That's certainly true for drefbot. I think I posted about my ko issue
along with a 100 ELO strength gap. I have yet to track either down.
The twogtp discussion came from me trying to test refbots against each
other.
Sent from my iPhone
On Nov 5, 2008, at 1:13 PM, Don Dailey [EMAIL
HouseBot is ~1600 ELO on CGOS 9x9. There are also Linux binaries
available for download.
Sent from my iPhone
On Nov 4, 2008, at 10:33 AM, Eric Marchand [EMAIL PROTECTED] wrote:
Hi all,
Here is a list of 24 free go engines (18 with source):
http://ricoh51.free.fr/go/engineeng.htm
Please let
On Sat, 2008-11-01 at 21:48 -0400, Don Dailey wrote:
I also tried large bonuses and so far 0.20 works better than 0.10 by
about 20 ELO after 2,500 games.I tried 0.40 and it was significantly
weaker, so this can definitely be overdone. The final result is 131
ELO for the 0.20 value.I
-0400, Jason House wrote:
I'm curious, how do you do your automated testing?
I tried using gogui-twogtp -auto with jrefbot and drefbot. When I
look
at the resulting .dat files, there's no indication of which side won
each game. I know final_status_list is implemented. Is anything
else
required
I tried to connect to CGOS last night with only marginal success. It
seems that I only get one game in each time I connect.
After the first failure, I found that the client was repeatedly
reporting server connection errors. I think it was something to the
effect of no route to host. I
The error bars of all bots overlap. I'm not familiar enough with
BayesELO to compute p-values. I'd bet that only the 0.1 version has a
statistically significant strength difference.
Sent from my iPhone
On Oct 30, 2008, at 7:00 PM, Don Dailey [EMAIL PROTECTED] wrote:
The basic idea seems
You should also test your 7/8 keep heuristic to see if it's reducing
weight or avoiding the final moves that matters.
Sent from my iPhone
On Oct 28, 2008, at 3:03 PM, Don Dailey [EMAIL PROTECTED] wrote:
It appears from testing 3 of us are doing, that the Mark Williams
enhancement is good,
On Tue, 2008-10-28 at 08:55 +0900, Darren Cook wrote:
Where harder means the gap between top programs and top human players
is bigger, are there any games harder than go? Including games of
imperfect information, multi-player games, single-player puzzle games.
Naturally I'm most interested
On Oct 26, 2008, at 7:19 PM, Mark Boon [EMAIL PROTECTED] wrote:
One more observation, something I found curious, is that according
to the statistics twogtp put together, the average game-length
played was 119 moves. I also noticed this was the number after the
other two runs I had of 1,000
On Oct 25, 2008, at 1:01 AM, Don Dailey [EMAIL PROTECTED] wrote:
It rarely plays anything other that E5, was E6 a fluke?The other
numbers look correct to me.
I haven't posted the Vala version yet, but I bet it would be even
easier
to port from it, since Vala is heavily based on C#. I
binary?
- Don
On Fri, 2008-10-24 at 23:01 -0400, Jason House wrote:
On Sat, 2008-10-18 at 09:26 -0400, Don Dailey wrote:
I have two versions of the reference bot. A C and a Java version.
I've ported the Java position.d to D2 and added a basic wrapper around
it. Here
On Oct 24, 2008, at 11:23 AM, Erik van der Werf [EMAIL PROTECTED]
wrote:
On Fri, Oct 24, 2008 at 4:57 PM, Robert Jasiek [EMAIL PROTECTED]
wrote:
[EMAIL PROTECTED] wrote:
In my opinion the goal of a ko rule is to prevent games from not
ending.
All restriction rules (about suicide,
On Oct 24, 2008, at 1:07 PM, Nick Wedd [EMAIL PROTECTED] wrote:
In message [EMAIL PROTECTED], Jason
House [EMAIL PROTECTED] writes
On Oct 24, 2008, at 11:23 AM, Erik van der Werf [EMAIL PROTECTED]
wrote:
On Fri, Oct 24, 2008 at 4:57 PM, Robert Jasiek [EMAIL PROTECTED]
wrote:
[EMAIL
On Sat, 2008-10-18 at 09:26 -0400, Don Dailey wrote:
I have two versions of the reference bot. A C and a Java version.
