RE: [computer-go] Making Java much faster

2006-11-30 Thread Lucas, Simon M

 A few points about Java and speed etc.

 Java can rival C for speed, depending what you
 do with it.

 Unfortunately, really 'nicely' designed code
 can be significantly slower than code written
 specifically with efficiency in mind.

 I accept that in principle one should aim for clean
 and general code, but in practice this has to be 
 sacrificed sometimes.

 For example, if you want speed then try to avoid any object
 creation in inner loops.

 You can test this using java -prof on your code.

 To put some figures on this, for some work we did
 evolving neural networks for Othello, the original
 generic version (where the Othello rules were a plug-in
 to a general board-game framework) achieved fewer than 10 games
 per second.

 After several refinements, sometimes to the code, sometimes
 at a much deeper algorithmic level, this was improved to
 around 1500 games per second.  But the resulting code was
 specific to Othello.  A C version achieved
 around 1,000 games per second (without one of the algorithmic
 tricks of the Java version; we probably could have made the C version
 about 30% faster than the Java version if we'd put the effort in).

 Best regards,

   Simon Lucas

Ps. This is mentioned in a bit more detail in our CIG 2006 paper, available
   on-line here: http://cigames.org  


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey Greenberg
Sent: 30 November 2006 21:50
To: 'computer-go'
Subject: RE: [computer-go] Making Java much faster

I think this is a no-brainer... After 18 years with C/C++, I'd say use Java (or 
some other interpreted language) so you can focus on interesting stuff, and 
later perhaps you can come back to optimize some portion using a static 
compiled language (ie C++)...

Cavest: 2x slower than C++ might be a significant disadvantage for loop-based 
algorithms... Ie If your algorithms are about iterative search, then speed 
might make the difference in a competition...  But heck, are there any 
algorithms that aren't of the iterative type?


Jeffrey Greenberg
http://www.inventivity.com
http://www.jeffrey-greenberg.com
 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Peter Drake
Sent: Wednesday, November 29, 2006 9:01 AM
To: computer-go
Subject: Re: [computer-go] Making Java much faster


This is something we hope to do once we have Orego multithreaded:  
give each version the same amount of time, so the time costs of adding a 
heuristic are automatically taken into account.

Peter Drake
Assistant Professor of Computer Science
Lewis  Clark College
http://www.lclark.edu/~drake/




On Nov 29, 2006, at 7:30 AM, Eduardo Sabbatella wrote:


 Games are additionally hard-real-time problems. E.g.
 in the Orego tests but
 versions got the same amount of nodes. For a realistic comparision 
 one has to give both sides the same time and not the same 
 node-budget.

 What do you think about giving the same program different player 
 times?

 Perhaps its found that ELOs/time grow log/lineal/exp.

 Also, same program but with one feature disabled, same time. Does make 
 any sense?


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RE: [computer-go] Serializing a very large object in Java

2007-02-09 Thread Lucas, Simon M

 Three alternative options to Java's native serialisation:

  * Object database db4o: http://db4o.com  

  * WOX (Web Objects in XML) (my own)
 http://algoval.essex.ac.uk/wox/serial/readme.html

  * JSON (JavaScript Object Notation) - also has Java libraries.

   Simon Lucas


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 09 February 2007 18:40
To: computer-go@computer-go.org
Subject: Re: [computer-go] Serializing a very large object in Java

Peter, java serialization is not a good way to do persistent storage of
any kind, especially large data structures.
 

It has some pretty severe drawbacks:
 

- It is slow
- It breaks easily (ie, becomes unable to load older data sets) when
  you make even small changes in your code.
- It makes inefficient use of space
- The format is difficult to decode or manipulate in any way other
  than reading or writing with the exact .class file used to generate
  the serialization code.
 

Java serialization is excellent for RMI, but is pretty poor for any
other use. I've used serialization myself several times and I regretted
it every time (except for when I used it for RMI).
 
My advice would be to come up with your own data format and use that.
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[computer-go] new journal: IEEE Trans. Computational Intelligence and AI in Games

2008-07-21 Thread Lucas, Simon M
 A while ago someone on this list was asking about places

 to publish computer go papers.

 

 I'd invite you all to consider the new journal,

 IEEE Transactions on Computational Intelligence and AI

 in games.

 

 This will start accepting submissions in August/September

 ready for the first issue which, due to be published 

 in March 2009.  I invite you all to prepare your

 manuscripts ready for submission.

 

 The journal web site is here:

 

  http://ieee-cis.org/pubs/tciaig/

 

 I draw your attention to the scope of the journal, its aim for  a rapid
review process, and the fact that you can self-archive  published
papers.

