Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-28 Thread chrilly


- Original Message - 
From: Tom Cooper [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Saturday, July 28, 2007 3:42 PM
Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros



At 12:42 28/07/2007, you wrote:

At 02:58 28/07/2007, Arend wrote:



On 7/26/07, chrilly 
mailto:[EMAIL PROTECTED][EMAIL PROTECTED] wrote:
This is a remarkable result. I think poker is more difficult than Go and 
of

course chess.


I am as surprised by this statement as everyone else. Of course you have 
to develop some mixed strategies, try go guess implied pot odds, folding 
equity etc. but assuming you have access to a large database of high 
level poker games to analyze, why should it be that hard, esp. in 
2-person limit Hold'em?


Arend


Decision theory is trivial, apart from computational details (just like 
playing chess!).
From David J.C. MaKay, Information Theory, Inference and Learning 

Algorithmus, Chap. 36, Decision Theory.

Thats exactly what I wanted to say. There are some nasty computational 
details to solve, but it is conceptually clear. One can discuss, if the same 
holds for Go. For me the details are somewhat more nasty, but I can see no 
conceptuall difference to chess. The concept, that Go is sooo special and 
sooo different was one roadblock for progress. Suzie is on 9x9 clearly 
better than traditional programms and on 19x19 in the second-league. We 
would just have to wait for further hardware progress (or parallize it) that 
it catches up also on 19x19. UCT is even more successfull than Alpha-Beta. 
UCT is - apart from details - also trivial computation.

But it is not clear what the best concept in Poker is.

Chrilly


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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-27 Thread chrilly

  - Original Message - 
  From: [EMAIL PROTECTED] 
  To: computer-go@computer-go.org 
  Sent: Friday, July 27, 2007 3:26 AM
  Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros


  I don't understand this. For a given hand the odds of winning can be easily 
calculated for poker and the best play can be formulated accordingly. It's like 
to program a com[uter to win a coin toss. I would be surprised if any side win 
big. The only thing a computer can to is to model opponent's behavior, which 
may deviate from the best play. What did I miss?

  DL

  A lot. The chance alone is meaningless. It can be very profitable to play a 
hand with 20% chance of winning and it can be a desaster. If you have pot odds 
of 10:1 the 20% are a good deal, with pot-odds 1:1 its a desaster. The direct 
pot odds are easy. Whats in the pot and whats the money I put it. But the 
interesting figure are the implied-pot-odds. What money do I have to put in in 
all betting rounds and what's the pot at the end. This depends of course also 
on the actions of the opponents. 
  Another point is: The winning-chance depends on the action of the opponents. 
If one raises and the opponent folds, one wins with every card. 
  Chrilly


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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread chrilly
This is a remarkable result. I think poker is more difficult than Go and of 
course chess. My hypothesis (its just a hypothesis) for the success is. 
There is someone - Dave Billings - who worked for many years very 
consequently on the topic. And he is able to motivate a lot of other good 
people to go along with him. And he gets probably also a lot of support from 
his boss, J.Schaeffer. And of course, there is some prospect to win fame and 
money.
The conditions for solving a problem are always at least as important than 
the problem itself. Maybe are the conditions in Poker better than in Go. As 
said above, I think the problem is in Poker harder. They have of course not 
solved the whole problem. Heads-Up limit Hold'Em is the - for computers - 
easiest game. But its nevertheless remarkable that they are on-par with the 
Poker-GMs.


Chrilly


- Original Message - 
From: [EMAIL PROTECTED]

To: computer-go@computer-go.org
Sent: Thursday, July 26, 2007 6:02 AM
Subject: [computer-go] U. of Alberta bots vs. the Poker pros



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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread chrilly
If one makes e.g. something like Hydra, one has already almost all at hand. 
There is the work of Ken Thompson, of the Deep Blue team, the work of Frans 
Morsch, Ed Schroeder... There is an industrial quality infrastructure, 
databases, interfaces, there are people who have already learned their 
lesson One is a dwarf standing on the shoulders of giants.
The Polaris team had not such an infrastructure, but they build it over many 
years and with a lot of effort for themself. The effort is comparable to the 
big chess projects. Not in money terms, but from the man-power investments.
In Go their is neither. There is no infrastructure, one is a dwarf standing 
on the shoulders of dwarfs and their is not such a team like the Polaris one 
so far. Maybe the INRA group succeeds to make something similar. I have no 
idea, but I can't see at the moment nobody who works like the Polaris or 
Deep Blue team.


One can discuss, if Go or Poker is harder. Its definetly harder than chess. 
But I am also convinced, that Go is not that hard, its this poor state of 
the affairs which makes the problem that hard.


Chrilly




- Original Message - 
From: Harri Salakoski [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Thursday, July 26, 2007 11:44 AM
Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros



think poker is more difficult than Go and of  course chess.
I have only studied poker AI basics and coded game rules, learned play 
slightly winning net poker.
But however dare to say my opinion that I totally disagree. Sounds like 
somekind of poker hype that
it is as tough problem than Go game AI 19*19 table. It is offcourse very 
complex interaction problem but

my opinion is that it is still lot of easier problem.

It is maybe even possible that it can't be proven and that theory you are 
right, because poker can be iterated forever and
that in theory propably there is _no_  best strategy. I see it very 
same/similar thing than in super simple iterated prisoners dilemma 
problem. There just is no best strategy, any strategy has some other 
dominating strategy, so I have understanded it.
But there is very good strategies, every bet when you but your money in 
table you play even stronger(bluff),  play normally or slow play present 
weaker hand than you actually have. That thing iterated, remembering what 
opponents have done earlier (like in prisoners dilemma) it is tough 
problem, but saying it harder than go game is not true at least in 
practise.


In practise I see it so that computers have advantage in poker other 
things than this complex interaction, where advantage is in humans. As 
computers can actually calculate odds and propabilities exactly, that 
advantage is maybe slight, but something which similar don't exist in 
go-game.


But yep just started poker AI in my project 
http://sourceforge.net/projects/narugo, coded there SimpleActionGenerator, 
in estimated couple years work it is gonna plays better poker than starter 
player :|


So imho if somebody states that poker is harder AI problem than go-game, 
it sounds poker hype.


t. Harri
- Original Message - 
From: chrilly [EMAIL PROTECTED]

To: [EMAIL PROTECTED]; computer-go computer-go@computer-go.org
Sent: Thursday, July 26, 2007 10:32 AM
Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros


This is a remarkable result. I think poker is more difficult than Go and 
of course chess. My hypothesis (its just a hypothesis) for the success 
is. There is someone - Dave Billings - who worked for many years very 
consequently on the topic. And he is able to motivate a lot of other good 
people to go along with him. And he gets probably also a lot of support 
from his boss, J.Schaeffer. And of course, there is some prospect to win 
fame and money.
The conditions for solving a problem are always at least as important 
than the problem itself. Maybe are the conditions in Poker better than in 
Go. As said above, I think the problem is in Poker harder. They have of 
course not solved the whole problem. Heads-Up limit Hold'Em is the - for 
computers - easiest game. But its nevertheless remarkable that they are 
on-par with the Poker-GMs.


Chrilly


- Original Message - 
From: [EMAIL PROTECTED]

To: computer-go@computer-go.org
Sent: Thursday, July 26, 2007 6:02 AM
Subject: [computer-go] U. of Alberta bots vs. the Poker pros



-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1



Humans beat poker bot ... barely:
http://cosmiclog.msnbc.msn.com/archive/2007/07/25/289607.aspx



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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread chrilly


- Original Message - 
From: steve uurtamo [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Thursday, July 26, 2007 7:29 PM
Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros



i think that you might be confusing two important things:

i) the difficulty of a problem.
ii) the amount and kind of effort that has gone toward solving a problem.

No, not at all. But my point is: For progress in any field the difficulty of 
a problem is less important than the urgency/interest of society to solve 
it. Science and technology is not driven by the internal logic of the 
science, but by the interest of the society.
Once there is a very high social demand, there is big progress in a field. 
There is the proverb war is the mother of all things. A lot of innovations 
are made related to war. In times of war the social urgency is highest and 
costs do not matter. E.g. the atomic bomb was build within a short time, 
jet-propulsion, computers were developed ..
In medicine progress is made, if it is a rich-mans sickness, and almost no 
progress is made if its a poor-mans fate. E.g. There is considerable 
advancement in AIDS-medicine, because it was at least initially a rich-mans 
sickness, there is almost no progress in Lepra. This can not be explained by 
the intrinsic difficulties of the deseases.


It is also quite a hard problem to generate realistic 3D effects in 
real-time. There is high social interest (the kids have enough money), so 
one develops special purpose massive parallel hardware like the latest 
graphics cards or the Cell processor. The action players and not anymore the 
D.O.D. are nowadays the driving force behind hardware-development. If there 
would be the same interest for Go, one could develop special purpose 
Go-Hardware with an impressive speedup. But Go is like Lepra.


Chrilly










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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread chrilly
- Original Message - 
From: steve uurtamo [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Thursday, July 26, 2007 5:17 PM
Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros



There is certainly more money to be made in poker than in go.


Yes, but its also more difficult.


do you mean this in a casual, unsubstantiated way, or in an exact way?

Both.
Its probably not so difficult to make a simple bot. But it is also not 
difficult to make a simple UCT player. But I am sure, that reaching the 
level of Polaris is more difficult than writing the best Go-programm. I have 
the feeling, that Polaris is a very serious project. Its certainly not 
possible to beat it out from nothing like Crazy Stone and MoGo have beaten 
the Go programms. There is also a lot of work in these 2 programms too and 
it is not really out of nothing. But its nevertheless not comparable to 
the work the Billings-group has done. There is also a very large gap between 
Polaris and the rest. Without Polaris, everybody would say: Oh, its as 
difficult as Go, the programms are in relation to humans at about the same 
level. And now Polaris is strong and the argument is: This is because Poker 
is much easier. No, they have done a better job.


In the exact way its comparing different things. The state space is in Go 
larger, but Go is from the mathematical point of view in the trivial class: 
Finite, Full-Information, 2 Players, Deterministic, Zero-Sum. Poker has a 
random-player and hidden information. In the general case its an N-player. 
Chess/Go... can be played in an autistic way. There is no need for an 
opponent model. Just play the best moves. In poker one needs an opponent 
model. The game-theoretic optimal strategy is only in special cases 
sufficient.