I've ported the Java position.d to D2 and added a basic wrapper around
it. Here are performance numbers on my laptop
javabot runs in 132 seconds for 1,000,000 simulations
installed and run the big
self-test too. Can you send me a statically compiled linux binary?
Absolutely... I did not want to email a half 500k attachment.
- Don
On Fri, 2008-10-24 at 23:01 -0400, Jason House wrote:
On Sat, 2008-10-18 at 09:26 -0400, Don Dailey wrote:
I have two versions
I have a suspect gogui will do most of what you want. Take a close
look at gtpdisplay, auto running of commands following each move, and
the various output types/display methods.
If it doesn't do what you want, it may be possible to patch it?
Sent from my iPhone
On Oct 23, 2008, at 4:38
unit tests.
Except for speed builds, any build of my bot will run every unit test on
start up and verify a conforming implementation. game/go.d contains 20
unit tests. Along with a with other design by contact elements, I have
a total of 141 assertions.
I have the ability to draw the board
On Oct 20, 2008, at 7:28 PM, Darren Cook [EMAIL PROTECTED] wrote:
I will build a web site soon and hope others participate with
conforming
programs in any language or system.
I'll tentatively raise my hand to make a php version.
I'll tentatively raise my hand for a D2 version. It's a
On Oct 13, 2008, at 4:41 PM, Nick Wedd [EMAIL PROTECTED] wrote:
The results of yesterday's KGS bot tournament are now available at
http://www.weddslist.com/kgs/past/43/index.html
As always, I look forward to your corrections.
You give HBotSVN too much credit in the round 8 open game. Seki is
On Oct 11, 2008, at 2:40 PM, [EMAIL PROTECTED] wrote:
11. When selecting moves to play in the actual game (not playouts)
superko is checked and forbidden.
positional superko (as opposed to situational superko).
Whatever is used by the rules... I know CGOS and KGS Chinesee use
You are incorrect that the following heuristics in random games lead
to finite game length:
* no eye filling
* no suicide
* no simple ko violations
Consider two eyeless chains with 3 ko's connecting them... Two taken
by black and it's white's move. Filling the one ko it has is suicide.
It
games
still
be possible with this rule?
- Don
On Thu, 2008-10-09 at 10:25 -0400, Jason House wrote:
You are incorrect that the following heuristics in random games lead
to finite game length:
* no eye filling
* no suicide
* no simple ko violations
Consider two eyeless chains with 3 ko's
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 PROTECTED
On Oct 9, 2008, at 11:08 AM, Eric Boesch [EMAIL PROTECTED] wrote:
On Thu, Oct 9, 2008 at 10:25 AM, Jason House
[EMAIL PROTECTED] wrote:
You are incorrect that the following heuristics in random games
lead to
finite game length:
* no eye filling
* no suicide
* no simple ko violations
, Jason House [EMAIL PROTECTED]
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
Looking superficially...
The game length appears in the right ballpark. I seem to remember
110-112 moves, depending on how passed are counted.
20k playouts/core/sec seems reasonable for lightly optimized.
The center bias also looks correct.
The win rates don't look right to me. 7.5 Komi
What do you mean by appeared? When were the languages inteoduced? Is
the speed and memory stuff just a claim? Or are there real benchmarks?
Sent from my iPhone
On Oct 7, 2008, at 2:38 PM, Don Dailey [EMAIL PROTECTED] wrote:
I have noticed there are 3 more languages that have appeared that
LLVMDC is a project to make a D compiler for LLVM. Supposedly, it is
nearly ready for prime time. I have not experimented with it yet.
My D-based bot gets 10kpps right now using gdc (D compiler for gcc).
