Re: [Computer-go] 37x37 tournament on KGS

2014-07-14 Thread Petri Pitkanen
Any estimates how long the games will be? Even 21x21 games i've seen land
clearly 'not very entertainig' domain.

PP


2014-07-14 13:47 GMT+03:00 Ingo Althöfer 3-hirn-ver...@gmx.de:

 Hello guys,

 in the insane section of KGS a tournament on 37x37-boards
 will be played next week:
 http://www.gokgs.com/tournInfo.jsp?id=910

 It would be interesting to see how bots perform there.
 Is someone willing to let his baby participate?

 Ingo.

 PS. Some years ago Zen participated in a 21x21-tournament on KGS
 and got an impressive second rank, if I remember correctly.
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Re: [Computer-go] Skip-opening matchmode

2014-06-04 Thread Petri Pitkanen
My hypothesisi is that weird opening is not good or bad objectively, but
works because it matches the playing style of moves to come.

 And small differences in opening do not matter much as it is the middle
game that sets players a part. Difference in points between 3-4 and 10-4 as
1st move is probably way below one, and in any middle game  fights
difference between good and almost good moves is almost always more than 10
points.

So good or bad opening is something that will be an issue once bots are
playing pro's with 1-2 stone handicap.

In chess I notices load of player buy and read opening books while  at they
skill level they hardly ever meet an opponent that will play a know opening
past move six. And they lose and win games on dropped pieces on fine
nuances of strategy. Similarly in go loads of people study joseki and lose
games on not reading medium hard tsume-go situations correctly

Petri



2014-06-04 15:51 GMT+03:00 Marc Landgraf mahrgel...@gmail.com:

 Hi,
 another idea crossed my mind lately. We see a lot of Bots play rather
 unconventional fuseki. Sadly it looks difficult to know, if those are
 actually a weakness or a strength of certain bots as our human judgement is
 not perfectly accurate here either. Thus I would love to see some games, in
 which the game is not started on an empty board, but on positions from
 professional games at around move 50 or 60. (the position of course should
 be not known to the bot before, so no preanalysis) For fairness reasons the
 players of course have to play it twice with alternating colors to prevent
 any potential advantage from the given board position.

 It would be interesting to see, if those Bot fuseki are actually playing
 into the bots strengths or if they are handicapping the bot, as they would
 do better with conventional openings, but are just unable to play them.

 Of course, the best would be, if it would be possible to somehow test it
 against humans of appropriate level, but I'm not sure, how this could be
 done. But even some sort of bot tourney with this mode would probably be
 interesting, even though it would not tell us, what I described above, but
 still the comparison to a normal tourney may tell something about strengths
 of certain bots.

 Same could be also done with endgame positions, but finding endgame
 positions that are challenging for the bots without being predecided on
 their level is probably rather difficult.



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Re: [Computer-go] [O-T] Arimaa

2014-02-22 Thread Petri Pitkanen
I think both are too fat for truly analytical answer. But number of people
working in computer go vs arimaa and number of people playing the two games
indicates that Go would be the 1st to have computer beating top humans.
Last time I logged in into arimaa server there were 11 people there.
Drawing from such a shallow talent pool coming up with good ideas will take
huge time.

And I do not think Arimaa has chance. It lacks the violent nature chess nor
is strategy as subtle as in Go - not to mention violent nature of Go which
in my games usually happens the wrong way around. And most importantly if I
want to play I can easily find someone to play chess with me, with bit of
trouble i would find someone  to play Go but for Arimaa... I would need to
teach rules to someone. And in in these games competitive factor is huge,
no competition id there is no one to compete with.

PP
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Re: [Computer-go] Congratulations to Crazy Stone!

2013-12-10 Thread Petri Pitkanen
I am afraid can depend on rule set in use. I guess that under Japanese
rules bent four is dead by definition.



But having two of them does not really change anything as attacker can
choose to fight then after each other.

Petri


2013/12/10 Stefan Kaitschick stefan.kaitsch...@hamburg.de

 What happens with 2 bent fours?
 You should be able to save one of them.

