Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-11-05 Thread Mark Boon
I've gotten to a point where it probably makes sense to expose it to actual users. The location of the project is at http://plug-and-go.dev.java.net It's new, so I wouldn't be surprised if there are a few little bumps in the road still. But for anyone who'd like to start a bot, and who

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-27 Thread Mark Boon
OK, after dicking about for a few hours with git and Mercurial I decided against using any of them. I keep getting errors or completely fail to understand how it works. It's just not intuitive enough to get going quickly. Moreover, if my goal is to get newcomers up and running quickly, I

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-27 Thread Mark Boon
A post from Michael Williams led me to review this mail below once more. I hadn't looked at the code of Don's reference bot very closely until now and instead relied on the description he gave below: On 23-okt-08, at 14:29, Don Dailey wrote: Let me give you a simple example where we set

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-27 Thread Michael Williams
Maybe Don built it that way so that the playouts could handle integer komi and the possibility of a draw. In that case, it would neither add one nor subtract one. Mark Boon wrote: A post from Michael Williams led me to review this mail below once more. I hadn't looked at the code of Don's

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-27 Thread Don Dailey
On Mon, 2008-10-27 at 17:19 -0200, Mark Boon wrote: So I understand from the above that when a playout leads to a win you add 1 to the wins. But in the code you subtract one when it leads to a loss. This is just semantics. In the literal code a win is 1 and a loss is -1 but when I

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Don Dailey
If you ran 10,000 games your score is amazingly close - you won't be that close very often in 10,000 game samples. Of course I assume you are testing this against a fully conforming version. So what exactly are you doing here to save time? My understanding is that it has something to do

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Mark Boon
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 games each. Since we made such a big deal about the average

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Jason House
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

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Darren Cook
... the average game-length played was 119 moves. ... ... 111 is for random games. What the bots actually do is far from random. Or perhaps, if they can make a 9x9 game last 119 moves, it is not *that* far from random ;-). Darren ___ computer-go

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Don Dailey
On Sun, 2008-10-26 at 21:10 -0200, Mark Boon wrote: When I look at CGOS right now my refbot TesujiRefBot has an ELO of 1286, JRef has 1290 and Cref has 1269. So evidence is mounting that my implementation, although completely different from yours, is conforming the definition you put

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Don Dailey
On Sun, 2008-10-26 at 21:19 -0200, Mark Boon 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 games

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Don Dailey
On Mon, 2008-10-27 at 08:51 +0900, Darren Cook wrote: ... the average game-length played was 119 moves. ... ... 111 is for random games. What the bots actually do is far from random. Or perhaps, if they can make a 9x9 game last 119 moves, it is not *that* far from random ;-). I know you

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-25 Thread Mark Boon
On 24-okt-08, at 21:19, Don Dailey wrote: \ I'm now running a twogtp test against your ref-bot. After 1,000 games my bot has a winning percentage of 48.8% (+/- 1.6) according to twogtp. That is well within 2 standard deviations so I don't think there is a problem. In fact it is within 1

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-25 Thread Don Dailey
I would be interested to see if your biased version can pass my eventual conformance tests. If it can, more power to you, I might use the idea myself. - Don On Sat, 2008-10-25 at 09:36 -0200, Mark Boon wrote: On 24-okt-08, at 21:19, Don Dailey wrote: \ I'm now running a twogtp

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-24 Thread Mark Boon
Hi Don, I fixed another bug and now I get an average game-length of 111.05, which seems to be closer again to what you have. A million simulations now takes about 35 seconds. I'm now running a twogtp test against your ref-bot. After 1,000 games my bot has a winning percentage of

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Mark Boon
Don, I have figured out the discrepancy in the average game length. As playout length I count from the start of the game, which gives me 114-115. I believe you count from the starting position where the playout starts. Because when I modify my code to do that I also get 111 moves per

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
On Thu, 2008-10-23 at 09:38 -0200, Mark Boon wrote: Don, I have figured out the discrepancy in the average game length. As playout length I count from the start of the game, which gives me 114-115. I believe you count from the starting position where the playout starts. Because when I

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Mark Boon
Don, You're probably right and I'm misunderstanding how it's supposed to work. Let me quote te original description: 6. Scoring for game play uses AMAF - all moves as first. In the play-outs, statistics are taken on moves played during the play-outs. Statistics are

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
On Thu, 2008-10-23 at 13:33 -0200, Mark Boon wrote: Don, You're probably right and I'm misunderstanding how it's supposed to work. Let me quote te original description: 6. Scoring for game play uses AMAF - all moves as first. In the play-outs, statistics are taken

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Mark Boon
Thanks again for more explanations. I think the AMAF is clear to me now. When you say you count all the playouts starting from an empty board, then I have no idea how our outcome can be different by 3-4 moves, which is coincidentally the average depth of a uniform tree of 1,000,000 moves on

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Weston Markham
On Thu, Oct 23, 2008 at 1:00 PM, Mark Boon [EMAIL PROTECTED] wrote: This is still something I don't understand. Are there others who implemented the same thing and got 111 moves per game on average? I tried to look through some posts on this list but didn't see any other numbers published. 111