That's fast enough to be within ~50 ELO of the best light playout bots
I've seen on
Sent from my iPhone
On Sep 24, 2008, at 5:16 PM, Jason House [EMAIL PROTECTED]
wrote:
On Sep 24, 2008, at 2:40 PM, Jacques Basaldúa [EMAIL PROTECTED] wr
ote:
Therefore, the variance of the normal that best approximates the
distribution of both RAVE and
wins/(wins + losses
Sent from my iPhone
On Sep 27, 2008, at 10:14 AM, Álvaro Begué [EMAIL PROTECTED]
wrote:
On Fri, Sep 26, 2008 at 9:29 AM, Jason House
[EMAIL PROTECTED] wrote:
Sent from my iPhone
On Sep 24, 2008, at 5:16 PM, Jason House
[EMAIL PROTECTED]
wrote:
On Sep 24, 2008, at 2:40 PM, Jacques
PROTECTED] [mailto:computer-go-
[EMAIL PROTECTED] On Behalf Of Jason House
Sent: Wednesday, September 24, 2008 4:34 AM
To: computer-go
Subject: Re: [computer-go] MoGo v.s. Kim rematch
On Tue, 2008-09-23 at 18:08 -0300, Douglas Drumond wrote:
Attached is a quick write up of what I was talking about
On Mon, Sep 22, 2008 at 1:21 PM, Łukasz Lew [EMAIL PROTECTED] wrote:
Hi,
On Mon, Sep 22, 2008 at 17:58, Jason House [EMAIL PROTECTED]
wrote:
On Sep 22, 2008, at 7:59 AM, Magnus Persson [EMAIL PROTECTED]
wrote:
The results of the math are most easilly expressed in terms of inverse
On Sep 22, 2008, at 7:59 AM, Magnus Persson [EMAIL PROTECTED]
wrote:
In the case of the ladders the heavy playouts of Valkyria correctly
prunes playing out ladders for the loser. But sometimes in the
playouts the ladder is broken and after that there is a chance that
the stones escape
HBotSVN's processor details are empty, and there seems to be confusion about
the end of the round 6 game. I hope the additional detail below is helpful.
Processor:
- One core of an Intel(R) Core(TM)2 Duo CPU T5450 @ 1.66GHz
Open Division, Round 6:
- I noticed that KGS was
Don,
Once upon a time, you described the heuristics used in the various 9x9
bots you run on CGOS. I tried googling for the old message on computer
go, but came up empty handed.
If I remember correctly, it does AMAF with a few biased in move
selection/playouts. I think it looked at the
On Sep 8, 2008, at 11:45 AM, Olivier Teytaud
[EMAIL PROTECTED] wrote:
By my recent experiments, 8~9 * (threads - 1) ELO is lost. This
matches my earlier result well.
Do you have tricks for avoiding redundancies between simulations ?
I suggest simple tricks like do not go to node X if
Actually your summary of what people do sounds exactly like what MC
programs do, except for one point...
MC programs don't differentiate moves by point value. They only look
at winning rate. It's extremely tough to differentiate the one move
sequence with 99.1% win rate when all other
Sent from my iPhone
On Sep 4, 2008, at 1:49 PM, Gian-Carlo Pascutto [EMAIL PROTECTED] wrote:
As far as I understand, GTP only supports canadian byo-yomi which is
not
so popular. Leela should support it but I have never tried.
kgs-time_settings is much easier to interpret. KGS will send
HouseBot's UCT unit tests build trees to test search time and search
results. This is done by using a simplified (non-go) game where I can
define the game state and win rate at different points in the tree.
Sent from my iPhone
On Aug 29, 2008, at 5:38 AM, Ingo Althöfer [EMAIL PROTECTED]
On Aug 18, 2008, at 10:19 AM, Don Dailey [EMAIL PROTECTED] wrote:
Perhaps on the crosstable page I should put another column that tells
you, for each opponent, what your winning expectation is based on your
respective ELO ratings? It would be nice to see at a glance whether
you are winning
One small correction, my server wasn't running two copies of HouseBot,
it was running three. I discovered later there was a 4th running from
somewhere else but haven't tracked it down yet.
Sent from my iPhone
On Aug 18, 2008, at 12:08 PM, Nick Wedd [EMAIL PROTECTED] wrote:
My report is at
I think it's be generally useful. Someone else recently posted about
post-game pondering problems.
I can commit this code this weekend, but can not post a release. I
keep hoping Don will embrace file releases through SourceForge since
we both have access to it...
Sent from my iPhone
On
If this is aimed at clearing up ambiguity, you should state which way
the handicap was given.
Sent from my iPhone
On Aug 13, 2008, at 2:08 PM, Chaslot G (MICC) [EMAIL PROTECTED]
wrote:
Dear all,
There were details that were unclear about the victory of MoGo.
