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread David Doshay

OK, now I see your perspective ... the invader has the right to
ask the defender to prove their skill, which I must say seems
very much like a gamble to me, but should not be punished
if their attempt is refuted. As such, I claim only that in this
case we have to assume that it will be the norm for our programs
because this is an unequal situation: no possible cost but some
possible benefit. And indeed, it is what we see most programs do.

Again, it only comes down to points when the defender tries
things that the opponent can repeatedly ignore! If the invader
is trying things that have to be answered move for move, then
there is no penalty for trying. To me, this shows that there is
balance in the risk/reward equation when the defender can
pick up a point for properly evaluating the logical reality of
the board position and then pass.

This says to me that the one point loss per move you play that
for which a defense is not required is indeed measuring skill and
punishing a gamble.

The Japanese player you mention below does not have to decide
in advance if their opponent's defense of an invasion is possible or
not, he just needs to determine if the opponent needs to answer at
all. And to me, if this happens in the opening, the midgame, or the
endgame, it is a standard part of determining the value of a move,
and is a very good way to determine the strength of play. If my
opponent keeps playing tenuki when I think my moves are meaningful,
then I know that I am either going to win very big or get slaughtered
by somebody who knows much better than me that those moves really
did not matter. If they pass multiple times I have to ask why and look
more carefully.

In fact, it seems to me that saying PASS is the bigger gamble: you
can easily just answer the invasion move for move and not change
the score at all ... it takes greater faith to pass in order to pick up
that point. I do not see why the situation should not be symmetric,
and thus the invader must have equal faith that their probe *must*
be answered.

And while we are evaluating gambling in games of reason, I think
that the skill level of everyone on this list is such that they have
tried things they are not sure are going to work. It is the norm
in very hard games, and we all know that Go is hard. This kind of
gambling is even required in high handicap games.

Cheers,
David



On 4, Jan 2007, at 9:08 AM, Don Dailey wrote:


On Thu, 2007-01-04 at 15:57 +0200, Petri Pitkanen wrote:

Also It is good that unsound invasions are punished. This is supposed
to be game of skill. If someone make silly invasion that does not
require answer, the more skilled player i.e player that correctly
passes should be awarded a point for his skill.


No, this inhibits the application of skill.   A silly invasion that
wastes time is punished in all rules sets,  but in Chinese it may not
be silly if it doesn't waste time - Japanese rules unfairly defines
these moves as silly.

Chinese is better in this regard.   You can try these invasions and
put your opponent under pressure to refute them.

When a Japanese player has a possible invasion that he knows is
difficult
but possible to defend,  he must decide whether to play correctly or
whether to gamble that his opponent won't be able to find the defense.

With Chinese you can attack without inhibition in this situation and
force your opponent to prove his skill.You can play more exciting
games with Chinese rules.

- Don


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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Chris Fant

Kinda like how the discussion is on this mundane stuff instead of the
interesting stuff?

On 1/4/07, Don Dailey [EMAIL PROTECTED] wrote:

On Thu, 2007-01-04 at 13:16 -0800, David Doshay wrote:
 I just hope that someday the extra skill required as mentioned
 below is applied to computer programs, and rewarded accordingly.

I hope the programming effort isn't spend on this mundane stuff,
but instead is applied to playing the game well - not trying to
get rewards for passing.

- Don

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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread David Doshay


On 4, Jan 2007, at 1:37 PM, Don Dailey wrote:


 I'm certainly not interested in winning
points that way and would take no delight in it.


I do not take delight in picking up the points, but in my
feeling that this shows true understanding of the reality
of what is on the board. Whenever it looks like my
program is playing like it really understands the board,
I am delighted.

Cheers,
David



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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread David Doshay

Thanks Chris! that's all from me this time ...

;^)

Cheers,
David



On 4, Jan 2007, at 1:46 PM, Chris Fant wrote:


Kinda like how the discussion is on this mundane stuff instead of the
interesting stuff?

On 1/4/07, Don Dailey [EMAIL PROTECTED] wrote:

On Thu, 2007-01-04 at 13:16 -0800, David Doshay wrote:
 I just hope that someday the extra skill required as mentioned
 below is applied to computer programs, and rewarded accordingly.

I hope the programming effort isn't spend on this mundane stuff,
but instead is applied to playing the game well - not trying to
get rewards for passing.

- Don

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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Don Dailey
The discussion isn't mundane,  it has helped me understand the rule-set
differences even better.   

I also think it's an important discussion for the future of GO,  I 
believe it's generally understood that Japanese rules is traditional,
but the future is Chinese - that's the direction things have been
moving.

Most of the mediocre Chinese programs understand when the game is
over and know what groups are dead.   This isn't rocket science
except in extreme cases it can get tough.   In those cases the
Japanese programs are equally clueless.   Trying to determine 
the exact moment to pass seems like a tedious unimportant 
exercise that at best will give you a stone or two if you have
a reasonable program.


- Don

On Thu, 2007-01-04 at 16:46 -0500, Chris Fant wrote:
 Kinda like how the discussion is on this mundane stuff instead of the
 interesting stuff?
 
 On 1/4/07, Don Dailey [EMAIL PROTECTED] wrote:
  On Thu, 2007-01-04 at 13:16 -0800, David Doshay wrote:
   I just hope that someday the extra skill required as mentioned
   below is applied to computer programs, and rewarded accordingly.
 
  I hope the programming effort isn't spend on this mundane stuff,
  but instead is applied to playing the game well - not trying to
  get rewards for passing.
 
  - Don
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Don Dailey
I'm done too ;-)

- Don


On Thu, 2007-01-04 at 13:58 -0800, David Doshay wrote:
 Thanks Chris! that's all from me this time ...
 