 On Mon, Dec 9, 2013 at 10:01 PM, Hiroshi Yamashita y...@bd.mbn.or.jp
 wrote:
  In round 3 CrazyStone vs. Aya, probably Aya was expecting W to play L12
 or
  N12, if B's corner was not 100% dead in the playouts. It seems a bug in
  Aya's playouts, but even if there was no bug, Aya could still reasonably
  expect W's L12 or N12 in the tree. Corner bent-four is not easy to
 handle
 
 
  Yesterday I turned off bent4 code for test, and forgot. Aya understands
  bent4 as seki. And at end of playout, bent4 shape is counted as dead.
  It works well, but when outside of bent4 is semeai, it does not work.
  Maybe when outside W lib is 5, W has to play N12?
 
  And thanks for nice look cross-table and report. I was bit surprised
  I got runners-up 7 times in a row this year.
 
  Regards,
  Hiroshi Yamashita
 
 
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Re: [Computer-go] How many probes down the tree are necessary for a good bot?

2013-11-12 Thread Petri Pitkanen
3013 :) You are really ahead of us.

I am KGS 4-5k and Manyfaces on two core 1,5 GHz will usually beat me. If I
take 2 stone handicap I usually beat it. And I always use lopsided time
controls, computer is not nearly impatient as I am, something like 30 min
for me and 15 mins for it and 30 secs byo-yomi. I think bots are relatively
stonger on non-handicap games. I can check how many sims it does for that
but not 100 000 I would say.

And 5k KGS is probably round 7k Finnish Go Association. So ratings are just
as confusing in go as they are in chess servers f.ex  (try to count on
chess.com forums how many threads there are on subject 'how does this
rating related to that rating')



2013/11/13 Darren Cook dar...@dcook.org

  How many probes/playouts are necessary for a 19x19 MCTS bot to beat a
 human
  amateur?  Let's say 5k rating.

 (5 kyu will need defining a bit more: can we assume a KGS 5-kyu?)

 If light playouts (i.e. random, with just the most basic go knowledge to
 prevent filling your own eyes and ko checking to avoid infinite loops),
 I don't think there is any program that can beat a 5-kyu. So, my answer
 is lots and lots.

 At the other end, with heavy playouts some of the programs sound like
 they might be playing at that level with 100K playouts? (That is a very
 rough guess; I'm going by the Measuring program strength thread (Aug
 3013) where people are getting 50% against GnuGo with 1K to 10K playouts.)

 Darren

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Re: [Computer-go] On Semeai Detection

2013-10-10 Thread Petri Pitkanen
Thats why Gmail has filters and you can prevent gmail classifying as spam
from specific senders.

Petri


2013/10/9 Aja Huang ajahu...@gmail.com

 I didn't get Don's goodbye message as well, and I found Gmail filtered
 lots of emails from the list as spams.

 Aja


 2013/10/9 Erik van der Werf erikvanderw...@gmail.com

 On Wed, Oct 9, 2013 at 8:54 PM, Ingo Althöfer 3-hirn-ver...@gmx.de
 wrote:
  Ps. Sorry for writing this as a new message. But for months
  already I do not receive the mails from the list, and
  an attempt to register from another mailing address failed.

 You're not the only one with email problems. Last month I didn't get
 Don's goodbye message (but saw it in the archive). Then later I didn't
 get the follow-up replies from Don and GCP... Most emails still seem
 to get through to me, but it's a pity that this list is becoming
 unreliable.

 Erik
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Re: [Computer-go] is the list still working?

2013-08-20 Thread Petri Pitkanen
Whic can be prevented by gmail filters. My gmail says something like this
mail has not been sent to spam because of filter you created. It says in
in Finnish so all typos and bad grammar re from me not from google :)


2013/8/20 Alexander Kozlovsky alexander.kozlov...@gmail.com

 It works for me and for others:
 http://dvandva.org/pipermail/computer-go/2013-August/thread.html

 But GMail marks almost all computer-go messages as spam, so I need to
 check spam folder regularly.



 On Tue, Aug 20, 2013 at 6:08 AM, Ray Tayek rta...@ca.rr.com wrote:

 i have no posts since 7-22.

 thanks

 ---
 co-chair http://ocjug.org/

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Re: [Computer-go] Question on 0.5-wins

2013-06-25 Thread Petri Pitkanen
Bots also fill in their own territory removing  very distant threats if
they can afford to do it. Probably saves a loss in one game out 100 or so.

