Re: [computer-go] Monte-Carlo is the future of19x19

2006-12-02 Thread Chrilly

Le Vendredi 01 Décembre 2006 11:57, Chrilly a écrit :

 On a P4 3.0Ghz mono processor, the number of evaluations per seconds is
 in the
 order of 4500/s in 9x9, 2500 in 13x13 and 1100 in 19x19.

If one assumes 300 moves/Plies on 19x19 it would be about 330 KNodes/sec?


No, that just mean 1100 Nodes/sec in 19x19. When I meant 1 evaluation, I 
meant

1 random simulation. For me, 1 position=1node=1random simulation. Sorry I
don't see exactly why you are multiplying by 300, but I think now we
understand each other :).

Sylvain

Well, at least I learn at lot. E.g. that you are the author of MoGo :-)

As an old chess-programmer the unit is not games/second but nodes/sec. 
Making a move and undoing it (if undo is done at all). Thats the basic unit 
in any game.


In your MoGo paper you mention the First-Play-Urgency FPU. I did not 
understand precisly what FPUs is:
Is it: If a node is visited first (or not all moves have been tried out) the 
nodes are not selected with uniform probablity but e.g. Capture and Atari 
moves have a higher probablity?


Chrilly

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Re: [computer-go] Monte-Carlo is the future of19x19

2006-12-02 Thread sylvain . gelly
Hello,


 Well, at least I learn at lot. E.g. that you are the author of MoGo :-)
One of the authors, but yes :).

 As an old chess-programmer the unit is not games/second but nodes/sec.
 Making a move and undoing it (if undo is done at all). Thats the basic unit
 in any game.
Ok, but as for one node (a position) we make one simulation (a complete game 
till the end), then nodes/sec == simulations/sec == games/sec. Indeed, when 
from a node (in the tree) you make one move you create a new node (a child). 
So at every simulation you create a new node.

 In your MoGo paper you mention the First-Play-Urgency FPU. I did not
 understand precisly what FPUs is:
 Is it: If a node is visited first (or not all moves have been tried out)
 the nodes are not selected with uniform probablity but e.g. Capture and
 Atari moves have a higher probablity?

Sorry about that. I received other emails saying it is not clear, so it must 
be very unclear. As I have no time to modifiy the report right now, here is 
an explanation:

First Play Urgency is not related to the MC simulation part, but to the tree 
search part. UCT says that, on a position, you have to try all the moves once 
before using the UCB formula. FPU is here to avoid trying all the moves 
first. You simply extend the UCB formula for unexplored moves, saying that if 
there is no yet a child for this move, you allotate to it the FPU. 
Then, if FPU is big (say 1), then you have exactly UCT (because 1 is 
bigger than all the X_i+sqrt(log(n)/n_i) for the explored moves). If FPU is 
0, then you will explore the first move, and then only this one, because 
X_i+sqrt(log(n)/n_i) is always greater than 0.

Now if you set a FPU around 1, asymptotically you will explore all moves at 
least once, but you can explore a move twice (or more) before exploring 
another move. Than allows you to go deeper for the deep nodes (not so much 
explored nodes).

I hope it is clearer now?

Sylvain

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RE: [computer-go] Monte-Carlo is the future of 19x19

2006-12-02 Thread Don Dailey
Hi David,

Since I made my last post to you, several people have responded.   They
have made my point and I agree with your point.  

It's foolish not to take advantage of domain specific information and
nothing prevents a monte carlo program from doing that as you can see.

Having said that,  I have pretty much a pure Monte Carlo program (not
pure but pure in the sense that it has no go knowledge) and although
it does pretty well on CGOS, it has fallen far behind Mogo and others
which use domain specific knowledge.   Mogo of course uses a lot some
pattern knowledge. 

If you read their paper,  you will see that they are applying this to
19x19 GO and this program seems to be relatively strong although perhaps
not the best.   

- Don


On Thu, 2006-11-30 at 22:18 -0800, David Fotland wrote:
 I agree with you that knowledge engineering is diminishing returns.  I
 don’t
 think that adding more knowledge to existing programs will make them
 strong
 any time soon.  But there is a lot of simple basic useful knowledge,
 like
 counting liberties, and it seems to me that the monte-carlo
 enthusiasts are
 ignoring this.
 
