[computer-go] MyungWan vs MoGo

2008-09-22 Thread Ingo Althöfer
Hello,

on September 21, there was a new exhibition match
between MyungWan (8p) and MoGo (on massive hardware).
They played two 19x19 games with 7 stones handicap,
first a short warm-up with 15 min per side, and then
a long one with 90 min per side.

The short one turned into a loose-ladder catastrophy
for MoGo, the longer one ran more or less normal,
with the pro winning clearly in the end.

sgf of both games may be found at
http://www.gokgs.com/gameArchives.jsp?user=mogotitan

Some interesting analysis on the second (long) game has
been done by Thomas Redecker with the help of the
analysis/score- functions of Many Faces of Go 11
and SmartGo 2.8.
He condensed the result into scoresheets, which you
can see at
http://www.althofer.de/thomas-redecker-on-myungwan-vs-mogo.gif

The diagram in the top is by MFgG, the lower one by SmartGo.
The fat red bars have been included by Thomas Redecker.

Ingo.

PS: Thx to Thomas for allowing me to hang in the gif on my homepage. 
Originally, it was posted in the (German language) forum of the
DGoB, but is a bit difficult to find there.
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread Magnus Persson

Quoting Mark Boon [EMAIL PROTECTED]:


Playing out that fake ladder in the first game meant an instant loss.
Surprising. And embarassing. Any information on the number of
processors used?



The interesting question is if there is a silly bug or something more  
sophisticated.


I have struggled with ladders in Valkyria and it is often really hard  
to tell what causes these problems. In Leksand most games on 19x19  
where lost in a ways similar to the recent mogo game. I could not find  
an obvious problem with the playouts at least not in terms of an  
easily fixable bug. Note that Valkyria reads out 99% of all ladders  
correctly both in the tree and in the playouts.


What I realized was that AMAF in combination with heavy playouts  
causes some serious biases, for some kinds of very bad moves such that  
AMAF completely misevaluate them.


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 anyway. This means that almost always when the  
escaping move is played it is a good move! Thus AMAF will assign a  
very good score to this move


My solutions to this was simply to turn off AMAF-eval for all shapes  
commonly misevaluated for ladders. But I think this problem is true  
for many shapes
in general. What makes ladders special is that the problem repeats it  
self and the effect get stronger and thus even more likely the larger  
the ladder gets.


I think a better solution would be to modify AMAF in some way to avoid  
these problems, or perhaps change the playouts in a way to balance the  
problem. Does anyone know something to do about it or have any ideas?


-Magnus


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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread Don Dailey
I'm curious about a couple of things in particular.   Is this a bug and
how much time would be required for Mogo to have played the correct move
if it wasn't. 

Of course I'm also interested in ways to solve this with less deep
searches or better play-outs.

- Don
 

On Mon, 2008-09-22 at 13:59 +0200, Magnus Persson wrote:
 Quoting Mark Boon [EMAIL PROTECTED]:
 
  Playing out that fake ladder in the first game meant an instant loss.
  Surprising. And embarassing. Any information on the number of
  processors used?
 
 
 The interesting question is if there is a silly bug or something more  
 sophisticated.
 
 I have struggled with ladders in Valkyria and it is often really hard  
 to tell what causes these problems. In Leksand most games on 19x19  
 where lost in a ways similar to the recent mogo game. I could not find  
 an obvious problem with the playouts at least not in terms of an  
 easily fixable bug. Note that Valkyria reads out 99% of all ladders  
 correctly both in the tree and in the playouts.
 
 What I realized was that AMAF in combination with heavy playouts  
 causes some serious biases, for some kinds of very bad moves such that  
 AMAF completely misevaluate them.
 
 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 anyway. This means that almost always when the  
 escaping move is played it is a good move! Thus AMAF will assign a  
 very good score to this move
 
 My solutions to this was simply to turn off AMAF-eval for all shapes  
 commonly misevaluated for ladders. But I think this problem is true  
 for many shapes
 in general. What makes ladders special is that the problem repeats it  
 self and the effect get stronger and thus even more likely the larger  
 the ladder gets.
 
