Re: [Computer-go] April KGS bot tournament, 13x13

2015-04-01 Thread David Doshay
I have not competed in the KGS tournaments for many years, but here is my 
suggestion: now that CGOS is up and running again, set a minimum rating level 
on CGOS, perhaps something like 1000 or 1200. In that way new programers will 
be encouraged to use CGOS for primary comparison against existing programs, but 
they won’t be excluded from the tournaments until they can beat programs that 
have many many years of development. I can understand setting the level higher 
for some tournaments, such as the very long time tournaments, but setting the 
bar at GNU Go seems too high for the standard monthly tournaments. 

Cheers,
David G Doshay

ddos...@mac.com





> On 1, Apr 2015, at 6:11 AM, Nick Wedd  wrote:
> 
> I will be willing to welcome players of all strengths, if that is what the 
> strong players want.
> 
> My reason for excluding weaker players is that, last time this was discussed, 
> at least one 
> operator of a strong player said that he did not want to set it up and 
> operate it and then see 
> it win a succession of games against players five or more grades weaker.  If 
> that has 
> changed, I will gladly relax the requirement that entrants be at least as 
> strong as GNU Go.
> 
> So, I welcome Rémi's opinion, and I hope that other operators of strong 
> programs will tell 
> me their opinions.
> 
> Nick

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Re: [Computer-go] Some observations on implementing rule 2/4.

2015-04-01 Thread René van de Veerdonk
Given that you are basically looking at a bitmap, here is my implementation
to get all legal moves (according to Brown):

/**
 * return  containing all legal moves for 
 *   move is strictly legal if it connects to a liberty provided by
 * - an empty neighbor
 * - a connection to a friendly group not in atari
 * - a capture of a neighboring enemy group
 *   considered are only moves that are not one-point (half)-eyes, i.e.,
 * - no empty neighbors
 * - no enemy neighbors
 * - no connection to friendly group in atari
 *   prohibit simple ko
 *
 * known issue: disallows some connection moves essential in capture races
 */
bitmap_t board_t::all_legal_moves (unsigned int player) const {
  const bitmap_t bm_my_points = points_for_player [player];
  const bitmap_t bm_your_points = points_for_player [1^player];

  bitmap_t connect = bm_my_points;
  connect.clear (atari);
  bitmap_t capture = bm_your_points & atari;

  bitmap_t strictly_legal = (points_empty | connect | capture).gather();
  bitmap_t no_eye = (points_empty | bm_your_points | atari).gather();
  bitmap_t legal = points_empty & no_eye & strictly_legal;
  legal.clear (ko);
  return legal;
}

Where you'll need the helper function gather(), which for 9x9 looks like:

static __m128i _mm_slli_epi128 (__m128i a, int i) {
  __m128i r = _mm_srli_epi64 (a, 64-i); // shift right by (64-i)
  __m128i l = _mm_slli_epi64 (a, i);// shift left by (i)
  r = _mm_move_epi64 (r);   // zero upper QWORD
  r = _mm_shuffle_epi32 (r, 0x4e);  // exchange lower/upper QWORD
  return _mm_or_si128 (l, r);   // recombine
}

static __m128i _mm_srli_epi128 (__m128i a, int i) {
  __m128i l = _mm_slli_epi64 (a, 64-i); // shift left by (64-i)
  __m128i r = _mm_srli_epi64 (a, i);// shift right by (i)
  l = _mm_shuffle_epi32 (l, 0x4e);  // exchange lower/upper QWORD
  l = _mm_move_epi64 (l);   // zero upper QWORD
  return _mm_or_si128 (l, r);   // recombine
}

/**
 * each bit gathers set values from adjacent neighbors
 *   note: spills into edge-points
 */
const bitmap_t bitmap_t::gather () const {
  __m128i r = _mm_slli_epi128 (board, BM_LINE);
  __m128i t1 = _mm_slli_epi128 (board, 1);
  r = _mm_or_si128 (t1, r);
  __m128i t2 = _mm_srli_epi128 (board, 1);
  r = _mm_or_si128 (t2, r);
  __m128i t3 = _mm_srli_epi128 (board, BM_LINE);
  r = _mm_or_si128 (t3, r);
  return bitmap_t (r);
}

Here, a bitmap has one extra bit per line to account for the edge of the
board. The whole bitmap fits in one 128-bit variable. Or's and and's are
overloaded in the straightforward way and 'atari' is a maintained bitmap
that denotes all stones in atari. It runs in about 17 clock cycles.