The Polaris-Human match played also the most simple version. Heads-Up 
Limited. Non-Limited is already much more complicated, because the implied 
odds have a much greater variance. Or in other words: The opponent-model is 
much more important in non-limited. In the N-persons version, the 
state-space explodes too and in this case its not even clear, what a perfect 
strategy is. I assume Polaris would not be able to be top ranked in the 
Poker world-series. It would never come in the final round to play Heads-up. 
The humans would also form a coalition to kick it out at the beginning and 
real competition would start only afterwards.


Chrilly

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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread chrilly

Already invented. There is the Alberta Poker-Server.

Chrilly
- Original Message - 
From: Chris Fant [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Thursday, July 26, 2007 6:16 PM
Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros



Someone start a CGOS-like poker server for bots.  ~10 person tables,
No Limit Texas Hold-em.
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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread chrilly


I think you mean Darse Billings. 
Yes, sorry, I can not remember names. 


There is certainly more money to be made in poker than in go.

Yes, but its also more difficult. 


Chrilly

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[computer-go] Hint for good Bayes book wanted

2007-07-23 Thread chrilly
I have a Phd in statistics. But Bayesian methods were at that time a 
non-topic. I know the general principles, but I want to learn a little bit 
more about the latest developments in the field. Bayes is now chic, there 
are many books about it. I assume also a lot of bad ones.
Can anyone recommend me a good state of the art book about Bayesian 
inference. Should be somewhat in the applied direction, but also with a 
sound mathematical background.


Chrilly 


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Re: [computer-go] Hint for good Bayes book wanted

2007-07-23 Thread chrilly
Thanks, I did also a search on Amazon and these two looked the most 
interesting ones. I can order now with greater confidence.


Chrilly


You could try something like:

Information Theory, Inference  Learning Algorithms
by David MacKay

or maybe

Data Analysis: A Bayesian Tutorial
by Devinderjit Sivia  John Skilling

Erik
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Re: [computer-go] Hint for good Bayes book wanted

2007-07-23 Thread chrilly
I have the Neural Network Book from Bishop. It is also a good book. It puts 
Neural Nets into the proper statistical framework.

Chrilly
  - Original Message - 
  From: George Dahl 
  To: computer-go 
  Sent: Monday, July 23, 2007 6:37 PM
  Subject: Re: [computer-go] Hint for good Bayes book wanted


  I own that book and can also recommend it.
  - George


  On 7/23/07, Łukasz Lew [EMAIL PROTECTED] wrote: 
Absolutely the best book I've seen is:

Christopher M. Bishop
Pattern Recognition and Machine Learning 

It's totally awesome!

Strong points:
- It have both Bayesian and non Bayesian ways explained
- the explanation is clear
- figures are so helpful (and aesthetic)
- it concentrates on prediction and classification and have 
algorithmic perspective
   (contrary to MacKay's book)

There is a free chapter on graphical models:
http://research.microsoft.com/~cmbishop/PRML/Bishop-PRML-sample.pdf 

Lukasz Lew

On 7/23/07, chrilly [EMAIL PROTECTED] wrote:
 I have a Phd in statistics. But Bayesian methods were at that time a
 non-topic. I know the general principles, but I want to learn a little 
bit 
 more about the latest developments in the field. Bayes is now chic, there
 are many books about it. I assume also a lot of bad ones.
 Can anyone recommend me a good state of the art book about Bayesian 
 inference. Should be somewhat in the applied direction, but also with a
 sound mathematical background.

 Chrilly

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Re: [computer-go] Slides for Villach-EC Lecture

2007-07-21 Thread chrilly
 However, I have to disagree with this statement:
 UCT: Complete Antithesis to AI-approach

Martin Mueller quotes J.McCarthy in his thesis:
The research of Go programs is still in its infancy, but we shall see that to 
bring Go programs to a level comparable with current Chess programs, 
investigations of a totally different kind than used in computer chess are 
needed.



UCT is different to Alpha-Beta (not totally, because its some other form of 
search, but it is different). I am sure, McCarthy had not UCT in mind. It was 
always the goal of McCarthy and his followers to simulate and to surpass the 
human mind. HAL in Stanly Kubrics Odyssee in space 2001 is the dream-computer 
of this discipline. 

UCT has nothing to do with human Go. It has some similarity to the behaviour of 
ant-collonies (its not in the technical sense an ant-colony algo). It was never 
the goal of AI to explain ants.

  
 I really thing it is exactly a modern AI approach!! Also it is a
 general algorithm applied to many different domains (and many are not
 two player games, ie max-max problems and not min-max).
 
I full aggree, it is a general and very interesting algorithm which can be 
applied to many domains.

How would you define modern AI? Obviously it is not the classic approach to 
mimic humans anymore. But what is it?

In my opinion is UCT a statistical estimation method. The armed-bandit is 
classical statistical problem.  
 
 I think it is exactly the bad example for the anti-drosophila thesis...

What do we learn about the human mind from UCT?

Chrilly
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Re: [computer-go] Slides for Villach-EC Lecture

2007-07-21 Thread chrilly
How would you define modern AI? Obviously it is not the classic approach 
to

mimic humans anymore. But what is it?

For me it is when we (I was not there :-)) become less philosophical
and more precise about what we want. We want a system which use data
to improve itself in order to adapt to unseen situations.
In this sense the Elo-System is an AI algorithm. If you feed more data/games 
the quality of prediction increases. It is in fact a weakness of the 
Elo-Rating that this is not taken into account (newer systems like TrueScore 
do).
Remi used an Elo-Rating (Bradley-Terry model) for his pattern classifier. In 
this broad sense UCT is AI, but I would classify it as a branch of applied 
statistics. Bradley-Terry was invented long before the name AI was coined.






What do we learn about the human mind from UCT?

Nothing and that's not the goal, I simply don't care.
You are already fallen from grace :-) You just want to make a strong 
Go-programm and develop some good - general purpose - algorithms :-).
(There is a famous article of DonskeyJ.Schaeffer with the title Falling 
from Grace in 1989).


Chrilly

P.S.: I am frustrated in the sense that you book for holiday a  hotel 
and when you arrive, you see that it is - according your standard - only **.
This has in my case a very positive and not at all frustrating background. I 
get in the moment a lot of interesting and well paid offers for contracts 
(its a little bit selling the Hydra-fame). Humans adapt quick to higher 
standards and I am therefore not satiesfied anymore with the Go-hotel I have 
booked last year.


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Re: [computer-go] Slides for Villach-EC Lecture

2007-07-21 Thread chrilly
Below is my favorite one in the list. An example of this are 
neural-networks. Neural networks are just a parameter-free 
optimization/estimation method.

No magic at all, just a boring and not very efficient estimator.
Chrilly

Warning: Cynical Definition...

My definition of AI is any algorithm that is new in computer
science.  Once the algorithm becomes accepted then it's
not AI, it's just a boring algorithm.

At one time windows, mouse, menus, scroolbars etc. were considered
an AI technique for makeing computers understand natural language.
(The menus are a list of valid words the system understands)

This is also why I study Cognition, not AI.

R. Keene




Chrilly, your definition of AI is too limited. See, for example,
http://www.cse.buffalo.edu/~rapaport/definitions.of.ai.html.

Regards,
Hideki (gg)

chrilly: [EMAIL PROTECTED]:

However, I have to disagree with this statement:
UCT: Complete Antithesis to AI-approach


Martin Mueller quotes J.McCarthy in his thesis:
The research of Go programs is still in its infancy, but we shall see 
that to bring Go
programs to a level comparable with current Chess programs, investigations 
of a totally

different kind than used in computer chess are needed.



UCT is different to Alpha-Beta (not totally, because its some other form 
of search, but it is
different). I am sure, McCarthy had not UCT in mind. It was always the 
goal of McCarthy and
his followers to simulate and to surpass the human mind. HAL in Stanly 
Kubrics Odyssee in

space 2001 is the dream-computer of this discipline.

UCT has nothing to do with human Go. It has some similarity to the 
behaviour of ant-collonies
(its not in the technical sense an ant-colony algo). It was never the goal 
of AI to explain

ants.



I really thing it is exactly a modern AI approach!! Also it is a
general algorithm applied to many different domains (and many are not
two player games, ie max-max problems and not min-max).

I full aggree, it is a general and very interesting algorithm which can be 
applied to many

domains.

How would you define modern AI? Obviously it is not the classic approach 
to mimic humans

anymore. But what is it?

In my opinion is UCT a statistical estimation method. The armed-bandit is 
classical

statistical problem.

I think it is exactly the bad example for the anti-drosophila 
thesis...



What do we learn about the human mind from UCT?

Chrilly
 inline file
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Re: [computer-go] Slides for Villach-EC Lecture

2007-07-21 Thread chrilly

Sorry, it is TrueSkill and not TrueScore.
http://research.microsoft.com/mlp/trueskill/

Chrilly

- Original Message - 
From: Brian Slesinsky [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Saturday, July 21, 2007 9:10 PM
Subject: Re: [computer-go] Slides for Villach-EC Lecture



On 7/21/07, chrilly [EMAIL PROTECTED] wrote:

If you feed more data/games
the quality of prediction increases. It is in fact a weakness of the
Elo-Rating that this is not taken into account (newer systems like 
TrueScore

do).


Can you provide a link to TrueScore?  My searches are coming up empty.

- Brian
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Re: [computer-go] Interesting Test Position (for UCT)

2007-07-12 Thread chrilly

Why not put both version on CGOS and find out?

- Don


We have at the moment 3 GUIs and each of them does not support the 
protocoll.
The main GUI is from GoAhead. Its written in old Atari-Basic and according 
to Peter Woitke its difficult to integrate it. ChessBase has promised a 
better GUI, but they are busy with other things and Go has obviously low 
priority on their list. But thats not their fault, because my input was even 
less.
I have written a C# Prototype-GUI. But I have no time and also not much 
interest to develop this further. I have good jobs in industry. Working 2 
weeks on an GUI costs me indirectly 5.000 Euro. CGOS is not worth this 
money.


Chrilly 


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Re: [computer-go] Interesting Test Position (for UCT)

2007-07-12 Thread chrilly
New lesson learned. It depends on the rule set if something is correct or a 
blunder.
So far the Go-masters told me, it does not matter, its practically the same. 
Obviously its not. This is not some weired, constructed position, it really 
happened and it does not look strange at all.