Petri


2013/6/25 Stefan Kaitschick stefan.kaitsch...@hamburg.de

 I have never understood this bot behaviour, because once a position
 gets very close, every move becomes critical and that should depress
 the winrate atleast somewhat. The only explanation that I have for
 myself, is that while the lead is still comfortable, the bot will shun
 optimal moves if they require any kind of followup, because that looks
 less safe to the bot.

 Stefan
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Re: [Computer-go] Narrow wins

2013-06-11 Thread Petri Pitkanen
I can tell from experience that it certainly affects how bots when giving
handicap. I dob't mfog comercially availalable version has it but my first
feeling ehrn playing it was it does not. On 4 core laptop I pretty much
lost 4  game out of five even but had no trouble with two stone handicap.
Without synamic go bot try to get even in opening stage  which is not
really doable if handicap is correct.

With Pachi - I assume due ti dynamic handicap - situation feels different.
Measuring this effect is possible since bots can be easily adjusted in
strength, but  takes quite an effort still.

Petri


2013/6/11 Darren Cook dar...@dcook.org

  The dynamic komi can be pretty large.  I think I limit it to 30 points or
  so.  If the komi were only a point or two you would see a lot of games
 won
  by 2.5 points or so.  You can see from the results that the margins are
  often pretty large.

 Hello David,
 Interesting! Is the benefit just from more natural-looking play (from
 the point of view of humans), or is it actually increasing the win rate
 do you think?  (And if so, just the win rate against humans, or against
 other programs too?)

 Darren

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Re: [Computer-go] Playing strenght versus respond time

2013-06-04 Thread Petri Pitkanen
I have only anecdotal evidence but still I am pretty sure of my
observation: Faster I play faster my opponents respond - usually -
regardless of time limits. So playing fast may well trigger bad moves by
opponent.

Petri


2013/6/4 Detlef Schmicker d...@physik.de

 I wonder if somebody tested the human playing strength versus bot
 respond time on kgs (with the same bot parameters otherwize).

 The reason I ask is: I want to test the scaling with playouts_per_move.
 Aya is so kind to offer its playouts per move and I wondered if the
 relatively bad scaling has to do with humans playing more serious if
 the bot takes more time?

 Detlef

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Re: [Computer-go] MCTS + Neural Networks?

2013-05-01 Thread Petri Pitkanen
I would say you would loose too many simulations. Besides by using whatever
power to increase simulations/second probably gives better results.
Optimizing simulations is a dark art. I think there are several test to
show thath if you make the simulation AI better the it may make your bot
weaker, even with similar amount sims/move.

Perhaps applying neural nets in tree search part  to bias the search? Like
Many Faces does with opening book.

Petri


2013/5/2 Steven Clark steven.p.cl...@gmail.com

 Thanks for the link! Looks like a good paper -- I will read it more
 carefully shortly.
 Ignoring computational speed for a moment, is it a reasonable assumption
 that an algorithm that plays a NN-proposed tactical move 50% of the time,
 and a random move 50% of the time, should outperform an algorithm that
 plays a random move 100% of the time?
 So it's just a case of how many playouts do we lose by employing the NN
 (GPUs to the rescue?). For reference, I was using 25 input nodes, 25 output
 nodes, ~50 hidden nodes.
 I guess ultimately it comes down to make a bot and prove it :)

 -Steven



 On Wed, May 1, 2013 at 9:50 PM, George Dahl gd...@cs.toronto.edu wrote:

 I don't know if neural nets that predict moves have been helpful in any
 strong bots, but predicting expert moves with neural nets is certainly old
 news. See http://www.cs.utoronto.ca/~ilya/pubs/2008/go_paper.pdf

 There might be a place for artificial neural nets in a strong Go playing
 program, but it is an open question on how to incorporate neural nets well.
 Software like neurgo used a lot of expert features along with a neural net
 for global position evaluation and I tried (with very little success) to
 predict ownership of points on the board using a neural net.

 It is very hard to get neural nets to help a standard MCTS bot a lot
 because the neural net needs to be good at whatever it is supposed to be
 doing and still probably very fast to be useful.