On Wed, Apr 1, 2015 at 9:28 AM, Remco Bloemen <
remco.bloe...@singularityu.org> wrote:

> I just implementation of 'Rule 2/4' [1] and have some observations I
> would like to share.
>
> First, the corner case can be eliminated if we consider four 'virtual'
> stones of the same colour on the diagonals just beyond the board (i.e.
> on coordinates (-1, -1), etc.). With these stones included, the corners,
> edges and centre eyes all need to have at least two diagonals set.
>
> If we have booleans (tl, tr, bl, br) standing for the occupancy of the
> respective diagonals, then rule 2/4 can be expressed by or-ing each pair
> of diagonals:
>
> (tl & tr) | (tl & bl) | (tl & br) | (tr & bl) | (tr & br) | (bl & br)
>
> This has 11 operations. We can simply this using a Karnaugh Map:
>
>  bl br
>   00 01 11 10
>00  0  0  1  0
>01  0  1  1  1
>  tl tr 11  1  1  1  1
>10  0  1  1  1
>
> We can see that the minterms require at least six components (like
> above) but the maxterms can be done in four groups:
>
> (~tl & ~tr & ~bl) | (~tl & ~bl & ~br) | (~tr & ~bl & ~br) | (~tl & ~tr &
> ~br)
>
> Negating with De Morgan's law gives:
>
> (tl | tr | bl) & (tl | bl | br) & (tr | bl | br) & (tl | tr | br)
>
> Which again has 11 operations, but this time we can eliminate common
> subexpressions:
>
> t = tl | tr
> b = bl | br
> (t | bl) & (tl | b) & (tr | b) & (t | br)
>
> Resulting in only 9 operations, shaving off two.
>
> In actual C++ code that would be:
>
> const BoardMask eyelike = free &
> (player.up()| BoardMask::bottomEdge) &
> (player.down()  | BoardMask::topEdge) &
> (player.left()  | BoardMask::rightEdge) &
> (player.right() | BoardMask::leftEdge);
> const BoardMask tl = player.right().down().set(BoardPoint::topLeft());
> const BoardMask tr = player.left().down().set(BoardPoint::topRight());
> const BoardMask bl = player.right().up().set(BoardPoint::bottomLeft());
> const BoardMask br = player.left().up().set(BoardPoint::bottomRight());
> const BoardMask t = tl | tr;
> const BoardMask b = bl | br;
> const BoardMask rule24 = (t | bl) & (tl | b) & (tr | b) & (t | br);
> const BoardMask eyes = eyelike & rule24;
>
> where BoardMask is basically a bool[19][19]. The whole thing should
>

Re: [Computer-go] house robot for Boardspace

2015-04-01 Thread Dave Dyer

I'm planning to add Go (for human players) to Boardspace.net soon, and
I would like to have at least a minimal house robot to play on small boards.

It's absolutely required that the bot be written in Java.  Other than that,
the main requirement is cooperation to integrate the bot into the game 
framework.   The benefit to authors is you'll games with real human players,
and the benefit of a great GUI to use in development.  Not an exclusive
offer - I can accommodate several robots.  

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[Computer-go] Some observations on implementing rule 2/4.

2015-04-01 Thread Remco Bloemen
I just implementation of 'Rule 2/4' [1] and have some observations I
would like to share.

First, the corner case can be eliminated if we consider four 'virtual'
stones of the same colour on the diagonals just beyond the board (i.e.
on coordinates (-1, -1), etc.). With these stones included, the corners,
edges and centre eyes all need to have at least two diagonals set.

If we have booleans (tl, tr, bl, br) standing for the occupancy of the
respective diagonals, then rule 2/4 can be expressed by or-ing each pair
of diagonals:

(tl & tr) | (tl & bl) | (tl & br) | (tr & bl) | (tr & br) | (bl & br)

This has 11 operations. We can simply this using a Karnaugh Map:

 bl br
  00 01 11 10
   00  0  0  1  0
   01  0  1  1  1
 tl tr 11  1  1  1  1
   10  0  1  1  1

We can see that the minterms require at least six components (like
above) but the maxterms can be done in four groups:

(~tl & ~tr & ~bl) | (~tl & ~bl & ~br) | (~tr & ~bl & ~br) | (~tl & ~tr &
~br)

Negating with De Morgan's law gives:

(tl | tr | bl) & (tl | bl | br) & (tr | bl | br) & (tl | tr | br)

Which again has 11 operations, but this time we can eliminate common
subexpressions:

t = tl | tr
b = bl | br
(t | bl) & (tl | b) & (tr | b) & (t | br)

Resulting in only 9 operations, shaving off two.