Chrilly

- Original Message - 
From: Erik van der Werf [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Thursday, July 12, 2007 12:32 AM
Subject: Re: [computer-go] Interesting Test Position (for UCT)



On 7/11/07, chrilly [EMAIL PROTECTED] wrote:
Attached is an interesting testposition which occured in UCT-Suzie 
against
Peter-Woitke. If black plays 37 c4 the game is lost by 0.5 points. If 
Black
passes, white gets a lot of threats. Black can choose between a safe 
loss,

or some risk and a win.
UCT-Suzie and the public domain version of Crazy-Stone played the save 
loss.


Seems like you're mixing up Territory and Area scoring. Under area
scoring rules the programs can strengthen their (final) position by
playing in their own territory. (Crazystone as Black would win under
Chinese rules)

The example illustrates why Japanese rules provide a slightly more
interesting endgame.

Erik
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[computer-go] Why are different rule sets?

2007-07-12 Thread chrilly
I am playing competitive tennis-table. There were for years a heated debatte 
if the ball-diamater should be increased from 38 to 40mm and if the set 
shall go to 11 instead of to 21. A few years ago, the decision was taken to 
play with the 40mm ball to make the game slower and in turn to reduce the 
set to 11.
Since then Chinese, Japanese, Korean and the rest of the world play with 
40mm and stop at 11. After a short transition time, there is no discussion 
at all about the new rules. Tennis, soccer, chess  is played all over 
the world in the same way.
Why is it not possible to establish uniform rules in Go? Is there not 
something like a FIDE or a FIFA ?


Chrilly 


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Re: [computer-go] Re: Why are different rule sets?

2007-07-12 Thread chrilly


I think your table tennis analogy is not really applicable.
The rule changes in table tennis were presumably motivated
by the need to fix a real problem, and really changed the
game.

Yes, due to the advancements in rubber technology the game become too fast. 
Bumm-Bumm-Over.  Furthermore the ball should be easier to spot on TV.
Another way would be to limit the rubbers, but making the ball larger is 
easier to control and define.
But it was a significant change. New ball technology had to be developed, 
old balls become absolete, the rule is a disadvantage for Bumm-Bumm 
players...



On the other hand, all the rules arguments in Go are really
only applicable to incredibly marginal, bordering on imaginary
situations.  There's no motivation to change the way the game
is actually played.

For computers special cases matter. Especially for a search based programm. 
A search based programm finds every possible special case and plays into 
this case, because the opponent does not prevent it.
Are there something as Universal accepted computer-Go rules? There is - at 
least on paper - a computer FIDE. The IGGA. Is there something as the IGGA 
computer-Go ruleset? Are all tournaments played according a well defined and 
uniform rule set?


Chrilly

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Re: [computer-go] Why are different rule sets?

2007-07-12 Thread chrilly
Jesus, there are not just Japanese, Chinese rules, there are ING, AGA... I 
learned today, that suicide is allowed under some rules...
I thought, Go is a well defined game with a very clear mathematical rule 
set.


There are discussions in other sports too (e.g. in Table-Tennis), but 
nevertheless there is usually a reasonable compromise, everybody can live 
with. There is at the end some pragmatism. This pragmatism is also quite 
missing in chess and it seems to be absent in Go. The explanation I have for 
chess is: Chess players have a board infront of their head. The difference 
to Go seems to be: The Go-Board is even larger.


Chrilly


I think the
- Original Message - 
From: Robert Jasiek [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Thursday, July 12, 2007 5:04 PM
Subject: Re: [computer-go] Why are different rule sets?



chrilly wrote:

Why is it not possible to establish uniform rules in Go?


As somebody having taken part in the International Go Rules Forum, which 
has been meant to unify the rules, I can tell you the reasons:


The major split has - not surprisingly - occurred again between the Area 
Scoring (China, Ing, AGA, supported by the EGF delegates) and the 
Traditional Territory Scoring (Japan, Korean, supported by some IGF 
delegates) factions. The reasons are:
- The territorialists (or their influential majority) don't want to 
compromise. They reject even compromises that are very close to their 
current rulesets. They want to keep at least 99.9% of their tradition.
- The territorialists play on time for the purpose of leaving things as 
they are.
- The majority of the Chinese (except Mr. Hua) has been too silent during 
the discussion because they have not educated themselves well about the 
theoretical background of rules discussion.
- The Ing delegates played too much on aiming at Ing-specific aspects 
instead of going for compromise earlier and could bear too little factual 
criticism.


After the territorialists had gone, the arealists solved every secondary 
issue quickly, all expressed a good will and time schedule for solving the 
major issues, and then (so far) have stopped further unifying at least the 
Area Scoring rules:
- The Chinese and Ing delegates have been almost completely silent since 
the last meeting.

- The AGA delegates slowed down discussion for some months.
- The AGA delegates and every European delegate or expert (except myself) 
insisted on discussing and aiming at superko again while during the last 
meeting it had become pretty clear that the Chinese and Ing delegates 
would not accept superko at all.


If you need to criticise also me, you might argue that I did most of the 
factual discussion instead of being simply silent and letting the Asians 
do whatever they might have liked (although IMO it did not seem that they 
would have advanced any sooner then and it would have meant for sure that 
the rules would have got significantly more flaws).


Summarizing, the overall intention to compromise or at least to accelerate 
factual discussion is still by far too small.


--
robert jasiek
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Re: [computer-go] Re: Why are different rule sets?

2007-07-12 Thread chrilly

Does Chrilly have anything to do with this project?

-Josh

No. Up to my knowledge a student makes his Diplomarbeit (masters-thesis) on 
this topic. But building such a machine is somewhat beyond a masters thesis. 
The problem is: There are no funds, no money available. Generally the Univ. 
Paderborn has relative a lot of money for hardware, but it is very difficult 
to get money for software development. Not just for Go, for any field.


Chrilly

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[computer-go] Interesting Test Position (for UCT)

2007-07-11 Thread chrilly
Attached is an interesting testposition which occured in UCT-Suzie against 
Peter-Woitke. If black plays 37 c4 the game is lost by 0.5 points. If Black 
passes, white gets a lot of threats. Black can choose between a safe loss, 
or some risk and a win.
UCT-Suzie and the public domain version of Crazy-Stone played the save loss. 
See also comments in the sgf-Files by Peter Woitke.


Alpha-Beta-Suzie plays the position right. If one replaces for such 
situations the Rollout by the AB-Eval also the UCT version plays correct.


According our tests  AB-Suzie is on 9x9 slightly stronger than UCT-Suzie. 
But UCT is plain-vannila, about 100h development time. AB-Suzie about 1500 h 
(mainly by Peter Woitke). The h/Elo ratio is much better for UCT-Suzie. 
Replacing always the Rollout by the AB-Eval is worse. With other words, UCT 
is not in generall the better tree-search. It is better for a Rollout-Eval.
I think AB-Suzie is for humans more difficult, because it plays more 
aggressive. But sometimes too aggressive. If its ahead, it plays still 
risky. The UCT-version plays such positions safly home. The test is biased, 
because the human is always Peter Woitke. The Go-European Championship in 
Villach/Austria will be a better test.


Chrilly 


UCT_verrueckt_02.sgf
Description: Binary data
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[computer-go] Who else uses Hashtables in UCT?

2007-07-10 Thread chrilly
I have no finished a plain vanilla 9x9 Suzie-UCT Version. The UCT-tree is 
stored in a Hashtable. I am interested who else uses this approach.
The reason for using a hashtable was: I was too lazy to implement an 
explicit tree. At least at 9x9 I have no problem with memory size. In fact 
there are 2 hashtables, one for the Alpha-Beta and one for the UCT-Version. 
With the default parameters each version uses 160 MB.


A chessprogrammer in Go-Land, part X:
I interpreted SuperKo as repetition of position (which seems to be correct, 
although Stefan Mertin told me, there are numerous versions of SuperKo). I 
used the Nimzo/Hydra code to detect this. But there is a - not a very 
subtle - difference between Go and Chess.
A move which generates a repetition of position is in Chess legal, in Go it 
is'nt. But I assumed its legal and had quite complicated and buggy code to 
handle this case. I did not know how to evaluate it. It came not to my mind, 
that its just an illegal move and one only has to generate the nextbest one.
Stefan Mertin told me the difference several times, but it did not help, 
only the advice of Peter Woitke, just delete this stupid code, was the right 
instruction level.


Chrilly 


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Re: [computer-go] Who's going to the Gifu Challenge?

2007-07-09 Thread chrilly


- Original Message - 
From: Ian Osgood [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Monday, July 09, 2007 8:01 PM
Subject: [computer-go] Who's going to the Gifu Challenge?


From what I can tell, there has not been a clash of the Go titans  
since the 2003 Gifu Challenge, which had all of KCC Igo, Haruka, Go+ 
+, Goemate/Handtalk, Many Faces, GNU Go, and Go Intellect  
participating. (This was the last public competition for many of  
these programs.) It seems with the tuning of MoGo and CrazyStone for  
the full size board and their recent success at the Olympiad, that  
there is a chance to knock KCC Igo (sold as Silver Star in Japan)  
from its four year throne. Are any of the Mogo, CrazyStone, and other  
professional program authors leaving room in their autumn schedules  
to travel to Ogaki City, Japan for this year's Gifu Challenge?



Is there a price money? Or at least some sponsorship for traveling?

Chrilly


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[computer-go] 9x9 games wanted and the next big challenge

2007-07-08 Thread chrilly



Sil wrote:

How about http://home.wwgo.jp/jp/minigo/


It seems that only 24 games are available. Is the whole collection
available somewhere?
Rémi

I have read dozens of times that computer-Go is the next big challenge.
But in fact it is a completly amateuristic field where even the most basic 
things are missing. As a chess programmer I did not even think about, that 
it is a problem to get a good game collection. There are no proper 
interfaces, no serious tournaments, a wired data standard...
AND there is no money involved:  For professional programming I get 60Euro/h 
(1Euro=1.35$).

2.000h x 60 = 120.000 Euro.
This equation is of course completly wrong. One can not make in 2000h a very 
strong Go programm and one can not earn 120.000 Euro with it.

A more realistic equation is;
20.000 Euro/5000h = 4Euro/h.

