Re: [computer-go] Re: Should 9x9 komi be 8.0 ?]

2008-02-28 Thread Gian-Carlo Pascutto
Hideki Kato wrote: delta_komi = 10^(K * (number_of_empty_points / 400 - 1)), where K is 1 if winnig and is 2 if loosing. Also, if expected winning rate is around 50%, Komi is unmodified. I don't think the formula you posted is correct. In the opening it gives delta_komi = 0.8 and in the

Re: [computer-go] Re: Should 9x9 komi be 8.0 ?]

2008-02-28 Thread Gian-Carlo Pascutto
Hideki Kato wrote: Gian-Carlo Pascutto: [EMAIL PROTECTED]: Hideki Kato wrote: delta_komi = 10^(K * (number_of_empty_points / 400 - 1)), where K is 1 if winnig and is 2 if loosing. Also, if expected winning rate is around 50%, Komi is unmodified. I don't think the formula you posted

RE: [computer-go] More UCT / Monte-Carlo questions (Effect of rave)

2008-02-06 Thread Gian-Carlo Pascutto
I also implemented RAVE in Mango. There was a few points of improvements (around 60 Elo points with gnugo as reference), but as much as in the paper of Gelly and Silver :( (around 250 Elo points if I remember well) It might be that the effect of RAVE depends a lot on the simulation strategy.

Re: [computer-go] More UCT / Monte-Carlo questions (Effect of rave)

2008-02-06 Thread Gian-Carlo Pascutto
Hideki Kato wrote: 4) Before back-propagating the value of each playout, I setup a color table for all intersections of the board for speed-up, in fact (initialized with EMPTY). That is, fill the board (table[move] = color) by tracing the moves and the colors returned by the playout forward

Re: [computer-go] More UCT / Monte-Carlo questions

2008-02-05 Thread Gian-Carlo Pascutto
Olivier Teytaud wrote: Basically, the formula in MoGo combines the success ratio and the RAVE-success ratio, with more focus on the success ratio when the number of simulations is large. You have no bias which favors exploration at all? -- GCP ___

Re: [computer-go] Selecting tree child objects, was Hydra theory (was Hybrid theory)

2008-02-02 Thread Gian-Carlo Pascutto
Harri Salakoski wrote: Hi such question that do you typically traverse all child objects or is there faster way to select explored node child object. I have concluded that it is not at least easy as multiple nodes uct values change each simulation so trying to keep biggest uct value in first

[computer-go] CGOS Deflation or Self-Play delusion?

2008-02-02 Thread Gian-Carlo Pascutto
I'm not sure what to think about the following: Leela 0.3.0 vs Leela 0.3.7, 455 game match 177 vs 278 = +78 ELO points for Leela 0.3.7 CGOS rating Leela_0.3.0_1CPU 2335 Leela_0.3.7_2CPU 2333 Hmm..but also Zen-0.9 2386 Zen-1.0 2385 or more: Uct-200801122348 Uct-200801132334

Re: [computer-go] Hybrid theory

2008-02-01 Thread Gian-Carlo Pascutto
Michael Williams wrote: So do I. I just stated a simpler version here because I previously suggested a more integrated approach and got zero replies. I'll state it again: Start with a UCT+MC engine. When a tree node reaches X number of playouts (1000?, 1?), do a tactical analysis.

Re: [computer-go] Go rating math information

2008-01-31 Thread Gian-Carlo Pascutto
Don Dailey wrote: I don't know how David figures 1000 ELO, but I would expect the difference to be much larger than that for 19x19 go. I don't believe they are yet very close to 1 Dan. http://www.gokgs.com/graphPage.jsp?user=CrazyStone You're right. They're closer to 2 Dan. :) --

Re: [computer-go] Go knowledge and UCT

2008-01-31 Thread Gian-Carlo Pascutto
David Fotland wrote: So, can the strong 19x19 programs please tell us your playout rates? I expect the higher the rank, the fewer playouts per second. I'm not interested in 9x9 data, since I think much less go knowledge is needed to play 9x9. With your playout rate, please include the

