.
>
> *Stephen Martindale*
>
> +49 160 950 27545
> stephen.c.martind...@gmail.com
>
>
> On Tue, 17 Sep 2019 at 17:01, Erik van der Werf
> wrote:
>
>> https://www.real-me.net/ddyer/go/signature-spec.html
>>
>> On Tue, Sep 17, 2019 at 4:16 PM Bria
es were made. IIRC it was
> nearly a unique key for pro positions.
>
> Best,
> Brian
>
> -Original Message-
> From: Erik van der Werf
> To: computer-go
> Sent: Tue, Sep 17, 2019 5:55 am
> Subject: Re: [Computer-go] Indexing and Searching Go Positions --
&
Apparently it's not so easy to keep a mailing list running smoothly... For
now at least we can still see archives at:
https://www.mail-archive.com/computer-go@computer-go.org/
On Thu, Aug 29, 2019 at 4:14 PM Adrian Petrescu wrote:
> Indeed, I think a lot of aspects of the mailing list software
Hi Stephen,
I'm not aware of recent published work. There is an ancient document by
Antti Huima on hash schemes for easy symmetry detection/lookup.
Unfortunately his implementation was broken, but other schemes have been
proposed that solve the issue (I found one myself, but I think many others
It looks like gmail is broken again for this list. I never got Remi's
original post (not even in my spam folder). I can only see it in the
archive.
Erik
On Sat, Feb 16, 2019 at 5:50 PM J. van der Steen
wrote:
>
> And most important:
>
>* Does ELF know the meaning of life?
>
> On
t;
> - Mail original -----
> De: "Erik van der Werf"
> À: "computer-go"
> Envoyé: Mardi 1 Janvier 2019 18:24:40
> Objet: Re: [Computer-go] GoGui 1.5.0
>
>
>
>
> Thanks Remi! Nice to see that GoGui is still alive :-)
>
>
> FYI the includ
Thanks Remi! Nice to see that GoGui is still alive :-)
FYI the included version of gogui-twogtp has a bug (which has been around
for many years) where the '-alternate' option causes incorrect results in
the game records.
Happy New Year to all!
Erik
On Sat, Nov 17, 2018 at 6:50 PM Hiroshi
;>> jim.oflaherty...@gmail.com wrote:
>>>>>>>
>>>>>>>> Remember, patents are a STRATEGIC mechanism as well as a legal
>>>>>>>> mechanism. As soon as a patent is publically filed (for example, as
>>>>>>>
On Thu, Dec 6, 2018 at 11:28 PM Rémi Coulom wrote:
> Also, the AlphaZero algorithm is patented:
> https://patentscope2.wipo.int/search/en/detail.jsf?docId=WO2018215665
>
So far it just looks like an application (and I don't think it will be be
difficult to oppose, if you care about this)
Erik
In the old days I trained separate move predictors on 9x9 games and on
19x19 games. In my case, the ones trained on 19x19 games beat the ones
trained on 9x9 games also on the 9x9 board. Perhaps it was just because of
was having better data from 19x19, but I thought it was interesting to see
that
Normal handicap games with 0.5 komi favor Black by only half a stone/grade
compensation (so if there is a full grade difference in strength White
still has an advantage). Two handicap stones with normal komi just corrects
for one stone/grade strength difference (just like one handicap stone with
I didn't see the games, but I suppose they simply made the rookie mistake
of playing (too many) stones inside own territory while the opponent was
passing...
Op 2 jan. 2018 22:09 schreef "Adrian Petrescu" :
I'm not sure I understand this rule. Why should a player forfeit
No need for AlphaGo hardware to find out; any toy problem will suffice to
explore different initialization schemes... The main benefit of starting
random is to break symmetries (otherwise individual neurons cannot
specialize), but there are other approaches that can work even better.
Further you
Good point, Roel. Perhaps in the final layers one could make it predict a
model of the expected score distribution (before combining with the komi
and other rules specific adjustments for handicap stones, pass stones,
last-play parity, etc.). Should be easy enough to back-propagate win/loss
361! seems like an attempt to estimate an upper bound on the number of
games where nothing is captured.