 I think a better solution would be to modify AMAF in some way to avoid  
 these problems, or perhaps change the playouts in a way to balance the  
 problem. Does anyone know something to do about it or have any ideas?
 
 -Magnus
 
 
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread terry mcintyre
 Consider this as tentative, since I heard it about 3rd-hand, but I believe the 
number of processors used to have been 3000.


Congratulations to the Mogo team; good luck improving your program to deal with 
the ladder and life-and-death issues.

Looking forward to further information!

I have always wondered if AMAF is a feature or a bug. There are many situations 
where the order of moves is crucial; A before B wins, B before A loses; ladders 
are a classic example where the ordering of moves is utterly important. AMAF 
seems to assume that order doesn't matter. Of course, there are many other 
positions where this assumption is true; that is why it sometimes yields an 
improvement in processing speed, but it seems risky.

Ladders are also a classic case where two patterns can look very similar, but 
be very different. When you capture a ladder, you are in a very good position. 
But if the stones under attack have just one extra liberty, the position may 
look like a ladder, but your target will escape, and your stones will be full 
of cutting points; the proper evaluation for that position would be much 
harsher. More generally, whenever I see a Monte Carlo program lose, it is 
usually a semeai where being one liberty behind or one ahead makes all the 
difference. We call these capturing races in English for a reason; being 
ahead or behind by one liberty matters a great deal. To make life interesting, 
there are loose ladder constructs where an extra liberty does not help the 
fleeing stones; they still get corraled and captured.

These corner cases are tough, but many games hinge on correctly reading out the 
exact consequences of life-and-death struggles.

Terry McIntyre [EMAIL PROTECTED]


Go is very hard. The more I learn about it, the less I know. -Jie Li, 9 dan

 On Mon, 2008-09-22 at 13:59 +0200, Magnus Persson wrote:
  Quoting Mark Boon :
  
   Playing out that fake ladder in the first game meant an instant loss.
   Surprising. And embarassing. Any information on the number of
   processors used?


  
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread Don Dailey
I think AMAF is a feature not a bug.   It's only a matter of how
judiciously it's applied.   

Also, almost any evaluation feature in a game playing program is a bug -
meaning it is an imperfect approximation of what you really want.  

Of course it could turn out that AMAF got them in trouble in this game.
The Mogo team will probably analyze the reason for the problem.But
as long as they are playing strong professional players they are going
to have something to debug and analyze!

- Don


 
On Mon, 2008-09-22 at 06:06 -0700, terry mcintyre wrote:
 Consider this as tentative, since I heard it about 3rd-hand, but I believe 
 the number of processors used to have been 3000.
 
 
 Congratulations to the Mogo team; good luck improving your program to deal 
 with the ladder and life-and-death issues.
 
 Looking forward to further information!
 
 I have always wondered if AMAF is a feature or a bug. There are many 
 situations where the order of moves is crucial; A before B wins, B before A 
 loses; ladders are a classic example where the ordering of moves is utterly 
 important. AMAF seems to assume that order doesn't matter. Of course, there 
 are many other positions where this assumption is true; that is why it 
 sometimes yields an improvement in processing speed, but it seems risky.
 
 Ladders are also a classic case where two patterns can look very similar, but 
 be very different. When you capture a ladder, you are in a very good 
 position. But if the stones under attack have just one extra liberty, the 
 position may look like a ladder, but your target will escape, and your 
 stones will be full of cutting points; the proper evaluation for that 
 position would be much harsher. More generally, whenever I see a Monte Carlo 
 program lose, it is usually a semeai where being one liberty behind or one 
 ahead makes all the difference. We call these capturing races in English 
 for a reason; being ahead or behind by one liberty matters a great deal. To 
 make life interesting, there are loose ladder constructs where an extra 
 liberty does not help the fleeing stones; they still get corraled and 
 captured.
 