 

 Given the importance and vibrancy of the field, the support of eight
IEEE societies,  a strong research base, and perhaps most importantly,
your support as potential  authors, I fully expect IEEE T-CIAIG to
establish itself as the leading journal in  the field, with a
correspondingly high impact factor.

 

 Best wishes,

 

  Simon Lucas

  Editor-in-Chief

  IEEE Transactions on Computational Intelligence and AI in Games

 

 

Scope

 

The IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI in GAMES
(TCIAIG), published four times a year, publishes archival journal
quality original papers in computational intelligence and related areas
in artificial intelligence applied to games, including but not limited
to video games, mathematical games, human-computer interactions in
games, and games involving physical objects. Emphasis will also be
placed on the use of these methods to improve performance in and
understanding of the dynamics of games, as well as gaining insight into
the properties of the methods as applied to games. It will also include
using games as a platform for building intelligent embedded agents for
the real world. Papers connecting games to all areas of computational
intelligence and traditional AI will be considered.

Publication Timeline

 

Every effort is made to ensure minimum delay from submission to
publication.  Authors have a key role to play in minimising the delay
between initial submission and publication, largely by ensuring that
manuscripts are of high quality both in terms of content and
presentation.  Use of a proof-reading service is highly recommended for
any authors who are not native English speakers.

 

When the final version of a manuscript is accepted, it is immediately
published electronically on IEEE Xplore and given a Digital Object
Identifier (DOI), at which time it enters the queue for publication in
the paper version.  In line with the IEEE's policy on scholarly
publishing, authors are also free to archive the PDF of the published
paper on their own web-site or institutional repository.

 

 

 

 

---

 Dr. Simon M. Lucas

 Department of Computing and Electronic Systems

 University of Essex

 Colchester

 Essex CO4 3SQ, UK

 TEL: +44 1206 872048

 http://dces.essex.ac.uk/staff/lucas/lucas.htm

---

 

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[computer-go] IEEE Trans. CIAIG

2009-02-25 Thread Lucas, Simon M
 The IEEE Transactions on Computational Intelligence and AI in Games

 invites submissions on computer go - many of the ideas discussed on

 this list are of core interest to the journal.

 

 The journal offers an efficient and thorough review process.  Currently
the

 average time between submission and first decision is less than six
weeks.

 

 More details here:

 

  http://www.ieee-cis.org/pubs/tciaig/

 

 best wishes,

 

  Simon Lucas

  IEEE T-CIAIG EiC

 

 

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[Computer-go] Three Lectureships

2015-04-27 Thread Lucas, Simon M
This may be of interest to readers of this list.

We are looking for people of outstanding
ability who are passionate about research and
education.

The lectureships are in:


· Computer Science and Artificial Intelligence

· Computer Games and Artificial Intelligence

· Computational Finance

These are tenure track, and equivalent to Assistant Professor grade.

Of special interest to this list is that we’re looking to expand
our teaching of computer games at Essex, with an exciting new
MSc in the area.

Closing date for applications: May 28, 2015
Preferred starting date: September 1, 2015
Starting Salary £38,511 - £45,954 (GBP) per annum

More details:  http://tinyurl.com/cseejobs

Best wishes,

  Simon Lucas

Professor Simon Lucas
Head of School
Computer Science and Electronic Engineering
University of Essex, UK
https://www.essex.ac.uk/csee/



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[Computer-go] PhD Studentships, University of Essex

2015-06-04 Thread Lucas, Simon M
Dear all,
 

We have two fully funded PhD studentships available for UK/EU students,
closing date two weeks today (June 18).

  https://www.essex.ac.uk/csee/news_and_seminars/newsEvent.aspx?e_id=7722



 
Best wishes,

 
  Simon Lucas


 
Professor Simon Lucas
Head of School
Computer Science and Electronic Engineering
University of Essex, UK
https://www.essex.ac.uk/csee/


 
 




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Re: [Computer-go] Playout speed... again

2015-10-15 Thread Lucas, Simon M
Did I read that correctly?  The number of playouts per second
for Many Faces has gone DOWN by a factor of 10?  (25,000 -> 2,500)
Presumably do to the playouts being heavier.

Simon


-Original Message-
From: Computer-go [mailto:computer-go-boun...@computer-go.org] On Behalf Of 
David Fotland
Sent: 15 October 2015 06:51
To: computer-go@computer-go.org
Subject: Re: [Computer-go] Playout speed... again

In 2008 Many Faces was getting about 25k light playouts per second on 19x19.  
Today it gets 2500 playouts per second on one thread of an i7-3770.  I don’t 
use a probability distribution in the UCT tree.  I both count liberties and 
maintain lists of liberty points, but all incrementally.  In the playouts I use 
3x3 patterns with gammas like Crazystone, not just the Mogo patterns, but I 
only do a partial distribution.  I also do local ladder searches and many other 
local tactics things.