On Wed, Aug 9, 2017 at 2:34 PM, Gunnar Farnebäck
wrote:
> Except 361! (~10^768) couldn't plausibly be an estimate of the number of
> legal positions, since ignoring the
On Mon, Aug 7, 2017 at 12:52 PM, Darren Cook wrote:
> > https://en.wikipedia.org/wiki/Brute-force_search explains it as
> > "systematically enumerating all possible candidates for the
> > solution".
> >
> > There is nothing systematic about the pseudo random variation
> >
Yup, looks like something broke. Here everything that was sent after the
23rd only arrived today (June 7)... Ah well, it's game-over anyway :-)
On Mon, May 29, 2017 at 7:51 AM, J. van der Steen <
j.van.der.st...@gobase.org> wrote:
>
> Hi all,
>
> Is there something wrong with the mailing list? I
On Mon, May 22, 2017 at 4:54 PM, Gian-Carlo Pascutto <g...@sjeng.org> wrote:
> On 22-05-17 15:46, Erik van der Werf wrote:
> > Anyway, LMR seems like a good idea, but last time I tried it (in Migos)
> > it did not help. In Magog I had some good results with fractional depth
The Chinese counting looked so confusing :-)
On Tue, May 23, 2017 at 9:02 AM, Jim O'Flaherty
wrote:
> I have now heard that AlphaGo one by 0.5 points.
>
>
> On Tue, May 23, 2017 at 2:00 AM, Jim O'Flaherty <
> jim.oflaherty...@gmail.com> wrote:
>
>> The announcer
On Mon, May 22, 2017 at 3:56 PM, Gian-Carlo Pascutto <g...@sjeng.org> wrote:
> On 22-05-17 11:27, Erik van der Werf wrote:
> > On Mon, May 22, 2017 at 10:08 AM, Gian-Carlo Pascutto <g...@sjeng.org
> > <mailto:g...@sjeng.org>> wrote:
> >
> > ... Thi
On Mon, May 22, 2017 at 11:27 AM, Erik van der Werf <
erikvanderw...@gmail.com> wrote:
> On Mon, May 22, 2017 at 10:08 AM, Gian-Carlo Pascutto <g...@sjeng.org>
> wrote:
>>
>> ... This heavy pruning
>> by the policy network OTOH seems to be an issue for me.
On Mon, May 22, 2017 at 10:08 AM, Gian-Carlo Pascutto wrote:
>
> ... This heavy pruning
> by the policy network OTOH seems to be an issue for me. My program has
> big tactical holes.
Do you do any hard pruning? My engines (Steenvreter,Magog) always had a
move predictor (a.k.a.
On Mon, Feb 27, 2017 at 4:30 PM, Darren Cook wrote:
> > But those video games have a very simple optimal policy. Consider Super
> Mario:
> > if you see an enemy, step on it; if you see a whole, jump over it; if
> you see a
> > pipe sticking up, also jump over it; etc.
>
> A bit
On Sat, Feb 25, 2017 at 12:30 AM, Brian Sheppard via Computer-go <
computer-go@computer-go.org> wrote:
> In retrospect, I view Schradolph’s paper as evidence that neural networks
> have always been surprisingly successful at Go. Like Brugmann’s paper about
> Monte Carlo, which was underestimated
On Sun, Dec 11, 2016 at 8:44 PM, Detlef Schmicker wrote:
> Hi Erik,
>
> as far as I understood it, it was 250ELO in policy network alone ...
Two problems: (1) it is a self-play result, (2) the policy was tested
as a stand-alone player.
A policy trained to win games will beat a
Detlef, I think your result makes sense. For games between
near-equally strong players the winning player's moves will not be
much better than the loosing player's moves. The game is typically
decided by subtle mistakes. Even if nearly all my moves are perfect,
just one blunder can throw the game.
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.
___
Computer-go mailing list
Hi Ingo, The SGF file you sent is malformed (in this case it's only a
minor issue for the date field, but some sgf viewers reject it).
Do you know which program was used to create it? (the AP property
suggests Many Faces, but it also containes the non-standard MULTIGOGM
property suggesting it
I've seen the same thing some years ago; it did not happen for all versions
of GoGui...
On Wed, Sep 7, 2016 at 6:42 PM, wrote:
> Hi,
>
> I just think I found a bug in twogtp 1.4.8 (windows), using the -alternate
> flag and two programs that always resign if losing.