 These corner cases are tough, but many games hinge on correctly reading out 
 the exact consequences of life-and-death struggles.
 
 Terry McIntyre [EMAIL PROTECTED]
 
 
 Go is very hard. The more I learn about it, the less I know. -Jie Li, 9 dan
 
  On Mon, 2008-09-22 at 13:59 +0200, Magnus Persson wrote:
   Quoting Mark Boon :
   
Playing out that fake ladder in the first game meant an instant loss.
Surprising. And embarassing. Any information on the number of
processors used?
 
 
   
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[computer-go] MFG 12 and Cotsen Tournament

2008-09-22 Thread terry mcintyre
David Fotland graciously permitted me to enter a development version of Many 
Faces of Go in the Cotsen Tournament.

It played five games, losing the first three to 3 kyu players, and winning the 
last two against 4 and 5 kyu players.

I also played a 9x9 game, where I was able to create a seki, robbing MFG of a 
few points of territory, thereby defeating it. 

This 9x9 game is attached. I'd be interested to see programs which correctly 
handle such situations. 

 
David, many thanks! I am looking forward to the new improved version of MFG, 
and hope these games help.

Terry McIntyre [EMAIL PROTECTED]


Go is very hard. The more I learn about it, the less I know. -Jie Li, 9 dan



  

make_seki.sgf
Description: application/go-sgf
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[computer-go] Analysis of 6x6 Go

2008-09-22 Thread Ingo Althöfer
Stefan Reisz is the author of the website
http://www.reisz.de/gohome.htm

There he claims to have a solution for 6x6-Go
with Japanese rules. The outcome of his handmade 
analysis is that komi=3 would be fair.
The analysis may be downloaded from the site, 
as sgf file.

Does someone here know of other (documented) attempts 
to solve 6x6 Go?

Ingo Althofer.

PS: After some hours of interactive analysis with Leela my impression
is that in case of Chinese rules the value of 6x6-Go might be +2.
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RE: [computer-go] MFG 12 and Cotsen Tournament

2008-09-22 Thread David Fotland
Thanks Terry.  Let people know what hardware you were running on.  This
version is a little weaker than the ManyFaces on KGS that has a strong 3 Kyu
KGS rating.

David

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:computer-go-
 [EMAIL PROTECTED] On Behalf Of terry mcintyre
 Sent: Monday, September 22, 2008 6:43 AM
 To: computer go
 Subject: [computer-go] MFG 12 and Cotsen Tournament
 
 David Fotland graciously permitted me to enter a development version of
 Many Faces of Go in the Cotsen Tournament.
 
 It played five games, losing the first three to 3 kyu players, and
 winning the last two against 4 and 5 kyu players.
 
 I also played a 9x9 game, where I was able to create a seki, robbing
 MFG of a few points of territory, thereby defeating it.
 
 This 9x9 game is attached. I'd be interested to see programs which
 correctly handle such situations.
 
 
 David, many thanks! I am looking forward to the new improved version of
 MFG, and hope these games help.
 
 Terry McIntyre [EMAIL PROTECTED]
 
 
 Go is very hard. The more I learn about it, the less I know. -Jie Li,
 9 dan
 
 
 
 

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RE: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread David Fotland
AMAF certainly helps to do move ordering when there is little other
information.  With good prior heuristics or enough actual playouts, it
should not be weighted very highly.  AMAF finds good moves, but it often
bias heavily for or against moves.  In ManyFaces, AMAF (actually RAVE) is
worth between 5% and 10% wins against gnugo.

I've seen similar ladder problems, and it is not AMAF, it's caused by the
playouts, when they can't read ladders.  It's easy to add various hacks to
prevent playing out simple ladders, but the one in this game had an extra
liberty (if I remember correctly).  A general solution is a little tricky.

David

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:computer-go-
 [EMAIL PROTECTED] On Behalf Of Don Dailey
 Sent: Monday, September 22, 2008 6:23 AM
 To: computer-go
 Subject: Re: [computer-go] MoGo v.s. Kim rematch
 
 I think AMAF is a feature not a bug.   It's only a matter of how
 judiciously it's applied.
 