David

> -Original Message-
> From: Computer-go [mailto:computer-go-boun...@computer-go.org] On 
> Behalf Of Gonçalo Mendes Ferreira
> Sent: Wednesday, October 14, 2015 3:27 PM
> To: [mailing list] Computer Go
> Subject: [Computer-go] Playout speed... again
> 
> Hi, I've been searching the mailing list archive but can't find an 
> answer to this.
> 
> What is currently the number of playouts per thread per second that 
> the best programs can do, without using the GPU?
> 
> I'm getting 2075 in light playouts and just 55 in heavy playouts. My 
> heavy playouts use MoGo like patterns and are probability distributed, 
> with liberty/capture counts/etc only updated when needed, so it should 
> be pretty efficient.
> 
> What would be a good ballpark for this?
> 
> Thank you,
> Gon alo F.
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[Computer-go] PostDoc: General Video Game AI

2015-10-08 Thread Lucas, Simon M
I have an opening for a post-doc (senior research officer)
to work on General Video Game AI.  The aim is
to further develop hybrid approaches involving:


· Monte Carlo Tree Search

· Rolling Horizon Evolutionary Algorithms

· Deep Neural Networks

The methods will be tested on a range of
Game AI challenges, in particular using our
General Video Game AI evaluation server:
http://gvgai.net


Salary: £31,342 - £36,309 per annum
Closing date: 9 November 2015

More details of the post can be found here:

http://tinyurl.com/gvgai-pd

For a recent paper on general video game AI, see here:

http://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=7038214=1

Best wishes,

 Simon Lucas



Professor Simon Lucas
Head of School
Computer Science and Electronic Engineering
University of Essex



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[Computer-go] Fully Funded PhD Studentships

2015-10-12 Thread Lucas, Simon M
EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence 
(IGGI)
11 fully-funded 4-year studentships available for 2016/17
Covers fees at Home/EU rate and a tax-free stipend

IGGI is an exciting opportunity for you to undertake PhD research in 
Intelligent Games and Game Intelligence, working with world-leading academics 
and top industrial games partners. We currently have 23 students working on 
research in areas such as:

*   artificial intelligence (AI),

*   emotion and immersion in games,

*   new ways to interact with games,

*   applications such as using games to help neurological patients and to learn 
how children acquire language

*   intrinsic motivation in computational creativity

*   crowdsourcing solutions via gamification

*   ...



We have 11 studentships available for 2016/17 entry. Could you be one of our 
next cohort of students 
(www.iggi.org.uk/ourstudents/), who are 
putting advanced research ideas into digital games and finding ways to improve 
people's lives using games technologies?



IGGI is a collaboration between the University of York, the University of Essex 
and Goldsmiths, University of London. We train the next generation of leading 
researchers, designers, developers and entrepreneurs in digital games.

Why IGGI?

IGGI gives you the chance to work on a focused research topic to extend the 
forefront of current knowledge in digital games technology and applications. 
IGGI gives you the opportunity to work with our industrial partners on your 
research, allowing you the possibility to contribute directly to the future of 
games. You'll have the opportunity to undertake industrial placements during 
the programme. These give you first-hand experience of the gaming industry, 
contributing to your research, as well as giving you the skills needed to 
succeed in a career in the games industry or games research.

Our partners include organisations such as: Sony Computer Entertainment Europe, 
The Creative Assembly, Codemasters, 22Cans, Eutechnyx, Roll7, Rebellion, Game 
Republic, UKIE, TIGA, The Knowledge Transfer Network, BT, Age UK, Sue Ryder. 
Check them all out at http://www.iggi.org.uk/our-industrial-partners/

Your research work with partners like these will help to increase the use of 
games as a tool for scientific research and societal good, as well as creating 
more fun and profitable games that exploit research advances. Your research 
will take up around 80% of your time, working closely with one or more expert 
supervisors. This research will be supplemented by a tailored teaching and 
training programme where you will develop games and undertake other activities 
in small teams with the other IGGI PhD students. See 
http://www.iggi.org.uk/ourstudents/ for example of the IGGI students work to 
date.