The minimum wage (by law) is in Austria 6Euro/h. Obviously Go programming is 
even more unqualified than washing dishes in a restaurant.


If it would be really a big challenge, there would be some money. In chess 
nowadays there is also no money. But once it was a good business and there 
was some considerable money for Deep Blue and on a smaller scale also for 
Hydra, there was Don's project at MIT, one got a big Cray for Cray-Blitz, 
Ken Thompson build a chess engine
Its like some hobbyst engineers and hobby-pilots would try to fly to the 
moon.
Its probably only good for to write some academic papers. In this case its 
even an advantage that everything is so amateuristic. The general level is 
low and one can be the one-eyed king under blind ones.


Its clear to me that things are as they are in the West. Go is played only 
by a small freak community. But if it is so important in China/Korea/Japan 
why is'nt there something like Fritz and ChessBase? Or does it exist and we 
are living in a completly other Go-world?


Chrilly

P.S.: I do not want to offend anyone in this list. Everybody here does his 
best. I am just feed up with the things as they are.




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Re: [computer-go] 9x9 games wanted and the next big challenge

2007-07-08 Thread chrilly

3) seriousness can't be measured as the short term money you can make
directly selling your work. I understand that you think that
researchers are paid just to play writing useless papers for themself.
But there are not more stupid than others, and maybe they think they
are doing something useful, even if it can't be measured by the direct
sell of what they produce.

I think UCT is an major new idea. Like Alpha-Beta.
I am not at all against scientific work or papers. I have myself written 
some of them and even succeeded to place one in the Journal of the American 
Statistical Association. And I also understand, that everybody has to 
present his work as very important. Otherwise other people who are better in 
this respect get the funds. And one can do only a good work, if one really 
believes in this. A classical quote from the German scientist Max Weber is: 
To be a good scientist one has to write every sentence as if the existence 
of the world depends on this sentence. (Although one of course knows that 
this is usually not the case).
But science, the science world, is also a very closed world and there is a 
tendency for l'art pour l'art. I am just critizing this aspect.


Chrilly

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Re: [computer-go] 9x9 games wanted and the next big challenge

2007-07-08 Thread chrilly



It seems to me that a domain where everything is so amateuristic has
its advantages, if you can only see them.  Here is a field that is
small enough that most people know each other and anyone can
contribute with a certain amount of effort.  These are the early days;
computer go's best years are surely yet to come.  And yet it is not so
early that progress is slow and there is little hope.  Isn't that
better than working in an area where everything has been done?

Yes. The original meaning of amateur is lover. E.g. I enjoyed the 
athmosphere when I was operating GoAhead in the olympiad 2003. Its also 
known that humans generally evaluate/feel the difference and not the 
absolute level. So its nicer to be in the non-saturated point.
But as professional its a job and one can not completly ignore mundane tasks 
like the Euro/h.


The formula: There is money for everything what is important, and if there 
is no money, it is not important, is certainly also wrong. A counter-example 
is the research for Leprosy-medicaments. They ones who have Leprosy have no 
money and there is no incentive for the pharma-companies to invest. But also 
academic institutions do almost no research. There are no funds from 
industry.



I don't follow computer chess, but my naive outsider's perception is
that it is largely solved.  Perhaps those who know more about it can
say more.

Its not solved in the theoretical sense. God could certainly give them 2 
pawns as handicap. But it is solved from the practical sense, because God 
could give the top-humans a knight ahead. The only way to measure the 
difference between Rybka and Fritz is to let them play against each other. 
Just looking on the play of each of them or playing against them, most 
humans would not be able to say: Rybka is 100 Elo stronger.
Even Topalov does not play nowadays for fun in the evening some blitz-games 
against a programm. Although he likes challenges, he neither runs with his 
head against the wall in his living room to check who is stronger.
Most of the top-GMs hate the programms, because the size of opening theory 
has become a nightmare. Some opening lines are practically fully analysed 
and hence not playable anymore. I know some top players who would like to 
ban computers for preperation. But its impossible to check such a ban.


Chrilly

.







, so also these GMs use very heavily PCs.






- Brian
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Re: [computer-go] Re: Explanation to MoGo paper wanted. (BackGammonCode)

2007-07-04 Thread chrilly
Thanks, the dictionary is really great.

Chrilly
  - Original Message - 
  From: David Silver 
  To: computer-go@computer-go.org 
  Sent: Tuesday, July 03, 2007 11:29 PM
  Subject: [computer-go] Re: Explanation to MoGo paper wanted. (BackGammonCode)


 It's because Go is not only game in the world and certainly not only
 reinforcement learning problem. They are using a widely accepted
 terminology.

But a very inappropriate one. I have read Suttons book and all the things I 
know (e.g. TD-Gammon) are completly obfuscated. Its maybe suitable to 
present generel concepts, but it is extremly complicated to formulate an 
algorithm in this framework.


  Here is quick and dirty RL-Computer Go translation kit to try and help 
bridge the gap!


  RL terminology  Go terminology


  State   Position
  Action Move
  Reward Win/Loss
  Return Win/Loss
  Episode Game
  Time-step One move
  Agent   Program
  Value function  Evaluation function
  Policy Player
  Default policy  Simulation player
  Uniform random policy   Light simulation player
  Other stochastic policy Heavy simulation player
  Greedy policy   1-ply search player
  Epsilon-greedy policy   1-ply search player with some random moves   
  FeatureFactor used for position 
evaluation
  Weight  Weight of each factor in evaluation function
  Tabular representation  One weight for each complete position
  Partial tabular UCT tree
  representation
  State abstraction   One weight for many positions
  Linear value function   Evaluation function
  approximation  using weighted sum of various factors
  Feature discovery   Learning new factors for the evaluation function
  Sample-based search Simulation (Monte-Carlo methods, etc.)
  Transition function Rules of the game
  Environment Rules of the game + opponent
  Trajectory  Move sequence
  Online  During actual play
  Offline Before/after actual play (e.g. preprocessing)
  On-policy   If both players play as normal
  Off-policy  If either player behaves differently


  -Dave 




--


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[computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread chrilly

Hello all,

We just presented our paper describing MoGo's improvements at ICML,
and we thought we would pass on some of the feedback and corrections
we have received.
(http://www.machinelearning.org/proceedings/icml2007/papers/387.pdf)

I have the feeling that the paper is important, but it is completly 
obfuscated by the strange reinforcement learning notation and jargon. Can 
anyone explain it in Go-programming words?
Is the RLOG Evaluation function used for evaluation or for just selecting 
the best move? (by doing a 1 Ply search).
Can anyone explain me, why it is necessary to obfuscate things at all? Why 
is a move an action and not just a move, a game an episode and not a game?

Is it less scientific if coders than myself can understand it?

It was pointed out by Donald Knuth in his paper on Alpha-Beta, that the - 
simple - algorithm was not understood for a long time, because of the 
inappropriate mathematical notation. For recursive functions, (pseudo-)code 
is much better suited than the mathematical notation. Actually its 
pseudo-mathematic notation.

Why is this inappropriate notation still used?

I have build just for fun a simple BackGammon engine. I think it does what 
the paper proposses for the Monte-Carlo-Part. It uses a simple evaluation 
function to select the next move in the Rollout aka Monte-Carlo simulation.
The engine does not build up an UCT-tree. It uses UCT only at the root. The 
rollout always starts at the first ply.
The 1ply engine has not the slightest chance against sophisticated 
BackGammon programm. But the simple minded UCT version is already a serious 
opponent.
By build up an UCT tree one could probably reach top Backgammon level (the 
effort to do this does not pay. The backgammon market is saturated).
The simple engine behaves in a give position and dieces deterministic. But 
the roll of the dices generates sufficient randomnes.


Chrilly

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Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread chrilly



I have build just for fun a simple BackGammon engine. [...]
Interesting - did you also try it for chess, or do you think there's no 
point in this?


The Hydra team has thought about this. Especially the Hydra chess expert GM 
Lutz. Some endgames are difficult to understand, but the moves are more or 
less forced. One could play down the line and evaluate once a clear position 
has been reached. One problem is the definition of clear positon. The even 
more difficult problem is how to incorporate this in a normal Alpha-Beta 
framework. How to mix the result of the normal eval with the rollout.
The results in Go are spectacular, because the  quality of conventional 
evaluations is low. In chess its at least not that bad. But one could argue, 
that in BackGammon the quality of the eval is even higher. The simple 
Rollout programm is not as strong as the best ones. But it is in relation to 
its eval very strong. It has also a remarkable 
programming-effort/playing-strength ratio.


These things are also done in FPGA and the FPGA code is already much too 
complicated. FPGA-programming is easier than ASIC-design, but its still much 
more cumbersome than conventional software development. Just trying out 
things is not possible. We felt also, that even if it works, the improvement 
measured in Elos would not be very spectacular. The Elo/Effort ratio is low. 
I was simply too lazy (or too professional) to give it a try.


Chrilly

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Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread chrilly


The most important thing in the paper is how to combine RAVE(AMAF)
information with normal UCT. Like this:

 uct_value = child-GetUctValue();
 rave_value = child-GetRaveValue();
 beta = sqrt(K / (3 * node-visits + K));
 uct_rave = beta * rave_value + (1 - beta) * uct_value;

Thanks for the translation. The only point I am still missing: What is 
RAVE(AMAF)?


Chrilly


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Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread chrilly

We felt also, that even if it works, the improvement
measured in Elos would not be very spectacular. The Elo/Effort ratio is 
low.

I was simply too lazy (or too professional) to give it a try.


it might be fun (even from a non-FPGA point of view) to try it just
to see where it lies versus a convential piece of code on equivalent
hardware.

the game length is roughly the same, or smaller, and the number
of move choices is quite a bit more limited than a 19x19 go board,
(although larger than a 9x9 board in the sense that in the endgame
the board is often fairly empty rather than full) so it might be 
surprisingly

successful.

Backgammon has the big advantage, that the dices generate the randomness. 
Its not fully clear how to do this in chess. GM Lutz had more forced 
variations in mind. Its another matter who to determine forcedness. Inspite 
all the nasty details the idea sounds interesting.


Chrilly

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Re: [computer-go] Re: Explanation to MoGo paper wanted.

2007-07-03 Thread chrilly
2. We want other communities to find out about UCT, and start using it many 
different domains. It is not just a Go-programming algorithm!