 My point with the file I attached is not that it's a difficult
 position.
 These fights are incredibly easy if you just add a few dozen lines of
 code
 to count liberties correctly.  To me it's as if a weak chess player
 says, my
 program doesn’t need to understand basic pawn structure evaluation.
 It
 looks really complicated.  I'll just search faster than you.  There is
 some
 basic knowledge that is not complex and is very useful.
 

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[computer-go] Poetry in Motion

2006-12-02 Thread Jacques Basaldúa

My contribution to the Java question: I am working in go for
the pleasure and not as much as I would like to. Recently, I
was experimenting with the urgency of a shape as a sorting
method for ab-pruning. I needed to rotate 7x7 masks.

I wrote:

Procedure Rotate90cl (var jm: jeitoMask);
{
   +---+---+---+  +---+---+---+
   | 4 | 3 | 4 |  | 23| 01| 01|
   +---+---+---+---+---+  +---+---+---+---+---+
   | 4 | 3 | 2 | 3 | 4 |  | 21| 23| 09| 03| 03|
   +---+---+---+---+---+---+---+  +---+---+---+---+---+---+---+
   | 4 | 3 | 2 | 1 | 2 | 3 | 4 |  | 19| 21| 23| 01| 11| 05| 05|
   +---+---+---+---+---+---+---+  +---+---+---+---+---+---+---+
   | 3 | 2 | 1 | · | 1 | 2 | 3 |  | 19| 21| 07| · | 03| 13| 07|
   +---+---+---+---+---+---+---+  +---+---+---+---+---+---+---+
   | 4 | 3 | 2 | 1 | 2 | 3 | 4 |  | 17| 17| 19| 05| 15| 09| 07|
   +---+---+---+---+---+---+---+  +---+---+---+---+---+---+---+
   | 4 | 3 | 2 | 3 | 4 |  | 15| 15| 17| 11| 09|
   +---+---+---+---+---+  +---+---+---+---+---+
   | 4 | 3 | 4 |  | 13| 13| 11|
   +---+---+---+  +---+---+---+
}
begin
   asm
   mov edx, eax// @jm
   mov eax, [edx + 8]  // jm.mask4
   shl eax, 6
   mov ecx, eax
   and eax, 0ffh
   rol ecx, 8
   or  al, cl
   mov [edx + 8], eax  // jm.mask4

   mov eax, [edx + 4]  // jm.mask3
   shl eax, 6
   mov ecx, eax
   and eax, 0ffh
   rol ecx, 8
   or  al, cl
   mov [edx + 4], eax  // jm.mask3

   mov eax, [edx]  // jm.msk12
   mov ecx, eax
   shl eax, 4
   rol cl, 2
   mov al, cl
   mov ecx, eax
   shr ecx, 16
   and eax, 0ffF0FFh
   and ecx, F00h
   or  eax, ecx
   mov [edx], eax  // jm.msk12
   end
end;

I don't even know if it will be part of a program, but it
is already as good as I can write it. If I need it someday,
I only have to cut and paste.

* Is that harder to write? No. At least for me.
* Is that version dependent? No. It didn't change since the
 386 was released (late 80s) and it won't change in 20 years.
* Do I have a nightmare of books/pdfs to find documentation?
 No. Just one paper x86 Software Development.. @intel.com
* Is that harder to debug in a Borland environment? No.
* Will that code running on a 2007 machine be outperformed
 by the same function written in Java on a 2017 machine?
 (Assuming Java still exists in 2017) Probably not. As that
 code running on a 1997 machine is not outperformed today
 by Java on a 2007 machine.

I write efficient code, because inefficient code hurts my
eyes, and I can't figure out what advantages it may have.
Each time I have suffered it, it has made me loose much
more time than if I had controlled every detail from the
beginning. But returning to the go problem: It is unclear
if someone will write the killer app in the next ten
years, but if he/she writes it in Java he/she is giving
an additional ten year handicap to those who don't.

