[computer-go] More Characteristic values (AMAF Characteristics from empty board)

2008-10-08 Thread Denis fidaali
hi, Thanks Dave Hillis for this quick response. (And by the way, thanks to Remy Coulomb for a previous response he made a while ago. I just though that post containing only thanks would be noise to most people there ...) To Don and Christoph : I reallize that i was probably not as clear as i

Re: [computer-go] More Characteristic values (AMAF Characteristics from empty board)

2008-10-08 Thread Don Dailey
On Wed, 2008-10-08 at 14:35 +0200, Denis fidaali wrote: hi, Thanks Dave Hillis for this quick response. (And by the way, thanks to Remy Coulomb for a previous response he made a while ago. I just though that post containing only thanks would be noise to most people there ...) To Don and

Re: [computer-go] programming languages

2008-10-08 Thread Mark Boon
On 7-okt-08, at 21:40, Don Dailey wrote: On Wed, 2008-10-08 at 08:25 +0900, Darren Cook wrote: And now I look at the ATS implementation of binary-trees, it is using threads, while the C++ version is single-threaded. Lots of apples and oranges comparisons here :-). And there is no single

Re: [computer-go] Light simulation : Characteristic values

2008-10-08 Thread Don Dailey
Christoph, Do you use all-moves-as-first? If not, this data seems to match mine very well. The upper bound seems to be around 1300 ELO give or take a few ELO.Ike seems to be around 1300 ELO with 10k play-outs but they are all-as-first.I'll let it run a few days. - Don On Tue,

Re: [computer-go] More Characteristic values (AMAF Characteristics from empty board)

2008-10-08 Thread Jason House
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

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Erik van der Werf
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

Re: [computer-go] Light simulation : Characteristic values

2008-10-08 Thread Don Dailey
I put up my old simple MC program on CGOS 9x9 as a reference bot. It is called Ike and IkeJr, Ike does 1 playouts and IkeJr does 1000. Here is how the play-outs work: 1. play uniformly random simulations. 2. Eye rule as described. 3. Play until no non-eye moves left, then pass.

Re: [computer-go] Another 6x6 analysis.

2008-10-08 Thread Erik van der Werf
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

[computer-go] programming languages

2008-10-08 Thread Isaac Gouy
On Wed, 2008-10-08 at 08:25 +0900, Darren Cook wrote: And now I look at the ATS implementation of binary-trees, it is using threads, while the C++ version is single-threaded. Lots of apples and oranges comparisons here :-) If you don't want to see quad-core look at the Q6600 measurements for

Re: [computer-go] Light simulation : Characteristic values

2008-10-08 Thread Christoph Birk
On Wed, 8 Oct 2008, Don Dailey wrote: Christoph, Do you use all-moves-as-first? If not, this data seems to match mine very well. The upper bound seems to be around 1300 ELO give or take a few ELO.Ike seems to be around 1300 ELO with 10k play-outs but they are all-as-first.I'll let it

RE: [computer-go] Congratulations to David Fotland!

2008-10-08 Thread David Fotland
It was 4x 8-cores. -Original Message- From: [EMAIL PROTECTED] [mailto:computer-go- [EMAIL PROTECTED] On Behalf Of terry mcintyre Sent: Wednesday, October 01, 2008 9:23 AM To: computer-go Subject: Re: [computer-go] Congratulations to David Fotland! I'm curious -- was this an 8 x

Re: [computer-go] More Characteristic values (AMAF Characteristics from empty board)

2008-10-08 Thread dhillismail
I checked my notes. For Light playouts --- average game length 111 (including final 2 passes) not counting passes 107 --- When these numbers match, it's a pretty strong sign that the implementation is correct (particularly the eye rule). - Dave Hillis -Original Message- From: Jason

Re: [computer-go] Light simulation : Characteristic values

2008-10-08 Thread Don Dailey
On Tue, 2008-10-07 at 14:04 -0700, Christoph Birk wrote: name#light_simulations ELO myCtest-10k 1 1000 myCtest-50k 5 1300 Ok, it looks like 1300 is a rough upper bound. At the moment I am getting 1335 with 10,000 sims doing

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Don Dailey
On Wed, 2008-10-08 at 15:18 +0200, Erik van der Werf wrote: 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

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Christoph Birk
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 but I think that was just for a few hours at most. The vast majority of these are 7.5 komi games: After all this discussion

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Gunnar Farnebäck
Don Dailey wrote: On Wed, 2008-10-08 at 15:18 +0200, Erik van der Werf wrote: 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

Re: [computer-go] More Characteristic values (AMAF Characteristics from empty board)

2008-10-08 Thread Christoph Birk
On Wed, 8 Oct 2008, Denis fidaali wrote: Now, i wanted to make sure that my implementation had any chances to be correct. So i though I'd post the characteristic statistical values that i get out of it. Indeed i though it could benefits others later on, in particular if someone could

Re: [computer-go] More Characteristic values (AMAF Characteristics from empty board)