 ;^)
 
 Cheers,
 David
 
 
 
 On 4, Jan 2007, at 1:46 PM, Chris Fant wrote:
 
  Kinda like how the discussion is on this mundane stuff instead of the
  interesting stuff?
 
  On 1/4/07, Don Dailey [EMAIL PROTECTED] wrote:
  On Thu, 2007-01-04 at 13:16 -0800, David Doshay wrote:
   I just hope that someday the extra skill required as mentioned
   below is applied to computer programs, and rewarded accordingly.
 
  I hope the programming effort isn't spend on this mundane stuff,
  but instead is applied to playing the game well - not trying to
  get rewards for passing.
 
  - Don
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Erik van der Werf

Please stop this confusion.

Chinese scoring != Chinese rules
Japanese scoring != Japanese rules

Moreover, both Japanese and Chinese rules are to be considered
traditional rules.

E.


On 1/4/07, Don Dailey [EMAIL PROTECTED] wrote:

I also think it's an important discussion for the future of GO,  I
believe it's generally understood that Japanese rules is traditional,
but the future is Chinese - that's the direction things have been
moving.

Most of the mediocre Chinese programs understand when the game is
over and know what groups are dead.   This isn't rocket science
except in extreme cases it can get tough.   In those cases the
Japanese programs are equally clueless.   Trying to determine
the exact moment to pass seems like a tedious unimportant
exercise that at best will give you a stone or two if you have
a reasonable program.

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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Nick Wedd
In message [EMAIL PROTECTED], Don 
Dailey [EMAIL PROTECTED] writes


 snip 


I have a question.  With perfect play, obviously a 9 stone handicap
game is dead lost.   If 2 perfect players played a game where one
was given the 9 stones, and they played for maximum territory (obviously
it doesn't make sense to play for a win) would the handicapped player
be able to hold some territory at the end of the game?Could he
carve out a little piece for himself even against his perfect
opponents wishes?


I used to play a game with someone much (~8 stones) stronger than me, 
where he started by placing eight stones where he wanted them, and I 
then tried to live anywhere on the board.  Usually I failed, but 
sometimes I succeeded.  So I think the answer to your question must be, 
yes.


Nick
--
Nick Wedd[EMAIL PROTECTED]
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Don Dailey
On Thu, 2007-01-04 at 23:28 +0100, Erik van der Werf wrote:
 Chinese scoring != Chinese rules
 Japanese scoring != Japanese rules 

So you can play with Chinese rules, but score 
the Japanese way?   

Please explain the difference so that I can use the
correct terminology.

- Don



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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Christoph Birk

On Thu, 4 Jan 2007, Don Dailey wrote:

I have a question.  With perfect play, obviously a 9 stone handicap
game is dead lost.   If 2 perfect players played a game where one
was given the 9 stones, and they played for maximum territory (obviously
it doesn't make sense to play for a win) would the handicapped player
be able to hold some territory at the end of the game?Could he
carve out a little piece for himself even against his perfect
opponents wishes?


Between equal players that's easy.
I talked about this with very strong amateur ( 6d) from Taiwan and
he told me that professionals estimate the handicap where white
cannot live to be about 17 stones.

Christoph
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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread David Doshay

I was going to avoid more postings ... but it seems that any beauty
of omission that might be achieved would be offset by the rudeness
of not answering specifically posed questions.

Answers embedded below.

Cheers,
David



On 4, Jan 2007, at 4:29 PM, Jeff Nowakowski wrote:


On Thu, 2007-01-04 at 12:53 -0800, David Doshay wrote:

On 4, Jan 2007, at 5:57 AM, Petri Pitkanen wrote:

Also It is good that unsound invasions are punished. This is  
supposed

to be game of skill. If someone make silly invasion that does not
require answer, the more skilled player i.e player that correctly
passes should be awarded a point for his skill.


This is the heart of my argument. I still consider it a feature  
when my

program passes 100+ times in the endgame.


Is it also a feature when a program cannot play out bent-4, because it
knows that it is dead, but not why?  Which program has more  
skill, the

one that understands how to play it out, or the one that doesn't?


It is difficult to discern the difference.

But if you look at the SlugGo MoGo game in the slow KGS tournament,
you will see that SlugGo avoided playing any time possible, and even
avoided simple captures in a way that led to MoGo filling space in a
way that avoided SlugGo having to play the extra capture stones. You
can say that SlugGo understands nothing about endgame counting, or
you can say that it shows signs of doing something well. Your choice.
Again, almost all of those moves were pure GNU Go moves, so it
speaks more to the quality of their endgame counting than anything
I wrote for SlugGo.


Japanese rules, in their pursuit of efficiency and beauty of
omission, have thrown out the baby with the bathwater.


This point I do not understand. However, I do understand how I can
find that  efficiency and beauty of omission lovely while others do
not. I am a physicist, and very many of the equations I learned to
understand are written explicitly in a max efficiency / min energy
form. If the universe really works that way then it is lovely that this
game captures it.


You can no
longer force an opponent to demonstrate his skill on the board;  
instead

you must agree off the board what is alive or dead.


I believe that this point was covered best by

On 4, Jan 2007, at 2:28 PM, Erik van der Werf wrote:

Please stop this confusion.

Chinese scoring != Chinese rules
Japanese scoring != Japanese rules


I only wish to address how we should do our scoring, not the entire
set of formal Japanese rules. Specifically, how we should score the
result of a game when one bot passes and the other keeps playing.
That is where this thread really got started, Lukaz's suggestion that
a pass cost one point, because that will lead to the same result
with Chinese or Japanese COUNTING.