Hence I created a website to
On Aug 12, 2008, at 10:44 AM, Don Dailey [EMAIL PROTECTED] wrote:
We need to define terms so we don't end up arguing about something we
probably agree on.
Here is my assertion (which I admit needs to be checked):
Given perfect move ordering, but not a-priori knowledge of this, a
parallel
Disraeli, Speech in the House of Commons [June 15, 1874]
- Original Message
From: Jason House [EMAIL PROTECTED]
To: [EMAIL PROTECTED] [EMAIL PROTECTED]; computer-go computer-go@computer-go.org
Sent: Tuesday, August 12, 2008 8:17:35 AM
Subject: Re: [computer-go] Re: mogo beats pro
How long does bayes rankings take to run? If I understand the math,
you should be able to feed the prior output back in for a dramatic
speed gain.
I'd really like to see bayes rankings with the same display filter as
the normal standings.
Sent from my iPhone
On Aug 12, 2008, at 10:53
On Aug 11, 2008, at 12:02 PM, Erik van der Werf [EMAIL PROTECTED]
wrote:
On Mon, Aug 11, 2008 at 4:54 PM, Gian-Carlo Pascutto [EMAIL PROTECTED]
wrote:
Some time ago I observed that kgsgtp does not tell my program that the
opponent has resigned (which is a bit annoying because it then
On Aug 11, 2008, at 2:06 PM, Don Dailey [EMAIL PROTECTED] wrote:
On Mon, 2008-08-11 at 17:26 +0200, Rémi Coulom wrote:
Basti Weidemyr wrote:
What would you have done in a case like this? :)
You could not declare that game a win for the computer and survive.
Yes, and I really hate this.
Sent from my iPhone
On Aug 11, 2008, at 4:00 PM, Don Dailey [EMAIL PROTECTED] wrote:
I would be angry if I worked hard to control my time usage, only for
my
opponent to be forgiven at my expense, despite the rules.
Hmmm... This sounds very familiar...
I like the idea of using Bayesian ELO ratings instead. They should
adapt better and faster. It would give better rank confidence than the
current k factor. For example, kartofel would have kept a low
confidence.
Sent from my iPhone
On Aug 10, 2008, at 11:51 AM, David Fotland [EMAIL
I hit this problem long ago when CGOS was young. The fix at that time
was to send the estimated time until the next round. Eventually, that
cluttered the logs and was removed from the server code.
Sent from my iPhone
On Aug 9, 2008, at 9:19 AM, Don Dailey [EMAIL PROTECTED] wrote:
Ben,
I
Sent from my iPhone
On Aug 9, 2008, at 11:46 AM, Don Dailey [EMAIL PROTECTED] wrote:
On Sat, 2008-08-09 at 10:42 -0400, Jason House wrote:
I hit this problem long ago when CGOS was young. The fix at that time
was to send the estimated time until the next round. Eventually, that
cluttered
On Aug 9, 2008, at 11:46 AM, Don Dailey [EMAIL PROTECTED] wrote:
On Sat, 2008-08-09 at 10:42 -0400, Jason House wrote:
I hit this problem long ago when CGOS was young. The fix at that time
was to send the estimated time until the next round. Eventually, that
cluttered the logs and was removed
I have to withdraw from this tournament. I don't have a windows
computer, and getting access to one with the ability to install tools
has been tougher than anticipated.
On Thu, 2008-07-17 at 14:53 +0100, Nick Wedd wrote:
The European Go Congress (see http://egc2008.eu/en/congress/index.php)
at 9:28 AM, Don Dailey [EMAIL PROTECTED] wrote:
On Tue, 2008-08-05 at 08:30 -0400, Jason House wrote:
I have to withdraw from this tournament. I don't have a windows
computer, and getting access to one with the ability to install tools
has been tougher than anticipated.
Why do you need
I'm not so sure. At this
point, I'd want to try to use GDC. It may be that I have to submit a
compiler bug report to digital mars.