You'll also develop through events such as:

* the IGGI Games Jam, a 48 hour Game Development Challenge to enhance your 
skills in game design and development and teamwork. This is part of a global 
Games Jam, so you will be working with and competing against teams from across 
the world;

* the IGGI Symposium, a student-led event that is a showcase for student 
research alongside industry and academic speakers;

* industry days, where practitioners from industry share insights into 
their business and present real-world problems for teams to solve.

You'll receive practical skills training from a range of academic leaders. Core 
modules include:

* Games Development

* Games Design

* Research Skills

You will have the opportunity to access cutting-edge advanced optional modules 
from all three institutions with topics such as:

Advanced Computer Vision; Multi-Agent Interactions and Games; Storytelling in 
Theatre, Film and Television; User-Centred Design; AI for Game Developers; 
Graphics and Geometry for Games; Understanding Social Media; Intelligent 
Systems and Robotics; Machine Learning and Data Mining; Media Theory.
Apply for IGGI
We have 11 fully-funded studentships to award to outstanding students that 
cover fees and an annual stipend of £14,057 (or £16,057 with London weighting 
if studying at Goldsmiths) for four years (at rates current for 2015/16; this 
may increase according to EPSRC minimum payments guidance).

You can contact potential supervisors directly (see 
http://www.iggi.org.uk/supervisors/ for a list), or we can help you to choose a 
principal supervisor from York, Essex or Goldsmiths based on your interests and 
background.



Please visit http://www.iggi.org.uk/apply/ for full details of how to apply to 
the IGGI programme.



In previous years we have had substantial competition for IGGI studentships, 
and we encourage good students to submit applications as early as possible. The 
deadline for applications is midnight (GMT) on Sunday 31st January 2016.  
Shortlisting will take place on Friday 19th February and successful candidates 
will be contacted on 

Re: [Computer-go] Mastering the Game of Go with Deep Neural Networks and Tree Search

2016-01-28 Thread Lucas, Simon M
Indeed – Congratulations to Google DeepMind!

It’s truly an immense achievement.  I’m struggling
to think of other examples of reasonably mature
and strongly contested AI challenges where a new
system has made such a huge improvement over
existing systems – and I’m still struggling …

Simon Lucas



From: Computer-go [mailto:computer-go-boun...@computer-go.org] On Behalf Of 
Olivier Teytaud
Sent: 27 January 2016 20:27
To: computer-go 
Subject: Re: [Computer-go] Mastering the Game of Go with Deep Neural Networks 
and Tree Search

Congratulations people at DeepMind :-)

I like the fact that alphaGo uses many forms of learning (as humans do!):
- imitation learning (on expert games, learning an actor policy);
- learning by playing (self play, policy gradient), incidentally generating 
games;
- use of those games for teaching a second deep network (supervised learning);
- real time learning with Monte Carlo simulations (including Rave ?).
==> just beautiful :-)




2016-01-27 21:18 GMT+01:00 Yamato 
>:
Congratulations Aja.

Do you have a plan to run AlphaGo on KGS?

It must be a 9d!

Yamato
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--
=
Olivier Teytaud, olivier.teyt...@inria.fr, 
TAO, LRI, UMR 8623(CNRS - Univ. Paris-Sud),
bat 490 Univ. Paris-Sud F-91405 Orsay Cedex France 
http://www.slideshare.net/teytaud
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Re: [Computer-go] Congratulations to AlphaGo (Statistical significance of results)

2016-03-22 Thread Lucas, Simon M
Still an interesting question is how one could make
more powerful inferences by observing the skill of
the players in each action they take rather than just
the final outcome of each game.

If you saw me play a single game of tennis against Federer
you’d have no doubt as to which way the next 100 games would go.

From: Computer-go [mailto:computer-go-boun...@computer-go.org] On Behalf Of 
Álvaro Begué
Sent: 22 March 2016 17:21
To: computer-go <computer-go@computer-go.org>
Subject: Re: [Computer-go] Congratulations to AlphaGo (Statistical significance 
of results)

A very simple-minded analysis is that, if the null hypothesis is that AlphaGo 
and Lee Sedol are equally strong, AlphaGo would do as well as we observed or 
better 15.625% of the time. That's a p-value that even social scientists don't 
get excited about. :)

Álvaro.