As Archivist of the AGA I have several volumes of Japanese rules. It
is astounding how long those documents are. The only solace I get
is that they are written in Japanese, and I don't read Japanese, so I
do not have to worry about all of the details.


And please, for once address this argument: When a player is *losing*
under Japanese rules, how does it hurt him to make unreasonable
invasions?  Your argument is no argument at all.  Japanese rules  
provide

no benefit in this department.


The only thing that happens is that they loose by more points to the
extent that their opponent does not answer move for move. If your
argument is that there is nothing beyond loosing, then yes, there is
no clear motivation to avoid invasions that might bring the win back.

I do not see a problem with that. To try is fine, perhaps even showing
a tenacious spirit. That was my evaluation of the previously mentioned
KGS tournament game between botnoid and SlugGo. SlugGo was going
to win by 368.5 points, but botnoid kept playing and SlugGo kept
passing, but eventually botnoid made things too complicated for
SlugGo and lost by only 180 or so points. I had no problem with that.
It was interesting and pointed out where SlugGo had evaluation
problems. Even if SlugGo had lost the game, it would have been the
same: a clear indication of a problem in counting in a liberty race.
Winning may be more fun than loosing, but I usually learn more from
loosing. In this case I had the lucky circumstance of both winning and
learning, although there was the loss of 180 or so points.


Cheers,
David

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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Don Dailey
Ok, since you broke the truce so will I :-)

On Thu, 2007-01-04 at 13:55 -0800, David Doshay wrote:
 I guess we will just have to leave it as a disagreement about what
 is important and what is mundane. I do not find the question of
 correct endgame reading to be mundane. 

What does this have to do with correct reading?  Most of the
reasonable programs, whether using area or territory scoring
know what is going on, they know what is dead or alive.

I don't think this discussion has anything to do with reading.

 If SlugGo passes 100+
 times and in the process the opponent builds something that is
 then mis-evaluated (as happened in a game against botnoid in
 a KGS tournament) this is a very important thing for me to fix.
 If it turns out to be correct as it hangs itself way out on the edge,
 counting every liberty and cut correctly, then I am happy.
 
 It is not the winning, but the appearance of understanding that
 is important to me.

Im not in to this.  I would be programming chat-bots if I were.

I'm not that interested in the aesthetics unless it comes for free.
I just want to make the program play stronger.   I don't
care one whit if it can pass the Turing test or not.

But how is this related to territory scoring?   It's just as
easy to make an area scoring program pass.   I don't get it?

I think I just stick with the more logical rule-set.

- Don


  

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Re: [computer-go] Re: Interesting problem

2007-01-04 Thread Petri Pitkanen

2007/1/4, Don Dailey [EMAIL PROTECTED]:


No, this inhibits the application of skill.   A silly invasion that
wastes time is punished in all rules sets,  but in Chinese it may not
be silly if it doesn't waste time - Japanese rules unfairly defines
these moves as silly.

It is silly if opponents best reply is pass




Chinese is better in this regard.   You can try these invasions and
put your opponent under pressure to refute them.


Is the refutation is pass even then?


When a Japanese player has a possible invasion that he knows is
difficult
but possible to defend,  he must decide whether to play correctly or
whether to gamble that his opponent won't be able to find the defense.


It it is severe enough that opponent has to reply It does not matter
in any rule set. In Japanese if silly invasions needs a real
refutation player gains point for extra prisoner and loses a point
reply inside his/her own territory. No gamble there.

BUT if it is so silly that PASS only thing that is needed, why in
earth obviously the more skilled player i.e the one who knew that
move does not even need an answer should not be awarded a point for
it?

Remember Chinese and Japanese rules give same outcome as long as
players made same number of moves.

--
Petri Pitkänen
e-mail: [EMAIL PROTECTED]
Phone: +358 50 486 0292
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Re: [computer-go] Re: Interesting problem

2007-01-03 Thread Jacques Basaldúa

Hi Don,

I know of players who thought Go might be an interesting game, but
gave up quickly when they realized they could never play by Japanese
rules.

I am not saying the opposite, and again, I think the ideal rules for
computer championships today are Chinese, but without penalizing
pass moves.

It's been said that if Alien beings ever contacted us, it's likely
they would be GO players due to the simplicity of the rules.

Let me use your SF argument to explain what I call natural
evolution: In The Beginning, Martians, just like Earthlings, use
Chinese rules. Those who want to improve, count during the
game, not after every move, but many times. They count
komi +/- territory +/- the stones. With time, players find
counting the stones annoying and pointless since only the
difference in captures has to be considered and that does
not need to be counted, it can be added to komi. They
also naturally recognize which groups are worth defending
and which are not. Without noticing, they have become
Japanese players.

Jacques.

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Re: [computer-go] Re: Interesting problem

2007-01-03 Thread Sylvain Gelly

Hello,

At one point in this lengthy ongoing discussion, it was noted that it

is not polite to keep playing after the result is already determined.
The Japanese rules do penalize these moves by one player as long
as the other player is knowledgeable enough to see the situation
correctly and simply pass, thereby picking up a point.



For me the polite way to end a game is to resign as soon as the game is
lost. The sooner one player
resigns, the better he understands the position (assuming he does not resign
on a won position :)).
Games are often over much before the pass move... (at least in computer Go).


To bring this back to computer Go and what it implies about the level

of understanding of the game we can attribute to the programs, I will
point to the last round of the recent KGS slow tournament. Look at
the game between SlugGo and MoGo.