Yes. I think the idea has many potential fields of application. In the samewhat 
dated book R.Epstein: The of Gambling and Statistical Logic the simple 
algorithm Play an arm as long as he is winning is proposed.
But does not help too much. E.g. J.Schaeffer invented the History-Heuristik. 
This was long before jump-prediction become an important topic in 
microprocessor design. The first jump-predictions where static rules. After 
some years the hardware-designers invented then their own history-heuristic for 
jumps. 

ideas: 
http://www.cs.ualberta.ca/~silver/research/presentations/files/sylvain-silver.pdf
Thanks.

Actually I think the best notation would be: description in plain text + 
mathematical notation + pseudocode + many diagrams. But in a conference paper 
we have just 8 pages to describe everything, so we must make some compromises. 

Yes, I fully agree.

Why do you call this UCT if there is no tree? Isn't this just roll-out 
simulation, as used by Tesauro and Galperin in 1996?
Its the selection rule for making the rollouts at the root. This is a variant 
of UCT. Exactly its the multiarmed-bandit selection rule.
It differs e.g from the rule proposed by Epstein.

Chrilly
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Re: [computer-go] Re: Explanation to MoGo paper wanted. (BackGammonCode)

2007-07-03 Thread chrilly
Isn't there room for both? Shouldn't we present our work within our own 
community, but also make efforts to share our ideas with others?

Yes, I do this by writing popular articles about computer-chess and games 
programming. 
The point of concern is: One is only considered important if one considers ones 
one work as important. Sometimes I have the feeling that academic researchers 
are a little bit ashamed that they do not do something more serious, important. 
And they hide then their work behind a more serious title/topic and vocabulary.
E.g. J. Schaeffer  Donsky wrote Falling from Grace. Both made important 
contributions to computer-chess. But in this article they blamed themself, that 
its their own (and the communities) fault that they have fallen from AI-Grace. 
But isn't it the problem of AI when the concepts do not work? Why didn't they 
wrote an article The concepts of AI are bullshit? Feng Hsu was the first one 
who did this. He was proud enough about his work.

Chrilly
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Re: [computer-go] Re: Explanation to MoGo paper wanted.(BackGammonCode)

2007-07-03 Thread chrilly
the language of mathematics is perhaps the most universal language for
computer scientists.  pseudocode comes in somewhere after that, and well-known
algorithms probably somewhere inbetween.  game programming is an application
of computer science, and the language of game programming isn't necessarily
appropriate (and would seem obtuse) to the much larger audience of potential 
readers
outside of its domain.  whenever an algorithm is applicable outside of the game
programming field, rephrasing its game-specific language might make the most
sense to the readers who are intended to read about it.

that having been said, the most appropriate language is obviously that which is
understandable by the largest number of potential readers interested in the 
title and
(if there is one) the abstract.

s.

I have a PhD in Mathematical statistics. So I am not at all against the use of 
Mathematics. I think the language should be choosen which is most appropriate.
For some mathematical proofs about the Big-O behaviour of algorithms there is 
no other language than mathematics. But for describing algorithms this notation 
is not suited.

D.Knuth choose in the Art of Computer Programming structured English and for a 
precise analysis MIX. His argument for MIX is, that he writes books for 
eternity. Therefore he can not use the latest fashion in programming 
language. There is some reason behind this argument, but I think that only a 
few programmers can read nowadays MIX. MIX does also not reveflect the 
capabilities of modern hardware. Knuth has therefore to rewrite his books in 
MMIX (Inschallah). Maybe  pseudo-Algol would have been more ethernal than 
MIX. 
But in any case he uses different levels of notation.

Chrilly
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Re: [computer-go] Interviews of Participants in the Computer Olympiadon YouTube.

2007-07-01 Thread chrilly

Here are some interviews from the Computer Olympiad in Amsterdam:
http://www.youtube.com/results?search_query=computer+olympiade+amsterdamsearch=

In 1981 there was a game of Belle against GM Donner in Delft. Donner wrote 
an article about this event. He makes very bad remarks about the man, who 
had the big mouth there, but is in fact unable - and will be ever unable - 
to produce something of any relevance.
The times have obviously not changed, as far as I see on the link, the man 
has also in this event the big mouth. The only contribution I ever 
recognized from him was to bother the participants with his incompetence.
David Levy is keen on Sachertorte. In the Bilbao 2005 I promised him a 
Sachertorte if he is able to stop the man from making one of his infamous 
speeches. Fortunately David does everything to get a Sachertorte and he 
indeed succeeded in this mission impossible.


The most strange of these speeches was on the funeral of Jan Louwman. 
Instead of making a funeral speech, the man presented 10 theses about 
computer chess and of course that he - the man - was always right. There 
must be something wrong with the Dutch academic system if such a man can get 
2 professorships.


Chrilly

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Re: [computer-go] Yet another article

2007-05-26 Thread chrilly
MessageThe translation is not completly stupid (for an automatic translator). 
But its funny that it tries to translate English parts like the title of the 
first Chiptest/Deep Blue paper and mangles this completly. It fails to 
translate Austrian. E.g. bisserl (a little bit, ein wenig in German). These 
are the parts the German editors of my writings also want to translate to 
German.
But on the same time it shows that the translator misses any minimal context 
knowlegde. E.g. Checkers is called in German Dame, which means also Lady.
Lady is statistically the better guess, but in this context the lady programm 
Chinnok is of course completly stupid.

The most funny translation is Fuer Fritz Programmierer Frans Morsch  to For 
Fritz programmers fray to rotten.  morsch means in German indeed rotten. But 
Frans is no valid word.  As the name is written in uppercase the translation 
programm should have known that it can not mean rotten. I know no German 
language construct where one can write morsch in uppercase (besides at the 
beginning of a sentence). But upper/lowercase rules are in German extremly 
complicated. Constructs like Fritz Programmierer Frans Morsch are typical for 
my writing style. According my wife (she has studied linquistics) its a bad 
habit and not real German. The translator expected therefore some verbs.

I do not now why Ed Schroeder is made to OD. Ed is also no German word.  What 
does OD mean?

Bayesion pattern matching is also tried in Go. I think the results are similar. 
There are some meaningfull game fragments reproduced, but overall it lacks any 
higher meaning. The approach also fails when the player deviates either on 
purpose (like in bisserl) or because he has learned bad style (e.g. Fritz 
Programmer Frans Morsch).

Chrilly

- Original Message - 
  From: David Fotland 
  To: 'computer-go' 
  Sent: Saturday, May 26, 2007 6:55 PM
  Subject: RE: [computer-go] Yet another article


  I threw it at Google translation, which is supposed to be the best machine 
translator available now, using only Bayesian statistics with no knowledge.

  It mangles it, but the meaning comes through.  It sounds like an interesting 
article.  It would be nice to have a good translation.

  David

  Drosophila's luck and end God regarded everything, which it had made: It was 
very good. It became evening and it became morning: the sixth day. Towards. 
1,31 If I intend a larger financial transaction, I ask a friendly economist 
over the prevailing opinion to this topic. Then I with some security, like it 
does not become white and does not depend on it. In my Profession is still 
simpler the thing. The prognoses John McCarthy's and its AI-young form an 
entropy set. The area of the hopeless solutions. Stanley Kubrick' s HAL and my 
Windows PCs have only one together: Sometimes goes nothing at all more. 1989 
published J. Schaeffer and M.Donskoy Perspectives on Falling from Grace. The 
Confessiones of two successful academic chess programmer. One betrayed the holy 
goal of the computer Drosophila by the longing of the tournament victory. 
Schaeffers Bekehrungserlebnis was a bitter defeat against chip test. It became 
again backdue however with the lady program Chinnook. 1989 I worked in the 
European space Technology Centre in Noordwijk/NL. In the damp and cold winter 
evenings I felt lonely and had homesickness. Around this feeling to betäuben I 
bought the Mephisto Polgar Brettcomputer of OD Schroeder. Playing against 
helped also nothing and seized I one evening the resolution in such a way: I 
can bisserl games of chess, I can program, why I do not make a chess program? 
The goal was, a PC program, which can take up it with that. I had increased 
thereby the drug, became sufficient depressing drums of the rain the pleasant 
mood music. However I suffer until today from heavy craze features. Of the 
McCarthy' Drosophila did not have I the smallest rope, McCarthy was me only as 
a creator of its own programming language a vague term. It would have been also 
perfectly all the same me: My goal was to betäuben and strike homesickness. 
1989 rank among the sieved fat years of computer chess. OD Schroeder lives this 
very day of the pole percentages of profits. 1989 defeated chip test the first 
large masters. The first article over this program carried the title by program 
for Designing A single chip Grandmaster while knowing emergency-hung about 
chess . Chip test attained as Deep Blue world fame. John McCarthy, which had 
formulated the victory over the chess world champion once as warming up 
exercise for the actual tasks of the AI, reacted in a book review in Science to 
Deep Blues summit victory säuerlich. Three feature OF of human chess play acres 
required by computers programs when they face of harder problems than chess. 
Two OF them were used by early chess programs but were abandoned in 
substituting computers power for thought. 1) Human chess players CAN emergency 
examine all

Re: [computer-go] KO in Hashtable-UCT?

2007-05-18 Thread Chrilly


I have serious problems with KO. UCT-Suzie plays generally strong, but 
makes

terrible blunders in KO-positions. So far I do not even understand the
problem. Could you describe it more detailed?
I had also some serious SuperKO problems. UCT-Suzie was very clever to
find SuperKOs. We do not check for SuperKO in Alpha-Beta. The search is 
not

deep enough. Ignoring SuperKO in UCT is for a Hashtable version deadly.
GameStack-Overflow.

Chrilly



So does your hash function consider all previous board states (for
superKo)?  If so, how?  I can think of one way, but I don't use it
since I have a tree that handles the allowable moves independent of
the hashtable.

When going down a variation the Hash and other Board-State Information like 
e.g. the KO-Point are stored on a stack. Starting from the current Top of 
Stack the detection goes down and search for the same hash-key and Ko-Point. 
Its the Repeated Position Detection method of chess. The Gamestack-Pointer 
is decremented by 2, one can stop, when a non-capturing move is done (in 
chess its the other way round). One can start 4 Plies from the top of stack. 
Due to the stoping criterion one has to check only a few entries (most of 
the time none).
If a SuperKO occurs, the position is evaluated by the Material-Balance. 
BlackCaptures - WhiteCaptures + Komi. Probably a better way is to ignore the 
result. But I assumed that SuperKO is a rare event and the result has no 
significant impact on the search-tree.
Maybe there is something wrong with this approach and the Ko-Problems I have 
a related to this simple SuperKO handling. I noticed several times that a 
direct transformation of chess methods has some subtle flaws.