On Tue, Mar 22, 2016 at 12:48 PM, Jason House 
<jason.james.ho...@gmail.com<mailto:jason.james.ho...@gmail.com>> wrote:

Statistical significance requires a null hypothesis... I think it's probably 
easiest to ask the question of if I assume an ELO difference of x, how likely 
it's a 4-1 result?
Turns out that 220 to 270 ELO has a 41% chance of that result.
>= 10% is -50 to 670 ELO
>= 1% is -250 to 1190 ELO
My numbers may be slightly off from eyeballing things in a simple excel sheet. 
The idea and ranges should be clear though
On Mar 22, 2016 12:00 PM, "Lucas, Simon M" 
<s...@essex.ac.uk<mailto:s...@essex.ac.uk>> wrote:
Hi all,

I was discussing the results with a colleague outside
of the Game AI area the other day when he raised
the question (which applies to nearly all sporting events,
given the small sample size involved)
of statistical significance - suggesting that on another week
the result might have been 4-1 to Lee Sedol.

I pointed out that in games of skill there's much more to judge than just the 
final
outcome of each game, but wondered if anyone had any better (or worse :)
arguments - or had even engaged in the same type of
conversation.

With AlphaGo winning 4 games to 1, from a simplistic
stats point of view (with the prior assumption of a fair
coin toss) you'd not be able to claim much statistical
significance, yet most (me included) believe that
AlphaGo is a genuinely better Go player than Lee Sedol.

From a stats viewpoint you can use this approach:
http://www.inference.phy.cam.ac.uk/itprnn/book.pdf
(see section 3.2 on page 51)

but given even priors it won't tell you much.

Anyone know any good references for refuting this
type of argument - the fact is of course that a game of Go
is nothing like a coin toss.  Games of skill tend to base their
outcomes on the result of many (in the case of Go many hundreds of)
individual actions.

Best wishes,

  Simon


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Re: [Computer-go] Congratulations to AlphaGo (Statistical significance of results)

2016-03-22 Thread Lucas, Simon M
my point is that I *think* we can say more (for example
by not treating the outcome as a black-box event,
but by appreciating the skill of the individual moves)

From: Computer-go [mailto:computer-go-boun...@computer-go.org] On Behalf Of 
uurtamo .
Sent: 22 March 2016 16:25
To: computer-go 
Subject: Re: [Computer-go] Congratulations to AlphaGo (Statistical significance 
of results)


> I'm not sure if we can say with certainty that AlphaGo is significantly
> better Go player than Lee Sedol at this point.  What we can say with
> certainty is that AlphaGo is in the same ballpark and at least roughly
> as strong as Lee Sedol.  To me, that's enough to be really huge on its
> own accord!

Agreed, and exactly what I'm telling my friends who have asked the same 
question.

s.
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Re: [Computer-go] Congratulations to AlphaGo (Statistical significance of results)

2016-03-22 Thread Lucas, Simon M
Hi all,

I was discussing the results with a colleague outside
of the Game AI area the other day when he raised
the question (which applies to nearly all sporting events,
given the small sample size involved)
of statistical significance - suggesting that on another week
the result might have been 4-1 to Lee Sedol.

I pointed out that in games of skill there's much more to judge than just the 
final
outcome of each game, but wondered if anyone had any better (or worse :) 
arguments - or had even engaged in the same type of
conversation.

With AlphaGo winning 4 games to 1, from a simplistic
stats point of view (with the prior assumption of a fair
coin toss) you'd not be able to claim much statistical 
significance, yet most (me included) believe that
AlphaGo is a genuinely better Go player than Lee Sedol.

From a stats viewpoint you can use this approach:
http://www.inference.phy.cam.ac.uk/itprnn/book.pdf
(see section 3.2 on page 51)

but given even priors it won't tell you much.

Anyone know any good references for refuting this
type of argument - the fact is of course that a game of Go
is nothing like a coin toss.  Games of skill tend to base their
outcomes on the result of many (in the case of Go many hundreds of)
individual actions.

Best wishes,

  Simon


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Re: [Computer-go] Congratulations to AlphaGo (Statistical significance of results)

2016-03-30 Thread Lucas, Simon M
In my original post I put a link to
the relevant section of the MacKay 
book that shows exactly how to calculate
the probability of superiority 
assuming the game outcome is modelled as 
a biased coin toss:

http://www.inference.phy.cam.ac.uk/itila/


I was making the point that for this

and for other outcomes of skill-based games
we can do so much more (and as humans we intuitively
DO do so much more) than just look at the event
outcome - and maybe as a community we should do that more
routinely and more quantitatively (e.g.
by analysing the quality of each move / action)

Best wishes,

  Simon



On 30/03/2016, 11:57, "Computer-go on behalf of djhbrown ." 
 wrote:

>Simon wrote: "I was discussing the results with a colleague outside
>of the Game AI area the other day when he raised
>the question (which applies to nearly all sporting events,
>given the small sample size involved)
>of statistical significance - suggesting that on another week
>the result might have been 4-1 to Lee Sedol."
>
>call me naive, but perhaps you could ask your colleague to calculate
>the probability one of side winning 4 games out of 5, and then say
>whether that is within 2 standard deviations of the norm.
>
>his suggestion is complete nonsense, regardless of the small sample
>size.  perhaps you could ask a statistician next time.
>
>-- 
>patient: "whenever i open my mouth, i get a shooting pain in my foot"
>doctor: "fire!"
>http://sites.google.com/site/djhbrown2/home
>https://www.youtube.com/user/djhbrown
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Re: [Computer-go] Congratulations to AlphaGo (Statistical significance of results)

2016-03-31 Thread Lucas, Simon M
Thanks Ryan,

Nice paper – did you follow up on any of the future work?

  Simon



From: Computer-go 
<computer-go-boun...@computer-go.org<mailto:computer-go-boun...@computer-go.org>>
 on behalf of Ryan Hayward <hayw...@ualberta.ca<mailto:hayw...@ualberta.ca>>
Reply-To: "computer-go@computer-go.org<mailto:computer-go@computer-go.org>" 
<computer-go@computer-go.org<mailto:computer-go@computer-go.org>>
Date: Wednesday, 30 March 2016 at 18:59
To: "computer-go@computer-go.org<mailto:computer-go@computer-go.org>" 
<computer-go@computer-go.org<mailto:computer-go@computer-go.org>>
Subject: Re: [Computer-go] Congratulations to AlphaGo (Statistical significance 
of results)

Hey Simon,

I only now remembered:

we actually experimented on the effect
of making 1 blunder (random move instead of learned/searched move)
in Go and Hex

"Blunder Cost in Go and Hex"

so this might be a starting point for your question
of measuring player strength by measuring
all move strengths...

https://webdocs.cs.ualberta.ca/~hayward/papers/blunder.pdf

On Wed, Mar 30, 2016 at 5:29 AM, Lucas, Simon M 
<s...@essex.ac.uk<mailto:s...@essex.ac.uk>> wrote:
In my original post I put a link to
the relevant section of the MacKay
book that shows exactly how to calculate
the probability of superiority
assuming the game outcome is modelled as
a biased coin toss:

http://www.inference.phy.cam.ac.uk/itila/


I was making the point that for this

and for other outcomes of skill-based games
we can do so much more (and as humans we intuitively
DO do so much more) than just look at the event
outcome - and maybe as a community we should do that more
routinely and more quantitatively (e.g.
by analysing the quality of each move / action)

Best wishes,

  Simon



On 30/03/2016, 11:57, "Computer-go on behalf of djhbrown ." 
<computer-go-boun...@computer-go.org<mailto:computer-go-boun...@computer-go.org>
 on behalf of djhbr...@gmail.com<mailto:djhbr...@gmail.com>> wrote:

>Simon wrote: "I was discussing the results with a colleague outside
>of the Game AI area the other day when he raised
>the question (which applies to nearly all sporting events,
>given the small sample size involved)
>of statistical significance - suggesting that on another week
>the result might have been 4-1 to Lee Sedol."
>
>call me naive, but perhaps you could ask your colleague to calculate
>the probability one of side winning 4 games out of 5, and then say
>whether that is within 2 standard deviations of the norm.
>
>his suggestion is complete nonsense, regardless of the small sample
>size.  perhaps you could ask a statistician next time.
>
>--
>patient: "whenever i open my mouth, i get a shooting pain in my foot"
>doctor: "fire!"
>http://sites.google.com/site/djhbrown2/home
>https://www.youtube.com/user/djhbrown
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--
Ryan B Hayward
Professor and Director (Outreach+Diversity)
Computing Science,  UAlberta
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[Computer-go] Five fully funded PhD Studentships

2017-02-15 Thread Lucas, Simon M
Dear all,

We have FIVE fully funded PhD studentships available,
with topic areas including Game AI, Optimisation and
Deep Learning and Neural Networks.

Closing date Feb 28.

https://www.essex.ac.uk/csee/fees_and_scholarships/default.aspx

Best wishes,

  Simon

Professor Simon Lucas
Head of CSEE
University of Essex
http://csee.essex.ac.uk/acstaff/sml/


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Re: [Computer-go] EPSRC Funded PhD Studentships in AI and Games (IGGI)

2017-01-17 Thread Lucas, Simon M
Dear all,

Please see below: deadline is FRIDAY Jan 27.