And I also try to improve my algorithms, of course. ;-)

Jacques.
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Re: [computer-go] Technical Report on MoGo

2006-12-02 Thread Magnus Persson

Quoting [EMAIL PROTECTED]:

Now my feeling is that the improving random simulations part of 
this work is

promising. We have only done very few steps in this direction, and it gives
quite convincing results. It was what I meant in the random distribution
discussions we have in this list. I am pretty sure that making improvements
in this direction would increase a lot the level of MC players even (or
especially) in 19x19. And this can be done very soon (well, perhaps not
before sunday :)).


I just read through your paper eagerly, and found that the your changes to the
random simulations are pretty much exactly the same in principle as 
most things

Valkyria does. The difference is that my hardcoded patterns are fewer simply
because I have not implemeted all yet. Valkyria also checks stones freshly in
atari for good moves to save them and tests hardcoded patterns directly near
the last move.

The reason this is important for MC is that otherwise move sequences 
that never

occur in real game occur frequently such as cutting a diagonal connection
without a double threat. Without such knowledge about basic patterns MC 
program

tends to play too strong shapes.

I am now currently working with a system for matching larger but netherthelees
very fast patterns, which I might be able to use in the random simualations as
well as in the UCT-tree.

The things that were different from Valkyria was a little difficult to get the
first time but I will read it through more carefully soon and come back with
more comments.

-Magnus


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Re: [computer-go] December KGS online computer Go Tournament

2006-12-02 Thread Nick Wedd
In message [EMAIL PROTECTED], Nick Wedd 
[EMAIL PROTECTED] writes
The December 2006 KGS computer Go tournament will be next Sunday, 
December 3rd, in the European morning and Asian evening,

starting at 09:00 UTC and ending at about 14:00 UTC.

Both divisions will be five-round Swiss, and use 19x19 boards with 28 
minutes sudden death, Chinese rules, and 7.5 points komi.  There are 
details at http://www.gokgs.com/tournInfo.jsp?id=246 and at

http://www.gokgs.com/tournInfo.jsp?id=247.


Reminder - it's tomorrow.

Nick
--
Nick Wedd[EMAIL PROTECTED]
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Re: [computer-go] December KGS online computer Go Tournament

2006-12-02 Thread David Doshay

The cooling system went down in SlugGo's machine room, and
my racks had to be powered down. So, SlugGo continues to be
on the wrong end of some bad luck and cannot play.

I hope that this gives another GNU-based player, or GNU Go
itself, a chance. I also hope that SlugGo will be able to join
the KGS tournaments again next month.

Cheers,
David



On 2, Dec 2006, at 6:52 AM, Nick Wedd wrote:

In message [EMAIL PROTECTED], Nick Wedd  
[EMAIL PROTECTED] writes
The December 2006 KGS computer Go tournament will be next Sunday,  
December 3rd, in the European morning and Asian evening,

starting at 09:00 UTC and ending at about 14:00 UTC.

Both divisions will be five-round Swiss, and use 19x19 boards with  
28 minutes sudden death, Chinese rules, and 7.5 points komi.   
There are details at http://www.gokgs.com/tournInfo.jsp?id=246 and at

http://www.gokgs.com/tournInfo.jsp?id=247.


Reminder - it's tomorrow.

Nick
--
Nick Wedd[EMAIL PROTECTED]
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[computer-go] post

2006-12-02 Thread Mike Olsson
I am looking for tutorials and articles on the web to learn go. Would you 
please direct me to these resources if possible.
   
  Thank you

 
-
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Re: [computer-go] post

2006-12-02 Thread Steven Clark

For true beginners:
http://playgo.to/interactive/

Janice Kim's 5 book series at http://samarkand.net/

Or play online (KGS has a good english community): http://www.gokgs.com/


On 12/2/06, Mike Olsson [EMAIL PROTECTED] wrote:


I am looking for tutorials and articles on the web to learn go. Would you
please direct me to these resources if possible.

Thank you

--
Check out the all-new Yahoo! Mail 
betahttp://us.rd.yahoo.com/evt=43257/*http://advision.webevents.yahoo.com/mailbeta-
 Fire up a more powerful email and get things done faster.


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Re: [computer-go] post

2006-12-02 Thread Ray Tayek

At 08:47 AM 12/2/2006, you wrote:
I am looking for tutorials and articles on the web to learn go. 
Would you please direct me to these resources if possible.


if you have a windows box, get http://www.smart-games.com/igowin.html

---
vice-chair http://ocjug.org/


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