 - George


 On Wed, May 1, 2013 at 9:42 PM, Steven Clark steven.p.cl...@gmail.comwrote:

 Hello all-

 Has anyone successfully used neural nets to help guide MC playouts?
  Has anyone used NN to learn patterns larger than 3x3?

 I'm working on a grad-school project, and discovered a few interesting
 things.
 After analyzing 10,000+ high-dan games from KGS, I find that more than
 50% of the time, moves are played within a 5x5 window centered at the
 opponent's previous move (call this a tactical move, vs a strategic move).

 I used the FANN library to learn these 5x5 patterns, and found that the
 NN could predict tactical moves with ~27% accuracy (and with a 50% chance
 that the answer would be in the top 3 moves proposed by the NN).

 Is this old news? Are neural nets just too slow to be helpful to MC
 (reduce the playout rate too much?)

 Thoughts welcome. I will be up late finishing the report since it is due
 tomorrow ;)

 -Steven

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Re: [Computer-go] Weight of moves

2013-04-01 Thread Petri Pitkanen
They are random so very little information can be taken out.

Also about local fights and grand level strategy: Since the MC program
always do a full board search they  - relatively speaking  - are masters at
using full board and connecting local fights to global ones.

When I used my laptop to run ManyFacesOfGo I quite often lost on getting
hammered in fights  involving more than one area of the board.

So MC makes a plan for the game, it just makes it implicitly and you cannot
ask from it what it is.

Petri


2013/4/1 Gabriel .Santos gabrielmsan...@gmail.com

 Thanks Aja.

 I was just wondering if it is possible to get more relevant information
 from the playouts and take advantage of that.
 =D.


 On Mon, Apr 1, 2013 at 3:58 PM, Aja Huang ajahu...@gmail.com wrote:


 2013/4/1 Gabriel .Santos gabrielmsan...@gmail.com

  3 - I guess you misunderstood my idea of think, or perhaps i just
 choose the wrong word. By the question that I raise, i mean, how anyone say
 that one state is better than another one if they have the same winrate in
 MC methods. How could the machine determine this ?


 If one of the states has more trials than the other, then the machine
 determines it is better with higher confidence.

 Aja

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Re: [Computer-go] 50k-100k patterns

2012-08-10 Thread Petri Pitkanen
2012/8/10 Mark Boon tesujisoftw...@gmail.com

 It's hard to find people at age 20 or 30 to start to devote their life
 to something new. But it does happen on occasion. About 10 years ago
 there was someone like that at the Amsterdam Go Club. Strong chess
 player. Well over 30, unemployed I believe, who spent day and night
 studying Go and playing online. At the time I told him the same I have
 been saying here. But he didn't believe me. I think some 2 years later
 he was 1-dan, which was already very promising. But I think becoming
 2-dan then took another two years. I don't know what happened after
 that, but I believe he got stuck at 2 or 3 dan.

 Mark


Age has an impact for sure. In learning new skill there is myelin involved.
Last time person gets bigger influx of myelin is around 30's. So up to taht
learning skill should be quite doable. But doable does not mean easy.
Proper training is hard and annoying. I do not know what is best way to
train for go, but one thing dor sure it will not involve huge amount of
playing go, obviously that will not hurt but that cannot be the best way. I
and I do doubt if best method is well known at all.

In one of the best music schools i read about had a good definition: If
passer by can tell what song what was played by practising
violin/cello/whatever player, then that is NOT practising.

So 1 hours for person about 10-20 year of age, maybe 20 000 for 30's,
not doable in 50's. At around 50 person start lose myelin at the rate he
gets new. UNless you do try to learn something new. But yes learning is
more tedious but there are no hard limits. Soft limits will get hard enough
though.

PP
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Re: [Computer-go] 50k-100k patterns

2012-08-08 Thread Petri Pitkanen
2012/8/9 Mark Boon tesujisoftw...@gmail.com

 On Wed, Aug 8, 2012 at 5:10 AM, Jim O'Flaherty, Jr.
 jim_oflaherty...@yahoo.com wrote:
  So, if this great pruning has any real truth to it, it would likely be
 a
  large influencer in why both acquiring a language, an accent and learning
  intricate Go patterns prior to 6 are then hard coded at a very deep and
  abstract level into the resulting pruned network by the time the child
 has
  reached 10 years old. In effect, they have been imprinted deeply and
  subconsciously/intuitively in a way no adult can possibly match.