Yes you're right, but MoGo is polite with human (you can play against it on
KGS to see) and
pass as soon as possible (if you pass), but that means you lost because else

it would have resigned before :). Sometimes it is even too soon, as KGS
counts territories only if there are totally closed,
even if it does not matter where you close the territory. MoGo states status
of territories using simulations, and consider
that the game is finished if the number of undecided intersections do not
change the final result. It is to be as polite as possible for
humans.
Again sorry for this incredibly long game, I was expecting that programs
resign before the end. The politness by passing is enabled only
against human. MoGo against computer is polite only by resigning, but
hopefully does not resign on won games :).

Sylvain
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Re: [computer-go] Re: Interesting problem

2007-01-03 Thread Don Dailey
Hi David,

I think this all comes down to pretty much one concept - Chinese
is more forgiving of ignorance.   Everything else is just rules
and it doesn't matter what rules you play by as long as you
agree on what they are.

And that's what I don't like about Japanese rules - I feel it
give the stronger player an ADDITIONAL advantage.   The stronger
player (at any level) will be smarter about when to pass and
will effectively get an advantage for it.At higher levels
this advantage may approach nil, but it's there. 

It strikes me as odd that you get penalized for capturing a
group.  It strikes me as odd that the opponent can just
keep passing and rack up points against a player who does
not know better.   From Chinese eyes, this is ludicrous,
and it just seems like the Japanese rules tend to favor
a more arrogant approach to the game - less friendly and
very harsh on the weaker player (not weak players, weaker
players.)

In some kind of Chess matches the reigning champion is
given an advantage, such as if the match ends in a draw
he keeps the title.I guess it is done out of respect
for the stronger player and I just feel that Japanese
rules respects the stronger player, looks down it's nose
on the weaker player.

- Don





On Wed, 2007-01-03 at 13:05 -0800, David Doshay wrote:
 On 1, Jan 2007, at 12:15 PM, Jacques Basaldúa wrote:
 
  And now remember how this discussion started: There was a proposal
  to penalize pass moves made by Lukasz Lew.
 
  If that proposal is implemented, Japanese programs will no longer
  loose one or two points against a better ruleset adapted bot, but
  they would loose dozens of points. They will frequently loose won
  games. Maybe some programs can easily switch from Chinese to
  Japanese, but some others may not. Anyway, outside computer go,
  people understands go as Japanese. Beginners find it more complicated,
  but when they understand, they see its just concentrating on the only
  interesting part. A natural evolution of the game. When they are 10kyu
  or better they normally agree what is alive and what is not. If they
  don't, its probably worth playing out.
 
  I still think Chinese rules are better today for computer tournaments!
  But, of course, without penalizing pass moves. I hope that the day  
  when
  computers evolve to Japanese rules as humans did, is near, but that
  cannot be forced. It is required that all programs agree when scoring
  games. At least: *when* nothing more can be won and what is *alive*
  and what is not at that moment.
 
 and
 
 On 1, Jan 2007, at 1:08 PM, Don Dailey wrote:
  By far, Chinese is more intuitive and natural.  Japanese rules are
  based on some very non-intuitive concepts - that it really does
  come out the same as Chinese scoring (within a point or two) appears
  to be magic to the uninitiated.
 
 The proposal made by Lukaz is the same as AGA rules. The purpose
 is to assure that when a player thinking Japanese is playing against
 one thinking Chinese both come to the exact same conclusion.
 
 But I think that while this is an advantage, it also completely ruins a
 primary emphasis of the Japanese rules: efficiency, and efficiency all
 the way to the end of the game.
 
 At one point in this lengthy ongoing discussion, it was noted that it
 is not polite to keep playing after the result is already determined.
 The Japanese rules do penalize these moves by one player as long
 as the other player is knowledgeable enough to see the situation
 correctly and simply pass, thereby picking up a point.
 
 To address Don's point, I respectfully disagree. I reason, with liberal
 use of analogy, thus:
 
 The Chinese rules acknowledge that it takes two eyes to live, and
 in a way that to me is similar to the thinking of a military occupation,
 sees no value in any more space than that. If the rest of the group
 has extra open spaces or if those possible open spaces are filled with
 stones (or people) is of no consequence. Perhaps this is a consequence
 of living in a society where it is considered the norm for people to be
 packed tightly together.
 
 The Japanese rules also come down to it takes two eyes ... but give
 credit for the extra open spaces. To me, this is analogous to living in
 a city with more parks, or living in a village with more farmland and a
 less dense population, and I know that I would take the option with
 less crowding and more food production. It mirrors a quality of life
 issue very well.
 
 To bring this back to computer Go and what it implies about the level
 of understanding of the game we can attribute to the programs, I will
 point to the last round of the recent KGS slow tournament. Look at
 the game between SlugGo and MoGo. While I am not trying to say
 anything about who won, because the rules were clearly stated to be
 Chinese, note that SlugGo started passing, indicating that it saw no
 purpose in any more moves, at move 239. Here, the boundaries are
 clear, the dead stones are clear to a 

Re: [computer-go] Re: Interesting problem

2007-01-03 Thread David Doshay


On 3, Jan 2007, at 1:32 PM, Sylvain Gelly wrote:

Again sorry for this incredibly long game, I was expecting that  
programs resign before the end. The politness by passing is enabled  
only against human.


I do not think that any apology is needed. The length of the game was  
due only to a setting you have that is totally appropriate for a  
Chinese rules tournament game. And SlugGo is set not to resign, just  
to pass, which I think is also appropriate in a tournament game,  
especially a close one. I know that I would never resign a game I  
thought I had lost by less than the komi. I would pass, expect the  
opponent to pass, and then count it openly. It is also the case that  
I would respond to repeated play by my opponent exactly as SlugGo did  
(except that I probably would have made several simpler captures to  
make the situation obvious to the opponent).