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Claus Reinke
Thanks again for more explanations. I think the AMAF is clear to me now. For what it is worth: I read the AMAF section as indicating that the bots are to play using AMAF heuristics - random playouts, followed by playing the AMAF-scored winning move, rinse and repeat. Which is why I thought I

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
On Thu, 2008-10-23 at 15:00 -0200, Mark Boon wrote: Thanks again for more explanations. I think the AMAF is clear to me now. When you say you count all the playouts starting from an empty board, then I have no idea how our outcome can be different by 3-4 moves, which is

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
Just to be clear, the average length of the playout is what we are looking for, not the average length of games that might be played from genmove commands. - Don On Thu, 2008-10-23 at 15:00 -0200, Mark Boon wrote: Thanks again for more explanations. I think the AMAF is clear to me now.

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
On Thu, 2008-10-23 at 18:46 +0100, Claus Reinke wrote: Thanks again for more explanations. I think the AMAF is clear to me now. For what it is worth: I read the AMAF section as indicating that the bots are to play using AMAF heuristics - random playouts, followed by playing the AMAF-scored

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Mark Boon
OK, if the following is not the reason, then I don't know anything anymore :) My playouts allow multiple suicide. I believe Orego does the same. I found that not checking for that actually made things faster overall. But I bet that accounts for the longer average game-length. If suicide

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
On Thu, 2008-10-23 at 16:04 -0200, Mark Boon wrote: OK, if the following is not the reason, then I don't know anything anymore :) My playouts allow multiple suicide. I believe Orego does the same. I found that not checking for that actually made things faster overall. But I bet that

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Mark Boon
I'm getting close to something I'd like to show people and get feedback. One thing to decide is how to make it public. Previously I used dev.java.net to host my project. But I stopped using it because I had a very slow internet connection and I was getting annoyed with the time it took to

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Urban Hafner
Mark Boon wrote: I'm getting close to something I'd like to show people and get feedback. One thing to decide is how to make it public. Previously I used dev.java.net to host my project. But I stopped using it because I had a very slow internet connection and I was getting annoyed with the

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Ian Osgood
On Oct 22, 2008, at 11:16 AM, Mark Boon wrote: I'm getting close to something I'd like to show people and get feedback. One thing to decide is how to make it public. Previously I used dev.java.net to host my project. But I stopped using it because I had a very slow internet connection

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Gunnar Farnebäck
Mark Boon wrote: I'm getting close to something I'd like to show people and get feedback. One thing to decide is how to make it public. Previously I used dev.java.net to host my project. But I stopped using it because I had a very slow internet connection and I was getting annoyed with the

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Don Dailey
On Wed, 2008-10-22 at 16:16 -0200, Mark Boon wrote: When I run my playouts 1,000,000 times I get the following stats: Komi 7.5, 114.749758 moves per position and Black wins 43.8657%. That's a bit different from the 111 moves and 42% Don got in his reference bot. I haven't looked at

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Don Dailey
I use subversion and git. Git mostly for just my own personal repository but it rocks and is my preference. - Don On Wed, 2008-10-22 at 20:28 +0200, Urban Hafner wrote: Mark Boon wrote: I'm getting close to something I'd like to show people and get feedback. One thing to decide is how

[computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Denis fidaali
[computer-go] From zero to playing on CGOS in 10 minutes --- Don Dailey drdailey at cox.net --- For one thing, komi is different. I used 0.5 for running this test. I would have use 0.0 but

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Don Dailey
On Wed, 2008-10-22 at 20:29 -0200, Mark Boon wrote: On Wed, Oct 22, 2008 at 6:07 PM, Don Dailey [EMAIL PROTECTED] wrote: For one thing, komi is different. I used 0.5 for running this test. I would have use 0.0 but some implementations don't like even komi's. But the komi should

[computer-go] From zero to playing on CGOS in 10 minutes

2008-10-21 Thread Mark Boon
Prompted by a few requests I had very recently with regards to the computer-Go framework I once started, plus some free time between a project I just finished and waiting for a visa to start my next, I have started on a project probably best described by the title of this message.

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-21 Thread Don Dailey
Hi Mark, Very good ideas. I have actually been intending for a long time to give the client a test mode - it would test the bot and and find if there were any problems with your bot as far as GTP or legal moves are concerned. Or perhaps it would even play a random game or two locally as if it

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-21 Thread Michael Williams
You could have a copy of CGOS running on a different port that pairs up anything that connects to it against itself and starts a new game as soon as the first game ends. Don Dailey wrote: Hi Mark, Very good ideas. I have actually been intending for a long time to give the client a test

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-21 Thread Mark Boon
On 21-okt-08, at 23:11, Michael Williams wrote: You could have a copy of CGOS running on a different port that pairs up anything that connects to it against itself and starts a new game as soon as the first game ends. I don't know if it's a good idea to have it run against itself. I'm

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-21 Thread Don Dailey
Of course the server code is available on sourceforge, so you can set up your own test site. But I think all of that can be simulated with a smarter client. The only think missing is the actual connection to the server. But this is for debugging the bots mostly. - Don On Tue,