- Don
On Tue, 2008-08-05 at 15:19 +0200, Urban Hafner wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Jason House wrote:
| I have to withdraw
Sent from my iPhone
On Aug 5, 2008, at 9:45 AM, terry mcintyre [EMAIL PROTECTED]
wrote:
- Original Message
From: Don Dailey [EMAIL PROTECTED]
I misunderstood Jason's email. He is trying to compile his program
to
run on windows and it's written in D. You cannot log into a
later today whether it works or not, but
booting linux from a USB-stick worked fine for Gunnar
Farnebäck.
Best regards
Basti Weidemyr
sestir
On Aug 5, 2008, at 3:38 PM, Jason House wrote
, it is
nearly impossible to build from scratch on Windows.
- Don
On Tue, 2008-08-05 at 15:19 +0200, Urban Hafner wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Jason House wrote:
| I have to withdraw from this tournament. I don't have a windows
| computer, and getting access to one
What's the connection info for the 3 new servers? I looked at the
boardspace page, but it was out of date
Sent from my iPhone
On Aug 2, 2008, at 9:09 AM, Don Dailey [EMAIL PROTECTED] wrote:
Ok, it seems to be playing games now. Somehow the database was
corrupted so I just removed it so
On Aug 2, 2008, at 4:31 AM, Gunnar Farnebäck [EMAIL PROTECTED]
wrote:
It's often a good idea to bias capturing moves in the playouts,
regardless whether it's a ladder or not. This would result in those
stones being captured in most simulations.
What method do people use for finding capture
On Aug 1, 2008, at 12:54 PM, Don Dailey [EMAIL PROTECTED] wrote:
For time controls, I have changed my previous position, I think I
prefer somewhat faster time controls. There are disadvantages but
almost many advantages. The foremost advantages is that I believe it
encourages participation,
On Jul 31, 2008, at 12:20 PM, Don Dailey [EMAIL PROTECTED] wrote:
I am working on a plan to possibly be able to run 2 boardsizes on Dave
Dyers boardspace site. If this plan works out, obviously 9x9 is
very
popular and we will keep it. The only questions is what should the
other board
On Jul 31, 2008, at 12:45 PM, Don Dailey [EMAIL PROTECTED] wrote:
We put up a 7x7 site a while back and I thought it would get heavy
traffic, but instead almost no interest.
I don't remember ever hearing about it. I'd use it for faster testing.
On Thu, 2008-07-31 at 12:39 -0400, Jason
On Thu, 2008-07-31 at 15:50 -0700, Peter Drake wrote:
I know we had this conversation recently, but I just can't seem to get
my head around writing a ladder reader. What, exactly, does the ladder
reader do?
Our approach was to read out ladders involving the last stone played.
In the
On Jul 28, 2008, at 5:04 AM, Darren Cook [EMAIL PROTECTED] wrote:
Personally, I think the next big strength jump would come from
combining
localized searches/sequences with the global search's MC playouts.
Curiously, my guess is the opposite: using UCT as the node
evaluation in
a more
Is gnu go a weak bot? I suspect the weak bots and gnu go share the
common characteristic that they don't resign. I looked at a few games
that were lost and it says illegal move to occupied point.
On Fri, 2008-07-25 at 21:40 -0400, John Fan wrote:
Seems it has a serious bug on end game against
On Jul 24, 2008, at 1:45 PM, John Stogin [EMAIL PROTECTED] wrote:
It seems that the UCB1-Tuned algorithm uses variance from a normal
distribution, however we believe it would be more optimal to use
variance from a beta distribution. Has any work been done in this
area? Are people still
-
From: [EMAIL PROTECTED] [mailto:computer-go-
[EMAIL PROTECTED] On Behalf Of Jason House
Sent: Tuesday, July 22, 2008 8:19 PM
To: computer-go@computer-go.org
Subject: [computer-go] Super ko in random playouts
I now tracked down another super ko bug. I'm curious if anyone has
worked out which
I now tracked down another super ko bug. I'm curious if anyone has
worked out which infinite cyles can occur in random playouts that avoid
eye-fills and suicides. Additionally, how do people handle this type of
situation in playouts? I believe libego checks game length and assigns
no result if
Sent from my iPhone
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/
1pm in which timezone? Which room user name(s) will be used on KGS?
Sent from my iPhone
On Jul 21, 2008, at 5:04 PM, Peter Drake [EMAIL PROTECTED] wrote:
(This is from the US Go Congress to be held in Portland, Oregon.)