My point is only that the consideration of the rules we use says  
something about what we expect our computers to do, and what we are  
willing to watch them do as a consequence of our rule set. There are  
often competing reasons, and often unexpected results. In this case I  
think the consequences are completely predictable with these rules,  
and with Tromp-Taylor rules even more so: very long extended endgames  
that humans 1) would never play, and 2) make derisive comments about,  
leading them to walk away with a very low opinion of the state of  
computer Go.


There are times and places where Tromp-Taylor rules are clearly best,  
such as cgos-type servers where a large number of games must be  
scored automatically and without human intervention. I just think  
that we will eventually will need to accept that open play in a  
public forum deserves a different set of considerations.


Cheers,
David
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Re: [computer-go] Re: Interesting problem

2007-01-03 Thread David Doshay

I agree with your point that Japanese rules give an additional
advantage to the stronger player. I just see the advantage as a
natural extension of the advantage in the real world of being
more efficient in all things, including ending things. I also see
that advantage as dropping more rapidly than you do as the
level of play of the weaker player reaches some level ... perhaps
at 5k or so it is effectively zero.

I think that your comment about being forgiving of ignorance
is the most important point at this time, and looking forward:
how forgiving do we want to be with our programs? While the
desire is biased towards getting more people programming
Go engines, then forgiving ignorance and tolerating weak play
is good because it lowers the barriers of entry for new programs.
But at some point in time it is also a good idea to raise the bar
up to standards of acceptable human play.

I think our only real disagreement is when and where we raise
the bar. I think we could do it very soon in public tournaments.

Cheers,
David



On 3, Jan 2007, at 1:55 PM, Don Dailey wrote:


I think this all comes down to pretty much one concept - Chinese
is more forgiving of ignorance.   Everything else is just rules
and it doesn't matter what rules you play by as long as you
agree on what they are.

And that's what I don't like about Japanese rules - I feel it
give the stronger player an ADDITIONAL advantage.   The stronger
player (at any level) will be smarter about when to pass and
will effectively get an advantage for it.At higher levels
this advantage may approach nil, but it's there.

It strikes me as odd that you get penalized for capturing a
group.  It strikes me as odd that the opponent can just
keep passing and rack up points against a player who does
not know better.   From Chinese eyes, this is ludicrous,
and it just seems like the Japanese rules tend to favor
a more arrogant approach to the game - less friendly and
very harsh on the weaker player (not weak players, weaker
players.)

In some kind of Chess matches the reigning champion is
given an advantage, such as if the match ends in a draw
he keeps the title.I guess it is done out of respect
for the stronger player and I just feel that Japanese
rules respects the stronger player, looks down it's nose
on the weaker player.


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Re: [computer-go] Re: Interesting problem

2007-01-03 Thread Christoph Birk

On Wed, 3 Jan 2007, David Doshay wrote:

Chinese, note that SlugGo started passing, indicating that it saw no
purpose in any more moves, at move 239. Here, the boundaries are
clear, the dead stones are clear to a human, and the winner is plenty
clear enough.


Yes, W (mogo) wins by 2.5 pts


But the game continued to move 526! All in invasions
that were not reasonable by human standards, but which are not
costly under Chinese rules. By Chinese rules MoGo wins by 2.5, by
Japanese rules SlugGo wins at move 526 by almost 120. This difference


I don't understand. Using Japanese counting W still wins by 2.5 pts
after move 525.

Christoph

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Re: [computer-go] Re: Interesting problem

2007-01-03 Thread Nick Apperson

The japanese rules have problems and there have been cases where 2
professionals argue about the outcome of a game.  They are not clearly
defined for obscure cases.  In addition, they are not simple.  Ing rules and
chinese rules are both reasonable sets of rules because there is no room for
argument about who wins.  Japanese rules in my opinion shouldn't ever be
used for tournements.

On 1/3/07, Don Dailey [EMAIL PROTECTED] wrote:


On Wed, 2007-01-03 at 14:30 -0800, David Doshay wrote:
 I think our only real disagreement is when and where we raise
 the bar. I think we could do it very soon in public tournaments.

But I don't feel any of this is important.   Japanese rules
isn't raising the bar - it's merely a different set of rules.

All that's really important is making your program play as well
as possible.   Japanese rules doesn't have anything to do with
this.

My terminology isn't quite right.  Forgiving ignorance is one
way to look at it,  but it conjures up images of rewarding
ignorance in humans and creating problems.   In my view Chinese
is more objective and logical  because it's
fair about penalizing ignorance.   If you play badly,  you
will be penalized and that's fair.   But in Japanese you
get penalized needlessly and extra in my view for not being sure
about something that I feel doesn't really matter anyway.

Of course I don't have any problem with writing programs that
can handle Japanese rules - but I thought this was already
common?

- Don


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Re: [computer-go] Re: Interesting problem

2007-01-03 Thread David Doshay

On 3, Jan 2007, at 2:53 PM, Christoph Birk wrote:


On Wed, 3 Jan 2007, David Doshay wrote:

Chinese, note that SlugGo started passing, indicating that it saw no
purpose in any more moves, at move 239. Here, the boundaries are
clear, the dead stones are clear to a human, and the winner is plenty
clear enough.


Yes, W (mogo) wins by 2.5 pts


But the game continued to move 526! All in invasions
that were not reasonable by human standards, but which are not
costly under Chinese rules. By Chinese rules MoGo wins by 2.5, by
Japanese rules SlugGo wins at move 526 by almost 120. This difference


I don't understand. Using Japanese counting W still wins by 2.5 pts
after move 525.