Best wishes,

  Simon Lucas



From: Lucas, Simon M
Sent: 07 October 2016 17:20
To: ciga...@googlegroups.com; genetic_programm...@yahoogroups.com; 
Connectionists List <connectioni...@cs.cmu.edu>; 'computer-go@computer-go.org' 
<computer-go@computer-go.org>
Subject: EPSRC Funded PhD Studentships in AI and Games


EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence 
(IGGI)
11 fully-funded studentships to start September 2017
Covers fees at Home/EU rate and a stipend for four years
IGGI is an exciting opportunity for you to undertake a four-year PhD in 
Intelligent Games and Game Intelligence, working with top games companies and 
world-leading academics in games research. We currently have 34 students 
conducting research in areas such as:
*Artificial Intelligence (AI) to create interesting, fun, believable game 
agents,
*emotion and immersion in games,
*interaction design for games,
*Machine Learning (ML) to understand player psychology
*using games for learning and wellbeing,
*game audio, graphics and animation
*game design, citizen science and gamification,
*procedural content generation.
IGGI is a collaboration between the University of York, the University of Essex 
and Goldsmiths College, University of London. The programme trains PhD 
researchers who will become the next generation of leaders in research, design, 
development and entrepreneurship in digital games.
We have 11 studentships available for 2017/18 entry, which will fund full fees 
(for UK/EU students) plus a tax-free living stipend, for a 4-year PhD 
programme. Could you join our large and growing group of games researchers in 
the world's largest games research programme?

Why IGGI?
IGGI gives you the opportunity to work with our industry partners, allowing you 
the possibility to contribute directly to the future of games. You will have 
the opportunity to undertake industrial placements during the IGGI programme, 
giving you first-hand experience of the games industry. These placements will 
contribute to your research, ensuring its relevance, as well as giving you the 
skills needed to succeed in a career in the games industry or games research.
Our students have completed placements with partner companies such as Sony 
Interactive Entertainment Europe, Bossa Studios, Google, MediaMolecule, 
SplashDamage, and MindArk. Other partners include organisations such as 
Creative Assembly, Rebellion, UKIE, the Digital Catapult, BT and over 50 games 
companies and organisations which use games in creative ways (see 
http://www.iggi.org.uk/industry-partners/)
Your research work with partners like these will advance the creation of more 
fun and profitable games that exploit research advances, and help to increase 
the use of games as a tool for scientific research and societal good.
You'll also learn through teamwork and inspiring events such as:
*  the IGGI Game Jam, a 48 hour Game Development Challenge to enhance your 
skills in game design and development, and teamwork. This is part of the Global 
Game Jam, so you will be jamming alongside teams from all over the world;
*  the IGGI Symposium, a student-led event that showcases student research 
alongside industry and academic speakers;
*  industry days, where practitioners from industry share insights into 
their business and present real-world problems for teams to solve.
You'll receive focused skills training from a range of academic research 
leaders, covering topics including: Games Development, Games Design and 
Research Skills as well as a range of optional topics in areas such as AI, HCI, 
graphics, audio and design.
Apply for IGGI
We have 11 fully-funded studentships to award to outstanding students that 
cover fees and an annual tax-free stipend of £14,296 (or £15,726 with London 
weighting if studying at Goldsmiths) for four years (at 2016/17 rates - this is 
likely to increase slightly for September 2017 starters).
An IGGI application should consist of a CV, a covering letter explaining your 
motivation and suitability for the IGGI programme, and a statement of your 
planned research and proposed supervisor(s). You will also be asked for 
evidence of your programming skills during the application process, either 
through your qualifications, previous employment or examples of games you have 
developed.
You can contact potential supervisors directly (see 
http://www.iggi.org.uk/supervisors/ for a list), or contact us at the email 
address below and we can help you to choose a principal supervisor from York, 
Essex or Goldsmiths based on your interests and background.
We expect substantial competition for IGGI studentships and we encourage good 
students to submit applications as early as possible. The deadline for 
applications is midnight (GMT) on Friday 27th January 2017. Interviews will 
take place at Goldsmiths, University of London on

[Computer-go] EPSRC Funded PhD Studentships in AI and Games

2016-10-07 Thread Lucas, Simon M

EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence 
(IGGI)
11 fully-funded studentships to start September 2017
Covers fees at Home/EU rate and a stipend for four years
IGGI is an exciting opportunity for you to undertake a four-year PhD in 
Intelligent Games and Game Intelligence, working with top games companies and 
world-leading academics in games research. We currently have 34 students 
conducting research in areas such as:
*Artificial Intelligence (AI) to create interesting, fun, believable game 
agents,
*emotion and immersion in games,
*interaction design for games,
*Machine Learning (ML) to understand player psychology
*using games for learning and wellbeing,
*game audio, graphics and animation
*game design, citizen science and gamification,
*procedural content generation.
IGGI is a collaboration between the University of York, the University of Essex 
and Goldsmiths College, University of London. The programme trains PhD 
researchers who will become the next generation of leaders in research, design, 
development and entrepreneurship in digital games.
We have 11 studentships available for 2017/18 entry, which will fund full fees 
(for UK/EU students) plus a tax-free living stipend, for a 4-year PhD 
programme. Could you join our large and growing group of games researchers in 
the world's largest games research programme?