 Also, almost any evaluation feature in a game playing program is a bug
 - meaning it is an imperfect approximation of what you really want.
 
 Of course it could turn out that AMAF got them in trouble in this game.
 The Mogo team will probably analyze the reason for the problem.But
 as long as they are playing strong professional players they are going
 to have something to debug and analyze!
 
 - Don
 
 
 
 On Mon, 2008-09-22 at 06:06 -0700, terry mcintyre wrote:
  Consider this as tentative, since I heard it about 3rd-hand, but I
 believe the number of processors used to have been 3000.
 
 
  Congratulations to the Mogo team; good luck improving your program to
 deal with the ladder and life-and-death issues.
 
  Looking forward to further information!
 
  I have always wondered if AMAF is a feature or a bug. There are many
 situations where the order of moves is crucial; A before B wins, B
 before A loses; ladders are a classic example where the ordering of
 moves is utterly important. AMAF seems to assume that order doesn't
 matter. Of course, there are many other positions where this assumption
 is true; that is why it sometimes yields an improvement in processing
 speed, but it seems risky.
 
  Ladders are also a classic case where two patterns can look very
 similar, but be very different. When you capture a ladder, you are in a
 very good position. But if the stones under attack have just one extra
 liberty, the position may look like a ladder, but your target will
 escape, and your stones will be full of cutting points; the proper
 evaluation for that position would be much harsher. More generally,
 whenever I see a Monte Carlo program lose, it is usually a semeai where
 being one liberty behind or one ahead makes all the difference. We call
 these capturing races in English for a reason; being ahead or behind
 by one liberty matters a great deal. To make life interesting, there
 are loose ladder constructs where an extra liberty does not help the
 fleeing stones; they still get corraled and captured.
 
  These corner cases are tough, but many games hinge on correctly
 reading out the exact consequences of life-and-death struggles.
 
  Terry McIntyre [EMAIL PROTECTED]
 
 
  Go is very hard. The more I learn about it, the less I know. -Jie
  Li, 9 dan
 
   On Mon, 2008-09-22 at 13:59 +0200, Magnus Persson wrote:
Quoting Mark Boon :
   
 Playing out that fake ladder in the first game meant an instant
 loss.
 Surprising. And embarassing. Any information on the number of
 processors used?
 
 
 
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Re: [computer-go] MFG 12 and Cotsen Tournament

2008-09-22 Thread terry mcintyre
I was runing on an Athlon 64x2 laptop. Unfortunately, I could not get MFG to 
work under Wine on my quad Intel; would love to see how well it does with 
better hardware. Regrettably, I have no Windows installation media for the 
quadcore.

 Terry McIntyre [EMAIL PROTECTED]


Go is very hard. The more I learn about it, the less I know. -Jie Li, 9 dan



- Original Message 
 From: David Fotland [EMAIL PROTECTED]
 To: computer-go computer-go@computer-go.org
 Sent: Monday, September 22, 2008 8:02:20 AM
 Subject: RE: [computer-go] MFG 12 and Cotsen Tournament
 
 Thanks Terry.  Let people know what hardware you were running on.  This
 version is a little weaker than the ManyFaces on KGS that has a strong 3 Kyu
 KGS rating.
 
 David
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:computer-go-
  [EMAIL PROTECTED] On Behalf Of terry mcintyre
  Sent: Monday, September 22, 2008 6:43 AM
  To: computer go
  Subject: [computer-go] MFG 12 and Cotsen Tournament
  
  David Fotland graciously permitted me to enter a development version of
  Many Faces of Go in the Cotsen Tournament.
  
  It played five games, losing the first three to 3 kyu players, and
  winning the last two against 4 and 5 kyu players.
  
  I also played a 9x9 game, where I was able to create a seki, robbing
  MFG of a few points of territory, thereby defeating it.
  