In actual C++ code that would be:

const BoardMask eyelike = free &
(player.up()| BoardMask::bottomEdge) &
(player.down()  | BoardMask::topEdge) &
(player.left()  | BoardMask::rightEdge) &
(player.right() | BoardMask::leftEdge);
const BoardMask tl = player.right().down().set(BoardPoint::topLeft());
const BoardMask tr = player.left().down().set(BoardPoint::topRight());
const BoardMask bl = player.right().up().set(BoardPoint::bottomLeft());
const BoardMask br = player.left().up().set(BoardPoint::bottomRight());
const BoardMask t = tl | tr;
const BoardMask b = bl | br;
const BoardMask rule24 = (t | bl) & (tl | b) & (tr | b) & (t | br);
const BoardMask eyes = eyelike & rule24;

where BoardMask is basically a bool[19][19]. The whole thing should
compile to a small number of SSE instructions: only shifts, ANDs and
ORs. Notice that the whole board is processed in one go without any
branching or looping.

[1] http://senseis.xmp.net/?RecognizingAnEye

I'm new here, so feedback, criticism and/or encouragement is much
appreciated!

— Remco
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Re: [Computer-go] April KGS bot tournament, 13x13

2015-04-01 Thread Nick Wedd
That might be good, but as you expect, the KGS tournament handler
does not support it.  It does not allow me to set a bar, and say that
"all players 3-dan and better count as 3-dan, and handicaps will be used".

Nick

On 1 April 2015 at 14:22, Darren Cook  wrote:

> > I will be willing to welcome players of all strengths, if that is what
> the
> > strong players want...
>
> Winning against a much weak player does not prove anything, nor teach
> you much. (In contrast to losing against a stronger player.)
>
> I wonder if handicaps could be used? E.g. the elite players could play
> even games against each other, but a 9-stone game against the non-elite
> players. Only elite players qualify for the KGS league points, but
> otherwise their wins/losses in the handicapped games count. So Zen has
> to not just beat CrazyStone, but also beat WeakProgram at a high
> handicap, or hope that CrazyStone also fails to beat him at the same
> challenging handicap.
>
> (I'm sure that is too complex for the KGS tournament structure, but I
> thought I'd throw it out there anyway...)
>
> Darren
>
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Re: [Computer-go] April KGS bot tournament, 13x13

2015-04-01 Thread Erik van der Werf
Perhaps switch to McMahon?

On Wed, Apr 1, 2015 at 3:22 PM, Darren Cook  wrote:

> > I will be willing to welcome players of all strengths, if that is what
> the
> > strong players want...
>
> Winning against a much weak player does not prove anything, nor teach
> you much. (In contrast to losing against a stronger player.)
>
> I wonder if handicaps could be used? E.g. the elite players could play
> even games against each other, but a 9-stone game against the non-elite
> players. Only elite players qualify for the KGS league points, but
> otherwise their wins/losses in the handicapped games count. So Zen has
> to not just beat CrazyStone, but also beat WeakProgram at a high
> handicap, or hope that CrazyStone also fails to beat him at the same
> challenging handicap.
>
> (I'm sure that is too complex for the KGS tournament structure, but I
> thought I'd throw it out there anyway...)
>
> Darren
>
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Re: [Computer-go] April KGS bot tournament, 13x13

2015-04-01 Thread Darren Cook
> I will be willing to welcome players of all strengths, if that is what the
> strong players want...

Winning against a much weak player does not prove anything, nor teach
you much. (In contrast to losing against a stronger player.)

I wonder if handicaps could be used? E.g. the elite players could play
even games against each other, but a 9-stone game against the non-elite
players. Only elite players qualify for the KGS league points, but
otherwise their wins/losses in the handicapped games count. So Zen has
to not just beat CrazyStone, but also beat WeakProgram at a high
handicap, or hope that CrazyStone also fails to beat him at the same
challenging handicap.

(I'm sure that is too complex for the KGS tournament structure, but I
thought I'd throw it out there anyway...)

Darren

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Re: [Computer-go] April KGS bot tournament, 13x13

2015-04-01 Thread Nick Wedd
I will be willing to welcome players of all strengths, if that is what the
strong players want.

My reason for excluding weaker players is that, last time this was
discussed, at least one
operator of a strong player said that he did not want to set it up and
operate it and then see
it win a succession of games against players five or more grades weaker.
If that has
changed, I will gladly relax the requirement that entrants be at least as
strong as GNU Go.