On Thursday, August 7, at 1:00 PM, Kim MyungWan 8p will take on
MoGo,
I'm starting heavy plyouts, with variable move selection weights. The
proximity heuristic seems like a performance killer since most weights
would require an update with each move.
How do others handle this? Is proximity reserved for the search tree?
How do others store data for rapid
-
From: Jason House [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Mon, 21 Jul 2008 7:32 pm
Subject: [computer-go] Incremental move weights
I'm starting heavy plyouts, with variable move selection weights.
The proximity heuristic seems like a performance killer since most
to be slower.
Is it stronger?
My MoGo style heavy playouts are about 4 times slower than my light
playouts.
That's not too bad, considering...
Were there any tricks to minimize the slowdown?
-Original Message-
From: Jason House [EMAIL PROTECTED]
To: computer-go computer-go@computer
On Jul 21, 2008, at 10:26 PM, Álvaro Begué [EMAIL PROTECTED]
wrote:
On Mon, Jul 21, 2008 at 7:32 PM, Jason House
[EMAIL PROTECTED] wrote:
I'm starting heavy plyouts, with variable move selection weights. The
proximity heuristic seems like a performance killer since most
weights would
On Jul 17, 2008, at 1:12 PM, Álvaro Begué [EMAIL PROTECTED]
wrote:
On Thu, Jul 17, 2008 at 12:55 PM, Jason House
[EMAIL PROTECTED] wrote:
[...]
I don't own a computer with Windows on it, and that adds significant
headache. It's hard to convince friends/work to install cygwin for
this kind
.
On Jul 11, 2008, at 9:03 AM, Jason House wrote:
I tracked down a rare hang/crash in my bot and I'm curious how
others handle this.
I use simple ko state as part of my hash lookup, but I don't use
super ko. I can't store the whole graph history because then there
would
I wouldn't want to overload volunteer operators. I can bow out to make
room for other bots.
On Jul 7, 2008, at 10:36 AM, Gian-Carlo Pascutto [EMAIL PROTECTED]
wrote:
Because everything should run automatically with kgsGTP, I actually
see little reason why one operator can't operate
, 2008, at 3:31 PM, Nick Wedd [EMAIL PROTECTED] wrote:
In message [EMAIL PROTECTED], Gian-Carlo Pascutto [EMAIL PROTECTED]
writes
Jason House wrote:
I wouldn't want to overload volunteer operators. I can bow out to
make room for other bots.
Nah, you were here first :)
But if the sponsor
Sent from my iPhone
On Jul 2, 2008, at 12:37 PM, Jason Galbraith [EMAIL PROTECTED] wrote:
I've been looking at RAVE (Rapid Action Value Estimate), which MoGo
uses. The
score of states during simulation is stored in state-action pairs,
which are
all updated with the playouts, rather than
I can provide a pre-built executable for my bot if I know the target
hardware and who to give it to.
Sent from my iPhone
On Jun 18, 2008, at 1:09 PM, Peter Drake [EMAIL PROTECTED] wrote:
For the tournament at the US Go Congress:
Please remember that you can send someone else to run your
Is it possible to show the board for the round 1 open division game? You
refer specifically to a choice made at move 60...
Also, the processor description for HBotSVN is incorrect. Rounds 1-6 were
through a virtual machine on a box with a 2GHz Intel Core Duo.Rounds 7-9
was running native on
1, 3, and 5.
Last year's congress was closer to me, so 1 was not a factor. I went
to meet other programmers, but only one other committed to showing up.
Many others expressed interest but were not there.
Sent from my iPhone
On Jun 13, 2008, at 12:59 AM, Peter Drake [EMAIL PROTECTED]
Traveling there is out of the question for me. I'm also quite certain
I would not place well. I can contribute an executable if someone
wants to run my bot, they could keep any prize money.
