[computer-go] Re: Dynamic Komi's basics

2010-02-17 Thread Ingo Althöfer
Darren Cook wrote:
 This (if I've understood correctly) is what I thought the dynamic komi
 idea was, i.e.:
   Aim to be winning 60% of simulations.
   If winrate is over 60, increase the artificial komi (if black;
   decrease it if white) on the next move (*).
   If winrate is below 40, then do the opposite.

In my original experiments (in Summer 2009) I let the bot use dynamic
komi when it was stronger than the opponent (and thus had to give handicap):
RULE 42
I started with a reasonable komi-bonus for the bot (leading to a
30+ percentage for the bot) and kept this until the bot climbed above
42 %. Then the komi value was reduced by 10 or 8 or 5 points.

The procedure worked well for instance when MC-Many Faces played
against a non-MC version of MF.

 This should work well on all board sizes, for both black and white, 
 and in all stages of the game (though increasing the 60% threshold 
 as the game progresses may make sense).

Right.

 I'm surprised people are using a simple linear decreasing rule, but 
 very interested to hear there is a tangible improvement. 

I was surprised, too.

 Perhaps being adaptive isn't needed?

The simplest solution is the best solution  (old proverb).

Ingo.
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Re: [computer-go] Re: Dynamic Komi's basics

2010-02-17 Thread Magnus Persson

Quoting Ingo Althöfer 3-hirn-ver...@gmx.de:


Darren Cook wrote:


I'm surprised people are using a simple linear decreasing rule, but
very interested to hear there is a tangible improvement.


I was surprised, too.


Perhaps being adaptive isn't needed?


The simplest solution is the best solution  (old proverb).


I have implemented *adaptive* dynamic komi in Valkyria now and are  
testing it on KGS. It adjusts the komi after each move, and uses the  
same komi for each generated move.


Wild stuff do happen when groups dies and both colors makes blunders  
under time pressure. With adaptive dynamic komi the search becomes  
very unpredictable. So for many moves it will search with a too high  
or a too low komi. In the opening it is not much of a trouble. So I  
can perfectly see why a linearly decreasing komi will give a boost for  
sure to the playing strength without risking loosing games because of  
the chaotic nature of adaptive dynamic komi.


Valkyria now uses dynamic komi in all games and also for lost position  
up to being behind 20 points. It sets the dynamic part to zero when  
there are two dames left, which leads to the tricky behavior that it  
tries wild things just before resigning, after trying to catch up by  
playing a proper endgame.


Tonight it move from 6 kyu to 5 kyu, but the 6 kyu rating was not  
certain so it is hard to tell whether the change affects the strength.  
I think it is now more fun to play against it and would appreciate any  
comments about the new playing style from strong as well from weak  
players.


Best
Magnus

--
Magnus Persson
Berlin, Germany
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[computer-go] CG2010 extended deadline

2010-02-17 Thread Rémi Coulom

Hi,

In case you are submitting a paper to the conference in Kanazawa, you 
may like to know that the deadline has been extended to 2010-02-25:

https://www.conftool.net/cg2010/index.php?page=index

Here is the call for papers:
http://www.jaist.ac.jp/ICGA-events-2010/english/conference/

Rémi
---BeginMessage---
Dear Remi,

Can you announce that the deadline for the cfp is changed into February 25,
2010.

Thank you,

Joke


---End Message---
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Re: [computer-go] Strong programs on cgos 19x19?

2010-02-17 Thread Jean-loup Gailly
 or the strong version of pachi.

Done.

Jean-loup

2010/2/16 David Fotland fotl...@smart-games.com

 My old MPI code had a scaling bug.  Performance scaling (playouts per
 second) was linear, but the strength did not scale well, and 64 cores was
 weaker than 32 cores.  I have a 16 core cluster of my own now (four 2.3 GHz
 Q8200 quad core), and I discovered that the MPI code hangs when using
 MPICH2
 rather than the Microsoft MPI library.  So last week I rewrote it with a
 different algorithm, and it seems to scale much better.

 It's on CGOS now, for at least a few days.  It would be great if some other
 strong programs could join, zen, or fuego-8c, or aya-4c, or the strong
 version or pachi.

 Thanks,

 David


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[computer-go] Dynamic Komi at 9x9 ?

2010-02-17 Thread Ingo Althöfer
Hello,

I informed the German go scene that there is (some) progress
at KGS bots with dynamic komi. Based on this, a friend told me
that they would have an open afternoon for go beginners in the
middle of March - and they expect many newbies with strengths
between 17k and 30k. His question is if a bot with dynamic komi
might be a suitable opponent for such beginners on 9x9 (with
high handicap).