>
>
Oh that's silly! IIRC if your bot is not ranked than users can do all kind
of cheating in the scoring phase (e.g., mark all your living stones dead).
On Tue, May 10, 2016 at 12:07 AM, Gian-Carlo Pascutto <g...@sjeng.org> wrote:
> On 10/05/2016 0:01, Erik van der Werf wrote:
> >
ht have been rated, eight not.
>
> Nick
>
> On 9 May 2016 at 22:16, Erik van der Werf <erikvanderw...@gmail.com>
> wrote:
>
>> Why not McMahon? (possibly with reduced handicap). It works fine in
>> human Go tournaments.
>>
>> IMO KGS Swiss is pretty bor
Why not McMahon? (possibly with reduced handicap). It works fine in human
Go tournaments.
IMO KGS Swiss is pretty boring for most of the time, and the scheduler
often seems to have a lot of undesired influence on the final ranking. Also
at this point I'm really not that interested any more to
Or switch to McMahon / Handicaps
On Wed, May 4, 2016 at 4:18 PM, Sebastian Scheib
wrote:
> That would be good, something like in other sports where you have a first,
> second and so... categories.
>
> 2016-05-04 11:00 GMT-03:00 Jim O'Flaherty
On Thu, Apr 21, 2016 at 1:20 PM, "Ingo Althöfer" <3-hirn-ver...@gmx.de>
wrote:
> Likely it is almost impossible for neural nets of "moderate" size
> to identify life/death stati of a groups.
>
No. Neural nets (even shallow ones like we used over a decade ago) are
quite capable to identify
Congratulations Aja & Deepmind team!
Now that the victory is clear, perhaps you can say a bit more on the latest
developments? Any major scientific breakthroughs beyond what we already
know from the Nature paper?
Enjoy the moments!
Erik
On Sat, Mar 12, 2016 at 9:53 AM, Aja Huang
Very impressive results so far!
If it's going to be a clean sweep, I hope we will get to see some handicap
games :-)
Erik
On Thu, Mar 10, 2016 at 12:04 PM, Petr Baudis wrote:
> In the press conference (https://youtu.be/l-GsfyVCBu0?t=5h40m00s), Lee
> Sedol said that while he saw
On Tue, Feb 23, 2016 at 4:41 PM, Justin .Gilmer wrote:
> I made a similar attempt as Alvaro to predict final ownership. You can
> find the code here: https://github.com/jmgilmer/GoCNN/. It's trained to
> predict final ownership for about 15000 professional games which were
>
The most important skill in this game might be in how accurately you can
throw your frisbee. Why take that out? Build real robots!
;-)
Erik
On Mon, Feb 22, 2016 at 4:42 PM, "Ingo Althöfer" <3-hirn-ver...@gmx.de>
wrote:
> Dear John, Dear Nick, Dear all,
>
> > > ...
> > > Suppose I want to play
Don't think so, for most people it was already 'over' years ago, but Go has
a great handicap system :-)
Op 20 feb. 2016 17:53 schreef Ingo Althöfer <3-hirn-ver...@gmx.de>:
> Possibly the last opportunity before "game over".
>
> Ingo.
>
>
> *Gesendet:* Samstag, 20. Februar 2016 um 15:38 Uhr
>
Wow, excellent results, congratulations Aja & team!
I'm surprised to see nothing explicitly on decomposing into subgames (e.g.
for semeai). I always thought some kind of adaptive decomposition would be
needed to reach pro-strength... I guess you must have looked into this;
does this mean that the
Congratulations John!
Does the number include symmetrical positions (rotations / mirroring /
color reversal)?
Best,
Erik
On Fri, Jan 22, 2016 at 5:18 AM, John Tromp wrote:
> It's been a long journey, and now it's finally complete!
>
>
Hi Aja,
This result seems consistent with earlier claimed human solutions for 7x7
dating back to 1989. So what exactly is new? Did he write a program that
actually calculates the value?
Best,
Erik
On Mon, Nov 30, 2015 at 2:10 AM, Aja Huang wrote:
> It's the work by
On Mon, Nov 30, 2015 at 12:52 PM, Aja Huang <ajahu...@google.com> wrote:
> Hi Erik,
>
> On Mon, Nov 30, 2015 at 10:37 AM, Erik van der Werf <
> erikvanderw...@gmail.com> wrote:
>
>> Hi Aja,
>>
>> This result seems consistent with earlier claimed human
Unless you can solve the position, maximizing the score involves risk.