Chrilly

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Re: [computer-go] KO in Hashtable-UCT?

2007-05-18 Thread chrilly


Non-capturing moves can create repetition (but there will of course be
captures elsewhere in the cycle).

So far the SuperKOs I have found where a round-trip of KOs.

Fortunately, there are other simple

criteria. E.g., you can stop whenever a move is played on an
intersection for the first time.


Okay.


If a SuperKO occurs, the position is evaluated by the Material-Balance.
BlackCaptures - WhiteCaptures + Komi.


I guess you mean the *change* in material balance after one cycle. I
don't see why komi should be used here.

No. I assume the game is over. As there is usually no reliable method for 
counting territory I use the difference of the captured stones as a - first 
approximation - for the evaluation. If e.g. both sides have captured - in 
the whole game - the same amount of stones, the eval is 0, but white wins 
due to Komi.
At least for significant differences in captures this is true. MC-Runs are 
also stopped, when one sides leads in Capture by a large margin.

Depending on the margin it produces only a negible bias.



Only for balanced cycles.

The cycles I have found so far are balanced. Each side captures in turn 1 
stone.


Chrilly

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Re: [computer-go] KO in Hashtable-UCT?

2007-05-17 Thread Chrilly
I have now also finished a first version of UCT-Suzie (in parallel the Peter 
Woitke works on the Alpha-Beta Version). UCT-Suzie uses a hashtable, mainly 
because I found the programming of the tree too complicated. The Monte-Carlo 
part uses some simple patterns according the MoGo article. Progress is 
rather slow, because I am working (more than) full-time on FPGA-projects in 
Computer-Tomography.


Here are the problems with hash tables as a tree:

1. Time - it is more expensive - you must gather the children together
when making decisions about which node to expand (which generally
involves re-generating the keys by making all the legal moves.)   There
are ways around this that trade space for time but in either case it is
more expensive.

I do not understand this. In UCT-Suzie the moves are generated, when a new 
leaf-node is reached. The Hashtable has a link to the move-list. When the 
node is reached the next time, the moves must not be generated again. Just 
the calculation of the UCT-Urgency value (WinRate + sqrt() ) has to be 
done. I assume that this calculation has to be done also in a tree 
representation. I see no difference in this respect with Gunnars Gnu-GO UCT 
code.
Memory is at least for 9x9 no problem. The number of Monte-Carlo runs/sec. 
is about 17K (9x9). This can be improved, because the UCT-Player uses the 
Alpha-Beta DoMove/UndoMove functions which are overkill for UCT.



2. GHI - you must take special care to deal with Graph History
Interaction - primarly recognizing that ko situations are different.
You can get by with relatively simple solutions that don't fully address
this issue but it's still imperfect.

I have serious problems with KO. UCT-Suzie plays generally strong, but makes 
terrible blunders in KO-positions. So far I do not even understand the 
problem. Could you describe it more detailed?
I had also some serious SuperKO problems. UCT-Suzie was very clever to 
find SuperKOs. We do not check for SuperKO in Alpha-Beta. The search is not 
deep enough. Ignoring SuperKO in UCT is for a Hashtable version deadly. 
GameStack-Overflow.


Chrilly

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Re: [computer-go] Kirtag

2007-05-05 Thread Chrilly
I am working now in Germany and just read this - for me - very interesting 
information.
Robert Sedlaczek  is a very Austrian name. Its Czech. A lot of Austrians in 
the Vienna region have Czech or Hungarian names and one of the differences 
of Austrian-German and German-German is the use of original Czech, Hungarion 
and Jiidish words.


Chrilly

- Original Message - 
From: Nick Wedd [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Wednesday, May 02, 2007 11:20 AM
Subject: [computer-go] Kirtag


Some months ago, someone here (I think it was Chrilly) used the Austrian
expression Kirtag, and wondered how to express it in standard German.

I now have an answer.  Robert Sedlaczek wrote to me:

 quotation starts 

This is an easy one: Kirtag is in austria the word for an annual parish
fair commemorating the inauguation of a church, in german it is Kirmes
oder Kirchweih. It is nowadays often combined with a temporary amusement
park including .

You find Kirmes in:

http://dict.leo.org/ende?lp=endelang=desearchLoc=-1cmpType=relaxedsec
tHdr=onspellToler=onsearch=parish+fairrelink=on

And this is the explanation in Duden, Das große Wörterbuch der
deutschen Sprache:

Kirch|weih, die; -, -en [vgl. Kirchweihe]: [jährlich gefeiertes] Fest
[auf dem Land] mit Jahrmarkt u. anderen Vergnügungen, das zur
Erinnerung an die Einweihung der Kirche gefeiert wird:
© 2000 Dudenverlag

Man kann nur auf einem Kirtag tanzen means: You cannot be everywhere;
also: you are involved in too many (conflicting) business affairs. You
can also say: Er tanzt auf allen Kirtagen: He is a Jack of all trades.

In Germany they say: Er tanzt auf jeder Kirchweih: You can find him
everywhere.

In my book Das österreichische Deutsch you can read about Kirtag:

Ö: Kir(ch)tag, Kirchweih, Dult
D: Kirchweih, Kirmes

Die Wörter „Kir(ch)tag“, „Kirchweih“ und „Kirmes“ sind
bedeutungsverwandt. Ursprünglich hat man damit das „Fest der
Kirchweihe“, dann das „Erinnerungsfest an die Einweihung der Kirche“
und schließlich „Fest, Jahrmarkt“ ganz allgemein bezeichnet. Die
Wörter „Kir(ch)tag“ und „Kirchweih“ sind vor allem in
Österreich und Bayern gebräuchlich, der Ausdruck „Kirmes“ ganz im
Westen Deutschlands. In Oberösterreich, Salzburg und Bayern wird
außerdem der Begriff „die Dult“ (= Fest, Jahrmarkt) verwendet.

„Kir(ch)tag“ geht zurück auf mittelhochdeutsch kirchtac. Das Wort
ist im österreichisch-bayerischen Raum entstanden. „Kirchweih“ ist
im Althochdeutschen als kirihwîha belegt. „Kirmes“ geht zurück auf
mittelhochdeutsch kir(ch)messe (= Gottesdienst an „Kirchweih“).
Vermutlich handelt es sich um eine Kurzform von „Kirchweihmesse“.
Das Wort „Dult“ ist im Althochdeutschen als tuldî belegt. Es ist
vergleichbar mit gotisch dulps (= Fest). Herkunftswort könnte ein
gotischer Ausdruck für „in Ruhe verharren = Feiertag“ sein.

Der österreichische Sprachforcher Eberhard Kranzmayer weist darauf hin,
dass „Kirchweih“ ursprünglich nur der Name für die kirchliche
Feier des Patroziniums war. „Kirchtag“ war wiederum ursprünglich
nur der Termin für diese Feier. Im österreichisch-bayerischen Raum
wurde dann das Wort „Kirchtag“ verallgemeinernd auch für das
Weihefest verwendet. Im Alemannischen und im Ostfränkischen kam es zu
einer umgekehrten Entwicklung. Dort wird das Wort „Kirchweih“
schließlich auch für den Termin verwendet.

Die Redensart „auf zwei/vielen Kirtagen tanzen“ bedeutet „überall
dabei sein wollen“. – „Mit einem Arsch auf neun/zehn Kirtagen
sein“ heißt „überall dabei sein“.

Literatur: Popowitsch/Voc., 1. Band, S. 303 f.; Ebner, 1998, S. 175 f.;
Eichhoff, 1977 ff., 1. Band, S. 31 f., Karte 44; Eberhard Kranzmayer:
„Die bairischen Kennwörter und ihre Geschichte“, Wien 1960, S. 12;
Kluge, 1995, S. 443 und S. 198.

Is there a similar phrase in English?

Robert

  quotation ends  

Nick
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Re: [computer-go] The dominance of search (Suzie v. GnuGo)

2007-04-10 Thread Chrilly


Thanks Chrilly. For anyone else interested, it is here:
http://www.xilinx.com/publications/xcellonline/xcell_53/xc_pdf/xc_hydra53.pdf

But, as you say, the the search tree as an adaptable error filteridea
is only mentioned in passing. I guess I'll just have to wait for Ulf
Lorenz to translate his Dissertation into English :-).

Or you learn German. As I side effect you can than also read Goethe and my 
chess columns. The chess columns are interesting, but then you have to learn 
also the Austrian version of German).



Ulf has used this model for a project to improve the robustness of
airplane-schedules. ...


Interesting. It is always motivating to hear about game theory getting
applied to the real world. (And having been stuck in Amsterdam airport
for 5 hours because KLM forgot to schedule a pilot for my flight, I
think the airline industry needs all the help it can get!)

The problem is, that there is no economic incentive. A robust solution is 
usually somewhat worse than the non-robust one. I assume that you did not 
get any compensation for the 5 hours in Schiphol. Such methods will only 
become important, if KLM has to pay you. 50 Euro/h. The scheduling was done 
before by humans. These schedules have been robust. Simply for the fact that 
it is too complicated for a human to make an optimal schedule. But also 
because humans have some feeling what can go wrong and they anticipate the 
most likely delays. To a certain degree computer-optimization was introduced 
to make the schedules less robust.


But you have also choosen a very poor airline. KLM was fine a few years 
agos, but then they started to save money and now its notorious for being 
late, loosing baggage. But as the other lines have gone the same way, it 
makes no big difference. There a few good lines left. I my experience the 
best one is Emirates from Dubai. You should give it a try the next time.