2008-10-08 Thread Christoph Birk
On Wed, 8 Oct 2008, Denis fidaali wrote: To Don and Christoph : I reallize that i was probably not as clear as i though i was. I have built up a light simulator. There are no tree involved. It is only choosing a move with equiprobabilty from the set of empty points on the board. That's

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Don Dailey
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 but I think that was just for a few hours at most. The vast

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Don Dailey
On Wed, 2008-10-08 at 20:56 +0200, Gunnar Farnebäck wrote: Don Dailey wrote: On Wed, 2008-10-08 at 15:18 +0200, Erik van der Werf wrote: 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

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Christoph Birk
On Wed, 8 Oct 2008, Don Dailey 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 but I think that was just for a

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread George Dahl
I agree that the komi should not be changed unless there is a very compelling reason. My engine would have to be entirely recreated to support a different komi and I only want to maintain one engine for each boardsize. - George On Wed, Oct 8, 2008 at 3:46 PM, Don Dailey [EMAIL PROTECTED] wrote:

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread terry mcintyre
From: Gunnar Farnebäck [EMAIL PROTECTED] I suspect that quite a few of the odd scores are not due to the presence of seki with an odd number of neutral points but are caused by uncaptured dead stones. Which program (or programs) is most reliable at determining life-and-death and seki

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Erik van der Werf
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

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Michael Williams
As programs become stronger the advantage for one side with fractional komi will inevitably become totally unbalanced. At some point we will approach 100% and then I rather have that go to the first player. The only fair alternative is to use integer komi. Or a bigger board.

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Eric Boesch
On Wed, Oct 8, 2008 at 3:46 PM, Don Dailey [EMAIL PROTECTED] wrote: Is there any way to prove that with best play the game cannot end in seki? It seems like most reasonable sequences in Chinese rules 4x4 go end in a whole-board seki. I would expect that for 19x19 go, some avenues of best play

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Don Dailey
On Wed, 2008-10-08 at 22:43 +0200, Erik van der Werf wrote: The only reason I would favor one over the other is if it turned out that in practical play the games ended up closer. For instance if black won a 53% at 6.5 komi and white wins 51% at 7.5 komi, I would favor 7.5 because it kept

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Don Dailey
On Wed, 2008-10-08 at 22:43 +0200, Erik van der Werf wrote: I believe 6.5 would give black a bigger advantage than 7.5 gives white in practical play. This may be true for your CGOS games. I did a quick check on CGOS 9x9 and white wins 52.05% I did not filter based on strength, this is

Re: [computer-go] programming languages

2008-10-08 Thread Darren Cook
ATS does the binary-trees test 6.2 times quicker than C++ but 2.7 times slower on k-nucleotide (which seems to be about making hash tables): Prompted by Isaac, I found the single-core benchmarks (change the u64q to u32 in the URLs I posted before to get them, or start at

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Don Dailey
Let me check CGOS statistics based on relatively evenly match opponents and I will filter out players that are pretty weak. Then I'll present the data. CGOS is not really a democracy, but I do care about the wishes of the program authors. So after I show some data, if it's highly in favor

RE: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread David Fotland
I suggest you filter all but the very strongest players, to get a more accurate komi, from the strongest games. David -Original Message- From: [EMAIL PROTECTED] [mailto:computer-go- [EMAIL PROTECTED] On Behalf Of Don Dailey Sent: Wednesday, October 08, 2008 7:03 PM To: Erik van der

RE: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Don Dailey
On Wed, 2008-10-08 at 19:11 -0700, David Fotland wrote: I suggest you filter all but the very strongest players, to get a more accurate komi, from the strongest games. There is a trade-off here of course. If you only look at a small sample you can have a lot of error. I'll have 2

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Mark Boon
I'm not sure if it's wise to ignore games lost on time. For a MCTS program it makes sense to adjust the time taken for the move based on its perceived chance of winning. But that means a program is more likely to lose on time because it's losing anyway, and that judgement involves the

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Don Dailey
On Wed, 2008-10-08 at 23:35 -0300, Mark Boon wrote: I'm not sure if it's wise to ignore games lost on time. For a MCTS program it makes sense to adjust the time taken for the move based on its perceived chance of winning. But that means a program is more likely to lose on time because it's

[computer-go] komi study with CGOS data

2008-10-08 Thread Don Dailey
Ok, I'm doing the komi study. I hope this data formats properly on your email clients. I am not including the first day or two of games because I remember that I started out with 6.5 komi but I think that only lasted a few hours. I'm including ALL games unless they ended with an illegal move.

[computer-go] komi for 9x9

2008-10-08 Thread Ingo Althöfer
Hello all, in other games (on other servers) games start with a komi-bidding procedure. Only when both sides propose the same value for komi, colors are given by chance. In my eyes, for Go it would be useful also to allow integral komi (7.0 for 9x9, for instance). Ingo. -- GMX Kostenlose

RE: [computer-go] komi for 9x9

2008-10-08 Thread David Fotland
Integer komi has a problem for many MCTS implementations, since a playout only returns win or loss. This would require playouts to also return drawn. My playouts work this way. I know Erik's can return draw. I don’t know about mogo or leela. Davdi -Original Message- From: [EMAIL