Re: [computer-go] Go rating math information

2008-01-31 Thread Gian-Carlo Pascutto
Andy wrote: CrazyStone hasn't played since the initial spike to 1k in December. The movement of the chart afterwards is rating drift. Ok. For me this is actually GOOD news :) -- GCP ___ computer-go mailing list computer-go@computer-go.org

Re: [computer-go] 19x19 Study - prior in bayeselo, and KGS study

2008-01-30 Thread Gian-Carlo Pascutto
Don Dailey wrote: If a nakade fixed version of mogo (that is truly scalable) was in the study, how much higher would it be in your estimation? You do realize that you are asking how much perfect life and death knowledge is worth? -- GCP ___

Re: [computer-go] 19x19 Study - prior in bayeselo, and KGS study

2008-01-30 Thread Gian-Carlo Pascutto
Don Dailey wrote: I must not understand the problem. My program has no trouble with nakade unless you are talking about some special case position.My program immediately places the stone on the magic square to protect it's 2 eyes. Can your program identify sekis? Nice examples in

Re: [computer-go] 19x19 Study - prior in bayeselo, and KGS study

2008-01-30 Thread Gian-Carlo Pascutto
Don Dailey wrote: So I think this is nakade. Yes. Leela 0.2.x would get it wrong [1]. [1] Not eternally, but it would still take unreasonably long. -- GCP ___ computer-go mailing list computer-go@computer-go.org

Re: [computer-go] 19x19 Study - prior in bayeselo, and KGS study

2008-01-30 Thread Gian-Carlo Pascutto
Don Dailey wrote: Yes, the tree generates pass moves and with 2 passes the game is scored without play-outs. How do you detect dead groups after 2 passes? Static analysis? All is alive/CGOS? I can't believe mogo doesn't do this, it would be very weak if it didn't. That's just an

Re: [computer-go] 19x19 Study - prior in bayeselo, and KGS study

2008-01-30 Thread Gian-Carlo Pascutto
Don Dailey wrote: I am concerned that the current study is, as Jacques has so ably described, a study of a restricted game where nakade and certain other moves are considered to be illegal; this restricted game approaches the game of Go, but the programs have certain blind spots which humans can

Re: [computer-go] Is MC-UCT really scalable against humans?

2008-01-27 Thread Gian-Carlo Pascutto
David Fotland wrote: This is an odd idea. When computers started beating people in chess, humans did not abandon the game and change to some other similar game. Why do you think go players would stop playing go when computers get strong? At some point human players playing computers started

Re: [computer-go] Some thoughts about Monte Carlo

2008-01-18 Thread Gian-Carlo Pascutto
So I wouldn't be surprised at all if at some point you'll see a marriage of the best ideas of traditional Go programs and Monte- Carlo / UCT. In fact, this is most likely already happening as these Monte-Carlo programs use algorithms / ideas from the traditional programs for tactics,

Re: [computer-go] Suicide question

2008-01-18 Thread Gian-Carlo Pascutto
John Fan wrote: If we are talking about real suicide, I do not see any point to allow the real suicide in the play out. What would be the gain if we allow the real suicide in the play out. The answer to this question has been given at least 3 times: Speed. It can take time to disallow a

Re: [computer-go] Some thoughts about Monte Carlo

2008-01-18 Thread Gian-Carlo Pascutto
Mark Boon wrote: On 18-jan-08, at 12:01, Gian-Carlo Pascutto wrote: But the speed of the random playout becoms less and less important with heavy playouts. This I don't understand at all. The improvement curve for being faster isn't different with heavy than with light playouts. I see I

Re: [computer-go] Suicide question

2008-01-16 Thread Gian-Carlo Pascutto
Gian-Carlo Pascutto wrote: Multi-stone suicide is allowed, single stone not. I hadn't even considered suicide.(It would be a major change for me, as neither my Gui nor my board system allow such moves.) The question is Why do you do it? a. Just in case you wanted the entire program

Re: [computer-go] Suicide question

2008-01-16 Thread Gian-Carlo Pascutto
terry mcintyre wrote: That key play might even have been discouraged by some pattern. MoGo probably does not allow self-ataris. If you do not allow self-atari you cannot see such a shape is dead. -- GCP ___ computer-go mailing list

Re: [computer-go] On average how many board updates/sec can top Go programs do these days?