Strong players tend to avoid unnecessary risk.
Erik
Op 17 nov. 2015 21:06 schreef "Álvaro Begué" :
> I wouldn't say they are "not compatible", since the move that maximizes
> score is always in the top
On Fri, Nov 13, 2015 at 10:46 AM, Darren Cook wrote:
>
> The advantages of storing games:
> * accountability/traceability
> * for programs who want to learn sequences of moves.
>
Another advantage of storing games is that it is much more efficient; you
only have to encode
We know the true values for some small boards that were solved, and what
some strong human players believed those values should be before they were
solved. I think that for all cases the humans where either correct, or
under-estimating. I don't remember any over-estimations.
Here are some cases
I think he's right. I'm fairly sure 7.5 is a second-player win on 9x9,
and for larger boards intuitively it makes sense that the komi should
be the same or lower. Also, we know that perfect komi is an integer,
for area scoring the likely candidates are 5 and 7, and for territory
scoring (and some
You should be able to do at least 50 times faster.
Erik
On Thu, Oct 15, 2015 at 12:27 AM, Gonçalo Mendes Ferreira wrote:
> 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
your experience?
>
> Gonçalo
>
>
> On 14/10/2015 23:40, Erik van der Werf wrote:
>>
>> You should be able to do at least 50 times faster.
>>
>> Erik
>>
>> On Thu, Oct 15, 2015 at 12:27 AM, Gonçalo Mendes Ferreira <go...@sapo.pt>
>> wrote:
>
On Thu, Oct 8, 2015 at 1:10 PM, Tobias Graf wrote:
> 1. "Reducing computing power." Just let me quote the standings of the last
> 9x9 tournament.
> 1) 18 Cores
> 2) 80 Cores
> 3) 12 Cores
> 4) 288 Cores
> 5) 8 Cores
Counting 'cores' is a bad idea; 'core' is mostly just a marketing
Hi Nick,
Some kind of limit on processing power would be interesting. To me it
seems clear that a program like Zen benefits a lot by using more
processing power than it's close competitors.
A measure that I find reasonable is a limit on number of threads x
clock frequency. E.g., a program
On Wed, Oct 7, 2015 at 5:02 PM, Hideki Kato <hideki_ka...@ybb.ne.jp> wrote:
> Erik,
>
> Erik van der Werf:
>
Although I agree on the research argument (setting no limits
encourages work on massive parallel distributed architectures), I do
find it a bit funny to see this argument coming from team Zen. As far
as I know team Zen does not publish their research findings (or did I
miss some papers?).
Erik
On Sun, Sep 27, 2015 at 3:10 AM, Hiroshi Yamashita wrote:
> His paper is also interesting.
> Abakus got +130 Elo by online learning.
>
> Adaptive Playouts in Monte Carlo Tree Search with Policy Gradient
> Reinforcement Learning
>
>
Steenvreter stops its playouts when it detects a proven win or loss. The
evaluation function it uses is an improved version of what I made to solve
the small boards. I once tried adding the mercy rule, but it did not
improve the program.
Erik
On Wed, Sep 9, 2015 at 5:46 PM, Peter Drake
http://www.citeulike.org/group/5884/library
___
Computer-go mailing list
Computer-go@computer-go.org
http://computer-go.org/mailman/listinfo/computer-go
Nice!
FYI: I tried the portable option and compiled for Android, but that seems
buggy. The code runs on my phone, and the program does make moves, but many
moves are bad (e.g., too many are on the second line). On my PC it seems
OK.
BR,
Erik
On Fri, Aug 28, 2015 at 11:00 PM, Denis Blumstein
On Wed, Aug 5, 2015 at 10:56 AM, Darren Cook dar...@dcook.org wrote:
P.S. Isn't brute force the term used to mean that you can see
measurable improvements in playing strength just by doubling the CPU
speed (and/or memory or other hardware restraint). Alpha-beta with all
the trimmings, and
Baseline for worst play? Why?
Paris Hilton??
Op 2 mei 2015 11:42 schreef folkert folk...@vanheusden.com:
I'm running parishilton it now so that you have a baseline for the
worst play.