Christoph


Don't forget to include all those captured stones. The score is only
the same under AGA rules, where SlugGo has to pay a stone for
each pass.

Cheers,
David



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Re: [computer-go] Re: Interesting problem

2007-01-03 Thread Don Dailey
David,

I thought of another way to put it which I think, in a way,
defines the difference in the rule-sets.

You are playing a game, and you think the opponent group
is dead.  But you are not 100 percent sure.  

What do you do?  Chinese puts the emphasis on the actual
truth of the situation.   Japanese makes you gamble, and
penalizes you for being wrong.   It makes your opinion
about the situation become a factor in the final result
instead of the board position and your play leading up
to it.   

I'm not saying that is BAD,  but it's what makes the
two rule-sets different.   It's distasteful in my
opinion because I would rather focus on how I got
to that position and the quality of my play.   But
now it's like I also have to take a little test
AFTER the game is technically over, a test that could
give me a win  I don't deserve.  

I think it's better to focus on the quality of the
moves during the game, and not also have to deal
with the gamesmanship after the game.I would
say that Japanese would appeal to the right brain,
Chinese to the left brain.   And I'm left brained
so maybe that explains it.  

- Don



On Wed, 2007-01-03 at 14:30 -0800, David Doshay wrote:
 I agree with your point that Japanese rules give an additional
 advantage to the stronger player. I just see the advantage as a
 natural extension of the advantage in the real world of being
 more efficient in all things, including ending things. I also see
 that advantage as dropping more rapidly than you do as the
 level of play of the weaker player reaches some level ... perhaps
 at 5k or so it is effectively zero.
 
 I think that your comment about being forgiving of ignorance
 is the most important point at this time, and looking forward:
 how forgiving do we want to be with our programs? While the
 desire is biased towards getting more people programming
 Go engines, then forgiving ignorance and tolerating weak play
 is good because it lowers the barriers of entry for new programs.
 But at some point in time it is also a good idea to raise the bar
 up to standards of acceptable human play.
 
 I think our only real disagreement is when and where we raise
 the bar. I think we could do it very soon in public tournaments.
 
 Cheers,
 David
 
 
 
 On 3, Jan 2007, at 1:55 PM, Don Dailey wrote:
 
  I think this all comes down to pretty much one concept - Chinese
  is more forgiving of ignorance.   Everything else is just rules
  and it doesn't matter what rules you play by as long as you
  agree on what they are.
 
  And that's what I don't like about Japanese rules - I feel it
  give the stronger player an ADDITIONAL advantage.   The stronger
  player (at any level) will be smarter about when to pass and
  will effectively get an advantage for it.At higher levels
  this advantage may approach nil, but it's there.
 
  It strikes me as odd that you get penalized for capturing a
  group.  It strikes me as odd that the opponent can just
  keep passing and rack up points against a player who does
  not know better.   From Chinese eyes, this is ludicrous,
  and it just seems like the Japanese rules tend to favor
  a more arrogant approach to the game - less friendly and
  very harsh on the weaker player (not weak players, weaker
  players.)
 
  In some kind of Chess matches the reigning champion is
  given an advantage, such as if the match ends in a draw
  he keeps the title.I guess it is done out of respect
  for the stronger player and I just feel that Japanese
  rules respects the stronger player, looks down it's nose
  on the weaker player.
 

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Re: [computer-go] Re: Interesting problem

2007-01-03 Thread steve uurtamo

 The japanese rules have problems and there have been cases where 2 
 professionals argue about the 
 outcome of a game.  They are not clearly defined for obscure cases.  In 
 addition, they are not simple.  Ing 
 rules and chinese rules are both reasonable sets of rules because there is no 
 room for argument about who  wins.  Japanese rules in my opinion shouldn't 
 ever be used for tournements. 



to be pedantic (and i think that we're well past that point anyway),
if i were to play a professional, he'd know the outcome of the game
at, say, move 20.  he'd be pretty sure by move 5, but it'd be certain
by move 20.  the rest would be yose for him, essentially.  and what
we're really talking about here is whether or not yose that doesn't
change the score of the game is either a) fun to watch or b) fun to
play against.

computers don't care who they play against, and i haven't seen the
kind of criticism that would lead me to believe that the general public
is all that hostile toward the way computers play, but in any case,
it's simply a matter of perspective between the two players involved
and the level of play that they're at.

playing a stone at a vital point may kill a 20-point group, but if one
of those two players doesn't realize this, they will likely painfully
play it out until it is clearly dead.  the first time their opponent passes
while they play inside their own dead territory, they should realize
that to their opponent, the game is over.  if they think that they can
recusitate the dead, there's no harm in trying -- if their reading is
that far different from their opponent, it's likely that the game score
won't be close enough for rules differences to matter.

s.



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Re: [computer-go] Re: Interesting problem

2007-01-03 Thread Jeff Nowakowski
On Wed, 2007-01-03 at 14:05 -0800, David Doshay wrote:
 I do not think that any apology is needed. The length of the game was  
 due only to a setting you have that is totally appropriate for a  
 Chinese rules tournament game.

I don't agree with this at all.  Is it appropriate under Japanese rules
to continue playing, when the game is lost for sure and all territory
has been made?  This point has been made before, and yet needs repeating
whenever this discussion comes up: Nothing forces you to pass in
Japanese rules.  A losing computer could keep on playing in the hopes of
forcing the opponent out of time or to hit a bug.

If a computer program knows how to play the endgame so that it doesn't
lose points under Chinese rules, then it should know when to pass, and
should do so.  There's no need for a game to go on for 500 moves just
because Chinese rules are being used.