 This was my understanding as well. And it strokes with my
 observations. It is possible that this is the change in level of
 abstraction that the article is referring to when moving from
 'amateur' to 'professional' level. But in that case it's only
 coincidence that it happened right at the age where this change
 happens and has nothing to do with the move to professional level. But
 the majority of people become 'professional' in pretty much anything
 at a later age. Only a small class of child prodigies reach
 professional level in their early teens.

 Well most people really never reach professional level on anything. Most
SW developers I have met reach level adequate, but few are willing to
invest the pain needed to become really good at it.



 As to language, I have never met a foreigner who learnt Dutch as an
 adult who didn't have an accent. Although Dutch sounds gutteral to the
 casual observer, it's in fact the vowels that seem to be impossible to
 get right for foreigners. Only when learnt as a child do they acquire

 Mark


This can be that people are not really trying. I would leard Dutch right
now  I would probably have a bad accent as way forming vowels in Finnish
and Dutch is vastly different. But let us assume that I would be willing
invest about 10 000 hours into learning accent free Dutch I could get lot
better results. And by this 10 000 hours it woudl mean dedicated goal
oriented good quality training. But then againb who is. By the way I know
one foreigner without accent speaking Finnish who learnt it at adult age, I
guess that wont make rule that it is easy :)

This last condition explains why most people do get to reasonable level at
their profession but never excel. You can program 20 000 hours but unless
you have clear goal of get better - not merely hoping that  just doing what
ever you are doing will get you there - one will not reach expert level

Petri
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Re: [Computer-go] scalability study

2011-06-18 Thread Petri Pitkanen
2011/6/17 Jean-loup Gailly jl...@gailly.net

 I have done precisely this. The reports of scalability death are greatly
 exaggerated, as you can see from the attached graph.  To avoid self play
 benchmarks which are misleading, I tested Pachi against Fuego 1.1.  Fuego
 Jean-loup


 Well this gives a biased solution. Wrong sample so to speak. Fuego will not
create complex semeais and har read ishi-no-shita nakade shapes i.e opponent
that puts no pressure to known problems . So you prove that agains opponent
who does not play like human  you do scale. But you advance the ladder of
human players these small issues tend pop-up more often.

Scaling measurement against strong humans is obviously bit hard. Just about
only thing is letting different CPU machines play in KGS.

Yes I do believe that pachi/Fuego will play better given more time. But It
would scale better if there were better algorithm in place and part of that
extra CPU would be used there. Just that exactly what to for it is bit
murky.

So I don't think that we get to 6 Dan EGF (8-9 Dan KGS?) with current
programs just adding memory and CPU.

Petri
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Re: [Computer-go] [Computer-go ] Congratulations to Zen!

2011-06-15 Thread Petri Pitkanen
2011/6/16 Don Dailey dailey@gmail.com

 That's simple (at least I think).  The scaling law converges at some

 point where the speed (or more thinking time) benefits little.


 It converges at perfect play.   Thinking that it just happens to converge
 at the exact limits of


Not by current playout algorithms. Sampling in a wrong way gives wrong
statistics regardless how much you sample. Or so it was said in my
Statistics and Probability course back in eighties. But I think it is
still true.

So 10 years from now 100 times faster computers will not create very good
players by themselves. Part of that CPU must allocated to smarter
algorithms. As I remember your previous post I would say this happened in
chess as well? At least there are very good chess programs that do not do
millions of evaluations/second

http://en.wikipedia.org/wiki/Human-computer_chess_matches#Pocket_Fritz_4_.282009.29

So that is not scaling, thats programming I would say. Yes,  partly scaling.
Mobile phones in 2009 had pretty fast processors. Still nothing to compare
desktops


 Don
 currentWhat is 9 x 15?And what is 20 minutes + 5 x 30,  I don't
 understand the time controls.How much time is the human getting and how
 much time is the computer getting? I assume the computer is getting 13
 and 28 right? So the extra time for the computer is just over 2X which
 isn't

  9x15 is 15 seconds/move with max 9 overruns. So in the beginning you have
9 byo-yomi times left and if you spend 28 seconds thinking for the move you
lose one. If think for instance 31 seconds you would have lost two periods.
Basic Byo-yomi overtime.

and second one is 20 minutes basic time and after that 5 periods for 30
seconds.

http://en.wikipedia.org/wiki/Byoyomi

Petri
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Re: [Computer-go] May KGS bot tournament: 19x19, fast

2011-05-09 Thread Petri Pitkanen
2011/5/9 Nick Wedd n...@maproom.co.uk

 You are proposing that the tournament should start by pairing strong
 players with weak players, and claiming that this is more likely to result
 in the strongest player winning the tournament.  I don't see it.