On Sat, May 02, 2015 at 07:21:05AM +0200, Detlef Schmicker wrote:
Hi,
I set up a CGOS server at home.
Personally I think 39x39 is too big. Also, there is a problem with GTP; the
protocol does not support boards over 25x25.
Erik
On Sun, Apr 26, 2015 at 11:26 PM, Petr Baudis pa...@ucw.cz wrote:
On Sun, Apr 26, 2015 at 12:17:01PM +0200, remi.cou...@free.fr wrote:
Hi,
I thought it might be
Just use GnuGo as referee.
On Mon, Apr 20, 2015 at 1:25 PM, folkert folk...@vanheusden.com wrote:
Hi,
I'm trying to run amigogtp using twogtp. This fails because it doesn't
know final_score.
Now I've read that it should be possible (with gogui-twogtp at least)
to use a referree
Many observed that, but not everyone.
Op 16 apr. 2015 07:38 schreef David Fotland fotl...@smart-games.com:
I didn’t notice a difference. Like everyone else, once I had RAVE
implemented and added biases to the tree move selection, I found the UCT
term made the program weaker, so I removed it.
On Mon, Mar 30, 2015 at 4:09 PM, Petr Baudis pa...@ucw.cz wrote:
The strongest programs often use RAVE or LGRF or something like that,
with or without the UCB for tree exploration.
Huh, are there any strong programs that got LGRF to work?
Erik
___
Perhaps AmiGo
http://amigogtp.sourceforge.net/
On Mon, Mar 9, 2015 at 10:08 AM, Urban Hafner cont...@urbanhafner.com wrote:
Hey everyone,
I'm currently running Brown (random bot) and GnuGo on CGOS 13x13. Mainly to
get a feel for the strength of my own bot. And my bot is really bad. ;) So
I have no idea about that message, but one thing I do before every
tournament is make sure that I have the latest version of kgsGtp.
On Thu, Feb 26, 2015 at 9:45 PM, Peter Drake dr...@lclark.edu wrote:
I've finally gotten around to trying to address the issue that Orego faced
in the December
Well, at least Zen is on some slides in the presentation. Steenvreter
is not mentioned at all even though on 9x9 it won the Olymiad ahead of
Mogo and CrazyStone, and beat various Dutch top players (6d 7d).
Until 2013 CrazyStone never won a single game against Steenvreter...
Erik
On Wed, Feb
Hi Álvaro,
I've done things like that, except I didn't use games by strong
computer opponents (none existed at the time), so just human amateur
games. In my experience the critical part is in learning about life
death. Once you have that, estimating ownership is fairly easy,
asymptotically
On Sat, Dec 20, 2014 at 9:35 PM, Robert Jasiek jas...@snafu.de wrote:
On 20.12.2014 17:04, Erik van der Werf wrote:
the critical part is in learning about life
death. Once you have that, estimating ownership is fairly easy
[...] See the following papers for more details: [...]
http
On Sat, Dec 20, 2014 at 6:16 AM, Hiroshi Yamashita y...@bd.mbn.or.jp wrote:
I put two commented games on
http://webdocs.cs.ualberta.ca/~mmueller/fuego/Convolutional-Neural-Network.html
Thank you for the report. It was fun.
I'm also surprised CNN can play move 185 in Game 1.
CNN uses 1, 2,
On Sat, Dec 20, 2014 at 12:17 AM, Aja Huang ajahu...@google.com wrote:
We've just submitted our paper to ICLR. We made the draft available at
http://www.cs.toronto.edu/~cmaddis/pubs/deepgo.pdf
Hi Aja,
Wow, very impressive. In fact so impressive, it seems a bit
suspicious(*)... If this is real
Thanks for posting this Hiroshi!
Nice to see this neural network revival. It is mostly old ideas, and it is
not really surprising to me, but with modern compute power everyone can now
see that it works really well. BTW for some related work (not cited),
people might be interested to read up on
try: (handicap - 0.5) x 14
Erik
2010/2/11 Le Hir Matthieu mate...@hotmail.fr
Hi,
I have a few questions concerning dynamic komi, I am not a programmer
though and will try my best to be understandable.
First, I'm wondering how komi is determined when a dynamic system is used :
*
2010/2/11 Jean-loup Gailly jl...@gailly.net
A move early in the game is worth about 14 points, not 7.5.