So, I welcome Rémi's opinion, and I hope that other operators of strong
programs will tell
me their opinions.

Nick

On 1 April 2015 at 13:05,  wrote:

> Nick is the boss of KGS tournaments, of course, but my personal taste is
> that I would welcome programs of any strength in the tournaments. The more
> the merrier.
>
> Rémi
>
> - Mail original -
> De: "folkert" 
> À: computer-go@computer-go.org
> Envoyé: Mercredi 1 Avril 2015 20:29:55
> Objet: Re: [Computer-go] April KGS bot tournament, 13x13
>
> I would like to as well but when I asked (somewhere in 2012 iirc) I was
> told that it should first become a bit better :-)
>
> On Tue, Mar 31, 2015 at 02:00:18PM +0200, Urban Hafner wrote:
> > Thank you for organising this for so many years, Nick! I think the email
> is
> > a bit wrong though.
> >
> > Here's the link to the actual tournament:
> > http://www.gokgs.com/tournInfo.jsp?id=955
> >
> > It's also not 19x19, but (at least according to the KGS page) it's
> 13x13. :)
> >
> > Now on to my actual question: Are any of the other developers of new bots
> > interested in joining? I JUST got around to implementing UCT and it would
> > be rather boring to enter if I know with 100% certainty that I will loose
> > all my games.
> >
> > Urban
> >
> > On Tue, Mar 31, 2015 at 12:29 PM, Nick Wedd  wrote:
> >
> > > The April KGS bot tournament will be this Sunday, April 5th, starting
> at
> > > 08:00 UTC and ending by 14:00 UTC.  It will use 19x19 boards, with time
> > > limits of 9 minutes each plus fast Canadian overtime, and komi of 7.5.
> > > There are details at http://www.gokgs.com/tournInfo.jsp?id=95
> > > 5
> > >
> > > I apologise for the short notice. March seems to have passed unusually
> > > fast.
> > >
> > > Please register by emailing me, with the words "KGS Tournament
> > > Registration" in the email title, at mapr...@gmail.com .
> > >
> > > --
> > > Nick Wedd  mapr...@gmail.com
> > >
> > > ___
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> > >
> >
> >
> >
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>
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>
>
> Folkert van Heusden
>
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Re: [Computer-go] April KGS bot tournament, 13x13

2015-04-01 Thread Urban Hafner
On Wed, Apr 1, 2015 at 1:29 PM, folkert  wrote:

> I would like to as well but when I asked (somewhere in 2012 iirc) I was
> told that it should first become a bit better :-)
>

Yes, I talked to Nick about it and the general rule seems to be that the
bot should have a reasonable chance at beating GnuGo. My bot isn't quite up
to that on 13x13, yet. So maybe I'll start competing in May. :)

Urban
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Re: [Computer-go] April KGS bot tournament, 13x13

2015-04-01 Thread remi . coulom
Nick is the boss of KGS tournaments, of course, but my personal taste is that I 
would welcome programs of any strength in the tournaments. The more the merrier.

Rémi

- Mail original -
De: "folkert" 
À: computer-go@computer-go.org
Envoyé: Mercredi 1 Avril 2015 20:29:55
Objet: Re: [Computer-go] April KGS bot tournament, 13x13

I would like to as well but when I asked (somewhere in 2012 iirc) I was
told that it should first become a bit better :-)

On Tue, Mar 31, 2015 at 02:00:18PM +0200, Urban Hafner wrote:
> Thank you for organising this for so many years, Nick! I think the email is
> a bit wrong though.
> 
> Here's the link to the actual tournament:
> http://www.gokgs.com/tournInfo.jsp?id=955
> 
> It's also not 19x19, but (at least according to the KGS page) it's 13x13. :)
> 
> Now on to my actual question: Are any of the other developers of new bots
> interested in joining? I JUST got around to implementing UCT and it would
> be rather boring to enter if I know with 100% certainty that I will loose
> all my games.
> 
> Urban
> 
> On Tue, Mar 31, 2015 at 12:29 PM, Nick Wedd  wrote:
> 
> > The April KGS bot tournament will be this Sunday, April 5th, starting at
> > 08:00 UTC and ending by 14:00 UTC.  It will use 19x19 boards, with time
> > limits of 9 minutes each plus fast Canadian overtime, and komi of 7.5.
> > There are details at http://www.gokgs.com/tournInfo.jsp?id=95
> > 5
> >
> > I apologise for the short notice. March seems to have passed unusually
> > fast.
> >
> > Please register by emailing me, with the words "KGS Tournament
> > Registration" in the email title, at mapr...@gmail.com .
> >
> > --
> > Nick Wedd  mapr...@gmail.com
> >
> > ___
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> >
> 
> 
> 
> -- 
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> Homepage: http://www.urbanhafner.com/

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Re: [Computer-go] April KGS bot tournament, 13x13

2015-04-01 Thread folkert
Hi Nick,

Ah so that is possible!
As I wrote in my previous e-mail that was not the case in ~2012.
Can you persuede them to create a rated account for my program Stop?
On cgos it has a rating of 618.