Maybe  itis  easier if you think Swiss system as a cup. Which it for
winners  (assuming number of rounds being like 5 rounds for 32 players). If
you pair strong players with strong ones, on second round you end having
players still contending of winning that are both weak and strong. And some
strong players dropped to competing for third place effectively.

Swiss system is a cup with kinda consolation being played by the losers.

And you have reliable a priori information then swiss is not not the best
choice. MacMahon gets better results. Not fair for quickly advancinf players
but nothing is perfect.

You could simulate this easily by assuming that win probabilities follow
exactly ELO estimates for example.

Petri
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Re: [Computer-go] February KGS bot tournament: 19x19

2011-01-30 Thread Petri Pitkanen
2011/1/30 Daniel Shawul dsha...@gmail.com

 Hello,My other problem is with implementation of  'byo-yomi time' . I am
 not familiar with this time
 control before. From my understanding there is an initial main time set
 where an engine can
 make as many moves at it wants. So does that mean if I make moves faster at
 that stage I get
 extra time or not ? What I implemented currently is just make (boardisze /
 4) i.e half you your total
 moves in that time control and the remaining in byo-yomi mode. Doe that
 sound reasonable ?


In Go related question Sensei's library is the 1st place to look for an
answer.

http://senseis.xmp.net/?ByoYomi

Is not very usefull but it doers contain a link that is

http://www.britgo.org/bgj/10643.html

br,
Petri
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Re: [Computer-go] Could a 'doubling dice'** encourage early resignation by programs?

2011-01-27 Thread Petri Pitkanen
2011/1/28 Álvaro Begué alvaro.be...@gmail.com

 On Thu, Jan 27, 2011 at 4:12 PM, Don Dailey dailey@gmail.com wrote:

 I don't understand your objection, Don. The side that is winning will
 at some point determine that the probability of winning the game is
 large enough (say, more than 80%) and it will propose doubling. At
 that point the losing side can resign and lose 1 point; resigning
 later (after accepting the doubling) costs 2 points.

 Álvaro.
 ___


Well I have an objection. Example you gave person offering the double
already made a mistake. If one starts working with the cube, then it is
needs to be done well. Optimal doubling point is when chance of winning is
exactly 75%, then for the opponent it is indifferent whether he accept of
rejects. And erring in direction doubling too late is far more serious than
doubling too eraly. Also erring to direction of resigning instead of playing
is usually far bigger mistake. So if a winds of war will make situation
clear after next encounter, then the correct moment to double just before
it. 55% chance of winning maybe enough in some cases,depends of how likely
is the re-double. Term used used for this is volatility. Bigger the
volatility smaller is the edge ususally required to double.

And if there is no re-double 50%+epsilon is good enough to double and
optimal is still as close to 75% you can get.

So why we would introduce new set of skills to bve programmed into a game
where it makes no sense? And when done optimally it will not shorten the
games too often as correctly offered double should be accepted.

Petri
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Re: [Computer-go] Semeais

2011-01-13 Thread Petri Pitkanen
2011/1/14 Robert Jasiek jas...@snafu.de

 Suggestion for MC:

 1) Identify semeais by expert knowledge.

 2) Divide the board into each semeai / non-semeai region.

 3) Solve / represent each semeai by expert knowledge.

 4) Do global MC with the change of special treatment for each semeai
 region. E.g., know the best black / white move in each semeai region and
 treat that region like just one intersection for the respective player to
 move (alternatively: as two intersections for either player).

 For other problems like life and death, endgame or game's first move, a
 similar Local Expert Knowledge approach could be used.

