[computer-go] cotsen open will be on september 20-21'st

2008-07-11 Thread Ray Tayek
The dates for the Cotsen Go Tournament have been decided. The 
tournament will be held on September 20 and 21 at the Tom Bradley 
International Hall on the UCLA campus. This is the same location 
where the Toyota Denso North American Oza was held this past January.


thanks

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


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Re: [computer-go] cotsen open will be on september 20-21'st

2008-07-11 Thread Nick Wedd
In message 
[EMAIL PROTECTED], 
Ray Tayek [EMAIL PROTECTED] writes
The dates for the Cotsen Go Tournament have been decided. The 
tournament will be held on September 20 and 21 at the Tom Bradley 
International Hall on the UCLA campus. This is the same location where 
the Toyota Denso North American Oza was held this past January.


Will it include a Computer Go event this year?

Nick
--
Nick Wedd[EMAIL PROTECTED]
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Re: [computer-go] Graph history interaction

2008-07-11 Thread John Fan
 I had the same issue in UCT tree. What I did is to check if the current
node is a ko move, then compare it with its latest 6 ancestors. If any match
is found, then consider the move is a loss. So it cuts off the infinite
loop.

On Fri, Jul 11, 2008 at 12:08 PM, Peter Drake [EMAIL PROTECTED] wrote:

 My sense is that most programs ignore superko except for checking right
 before a real move (as opposed to a playout move) is played.

 The way out of the infinite loop is to set a maximum number of moves in a
 playout; abort the playout if you reach this threshold.


 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 be no
 transpositions at all. I can't really update legal moves to exclude super ko
 because the super ko legality changes based on how a node is reached.

 In particular, a deterministic algorithm like UCT can get caught in an
 infinite loop. My random playouts may take a bit longer from super ko, but
 it gets quickly resolved.

 Sent from my iPhone
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Re: [computer-go] Graph history interaction

2008-07-11 Thread Jason House

On Jul 11, 2008, at 12:08 PM, Peter Drake [EMAIL PROTECTED] wrote:

My sense is that most programs ignore superko except for checking  
right before a real move (as opposed to a playout move) is played.


That was my preference too, but...


The way out of the infinite loop is to set a maximum number of moves  
in a playout; abort the playout if you reach this threshold.


That trick only works when your playout is non-deterministic. Outside  
the search tree, things are non-deterministic and cycles are easy to  
break or ignore. Inside the search tree it isn't that easy. If no  
cached data is updated from an aborted search, UCT will walk the tree  
the same way it did for the last playout.


When the cycle is *inside* the search tree, this means another  
infinite/aborted playout. The abortted playout trick would cause the  
bot to cycle uselessly until the game takes another path.





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 be no transpositions at all. I can't really update legal  
moves to exclude super ko because the super ko legality changes  
based on how a node is reached.


In particular, a deterministic algorithm like UCT can get caught in  
an infinite loop. My random playouts may take a bit longer from  
super ko, but it gets quickly resolved.


Sent from my iPhone

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Re: [computer-go] Graph history interaction

2008-07-11 Thread Peter Drake
Since the tree is of finite size, you will eventually get to the  
nondeterministic part of the playout. The moves here will probably  
finish the playout (one way or another) before hitting the maximum  
move threshold, so the playout will not be aborted but will update the  
tree.


On Jul 11, 2008, at 9:39 AM, Jason House wrote:

The way out of the infinite loop is to set a maximum number of  
moves in a playout; abort the playout if you reach this threshold.


That trick only works when your playout is non-deterministic.  
Outside the search tree, things are non-deterministic and cycles are  
easy to break or ignore. Inside the search tree it isn't that easy.  
If no cached data is updated from an aborted search, UCT will walk  
the tree the same way it did for the last playout.


When the cycle is *inside* the search tree, this means another  
infinite/aborted playout. The abortted playout trick would cause the  
bot to cycle uselessly until the game takes another path.


Peter Drake
http://www.lclark.edu/~drake/



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Re: [computer-go] Graph history interaction

2008-07-11 Thread Sanghyeon Seo
2008/7/12 Jason House [EMAIL PROTECTED]:
 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 be no
 transpositions at all. I can't really update legal moves to exclude super ko
 because the super ko legality changes based on how a node is reached.

Fuego source has this interesting comment:

Capture History

As a heuristic fix to the Graph-History-Interaction (GHI) problem,
the hash code also includes a component, that depends on the order, in
which stones were captured.

The idea is to eliminate hashing problems caused by the same
position reached at different level in the search, or recapture
is legal in one branch and illegal in another.

It is not a complete solution to the GHI problem.

-- 
Seo Sanghyeon
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Re: [computer-go] Graph history interaction

2008-07-11 Thread Peter Drake
Do you always check it? Would it be faster to hold off on this check  
until you realize that you're in a cycle?


On Jul 11, 2008, at 12:06 PM, John Fan wrote:


I guess you missed my message.

I solved this by comparing the current node with its ancestors in  
the  path. On each walking down the tree, I pass the list of nodes  
in the same path. Then I check whether the current node already  
appear in the path. If yes, I assign a loss there. To speed it up, I  
only check the current node against 6 nodes before it.


It is not perfect or accurate solution for the issue, but it solves  
the problem at hand.




On Fri, Jul 11, 2008 at 12:23 PM, John Fan [EMAIL PROTECTED] wrote:
 I had the same issue in UCT tree. What I did is to check if the  
current node is a ko move, then compare it with its latest 6  
ancestors. If any match is found, then consider the move is a loss.  
So it cuts off the infinite loop.



On Fri, Jul 11, 2008 at 12:08 PM, Peter Drake [EMAIL PROTECTED]  
wrote:
My sense is that most programs ignore superko except for checking  
right before a real move (as opposed to a playout move) is played.


The way out of the infinite loop is to set a maximum number of moves  
in a playout; abort the playout if you reach this threshold.



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 be no transpositions at all. I can't really update legal moves  
to exclude super ko because the super ko legality changes based on  
how a node is reached.


In particular, a deterministic algorithm like UCT can get caught in  
an infinite loop. My random playouts may take a bit longer from  
super ko, but it gets quickly resolved.


Sent from my iPhone
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Peter Drake
http://www.lclark.edu/~drake/




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