On Tue, Mar 31, 2015 at 01:38:08PM +0100, Nick Wedd wrote:
> Hi Urban,
> 
> As a general guideline for how strong a bot must be to enter these events,
> I say it should
> only enter if it has a reasonable chance of beating GNU Go, which at KGS 7k
> is weaker
> than any of the regular players.  If you have implemented kgsGtp, you could
> run your bot
> on KGS against human players to see how strong it is - if you want "rated
> bot" status for
> a stable version of it, I can encourage the admin who can assign this
> status.
> 
> Best wishes,
> 
> Nick
> 
> On 31 March 2015 at 13:00, Urban Hafner  wrote:
> 
> > Thank you for organising this for so many years, Nick! I think the email
> > is a bit wrong though.
> >
> > Here's the link to the actual tournament:
> > http://www.gokgs.com/tournInfo.jsp?id=955
> >
> > It's also not 19x19, but (at least according to the KGS page) it's 13x13.
> > :)
> >
> > Now on to my actual question: Are any of the other developers of new bots
> > interested in joining? I JUST got around to implementing UCT and it would
> > be rather boring to enter if I know with 100% certainty that I will loose
> > all my games.
> >
> > Urban
> >
> > On Tue, Mar 31, 2015 at 12:29 PM, Nick Wedd  wrote:
> >
> >> The April KGS bot tournament will be this Sunday, April 5th, starting at
> >> 08:00 UTC and ending by 14:00 UTC.  It will use 19x19 boards, with time
> >> limits of 9 minutes each plus fast Canadian overtime, and komi of 7.5.
> >> There are details at http://www.gokgs.com/tournInfo.jsp?id=95
> >> 5
> >>
> >> I apologise for the short notice. March seems to have passed unusually
> >> fast.
> >>
> >> Please register by emailing me, with the words "KGS Tournament
> >> Registration" in the email title, at mapr...@gmail.com .
> >>
> >> --
> >> Nick Wedd  mapr...@gmail.com
> >>
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> >>
> >
> >
> >
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> 
> 
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Re: [Computer-go] April KGS bot tournament, 13x13

2015-04-01 Thread folkert
I would like to as well but when I asked (somewhere in 2012 iirc) I was
told that it should first become a bit better :-)

On Tue, Mar 31, 2015 at 02:00:18PM +0200, Urban Hafner wrote:
> Thank you for organising this for so many years, Nick! I think the email is
> a bit wrong though.
> 
> Here's the link to the actual tournament:
> http://www.gokgs.com/tournInfo.jsp?id=955
> 
> It's also not 19x19, but (at least according to the KGS page) it's 13x13. :)
> 
> Now on to my actual question: Are any of the other developers of new bots
> interested in joining? I JUST got around to implementing UCT and it would
> be rather boring to enter if I know with 100% certainty that I will loose
> all my games.
> 
> Urban
> 
> On Tue, Mar 31, 2015 at 12:29 PM, Nick Wedd  wrote:
> 
> > The April KGS bot tournament will be this Sunday, April 5th, starting at
> > 08:00 UTC and ending by 14:00 UTC.  It will use 19x19 boards, with time
> > limits of 9 minutes each plus fast Canadian overtime, and komi of 7.5.
> > There are details at http://www.gokgs.com/tournInfo.jsp?id=95
> > 5
> >
> > I apologise for the short notice. March seems to have passed unusually
> > fast.
> >
> > Please register by emailing me, with the words "KGS Tournament
> > Registration" in the email title, at mapr...@gmail.com .
> >
> > --
> > Nick Wedd  mapr...@gmail.com
> >
> > ___
> > Computer-go mailing list
> > Computer-go@computer-go.org
> > http://computer-go.org/mailman/listinfo/computer-go
> >
> 
> 
> 
> -- 
> Blog: http://bettong.net/
> Twitter: https://twitter.com/ujh
> Homepage: http://www.urbanhafner.com/

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