-Jeff


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Re: [computer-go] Re: Interesting problem

2007-01-03 Thread David Doshay


On 3, Jan 2007, at 2:53 PM, Christoph Birk wrote:


I don't understand. Using Japanese counting W still wins by 2.5 pts
after move 525.


I was rushed in my previous reply but have more time now.

My sgf reader (GoBan on a Mac) says the situation at the
end of the game is:

Black has 71 points on the board, 60 captured W stones,
and 59 surrounded (dead) W stones on the board for a
total of 190 points.

White has 35 points on the board, 30 captured B stones,
0 surrounded B stones on the board, and 7.5 komi for a
total of 72.5 points.

Cheers,
David



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[computer-go] Re: Interesting problem

2007-01-01 Thread Jacques Basaldúa

David Fotland wrote:


Most of the world plays be Japanese rules, so any commercial program
must implement Japanese rules.

I totally agree.

A strong chinese player using chinese rules will pick up a point or two
during the dame filling stage when playing a strong japanese player. The
Chiense player will choose earlier moves that gain a later dame point that
the japanese player will think have no benefit over other moves.

That's interesting. And it confirms my point: the difference is small,
the strategy is the same, but using the ruleset in one's own benefit
some extra points can be won. In either direction. Not more than that.

And now remember how this discussion started: There was a proposal
to penalize pass moves made by Lukasz Lew.

If that proposal is implemented, Japanese programs will no longer
loose one or two points against a better ruleset adapted bot, but
they would loose dozens of points. They will frequently loose won
games. Maybe some programs can easily switch from Chinese to
Japanese, but some others may not. Anyway, outside computer go,
people understands go as Japanese. Beginners find it more complicated,
but when they understand, they see its just concentrating on the only
interesting part. A natural evolution of the game. When they are 10kyu
or better they normally agree what is alive and what is not. If they
don't, its probably worth playing out.

I still think Chinese rules are better today for computer tournaments!
But, of course, without penalizing pass moves. I hope that the day when
computers evolve to Japanese rules as humans did, is near, but that
cannot be forced. It is required that all programs agree when scoring
games. At least: *when* nothing more can be won and what is *alive*
and what is not at that moment.

When that happens, the credibility of computer-go will increase a lot.


Jacques.

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Re: [computer-go] Re: Interesting problem

2007-01-01 Thread Don Dailey
Hi Jacques,

I think Chinese should be universally adapted, but before you flame
me I'll tell you why.

I know of players who thought Go might be an interesting game, but
gave up quickly when they realized they could never play by Japanese
rules.   

Even though they eventually could have learned to play by Japanese 
rules, it's not possible for 2 beginners to correctly play and score a
game by these rules.   And when someone comes along to do it for
them, they are horrified by what seems to their limited perception
to be gross unfairness.

By far, Chinese is more intuitive and natural.  Japanese rules are
based on some very non-intuitive concepts - that it really does 
come out the same as Chinese scoring (within a point or two) appears
to be magic to the uninitiated.  

To strong players who are immersed in the Japanese rules,  it may
seem to be more intuitive and natural,  but so is anything that
you want to get used to - it's like indenting style in C,  and
why there is style jokingly referred to as the one true brace
style.   If it's not YOUR brace style it somehow seems inferior.

I wonder how many GO players have been lost forever because of
the Japanese rules?   It may not matter to most casual players,
you may not care one iota about this,  but what's good for the
majority is usually good for everyone.  

The issue of dead stones is a non-issue.   I'm not advocating
playing games out to the bitter end.   CGOS of course does this
because it's simple and creates the least amount of problems,
which by itself should tell you something.   

But Chinese rules as played by good players doesn't involve this
kind of tedium.   I'm not advocating that games be played out
to the bitter end and this isn't what the debate is about.

Of course it can be argued that Chinese encourages a more extended
game, because you get severely punished under Japanese rules for
not knowing which groups are dead. 

But when all things are considered,  Chinese rules is better for
the game in general.   I do feel there is significant snobbery
the GO community about this,  although I don't claim you are
like this.   It is as if the Japanese have an elitist attitude
where they don't care if the peon's don't understand the rules,
it's not for the feeble-minded anyway.

I think the fact that Japanese rules is used more than Chinese
must be a historical accident.It's been said that if Alien
beings ever contacted us, it's likely they would be GO players
due to the simplicity of the rules.   My guess is that they 
would play by Chinese rules.

Of course I don't expect the world to adapt Chinese rules because
Japanese is ingrained.

I want to tell you a little about Chess notation in the USA.  
In the 1970's  US players used a different system for recording
games called descriptive notation.You would record moves
like  N-Kb3 meaning Knight to kings bishop 3.   In algebraic
that is Nf3 or Nf6 if you are black. It reminds me
somehow of Japanese rules in GO, I'm not sure why but maybe
because it was traditional and entrenched.   Or because it
was less explicit, N-KB3 could mean different things depending
on the context,  like in Japanese you can't always tell who is 
winning by looking at the board. 

There was much resistance changing over to algebraic, and a lot
of old timers complained loudly.   I even heard some threaten
to give up Chess.   There was a huge emotional attachment and
to them algebraic was just insane and crazy.   Many seemed to
believe it would ruin the game.But a lot of players didn't
care - they knew it had nothing to do with the game itself.

I was one who quickly embraced it - I just felt it was superior
but I didn't care that much.   My first chess program had an
option to use either notational style.


- Don

 





On Mon, 2007-01-01 at 20:15 +, Jacques Basaldúa wrote:
 David Fotland wrote:
 
 
  Most of the world plays be Japanese rules, so any commercial program
  must implement Japanese rules.
 