Sent from my iPhone
On Jun 9, 2008, at 1:25 PM, Peter Drake [EMAIL PROTECTED] wrote:
We'd like to
On May 19, 2008, at 10:09 AM, Rémi Coulom [EMAIL PROTECTED]
wrote:
Hi,
I thought I should let you know that I have accepted to serve as
programmers representative on the board of the ICGA. That position
had been vacant for a while, and the ICGA offered me to be an
interim
That's a function of how smart your bot is. If you play until you only
have eye-filling moves, you can safely assume all of your opponent's
stones are alive, all your groups with two eyes are alive, and
everything else is dead. Note the asymetry - your opponent may use a
different
On May 14, 2008, at 3:39 PM, Jeff Nowakowski [EMAIL PROTECTED] wrote:
The 10k refers to ten thousand playouts, not rank, and yes it's
9x9. As
for open source UCT, off the top of my head there's libego (C++) and
Orego (Java).
HouseBot is open source too (D). I really should add the random
I'm testing my bot on CGOS using pure UCT, no pondering, and 10,000
playouts per move. Can someone put up a comparable bot?
A while back, someone else made a similar request, and I discovered
that my bot had somehow broken. I've scoured for bugs and I believe I
have a functional
On May 13, 2008, at 1:51 PM, Mark Boon [EMAIL PROTECTED] wrote:
On 13-mei-08, at 14:10, Álvaro Begué wrote:
What others do is the right thing to do. Your method will introduce
some biases.
Could you elaborate what bias it could lead to? I also do the same
as Jason. I did consider the
On May 12, 2008, at 4:33 PM, Gian-Carlo Pascutto [EMAIL PROTECTED] wrote:
Jeff Nowakowski wrote:
On Mon, 2008-05-12 at 21:14 +0200, Gian-Carlo Pascutto wrote:
But I still categorically object to the stance that it's the bots
or the programmers fault that it forfeits on time. As log as lag
On Sat, 2008-05-10 at 20:23 -0700, Carter Cheng wrote:
3) Also thanks for the links. I have taken a look at some of the code. I am
not sure I will be writing in Java or D and most likely will be implementing
the system in something like C++. I am worried about Java's speed since it's
My personal preferences would be to see the final section change its
title from Probation to Losses in Cleanup or some other title
addressing undesirable issue uncovered in this past tournament.
I have renamed this section to Losses after Game Stop. Is this
reasonable?
As tournament
On Fri, 2008-05-09 at 16:04 -0700, Carter Cheng wrote:
Hi,
I have been lurking around in this group for sometime and recently have
become interested in perhaps doing some coding and data gathering for
constructing a simple go bot. I have a few basic questions I was wondering if
people in
apologies to him. I shall rewrite my
report (and archive the old one, for the historic record).
Nick
Evan Daniel wrote:
On Wed, May 7, 2008 at 11:45 AM, Nick Wedd [EMAIL PROTECTED] wrote:
In message
[EMAIL PROTECTED],
Jason House [EMAIL PROTECTED] writes
On May 7, 2008, at 3:15 PM, Aloril [EMAIL PROTECTED] wrote:
On Wed, 2008-05-07 at 09:59 -0400, Jason House wrote:
Did you know that weakbot50k and idiotbot don't actually handle the
game end at all? Once both players pass, they switch to using gnu
go.
Source code for weakbot50k
On May 7, 2008, at 4:54 PM, Gian-Carlo Pascutto [EMAIL PROTECTED] wrote:
Evan Daniel wrote:
It is entirely within the power of the other bots to not lose on
time.
I am not sure that is true.
LeelaBot should be perfectly capable of playing about 12 moves per
second in the default
On Sun, 2008-05-04 at 14:22 +0100, Tom wrote:
From the website http://www.gokgs.com/tournInfo.jsp?id=380 and the fact
that it hasn't started, I deduce that it starts at 1500 GMT, or about 40
minutes time.
I think you mean 1h40m?
On Sun, 2008-05-04 at 11:00 +0100, Nick Wedd wrote:
Please go to http://www.sourceforge.net/projects/cgos and add a
feature request (should be under tracker on the menu bar). This will
create a permanent record of the request, notify you of updates, and
send email notifications to CGOS maintainers.
Sent from my iPhone
On Apr 27, 2008, at
Two minor correction:
1. It looks like you translate the login names to formal bot names and
processing power. HBotSVN's real name is HouseBot.
2. HBotSVN crashed immediately on move 35
On Thu, Apr 17, 2008 at 5:37 AM, Nick Wedd [EMAIL PROTECTED] wrote:
My report on the April KGS bot
101 - 200 of 522 matches
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