2008-01-15 Thread Gian-Carlo Pascutto
No wonder it plays so well at 9x9, because the max length of playout is only 81, it can 'see' what the board look like when the game ends. The *average* length of a 9x9 playout is roughly 100 moves. The max length is much larger. On a 2.2Ghz Athlon64, I get about 10 000 playouts/second, at

Re: [computer-go] On average how many board updates/sec can top Go programs do these days?

2008-01-15 Thread Gian-Carlo Pascutto
Playing randomly like that shouldn't work, but when you play Mogo et al, you see that intelligent behaviour emerges. Although interesting, I would hardly call that 'intelligence' :-) Ah, the traditional flamewar topic: the definition of intelligence shifts whenever a computer achieves what

Re: [computer-go] On average how many board updates/sec can top Go programs do these days?

2008-01-15 Thread Gian-Carlo Pascutto
Harri Salakoski wrote: The *average* length of a 9x9 playout is roughly 100 moves. The max length is much larger. The *average* length of a 9x9 playout is roughly 100 moves. The max length is much larger. Hmm, sorry if this is old subject but does it effect much for playout quality if I cut

Re: [computer-go] On average how many board updates/sec can top Go programs do these days?

2008-01-15 Thread Gian-Carlo Pascutto
Rémi Coulom wrote: Gian-Carlo Pascutto wrote: Multi-stone suicide is allowed, single stone not. Strange. The reverse would make more sense to me. I do not track liberties, so the speed penalty for doing it that way is too much. I wrote my program to track psuedoliberties because

Re: [computer-go] On average how many board updates/sec can top Go programs do these days?

2008-01-15 Thread Gian-Carlo Pascutto
[EMAIL PROTECTED] wrote: Um, by easier I mean faster. Also, I think single point suicide is more likely to lead to infinite loops, depending on your eye-filling rule. - Dave Hillis Yes. Particularly near the end of the game there are zillions of bad single stone suicides, but not often

Re: [computer-go] On average how many board updates/sec can top Go programs do these days?

2008-01-15 Thread Gian-Carlo Pascutto
Christoph Birk wrote: On Jan 15, 2008, at 10:00 AM, [EMAIL PROTECTED] wrote: Um, by easier I mean faster. Also, I think single point suicide is more likely to lead to infinite loops, depending on your eye-filling rule. - Dave Hillis I don't understand why anyone would allow suicide in

Re: [computer-go] handicap for mogo against pro ?

2008-01-13 Thread Gian-Carlo Pascutto
Don Dailey wrote: But with the type of scoring that MC does (where we optimize for winning percentage over score) it's more difficult to construct go problems. You have to construct them so that you LOSE the game if you don't play the right move, but if you do play it you win the game.

Re: [computer-go] handicap for mogo against pro ?

2008-01-13 Thread Gian-Carlo Pascutto
Hideki Kato wrote: No. Remember UCT is a sequential algorithm. Parallelizing UCT make playouts ineffective. Increasing the number of threads and/or communicating delay decreases the effectiveness of the playouts. With my experiments on a symmetrical threads implementation on a four core

Re: [computer-go] handicap for mogo against pro ?

2008-01-13 Thread Gian-Carlo Pascutto
Hideki Kato wrote: What is correct move? It has sense only for some artificial problems or very limited positions, and so, it cannot evaluate total performance of a program. This is true, but we are interested in search performance. So, it makes sense to evaluate on those positions where

Re: [computer-go] handicap for mogo against pro ?

2008-01-12 Thread Gian-Carlo Pascutto
Don Dailey wrote: It's not very clear to me how strong Mogo is at 19x19. I have no idea. Can't we estimate from KGS games? You'd need to know exactly how fast the hardware is, of course. -- GCP ___ computer-go mailing list

Re: [computer-go] handicap for mogo against pro ?