Chrilly

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Re: [computer-go] Noise reduction in alpha-beta search

2007-04-10 Thread Chrilly
Ingo Althoeffer has published some time ago a theoretical article about this 
idea. He called it telescope evaluation. According his theorectical findings 
is the error propagation not better than the usual approach.
K.Chen proposed a similar approach. Use the mean of the last and second-last 
evaluation. I tried this. It makes the search more stable. With the normal 
search we have strong odd/even effects. At odd depths Suzie evaluates the 
position (considerable) higher than at even depths. At odd depths Suzie has 1 
move more in the variation than the opponent. This odd/even effect disappears 
with the K.Chen mean. Also the search depth increases, because move ordering is 
more stable. But the result in the autoplay-matches was worse. One gets effects 
like the following: 1 Ply before the horizon the opponent makes a threat. The 
evaluation goes down considerable, but there is a defense move and at the 
horizon nothing has happened.. But according the mean the programm is still in 
some trouble. Or if one reverses the role, Suzie would like to play the 
threat-move. This scheme increases therefore even the potential of the programm 
to cheat. 

Chrilly

  - Original Message - 
  From: [EMAIL PROTECTED] 
  To: computer-go@computer-go.org 
  Sent: Monday, April 09, 2007 4:48 PM
  Subject: [computer-go] Noise reduction in alpha-beta search


  I think following is a way to reduce the noise in alpha-beta search. Instead 
of using the evaluation values, use the cummulative evaluation values. That is 
the sum of the evaluation values of each node of the playing path under 
examination.


  Daniel Liu

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AOL at AOL.com.



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Re: [computer-go] Noise reduction in alpha-beta search

2007-04-10 Thread Chrilly
It can't be. He was probably studying the general game, not Go

Ingo Althoefer published his results in the context of chess. Alpha-Beta Search 
was until recently not a topic in Go (besides its not possible).

The score in Go is additive, if the score is territory.

But that is not a possible evaluation function. E.g. in the first stages only 
on small parts of the board is white/black territory defined. The rest is 
influence/Moyo (or nothing). One needs also some notion of weakness of a group. 
The All or Nothing (Group is Living or Death) approach does not work. There 
must be some evaluations/stages in between. If a weak group controls some 
territory, this territory should also count less...

This problem is to be solved by deeper search.
Yes. But it is very difficult to find reasonable quiet criterions. One has to 
stop the search at one point, because otherwise it explodes. 

Chrilly
  - Original Message - 
  From: [EMAIL PROTECTED] 
  To: computer-go@computer-go.org 
  Sent: Tuesday, April 10, 2007 5:23 PM
  Subject: Re: [computer-go] Noise reduction in alpha-beta search


  It can't be. He was probably studying the general game, not Go. The score in 
Go is additive, if the score is territory. 2-steps approach make some sense, 
but not in general situation. At each step the pendlum swings to one side is 
the nature of the game. Nothing wrong with it. One gets the same problem with 
single step evaluation too. This problem is to be solved by deeper search.

  Daniel Liu

   
  -Original Message-
  From: [EMAIL PROTECTED]
  To: computer-go@computer-go.org
  Sent: Tue, 10 Apr 2007 1:46 AM
  Subject: Re: [computer-go] Noise reduction in alpha-beta search


  Ingo Althoeffer has published some time ago a theoretical article about this 
idea. He called it telescope evaluation. According his theorectical findings 
is the error propagation not better than the usual approach.

  Chrilly

- Original Message - 
From: [EMAIL PROTECTED] 
To: computer-go@computer-go.org 
Sent: Monday, April 09, 2007 4:48 PM
Subject: [computer-go] Noise reduction in alpha-beta search


I think following is a way to reduce the noise in alpha-beta search. 
Instead of using the evaluation values, use the cummulative evaluation values. 
That is the sum of the evaluation values of each node of the playing path under 
examination.


Daniel Liu


AOL now offers free email to everyone. Find out more about what's free from 
AOL at AOL.com.




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Re: [computer-go] LISP question (littlle bit off topic)

2007-04-08 Thread Chrilly

Paper 1 in the list below states:
Numbers were originally implemented in Lisp I as a list of atoms.
and the Lisp 1.5 manual states: Arithmetic in Lisp 1.5 is new

Could you give an example how the number 3 was implemented in Lisp-1 and how 
2+1?


So far I have found only this remarks but not programming examples. It would 
be much more instructive for my article if I could quote these examples.


Chrilly

- Original Message - 
From: Ron Goldman [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Cc: Chrilly [EMAIL PROTECTED]
Sent: Sunday, April 08, 2007 2:23 AM
Subject: Re: [computer-go] LISP question (littlle bit off topic)



Crilly,

I used to program in LISP and had never heard of this, so I did some 
checking. I think this is a misconception from the fact that numbers  were 
considered atoms and hence stored on the list of atoms. Instead  of just 
being a numeric value they consisted of an association list  (e.g. a list 
of atoms) containing a tag to indicate the value was a  number and another 
word with the value. The LISP I Programmers Manual  [1] gives an example:


-1 = (MINUS . (ASSOC NUMB FLO (1.0)))

(In fact LISP I (1960) only supported floating-point numbers, LISP  1.5 
(1961) supported both integers  floats. [2])


As a result of storing values in an association list arithmetic  routines 
had to do several memory references to obtain the numeric  value.


In a paper on the History of Lisp John McCarthy [3] discussed this 
writing that Numbers were originally implemented in LISP I as lists  of 
atoms, and this proved too slow for all but the simplest  computations. A 
reasonably efficient implementation of numbers as  atoms in S-expressions 
as made in LISP 1.5, but in all the early  LISPs, numerical computations 
were still 10 to 100 times slower than  in FORTRAN.


Later versions of LISP [4] used better tagging schemes for numbers  and 
were able to produce compiled code that was as fast (or faster)  then C or 
FORTRAN.


Finally LISP early on had bignums to compute using arbitrary- precision 
integers (similar to Java's BigInteger). Useful if you  needed to compute 
factorial of 1000 exactly.


-- Ron --

1. http://community.computerhistory.org/scc/projects/LISP/book/LISP% 
20I%20Programmers%20Manual.pdf


2. ftp://publications.ai.mit.edu/ai-publications/pdf/AIM-024.pdf

3. http://www-formal.stanford.edu/jmc/history/lisp.ps

4. http://doi.acm.org/10.1145/1086803.1086804

On Apr 7, 2007, at 12:54 PM, Chrilly wrote:
Up to my knowledge the first Lisp Versions had no number system.  The 
number n was represented as the list of numbers from 1 to n  (which is 
also the mathematical/axiomatic definition of the natural  numbers).
But its not very practical. Can anyone provide me with a link how  this 
was done. I am speaking some computer languages, but Lisp is  not among 
them.
I want to present the code in an article for the Austrian AI- Journal (as 
an example that mathematical elegance and practically  usefull are 2 
different things).


Chrilly




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Re: [computer-go] The physics of Go playing strength.

2007-04-08 Thread Chrilly
According these results the slope is considerable greater than in chess. In 
the classical experiment of Ken Thompons searching 1 ply deeper is worth 
about 200 Elo. 1 ply corresponds to 5-6 times longer/faster. In 9x9 already 
a factor of 2 gives the same improvement. This is really remarkable. Another 
explanation would be, that 100 Elo have in Go a different meaning than in 
chess.
It is often argued that the distance between week and stronger player is 
much greater in Go than in Chess. In chess the distance between an average 
club player and top humans is about 1000 Elo.
Maybe in Go its 2000 Elo?? In chess the green level-11 version would have 
world-champion level. Is it just enough to make a 2 million playouts version 
to beat the top-Dans in 9x9?  Is it that easy?
Just build a special purpose chip like ChipTest aka Deep Blue. Or implement 
it on a cluster. Or just wait a few years on do it on the PC. Or a 
playstation.


Chrilly



Is there any notion of the Elo rating of a professional Go player. In chess 
terms the
- Original Message - 
From: Don Dailey [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Sunday, April 08, 2007 3:05 AM
Subject: [computer-go] The physics of Go playing strength.



A few weeks ago I announced that I was doing a long term
scalability study with computer go on 9x9 boards.

I have constructed a graph of the results so far:

 http://greencheeks.homelinux.org:8015/~drd/public/study.jpg

Although I am still collecting data, I feel that I have
enough samples to report some results - although I will
continue to collect samples for a while.

This study is designed to measure the improvement in
strength that can be expected with each doubling of computer
resources.

I'm actually testing 2 programs - both of them UCT style go
programs, but one of those programs does uniformly random
play-outs and the other much stronger one is similar to
Mogo, as documented in one of their papers.

Dave Hillis coined the terminolgoy I will be using, light
play-outs vs heavy play-outs.

For the study I'm using 12 versions of each program.  The
weakest version starts with 1024 play-outs in order to
produce a move.  The next version doubles this to 2048
play-outs, and so on until the 12th version which does 2
million (2,097,152) playouts.  This is a substantial study
which has taken weeks so far to get to this point.

Many of the faster programs have played close to 250 games,
but the highest levels have only played about 80 games so
far.

The scheduling algorithm is very similar to the one used by
CGOS.  An attempt is made not to waste a lot of time playing
seriously mis-matched opponents.

The games were rated and the results graphed.  You can see
the result of the graph here (which I also included near the
top of this message):

 http://greencheeks.homelinux.org:8015/~drd/public/study.jpg

The x-axis is the number of doublings starting with 1024
play-outs and the y-axis is the ELO rating.

The public domain program GnuGo version 3.7.9 was assigned
the rating 2000 as a reference point.  On CGOS, this program
has acheived 1801, so in CGOS terms all the ratings are
about 200 points optimistic.

Feel free to interpret the data any way you please, but here
are my own observations:

 1.  Scalability is almost linear with each doubling.

 2.  But there appears to be a very gradual fall-off with
 time - which is what one would expect (ELO
 improvements cannot be infinite so they must be
 approaching some limit.)

 3.  The heavy-playout version scales at least as well,
 if not better, than the light play-out version.

 (You can see the rating gap between them gradually
 increase with the number of play-outs.)

 4.  The curve is still steep at 2 million play-outs, this
 is convincing empirical evidence that there are a few
 hundred ELO points worth of improvement possible
 beyond this.

 5.  GnuGo 3.7.9 is not competive with the higher levels of
 Lazarus.  However, what the study doesn't show is that
 Lazarus needs 2X more thinking time to play equal to
 GnuGo 3.7.9.


This graph explains why I feel that absolute playing
strength is a poor conceptual model of how humans or
computers play go.  If Lazarus was running on the old Z-80
processors of a few decades ago, it would be veiewed as an
incredibly weak program, but running on a supercomputer it's
a very strong program.  But in either case it's the SAME
program.  The difference is NOT the amount of work each
system is capable of, it's just that one takes longer to
accomplish a given amount of work.  It's much like the
relationships between power, work, force, time etc.  in
physics.