  This 9x9 game is attached. I'd be interested to see programs which
  correctly handle such situations.
  
  
  David, many thanks! I am looking forward to the new improved version of
  MFG, and hope these games help.
  
  Terry McIntyre 
  
  
  Go is very hard. The more I learn about it, the less I know. -Jie Li,
  9 dan
  
  
  
  
 
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread Jason House
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 anyway. This means that almost always when the  
escaping move is played it is a good move! Thus AMAF will assign a  
very good score to this move


My solutions to this was simply to turn off AMAF-eval for all shapes  
commonly misevaluated for ladders. But I think this problem is true  
for many shapes
in general. What makes ladders special is that the problem repeats  
it self and the effect get stronger and thus even more likely the  
larger the ladder gets.


I think a better solution would be to modify AMAF in some way to  
avoid these problems, or perhaps change the playouts in a way to  
balance the problem. Does anyone know something to do about it or  
have any ideas?


My RAVE formulation includes a per-move parameter for RAVE confidence.  
This allows heuristics to fix situations like above. Sadly, my bot  
isn't mature enough to take advantage yet :(


The concept I used for the derivation is simple. I treat everything as  
gaussian estimators. It's easy to find the max of the distribution. I  
then use the same trick as bayeselo to estimate variance. I then add a  
Gaussian noise term to represent RAVE bias.








The results of the math are most easilly expressed in terms of inverse  
variance (iv=1/variance)


Combined mean = sum( mean * iv )
Combined iv = sum( iv )

I'll try to do a real write-up if anyone is interested.
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread David Doshay
It was 800, just like last time, but the networking had been upgraded  
from ethernet to infiniband. Olivier said that this should have been a  
good improvement because he felt that communication overhead was  
significant.


Cheers,
David



On 22, Sep 2008, at 6:06 AM, terry mcintyre wrote:

Consider this as tentative, since I heard it about 3rd-hand, but I  
believe the number of processors used to have been 3000.


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Re: [computer-go] Re: sgf format for non-quadratic board sizes?

2008-09-22 Thread steve uurtamo
every point having 4 liberties would seem to make the opening
much more about influence.  my guess is that it's an easier game.
(but that's just wild speculation).

s.

On Fri, Sep 19, 2008 at 2:30 PM, David Doshay [EMAIL PROTECTED] wrote:
 First move is easy, but depending upon ratio of diameter to length
 of torus, ladders can get complicated.

 Cheers,
 David



 On 19, Sep 2008, at 10:48 AM, Álvaro Begué wrote:

 On Fri, Sep 19, 2008 at 1:29 PM, Don Dailey [EMAIL PROTECTED] wrote:

 Would go on a torus be interesting?  There are not corners or edges, the
 sides of the board simply wrap around.

 - Don

 Yes, it's probably similar in spirit to regular go, except everything
 feels like the center of the board. It would also make the first move
 easy. :)

 Álvaro.



 On Fri, 2008-09-19 at 09:52 -0700, Ross Werner wrote:

 Urban Hafner wrote:

 Ah, right. I thought you were talking about implementing this feature
 for your own program. Personally I don't know of any program that
 supports rectangular boards.

 There was a recent thread on GoDiscussions about this topic:
 http://www.godiscussions.com/forum/showthread.php?t=6960

 Not much information there, but maybe enough to be useful.

 ~ Ross
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Re: [computer-go] Analysis of 6x6 Go

2008-09-22 Thread Robert Jasiek

Ingo Althöfer wrote:

Stefan Reisz is the author of the website
http://www.reisz.de/gohome.htm

There he claims to have a solution for 6x6-Go
with Japanese rules.


This is not a solution in a mathematical sense because
- it is not specified which Japanese rules are used
- during the scoring, the rules are applied without showing exactly that
- during the scoring, the number of studied hypothetical-sequences is 
zero instead of huge or infinite
- in every move-sequence, the game is not ended by successive passes 
properly
- MANY other possible moves are missing (and my manual study of some 
simplistic (but arcane) positions under some particular Japanese 
rulesets has convinced me that there are more unexpected but correct 
plays or passes than one fears)


Too often the word solution is abused. preliminary study is more 
appropriate.