While this may be true for professional-level play, the value of the first
move for balancing Monte-Carlo playouts towards a 50% win rate should be
expected to be lower.
Erik
will be open soon at GPW-2009).
Hideki
There was a bit more information provided in a sequence of posts to this
list during that month. I wonder if the paper is out now.
- Dave Hillis
-Original Message-
From: Erik van der Werf erikvanderw...@gmail.com
To: computer-go computer-go@computer
2010/1/15 dhillism...@netscape.net
Thank you for posting these interesting results There seems to be a picture
emerging that MCTS engines scale very well in self play, and apparently
against other MCTS engines, but not so well against the non-MCTS version of
Gnugo.
- Dave Hillis
Do you
2009/10/26 Don Dailey dailey@gmail.com:
... On the one hand we hear that MCTS has reached a dead end and there is no
benefit from extra CPU power...
Just curious, who actually claimed that and what was it based on?
Erik
___
computer-go mailing
In my opinion NeuroGo was quite succesful with neural networks.
Magog's main strength came from neural networks. Steenvreter uses
'neural networks' to set priors in the Monte Carlo Tree.
Erik
On Wed, Oct 14, 2009 at 2:26 PM, Petr Baudis pa...@ucw.cz wrote:
Hi!
Is there some high-level
On Mon, Jun 1, 2009 at 7:59 AM, Ingo Althöfer 3-hirn-ver...@gmx.de wrote:
Nick Wedd explained:
stv is Steenvreter. Its creator is indeed Erik van der Werf,
whose KGS account is evdw. Its name is Dutch for stone eater...
Congratulations to Erik van der Warf for the Win!
Thanks!
By the way
On Mon, Jun 1, 2009 at 10:39 PM, Nick Wedd n...@maproom.co.uk wrote:
Congratulations to Steenvreter, winner of yesterday's KGS bot tournament,
with three more wins than its nearest rival!
The results are now at http://www.weddslist.com/kgs/past/47/index.html
Thanks!
As usual, I look
. Maybe you are
remebering some interesting lines that starts with (3,2) and (2,2):
Subject: computer-go: 5x5 Go is solved
Date: Sun, 20 Oct 2002 15:27:04 -0100
From: Erik van der Werf
To: COMPUTER GO MAILING LIST
Yesterday my program solved 5x5 Go starting with the first move in the
centre
On Wed, Apr 1, 2009 at 9:03 PM, Matthew Woodcraft
matt...@woodcraft.me.uk wrote:
Erik van der Werf wrote:
Jonas Kahn wrote:
No there is no danger. That's the whole point of weighting with N_{s,a}.
N_{s,a} = number of times the node s has been visited, starting with parent
a.
You can write
On Tue, Feb 17, 2009 at 8:23 PM, George Dahl george.d...@gmail.com wrote:
It is very hard for me to figure out how good a given evaluator is (if
anyone has suggestions for this please let me know) without seeing it
incorporated into a bot and looking at the bot's performance. There
is a
On Mon, Feb 2, 2009 at 11:25 AM, Nick Wedd n...@maproom.co.uk wrote:
1.) A neural net cannot explain its thinking process because it does not
have any.
I have used artificial neural nets a lot in my go programs; it is
trivial to display predictions, but understanding them is of course
not
On Sun, Feb 1, 2009 at 2:54 PM, Rémi Coulom remi.cou...@univ-lille3.fr wrote:
Erik van der Werf wrote:
Hi Remi,
There is a simpler solution: do not allow remote play at all.
I would be in favor of this solution. But this has no chance to make
unanimity. Even with a strong majority
Hi Remi,
There is a simpler solution: do not allow remote play at all.
Something else for the discussion. I would like to have a rule about
mandatory displaying the thinking process of the program so that both
operators have an idea of what is happening. Especially for remote
play I think this
On Sun, Feb 1, 2009 at 3:03 PM, Mark Boon tesujisoftw...@gmail.com wrote:
On Feb 1, 2009, at 11:29 AM, Erik van der Werf wrote:
Something else for the discussion. I would like to have a rule about
mandatory displaying the thinking process of the program so that both
operators have an idea
When White is the first player to pass than komi is changed
from 6.5 to 7.5 .