2008-01-12 Thread Gian-Carlo Pascutto
Olivier Teytaud wrote: Also, there are probably other people interested in combining UCT and mpi; I don't know if some people have a more precise idea of the level of the MPI+UCT combination than us. Someone ? MPI is just a parallel programming model/library, right? So the only thing to know

Re: [computer-go] handicap for mogo against pro ?

2008-01-12 Thread Gian-Carlo Pascutto
Michael Williams wrote: Gian-Carlo Pascutto wrote: Olivier Teytaud wrote: Also, there are probably other people interested in combining UCT and mpi; I don't know if some people have a more precise idea of the level of the MPI+UCT combination than us. Someone ? MPI is just a parallel

Re: [computer-go] How to design the stronger playout policy?

2008-01-05 Thread Gian-Carlo Pascutto
Yamato wrote: I guess the current top programs have much better playout policy than the classical MoGo-style one. The original policy of MoGo was, (1) If the last move is an Atari, plays one saving move randomly. (2) If there are interesting moves in the 8 positions around the last move,

Re: [computer-go] How to design the stronger playout policy?

2008-01-05 Thread Gian-Carlo Pascutto
Yamato wrote: I finally improved my playouts by using Remi's ELO system to learn a set of interesting patterns, and just randomly fiddling with the probabilities (compressing/expanding) until something improved my program in self-play with about +25%. Not a very satisfying method or an

Re: [computer-go] CGOS 19 is stuck

2008-01-04 Thread Gian-Carlo Pascutto
Chris Fant wrote: CGOS 19 is has been stuck for a while now. At the bottom of the page, it says Many Faces is in a game, but does not show it as currently playing at the top of the page. Perhaps the problem is related to a bot leaving near the time a round is ending/beginning. I guess Oliver

Re: [computer-go] low-hanging fruit - yose

2008-01-04 Thread Gian-Carlo Pascutto
Rémi Coulom wrote: In Crazy Stone (maybe that is the case of MoGo, too), nakade is such a big problem because the program avoids playing self-atari in playouts. Crazy Stone will play the self-ataris anyway, but with a low probability, so they are played at the end of the playout only. In case

Re: [computer-go] Please have your bot resign, for your own good

2008-01-04 Thread Gian-Carlo Pascutto
steve uurtamo wrote: It was my understanding that the netlag to the Philippines was about 380 ms; accounting for an additiaonal 15% packet loss and we end up at about 440 ms. i think that it works out to roughly double that because of the protocol, right? Yes, the server sends out the move

Re: [computer-go] How does MC do with ladders?

2007-12-13 Thread Gian-Carlo Pascutto
Jason House wrote: MoGo uses TD to predict win rates. Really? Where did you get that information? -- GCP ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] How does MC do with ladders?

2007-12-13 Thread Gian-Carlo Pascutto
Jason House wrote: The paper introduces RAVE and near the end talks about using heuristics for initial parameter estimation. The heuristic they used was based TD. Ah, you're talking about RLGO. RLGO was trained with TD, but MoGo itself doesn't use TD (directly). There are posts from Sylvain

Re: [computer-go] New engine? From a Chess programmer perspective.

2007-12-04 Thread Gian-Carlo Pascutto
Mogo is around 2500 on CGOS: http://cgos.boardspace.net/9x9/cross/MoGo_psg7.html This implies you believe the ratings didn't shift over time. http://computer-go.org/pipermail/computer-go/2007-October/011405.html http://cgos.boardspace.net/9x9/cross/MoGo_monothreadC.html

Re: [computer-go] FPGA to Hardware

2007-11-25 Thread Gian-Carlo Pascutto
Joshua Shriver wrote: FPGA boards are expensive How many gates do you need? It's not because the eval boards you find everywhere are expensive that FPGA's are. Low-cost ones go from 10 to 70 USD depending on the gate count. A bargain compared to an ASIC solution as long as the quantities are

Re: [computer-go] KGS: Sending game comments

2007-11-13 Thread Gian-Carlo Pascutto
Petr Baudis wrote: Hi, is there any way to send game comments through kgsGtp on your own (without the opponent triggering you)? I think some possibility to send messages would be great. I could swear I saw MogoBot do this, but I couldn't find anything in the KGSGtp documentation. The

<    1   2   3