The largest board for that I could solve Go under Japanese 2003 Rules 
manually was 1x1. Already 1x2 was too tough: While it is still possible 
to denote all hypothetical-sequences, listing all 
hypothetical-strategies is clearly no fun. Possible if one spends 
several days or weeks. But if somebody or a program claims to have 
solved under some Japanese ruleset, I am more than sceptical and want to 
see mathematical proofs. Although I have done preliminary studies of how 
to formulate and prove useful propositions, this is work for months. It 
doesn't matter whether proving scoring propositions is done manually or 
by algorithm. Only those board sizes that allow killing all are simpler 
because all you have to do is to prove just that. There are exceptional 
tiny board sizes that allow other types of elegant proofs, but they 
won't help much for bigger boards.


Solving(!) Go under whichever Japanese ruleset is for the rules experts 
rather than for computer go.


Does someone here know of other (documented) attempts 
to solve 6x6 Go?


Didn't Erik van der Werf do it under his rules?

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[computer-go] Analysis of 6x6 Go

2008-09-22 Thread Ingo Althöfer
Hello Robert,

thx for the feedback.


 Does someone here know of other (documented) attempts 
 to solve 6x6 Go?

 Didn't Erik van der Werf do it under his rules?

He did it for 5x5-Go, see at
http://erikvanderwerf.tengen.nl/5x5/5x5solved.html

Ingo.
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Re: [computer-go] semeai

2008-09-22 Thread Gunnar Farnebäck

terry mcintyre wrote:
 On Thu, 2008-09-04 at 18:07 +0200, Rémi Coulom wrote:
 When the playouts evaluate a critical semeai the wrong way, then no
 supercomputer can help, even at long time control. Semeais require a
 better algorithm, because no computing power can search them out with
 a
 tree, and playouts have to be extremely intelligent in order to
 evaluate
 them correctly.

 Has anyone tried implementing the ideas in Richard Hunter's Counting 
Liberties in a manner which can be used to guide the playouts?



Static analysis is hopeless. Local search may work with some level of
precision but you will have to read much further ahead than in Richard
Hunter's model positions before you can even reliably recognize them.
In particular I wouldn't advise trying to cancel outside liberties
without playing out the moves in some order, otherwise detecting the
need for approach moves is extremely difficult.

GNU Go makes an attempt at reading semeais but has trouble already
differentiating between outside liberties, inside liberties, and
eyespace, not to speak about weird interactions with the tactical
reading (which mostly doesn't understand semeai) in low liberty
situations.

If you think this should be simple, have a look at e.g. page 53,
diagram 17, in Hunter's book or try to do a static evaluation of the
semeai in upper left corner at

http://trac.gnugo.org/regression/regress.plx?nngs2:150

Things to think about for the latter position:

* How big eye does black have around F19?
* What can white do around E9?
* How to handle white sacrificing the C11 tail?
* Is there a liberty to be gained by playing A14?
* Does white need an approach move at M18?
* Does black need an approach move at B10?
* What is A16? Eyespace, some other kind of liberty, or neither?

For some more semeai fun I can recommend
http://trac.gnugo.org/regression/regress.plx?semeai:133
(which has an incorrect solution in GNU Go's test suite).

/Gunnar
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread Hideki Kato

David Doshay: [EMAIL PROTECTED]:
It was 800, just like last time, but the networking had been upgraded  
from ethernet to infiniband. Olivier said that this should have been a  
good improvement because he felt that communication overhead was  
significant.

Really previous Huygens used Ethernet?  It's hard to believe...

Hideki

Cheers,
David



On 22, Sep 2008, at 6:06 AM, terry mcintyre wrote:

 Consider this as tentative, since I heard it about 3rd-hand, but I  
 believe the number of processors used to have been 3000.

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