Why IGGI?
IGGI gives you the opportunity to work with our industry partners, allowing you 
the possibility to contribute directly to the future of games. You will have 
the opportunity to undertake industrial placements during the IGGI programme, 
giving you first-hand experience of the games industry. These placements will 
contribute to your research, ensuring its relevance, as well as giving you the 
skills needed to succeed in a career in the games industry or games research.
Our students have completed placements with partner companies such as Sony 
Interactive Entertainment Europe, Bossa Studios, Google, MediaMolecule, 
SplashDamage, and MindArk. Other partners include organisations such as 
Creative Assembly, Rebellion, UKIE, the Digital Catapult, BT and over 50 games 
companies and organisations which use games in creative ways (see 
http://www.iggi.org.uk/industry-partners/)
Your research work with partners like these will advance the creation of more 
fun and profitable games that exploit research advances, and help to increase 
the use of games as a tool for scientific research and societal good.
You'll also learn through teamwork and inspiring events such as:
*  the IGGI Game Jam, a 48 hour Game Development Challenge to enhance your 
skills in game design and development, and teamwork. This is part of the Global 
Game Jam, so you will be jamming alongside teams from all over the world;
*  the IGGI Symposium, a student-led event that showcases student research 
alongside industry and academic speakers;
*  industry days, where practitioners from industry share insights into 
their business and present real-world problems for teams to solve.
You'll receive focused skills training from a range of academic research 
leaders, covering topics including: Games Development, Games Design and 
Research Skills as well as a range of optional topics in areas such as AI, HCI, 
graphics, audio and design.
Apply for IGGI
We have 11 fully-funded studentships to award to outstanding students that 
cover fees and an annual tax-free stipend of £14,296 (or £15,726 with London 
weighting if studying at Goldsmiths) for four years (at 2016/17 rates - this is 
likely to increase slightly for September 2017 starters).
An IGGI application should consist of a CV, a covering letter explaining your 
motivation and suitability for the IGGI programme, and a statement of your 
planned research and proposed supervisor(s). You will also be asked for 
evidence of your programming skills during the application process, either 
through your qualifications, previous employment or examples of games you have 
developed.
You can contact potential supervisors directly (see 
http://www.iggi.org.uk/supervisors/ for a list), or contact us at the email 
address below and we can help you to choose a principal supervisor from York, 
Essex or Goldsmiths based on your interests and background.
We expect substantial competition for IGGI studentships and we encourage good 
students to submit applications as early as possible. The deadline for 
applications is midnight (GMT) on Friday 27th January 2017. Interviews will 
take place at Goldsmiths, University of London on Friday 10th March 2017.
Your CV, covering letter, supervisor information and statement of planned 
research should be emailed to ap...@iggi.org.uk. 
Please send enquiries to the same email address


Best wishes,

  Simon Lucas


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Re: [Computer-go] Go Tournament with hinteresting rules

2016-12-15 Thread Lucas, Simon M
The intelligible reason is that focussing on the win or loss
means that the bot is focussing on what actually matters: winning
and not losing.  If the bot focuses on the margin of victory
the play can be skewed to aim for big wins that may not
happen while paying insufficient attention to small losses.

Simon Lucas



-Original Message-
From: Computer-go [mailto:computer-go-boun...@computer-go.org] On Behalf Of 
Charles Leedham-green
Sent: 08 December 2016 23:23
To: computer-go@computer-go.org
Subject: Re: [Computer-go] Go Tournament with hinteresting rules

I have been told that bots that are based on MC play better when they only 
record the result of each roll out (W or L) rather than the margin of victory.

To me this is counter-intuitive.

Does anyone have an intelligible reason why it should be so?

Charles

> On 8 Dec 2016, at 22:56, Erik van der Werf  wrote:
> 
> On Thu, Dec 8, 2016 at 10:58 PM, "Ingo Althöfer" <3-hirn-ver...@gmx.de> wrote:
>> Playing under such conditions might be a challenge for the bots
> 
> Why? Do you think the humans will collude?  ;-)
> 
> Erik.
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