Does someone here have already experience with non-static komi
for handicap games on 9x9?  Or would someone be willing to test
something with his bot?

Ingo.
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Re: [computer-go] Dynamic Komi at 9x9 ?

2010-02-17 Thread Isaac Deutsch
Fuego_9x9_1h (or a variation of this name) played on OGS a couple of handicap 
9x9 games. It used dynamic komi. I think it was manually adjusted after every 
move, and worked well.

-ibd

Am 17.02.2010 um 22:51 schrieb Ingo Althöfer:

 Hello,
 
 I informed the German go scene that there is (some) progress
 at KGS bots with dynamic komi. Based on this, a friend told me
 that they would have an open afternoon for go beginners in the
 middle of March - and they expect many newbies with strengths
 between 17k and 30k. His question is if a bot with dynamic komi
 might be a suitable opponent for such beginners on 9x9 (with
 high handicap).
 
 Does someone here have already experience with non-static komi
 for handicap games on 9x9?  Or would someone be willing to test
 something with his bot?
 
 Ingo.
 -- 
 NEU: Mit GMX DSL über 1000,- ¿ sparen!
 http://portal.gmx.net/de/go/dsl02
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Re: [computer-go] Dynamic Komi at 9x9 ?

2010-02-17 Thread Don Dailey
Does anyone have data based on several thousands games that attempts to
measure the effect of dynamic komi?I would like to see results that are
statistically meaningful. We need to see a few thousand games played
against a fixed opponent WITH dynamic komi, and then the same program
without dyanmic komi playing against the same opponent with the same number
of games.The number of games must be decided before the test is run, or
the error margin calculation is meaningless.

As far as I can tell, nobody has yet to produce anything more than anecdotal
evidence that this works.

Having a person manually adjusting this after every game is completely
non-sceientific, unless they are doing it in a fixed way with no decision
making on their part and they are playing thousands of games (or at least
enough to get statistically significant results.)

I'm not trying to rain on anyone's parade,  but I cannot understand why no
one has produced a statistically meaningful result on this subject - or if
I'm wrong please point me to the paper or data and games that were
played.

I am genuinely interested in this since I never was able to make it work
when I spent about one intense week on it.(I did not do this with
handicap games, but with normal games.)

Don


On Wed, Feb 17, 2010 at 4:57 PM, Isaac Deutsch i...@gmx.ch wrote:

 Fuego_9x9_1h (or a variation of this name) played on OGS a couple of
 handicap 9x9 games. It used dynamic komi. I think it was manually adjusted
 after every move, and worked well.

 -ibd

 Am 17.02.2010 um 22:51 schrieb Ingo Althöfer:

  Hello,
 
  I informed the German go scene that there is (some) progress
  at KGS bots with dynamic komi. Based on this, a friend told me
  that they would have an open afternoon for go beginners in the
  middle of March - and they expect many newbies with strengths
  between 17k and 30k. His question is if a bot with dynamic komi
  might be a suitable opponent for such beginners on 9x9 (with
  high handicap).
 
  Does someone here have already experience with non-static komi
  for handicap games on 9x9?  Or would someone be willing to test
  something with his bot?
 
  Ingo.
  --
  NEU: Mit GMX DSL über 1000,- ¿ sparen!
  http://portal.gmx.net/de/go/dsl02
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RE: [computer-go] Strong programs on cgos 19x19?

2010-02-17 Thread David Fotland
The strong pachi is really strong!  What hardware is it running on?  Can you
say how it differs from the vanilla pachi?

 

David

 

From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of Jean-loup Gailly
Sent: Wednesday, February 17, 2010 9:50 AM
To: computer-go
Subject: Re: [computer-go] Strong programs on cgos 19x19?

 

 or the strong version of pachi.

 

Done.

 

Jean-loup

2010/2/16 David Fotland fotl...@smart-games.com

My old MPI code had a scaling bug.  Performance scaling (playouts per
second) was linear, but the strength did not scale well, and 64 cores was
weaker than 32 cores.  I have a 16 core cluster of my own now (four 2.3 GHz
Q8200 quad core), and I discovered that the MPI code hangs when using MPICH2
rather than the Microsoft MPI library.  So last week I rewrote it with a
different algorithm, and it seems to scale much better.

It's on CGOS now, for at least a few days.  It would be great if some other
strong programs could join, zen, or fuego-8c, or aya-4c, or the strong
version or pachi.

Thanks,

David


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