 There are complications of course:
 - dynamic region update
 - multiple threats on several regions
 - ko


 --
 robert jasiek

 This would not help with problem of Semeais appearign during the MC
simulation and expert system cannot be used during simulation as it cost too
much.

Petri
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Re: [Computer-go] Running automated bot matches?

2011-01-11 Thread Petri Pitkanen
http://www.lysator.liu.se/~gunnar/gtp/ id your source for GTP related stuff.
Contains both Perl and Python script for running loads of games. I do wonder
how you plan to make it fast though :)

Petri


2011/1/11 Joona Kiiski joona.kii...@gmail.com

 Hi everyone,

 During the last week I've been examining sources of different open source
 go-engines (fuego, pachi, orego).
 Now I'd like to start making some simple modifications to some of them (not
 yet decided which one) and
 see how it goes (likely my 50 first tries will fail miserably, but it's
 okay).

 In computer chess programming, it's nowadays a widely accepted fact that
 only reasonable way to test changes is to run a huge number of test games
 between original and modified version. I assume that same applies also for
 go-programming.

 So, let us have open-source program X and slightly modified version it X'.
 What is the easiest way to run say 1000 super-fast games between them? I
 hope there already exists some scripts or programs to do this.

 My OS is Linux if it matters.

 Thanks for your help!

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Re: [Computer-go] ManyFaces swindled of victory?

2010-11-13 Thread Petri Pitkanen
All my wind against ManyFaces tend to be swindles. It clearly better at
certain things than I am, but when big groups get cut off and eyeless I can
win fights where I should lose. I could easily find you a game where I won
by winning a huge semeai where MFOG could have just by playing it out  or by
making eye/eyes earlier. So you don't need even many confusing fights. One
big one will do. Well and in my cases a bit of luck as well.

Petri

2010/11/13 terry mcintyre terrymcint...@yahoo.com

 This is a curious game - a 3 stone game betwixt ManyFaces and a 2 kyu
 player.

 It looks to my eye as if MFGO was well ahead in the middle game, yet
 managed to snatch defeat from the jaws of victory.

 Black has many unsettled groups; usually a stronger player causes much
 grief in situations like this, but black managed to turn around and swallow
 up not one but several white groups.

 Most interesting. I think this confirms an earlier thread - when there are
 several semeai on the board, MCT-based strategies get into difficulties.

 I think strong human players tend to have a better grasp of this
 particular fight is settled, no need to study it further until a liberty is
 removed (in which case respond now!); let's focus on this other fight
 instead . . .




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Re: [Computer-go] new predictions?

2010-10-31 Thread Petri Pitkanen
In bachgammon being over champion may not be possible in measurable. Some bogts 
are better than other but amoumt games needed to measure it is already too 
much. To measure difference between top bot and top humans would need somthing 
like 500 point match and do doubt that anyone is willing go for that. So 
program mightget better but gains will too small to matter

in go I would think is is reasonable estimat
Petri
- Alkuperäinen viesti -
 In 2002 H. J. van den Herik, J. W. H. M. Uiterwijk, and J. van
 Rijswijck. in   Games solved: Now and in the future. Artificial
 Intelligence, 134:277–311
 
 predicted that in 2010
 
   Computers would have:
 
 Solved the games
   Awari
   Othello
   Checkers 8 x 8
 
 Be over champion at
   Chess
   Draughts (10 x10)
   Scrabble
   Backgammon
   Lines of Action
 
 World champion at
   Go (9*9)
   Chinese chess
   Hex
   Amazons
 
 Grand master at
   Bridge
   Shogi
 
 Amateur at
   Go (19*19)
 
 I know Checkers (8x8) is solved but in how far were the other
 predictions correct?
 
 Also are new predictions made for 2020?
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Re: [Computer-go] human complexity measure of games

2010-10-26 Thread Petri Pitkanen
No idea was to create amout of skill levels ina game. 
Level 0 would be total beginner
level 1 would a player that can beat level 0 ålayer with 75 per cent 
probability with thinking times equalling chess tournament match 4 hours about

then you could estimate skill levels from say elo max/min

if my memory serves go has about 40 levels and chess 16. Checkes was about 8.

Petri
- Alkuperäinen viesti -
 Is this similar to measuring how many draws for games like chess and
 checkers?
 