 I totally agree.
 
  A strong chinese player using chinese rules will pick up a point or two
  during the dame filling stage when playing a strong japanese player. The
  Chiense player will choose earlier moves that gain a later dame point that
  the japanese player will think have no benefit over other moves.
 
 That's interesting. And it confirms my point: the difference is small,
 the strategy is the same, but using the ruleset in one's own benefit
 some extra points can be won. In either direction. Not more than that.
 
 And now remember how this discussion started: There was a proposal
 to penalize pass moves made by Lukasz Lew.
 
 If that proposal is implemented, Japanese programs will no longer
 loose one or two points against a better ruleset adapted bot, but
 they would loose dozens of points. They will frequently loose won
 games. Maybe some programs can easily switch from Chinese to
 Japanese, but some others may not. Anyway, outside computer go,
 people understands go as Japanese. 

Re: [computer-go] Re: Interesting problem

2007-01-01 Thread steve uurtamo
one early habit that is good for new go players to learn is
to always fill dame.  sometimes groups get ataried this way
that the newer player wouldn't have noticed.  it can result
in massive point loss if you're not careful about it, and it's
a good teaching tool (from the japanese rules point of view)
about being careful at the end of the game.  under chinese
rules, you also do this because it's worth points to you.

bent-four, triple ko, seki 'points', etc., are all things that have
to be dealt with by any scoring ruleset, but are things that you
would be foolish to try to explain to someone during their first
game.  it would only complicate what is otherwise a very simple
set of rules unnecessarily, and when such situations arise, the
exceptional cases can be pointed out and explained (or the
curious player will read about them elsewhere).

i think that the fun of go is in the playing, and not the scoring,
and that anyone who has played more than two games can
tell (however late in the process) that they're getting destroyed
(and thus that scoring is unnecessary) or that it's close (and
thus that scoring is necessary).

one thing to keep in mind about japanese scoring is that after
you've done it ten or so times, there are a number of counting
shortcuts that you can force onto the board after the game is finished
that can make it incredibly efficient to determine the difference in score.
my guess is that many chinese players who haven't seen this would
be horrified to see these happen on their board, because they are
based upon assumptions implicit in the japanese system of counting.

after you've counted a few 19x19 boards the naive way, this is much
easier to appreciate.

the only place i've seen japanese rules cause confusion with players
is in LD situations where one player thinks that a group is dead
and the other doesn't.  the practical reality is that if one of the two
is a much stronger player, then they can patiently explain on the board
what the situation is, with playout or otherwise. if, on the other hand, the
two are of equivalent and of low strength, playing it out to prove the
case one way or the other is more important as a learning tool than the
actual and exact score of the game.  in point of fact, weak players often
beat each other by huge margins where counting may be amusing for
the winner, but entirely unnecessary.

(here i am assuming that strong players don't generally disagree about
status, or if they do, can agree upon an effective measure for determining
status and don't mind the need to.  [since one player generally thinks
that the other is a fool for not seeing what is 'obviously dead', they are
often more than happy to attempt to prove it.]).

all that being said, simply for end-of-game counting over the board,
japanese rules get my vote.

s.


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Re: [computer-go] Re: Interesting problem

2007-01-01 Thread Antonin Lucas

Let's not confuse japanese counting with Japanese rules. It is quite
feasible with Chinese rules and the use of pass stones to end up doing
territory counting  over the board which is equivalent to area scoring,

On 1/1/07, steve uurtamo [EMAIL PROTECTED] wrote:


one early habit that is good for new go players to learn is
to always fill dame.  sometimes groups get ataried this way
that the newer player wouldn't have noticed.  it can result
in massive point loss if you're not careful about it, and it's
a good teaching tool (from the japanese rules point of view)
about being careful at the end of the game.  under chinese
rules, you also do this because it's worth points to you.

bent-four, triple ko, seki 'points', etc., are all things that have
to be dealt with by any scoring ruleset, but are things that you
would be foolish to try to explain to someone during their first
game.  it would only complicate what is otherwise a very simple
set of rules unnecessarily, and when such situations arise, the
exceptional cases can be pointed out and explained (or the
curious player will read about them elsewhere).

i think that the fun of go is in the playing, and not the scoring,
and that anyone who has played more than two games can
tell (however late in the process) that they're getting destroyed
(and thus that scoring is unnecessary) or that it's close (and
thus that scoring is necessary).

one thing to keep in mind about japanese scoring is that after
you've done it ten or so times, there are a number of counting
shortcuts that you can force onto the board after the game is finished
that can make it incredibly efficient to determine the difference in
score.
my guess is that many chinese players who haven't seen this would
be horrified to see these happen on their board, because they are
based upon assumptions implicit in the japanese system of counting.

after you've counted a few 19x19 boards the naive way, this is much
easier to appreciate.

the only place i've seen japanese rules cause confusion with players
is in LD situations where one player thinks that a group is dead
and the other doesn't.  the practical reality is that if one of the two
is a much stronger player, then they can patiently explain on the board
what the situation is, with playout or otherwise. if, on the other hand,
the
two are of equivalent and of low strength, playing it out to prove the
case one way or the other is more important as a learning tool than the
actual and exact score of the game.  in point of fact, weak players often
beat each other by huge margins where counting may be amusing for
the winner, but entirely unnecessary.

(here i am assuming that strong players don't generally disagree about
status, or if they do, can agree upon an effective measure for determining
status and don't mind the need to.  [since one player generally thinks
that the other is a fool for not seeing what is 'obviously dead', they are
often more than happy to attempt to prove it.]).

all that being said, simply for end-of-game counting over the board,
japanese rules get my vote.

s.


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