Just a guess of me what a 2-liberty local rule might look like:
If a string has at most / exactly 2 liberties, then first consider as
next move a play on an intersection adjacent to the string or adjacent
to one of its adjacent strings that have at most 2 liberties themselves.
If two
Yes, known problem :-( I'm still trying to find a method to see if a
point is in an eye. Should not be too difficult in theory but in
practice i have not found a method yet.
Are you talking about 1 point eyes? For this I think most programs use
the same definition, which is quite
Yes, something like that. Before my local playout rules just looked for one
liberty groups, like - if group including stone just played has one liberty,
capture it, or if group adjacent to last move played has one liberty, save
it. Now I added some rules where the number of liberties is two.
I think this is the normal way of improving playouts. You start out
with captures and escaping broken ladders, then one continues with 2
liberty cases where you for example can fix fundamental problems like
sekis. In Valkyria I have some rules for 3 liberties as well, but then
it starts to
test
Folkert van Heusden
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1 2 3 4 5 6 7 8 9
A - - O - - - - - -
B X X X O X - - - -
C O O X O X X - - -
D O - O X X - X X -
E - O O O X X O X X
F - X O - X O O O X
G - X O - X O O - O
H O X O - X X O O -
J - - - O X - X O -
O to play
I analyzed this position as a loss for O, as follows:
O has 22 points at
In message 18d95a4b0a2748e39855f882ed6ce...@inspirone1705, Brian
Sheppard sheppar...@aol.com writes
1 2 3 4 5 6 7 8 9
A - - O - - - - - -
B X X X O X - - - -
C O O X O X X - - -
D O - O X X - X X -
E - O O O X X O X X
F - X O - X O O O X
G - X O - X O O - O
H O X O - X X O O -
J - - - O X - X O
assuming komi 7.5 and Chinese rule, playing at J3 white will win. After J3,
white has 35. It only needs to win the ko or takes two dames. If black fills
the dame, it loses the ko. If it fills the ko, white can take two dames.
On Fri, Aug 14, 2009 at 12:56 PM, Nick Wedd n...@maproom.co.uk wrote:
I have been considering experimenting with Erlang as a means of prototyping
certain aspects of a computer go program and I was curious if anyone has tried
this already. How does a system like Erlang compare performance wise to writing
something in say C/C++ (fastest) or Java?
Thanks in
Have you looked at scala yet?I don't understand Erlang performance but
scala gives you something higher level than Java or C and same performance
as Java, which for most long running applications is pretty close to C
performance.I'm currently taking a look at it - I'm always on the
On Fri, Aug 14, 2009 at 22:16, Carter Chengcarter_ch...@yahoo.com wrote:
I have been considering experimenting with Erlang as a means of prototyping
certain aspects of a computer go program and I was curious if anyone has
tried this already. How does a system like Erlang compare performance
Thanks both I guess I will stick with C/C++ for now. I have looked at Scala
before though not in this particular context. It looks like a pretty compelling
language with some pretty nice features (true lambda functions, argument
pattern matching among others). JVM performance does concern me
I have been having difficulties selecting a good representation for liberty
sets for strings of stones. I am curious how other people might be doing this.
I suspect that for heavier playouts one would like to know not only the count
of the liberties but also where precisely they might be
I don't think JVM performance will be an issue for this.I assumed that
you were willing to sacrifice a small amount of speed for a high level
prototyping language and I think you will only get about 20-30% slowdown
over C - I'm judging this by the performance of the reference bots I did in
Peter Drake, I know Orego was written in Java. How do you handle memory
allocation? Is there an equivalent of the C method of pre-allocating a large
chunk and managing the nodes internally, instead of billions of alloc/free
cycles?
Terry McIntyre terrymcint...@yahoo.com
“We hang the petty
On Fri, Aug 14, 2009 at 5:13 PM, Carter Cheng carter_ch...@yahoo.comwrote:
I have been having difficulties selecting a good representation for liberty
sets for strings of stones. I am curious how other people might be doing
this. I suspect that for heavier playouts one would like to know not
2009/8/14 terry mcintyre terrymcint...@yahoo.com
Peter Drake, I know Orego was written in Java. How do you handle memory
allocation? Is there an equivalent of the C method of pre-allocating a large
chunk and managing the nodes internally, instead of billions of alloc/free
cycles?
I think
So to determine where the last two liberties for a group of stones for example
is the obvious method of just doing it to have some method of liberty counting
+ a exhaustive search to determine the last two liberties for example?
--- On Fri, 8/14/09, Don Dailey dailey@gmail.com wrote:
I'm not sure I understand your question. But I'll try to explain it a
little better.
Basically, you keep a C structure or the equivalent which tracks each
individual chain. On your board array you put the index of that structure
(or a pointer to it.)
The structure will look something like
Many Faces old code does something like this. The board is an array of
group numbers. I used many single dimension arrays rather than an array of
structs, because it's faster.
The new UCT code does something a little simpler and faster since there is
no need to take back moves.
David
Old Many Faces keeps linked lists of liberties for each group. They are
sorted, singly linked lists, so merges are fast.
The new UCT code does not track liberties, just keeps a count, so to find a
liberty takes a search over the points adjacent to the group. The stones in
each group are in a
2009/8/14 David Fotland fotl...@smart-games.com
Many Faces old code does something like this. The board is an array of
group numbers. I used many single dimension arrays rather than an array of
structs, because it’s faster.
I would have guessed that having separate arrays would impact
Many Faces thinks X wins if X moves first (85%), but unclear if white moves
first (51%) with no change after huge numbers of playouts. Good test
position. I've seen from KGS games that Many Faces does not handle endgame
kos very well. This is another example.
David
-Original Message-
On Fri, Aug 14, 2009 at 9:51 PM, David Fotland fotl...@smart-games.comwrote:
Old Many Faces keeps linked lists of liberties for each group. They are
sorted, singly linked lists, so merges are fast.
Yes, I can see that merges would be really fast with linked lists. Are
they common enough to
Hi!
Today there was a short discussion about the strongest bot currently
online on KGS and I got curious whether ManyFaces or CzechBot (bleeding
edge MoGo) is stronger, so I made it play against ManyFaces.
CzechBot is running as dual-thread pondering MoGo on slightly loaded
dual-core
Moves often merge two groups.
I count liberties incrementally as I make moves, so no need to search to
count.
Many single arrays are faster than arrays of structs because access avoids a
multiply by the size of the struct. This was much more important in 80's
when I wrote the code because
Is anyone interested in beta testing Igowin for an iPhone/iPod Touch? If
so, email me at fotl...@smart-games.com.
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