 In checkers at the top levels, most games are draws.
 
 In chess, the top programs draw a lot more than they used to.     I ran a
 match against my program Komodo and Stockfish and almost half of the
 games were draws.
 
 Unfortunately the meaning and difficulty of a draw varies from game to
 game and in some games a draw is not possible, in others a draw is much
 less likely because of the nature of the game.
 
 Don
 
 
 
 On Tue, Oct 26, 2010 at 2:52 AM, Olivier Teytaud
 olivier.teyt...@lri.frwrote:
 
  Dear all,
  
  I've been told recently that there are some works measuring how deep
  a game is as follows:
  - consider a fixed 0.5  p  1;
  - consider how many categories of people you can find such that the
  category number n wins with probability p against the catégory number
  n-1.
  
  Clearly, this is not so well defined - but it's interesting (at least
  to me :-) ).
  I've discussed with several people, some of them saying oh yes I
  remember I've already
  seen this, but nobody could remember the reference. Any precise
  reference or key word I could google ?
  
  Best regards,
  Olivier
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Re: [Computer-go] Pebbles opening learning

2010-10-14 Thread Petri Pitkanen
I presume this is for small boards? Hard to see in 19x19 that doing such
statistics would be meaningful.

Petri

2010/10/14 Brian Sheppard sheppar...@aol.com

 The Mogo team (among others) published extensive descriptions of how to
 write an opening library that learns. I recommend following their idea,
 rather than mine. :-)

 But if you don't have the time to do things properly, and you don't want to
 lose the exact same game over and over, then you might use Pebbles simple
 adaptive technique.

 Pebbles repeats moves that won the last time they were played.

 Specifically:

1) after every game, mark all positions in which the winner moved as
 winning-last-time.
2) In every game look up all successors of the current position.
3) Choose randomly among successors that were winning-last-time.
4) If no winning-last-time then search.

 This simple system is surprisingly robust. In particular,

a) your program learns from opponents that defeat it.
b) your program repeats moves that previously won.
c) The selected moves have a strength that is lower-bounded by
 your program's native search strength, because
i) A move either came from your own search, or
ii) from a previous game in which an opponent defeated you.

 The weakness is in step 4: search. It is possible to have a winning
 position, but your search can't find the play.

 It is possible to upgrade step 4 so that the process is asymptotically
 optimal. That is, the system converges on maximal play. Pebbles hasn't
 actually implemented that feature, but I will have to implement that
 eventually in order to climb the ladder.

 Brian


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Re: [Computer-go] Exhibition match

2010-10-04 Thread Petri Pitkanen
2010/10/4 Don Dailey dailey@gmail.com



   1.  boardsize could be a factor.
   2.  it may be more feasible in handicap games.
   3.  it may work better against humans for psychological reasons.
   4.  Maybe I did not stumble on the right approach when I did my
 experiments.



I would not use dynamic komi in anything but handicap games. When computer
playes white without some dynamic komi it will be on your face after just
few moves. Which will usually/often fail. It is common wisdom that playing
white in handicap games takes patience to win at the end.

And as black it will play slack opening as it has too good chance to win

. If you play against computer you will these two phenomens. I have and i
clearly visible that they do start huge fights in handicap games where they
really need excel to win.

Petri
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Re: [Computer-go] anti-pondering

2010-09-14 Thread Petri Pitkanen
Cut whenever you can. Leave cutting points behind. They will cut.

All my won games against ManyFaces of Go are going about like this. In early
game same unreasonable groupf MFOG dies. But inprocess I need leave cutting
point behing or my groups are split in two. Then in Late middle game/eraly
end game it will try to make them live. Usually in some fancy semeai. Which
I sometimes win by two liberties sometime Ilose.  But getting into semeai
seems to easy enough :)

And just for the record on my two cpu laptop all my winnings are on two
stone handicap. Without the handicap I do get the semeais alright

Petri
2010/9/15 Jeff Nowakowski j...@dilacero.org

 On 09/14/2010 04:36 PM, terry mcintyre wrote:

  From my observations of human-versus-bot games, a winning strategy
 against bots
 seems to be:

 Create several capturing races, even if you lose all of them.


 Is there an established, reliable way to create capturing races against
 bots?


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