On Sat, Dec 6, 2008 at 11:02 PM, David Fotland [EMAIL PROTECTED] wrote:
It should make almost no difference, since on odd sized boards with area
counting the game result will be the same unless there is a seki
When unspecified always assume the natural logarithm.
For UCT this does not really matter; only a different tuning constant.
log10(x) == ln(x) / ln(10)
Erik
On Mon, Dec 1, 2008 at 3:22 PM, Mark Boon [EMAIL PROTECTED] wrote:
Just now I realized that I'm using the standard Java Math.log()
IIRC under official Japanese rules at the end of the game all groups
with liberties shared between opposing colours are by definition in
seki. Therefore eventually (before counting) all dame have to be
filled.
Further, playing dame points is almost equally bad under Chinese rules
as it is under
When a child has been sampled often through some other path a naive
implementation may initially explore other less frequently visited
children first. The new path leading to the transposition may
therefore suffer from some initial bias. Using state-action values
appears to solve the problem.
a one ply search. In a full graph
representation the state-action values are the values of the edges.
Erik
On Mon, Oct 27, 2008 at 4:03 PM, Mark Boon [EMAIL PROTECTED] wrote:
On 27-okt-08, at 12:45, Erik van der Werf wrote:
Using state-action values
appears to solve the problem.
What
Hi Dave,
This is a well-known problem with overly simplified rulesets.
TT-advocates don't care about the rare anomalies.
Did you notice that under positional superko you cannot take back the
ko after *any* number of consecutive passes? This is yet another
reason why in some cases filling an eye
Don, thanks for providing these statistics!
Overall it suggests that on CGOS White only has a small advantage. I
still don't like this, but it is not nearly as bad as I initially
suspected.
The initially decreasing percentages are somewhat puzzling. One might
speculate that up to a certain level
Sure, some long cycles have multi-stone captures.
Erik
On Thu, Oct 9, 2008 at 4:39 PM, Don Dailey [EMAIL PROTECTED] wrote:
You might be right. I have a liberal game length limit on my play-outs
so I didn't notice this.
Another game limiting rule could be something based on counting the
On Thu, Oct 9, 2008 at 5:03 PM, Jason House [EMAIL PROTECTED] wrote:
On Oct 9, 2008, at 10:41 AM, Erik van der Werf [EMAIL PROTECTED]
wrote:
Sure, some long cycles have multi-stone captures.
Can you provide an example?
http://www.cs.cmu.edu/~wjh/go/rules/bestiary.html
] wrote:
Which multi stone capture case still exists under random games?
Sent from my iPhone
On Oct 9, 2008, at 11:12 AM, Erik van der Werf [EMAIL PROTECTED]
wrote:
On Thu, Oct 9, 2008 at 5:03 PM, Jason House [EMAIL PROTECTED]
wrote:
On Oct 9, 2008, at 10:41 AM, Erik van der Werf
[EMAIL
On Fri, Oct 3, 2008 at 2:33 PM, Don Dailey [EMAIL PROTECTED] wrote:
I had heard somewhere that there are some who believe 8.0 is the right
komi for 9x9 Chinese. I personally believed for a long time it was 7.0
based on statistical data of games.However that can be misleading.
Do you
On Fri, Oct 3, 2008 at 1:23 AM, Gunnar Farnebäck [EMAIL PROTECTED] wrote:
At http://trac.gnugo.org/6x6.sgf you can find an ongoing analysis of
6x6.
Nice! The main line looks correct.
It even has an interesting 59-ply deep variation which I don't
remember seeing before.
Erik
On Wed, Oct 8, 2008 at 9:46 PM, Don Dailey [EMAIL PROTECTED] wrote:
On Wed, 2008-10-08 at 11:47 -0700, Christoph Birk wrote:
On Wed, 8 Oct 2008, Don Dailey wrote:
much more common.There were just a few games that used 6.5 komi
because when I first started CGOS I had set 6.5 by mistake
On Fri, Oct 3, 2008 at 12:13 AM, Gian-Carlo Pascutto [EMAIL PROTECTED] wrote:
I'd have some preference for playing the decisive game with komi = 6.5,
but apparently thats not possible on KGS. I think with komi = 7.5 white
is scoring very high (too high?) in the top games.
Last year (when the
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