Based on this type of analysis and the physics analogy,
GnuGo 3.7.9 is a stronger program than Lazarus (even at 9x9
go).  Lazarus requires about 2X more time to equalize.  So
Lazarus plays with less force (if you use the physics
analogy) and needs more TIME to get the same amount of work
done.

ELO

Re: [computer-go] The dominance of search (Suzie v. GnuGo)

2007-04-07 Thread Chrilly


I have this idea that perhaps a good evaluation function could
replace the play-out portion of the UCT programs.  The evaluation
function would return a value between 0 and 1 and would be an
estimate of the odds of winning.

I have tried this with an older and much weaker version of Suzie. It played 
positionally better than the Alpha-Beta version, but the rate of very 
strange moves also increased. UCT greates a more unbalanced tree than 
Alpha-Beta and the programm has therefore even more chances to cheat. For 
the same reason extensions do not work so far in Suzie.


But I tried not with 0-1 but used the full eval. Maybe I should give it a 
second try. But as I work now 45 hours/week on Computer-Tomography (which is 
also quite interesting) and comute each weekend between Germany and Austria 
its difficult to do.


Chrilly

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Re: [computer-go] The dominance of search (Suzie v. GnuGo)

2007-04-07 Thread Chrilly


I don't understand your question.   I don't claim non-determinism
helps with alpha beta and I'm not recommending a fuzzy evaluation
function, I'm just saying it still works.  A deeper search will
produce better moves in general.

One has the randomness anyway. A heuristic evalution can be considered as 
the sum of a systematic term which is an estimator of the true evaluation 
and an error term (and a bias).
One consequence of this model is, that the shape of the search tree has a 
significant influence on the evaluation. The programm will favour variations 
where it has a lot of good moves and the opponent has only a few. Because 
the more (good) moves the program has, the higher is the expected value of 
the error terms. The programm has more tickets in the error-term lottery.


I have noticed this effect constantly.  E.g. if one extends captures, the 
programm tends to favour lines with captures, if one extends checks 
stronger, the program likes to check...


Chrilly

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Re: [computer-go] The dominance of search (Suzie v. GnuGo)

2007-04-07 Thread Chrilly
There is a chapter in Ulf Lorenz Dissertation about this topic. Ulf mentions 
this aspect also in  the Hydra papers. E.g. the one for the XCell Journal. 
Search on the net for Lorenz, Donninger, Hydra and format pdf. But in 
this papers the concept is only mentioned without a detailed 
proof/explanation. This is only done in the Diss.
The title of the Diss. is: Ulf Lorenz: Controlled Conspiracy Number Search, 
Paderborn 2000. But the work is in German.
After the match Adams-Hydra Ulf wrote a longer article about his 
error-filter theory for the ICGA-journal. But the article was rejected.


Ulf has used this model for a project to improve the robustness of 
airplane-schedules. The current algorithms just optimize the scheduling of 
airplanes (and the crew), but they have usually no notation of robustness. 
If there is a delay in London, then the flight Frankfurt Paris might be 
delayed too, because according the schedule the airplane is used after the 
return from London in Frankfurt for the Paris fligth. And this can in turn 
delay the flight from Paris to Madrid, because the crew has now - according 
the law - to take a rest in Paris, but the scheduling programm calculated 
that its optimal that they are also on board for Paris-Madrid and take the 
rest in Madrid
One can consider the time according schedule as a noisy evaluation function 
and can try to find more robust solutions which is not much worse than the 
best solution. Its a conspiracy approach for scheduling problems.


Chrilly

- Original Message - 
From: Darren Cook [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Saturday, April 07, 2007 2:18 AM
Subject: Re: [computer-go] The dominance of search (Suzie v. GnuGo)



(R==1). An incorrect pruning decission is not taken forever.  The
general idea is to use information from the search tree to shape the
search tree. Ulf Lorenz from the Univ. Paderborn considers the search
tree as an adaptable error filter.
...

UCT and Monte Carlo.   It's not as much Monte Carlo any longer.

Yes, ecaxtly. I also think that the difference is fuzzy. Both methods
fit into the adaptable error filter model of Ulf.


Hi Chrilly,
Do you have a recommendation for a good paper to read on this? Ideally
one that doesn't need specialized chess knowledge to appreciate, but I
may not have a choice: google is giving me 0 hits on adaptable error
filter.

Darren


--
Darren Cook
http://dcook.org/mlsn/ (English-Japanese-German-Chinese free dictionary)
http://dcook.org/work/ (About me and my work)
http://dcook.org/work/charts/  (My flash charting demos)
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[computer-go] LISP question (littlle bit off topic)

2007-04-07 Thread Chrilly
Up to my knowledge the first Lisp Versions had no number system. The number n 
was represented as the list of numbers from 1 to n (which is also the 
mathematical/axiomatic definition of the natural numbers). 
But its not very practical. Can anyone provide me with a link how this was 
done. I am speaking some computer languages, but Lisp is not among them.
I want to present the code in an article for the Austrian AI-Journal (as an 
example that mathematical elegance and practically usefull are 2 different 
things).

Chrilly
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Re: [computer-go] The dominance of search (Suzie v. GnuGo)

2007-04-06 Thread Chrilly

Thanks for your report.

The question of UCT versus Alpha-Beta is not open any more in my
opinion. The current state of the art of Monte Carlo tree search is
about 500 Elo points stronger than the version of Crazy Stone you tested
against. Do you believe you can easily catch up with those 500 Elo
points ? Also, I am convinced that UCT has tremendous potential for
further improvement. I have improved Crazy Stone by about 50 Elo points
per day in the past 10 days (on 9x9. The improvement on 13x13 and 19x19
is much more). I am very confident that I can easily improve it further
very much.

Rémi

The main point of my mail was: Search works (at least in 9x9) well. I think 
we can agree on this point.


For the UCT v. Alpha-Beta question there is a simple proof of the pudding: 
Sent us the latest/strongest version and we will try to beat it.


Suzie is so far a very propretiary system which runs only under GoAheads 
GUI. And GoAhead does not support GTP. GnuGo is run with a hack. The matches 
against Crazy-Stone are done by hand. Its Stefan Mertins version of watching 
TV.
I am working currently on a modern C# based GUI which shall support also 
GTP. But progress is due to my engagement by Siemens rather slow***. Once 
this GUI exists we will be able to participate on KGS tournaments and other 
programmers could get Suzie if they like.


*** I have also done almost nothing to improve the search, the main progress 
is due to Peters intensive work on the evaluation.


Chrilly

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Re: Re:[computer-go] MoGo

2007-04-04 Thread Chrilly
One further important rule. One should never be ironic in interviews. The 
ironie is almost always lost.
E.g. when we played against Adams the default question was why do you not play 
against Kasparov. I could not stand this question anymore and in a press 
conference shortly before the match I said Because Adams is the much stronger 
opponent. I got bad comments on this sentence..
Another rule is: Most journalists are writing almost all of the time about 
themselves and not about the topic at hand. If one is interested in a story, 
the easiest thing to get one is to invite the journalist and to cook for them. 
They can than write how they liked the eating. Which is already a story about 
themselves.

Chrilly
  - Original Message - 
  From: Sylvain Gelly 
  To: [EMAIL PROTECTED] ; computer-go 
  Sent: Wednesday, April 04, 2007 2:00 PM
  Subject: Re: Re:[computer-go] MoGo


  Thank you Don.
  I did not know that, I am not used to :-).

  Then I'll stop worrying for these kind of things and stop trying to give back 
the truth :).

  Bye,
  Sylvain


  2007/4/4, Don Dailey [EMAIL PROTECTED]:
On Wed, 2007-04-04 at 10:52 +0200, Sylvain Gelly wrote: 
 You should also know that we never claimed that MoGo plays 9x9 go
 near the level of a professional go player, which is of course false,
 and even if it was true should ask for many many experiments, and we 
 would have never say that.

It doesn't surprise me.  It's common to get misquoted.   One thing that
is
even more common - at some point you are likely to make a quote that
will
live forever (and it can even be a misquote.)Someone will quote it, 
they will latch onto it, and others will cut and paste from the first
author who quoted (or misquoted) you!

- Don


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Re: [spam probable] Re: [computer-go] Gnugo vs commercial programs

2007-01-20 Thread Chrilly
I have such games. It was with a expermental version of Suzie, were Suzie 
played quite aggressive/over optimistic. Gnu-Go calculated very long, but won 
these games at the end completly
When Suzie plays sound and wins or looses only be a small margin, Gnu-Go plays 
also with level 16 relative fast.
I am currently in my private house in Austria, the games are on my computer in 
Germany (where I work currently during the week). I will send it on Monday.

Chrilly


  - Original Message - 
  From: Arend Bayer 
  To: computer-go 
  Sent: Saturday, January 20, 2007 11:09 PM
  Subject: Re: [spam probable] Re: [computer-go] Gnugo vs commercial programs


  Hi Sylvain,


  On 1/10/07, Sylvain Gelly [EMAIL PROTECTED] wrote:

So between the default level (8) and the level 16, there are 7% winning 
difference at around 50%, which is significant, but do not change by far the 
results Hiroshi posted. It is far less than 100 ELO right? 
I did not measure the thinking time of GnuGo level 16, but it seems quite 
long, and some games (at least 1, I don't remember) never finish after a lot of 
hours. Perhaps it is just a bug :).
So I think using GnuGo level 8 is reliable (and for experiments much 
faster). 

  If you have (or anyone else has) examples of .sgf-files with such 
extra-ordinary long thinking times for a single move, I would be interested in 
seeing them.

  (Send them to me, to gnugo-devel-at-gnu.org, or attach them at 
http://trac.gnugo.org/gnugo/ticket/160.)

  My suspicion is that most of them are related to explosion of branching 
factors in the local reading of ko fights - due to various reasons these are 
not very well controlled in GNU Go. 

  Arend





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Re: [computer-go] Can Go be solved???... PLEASE help!

2007-01-12 Thread Chrilly


Another interesting question would be the score (eg. territorry) that
black/white can reach assuming perfect play on both sides. If we knew
that, a perfectly fair komi could be calculated. From what I know, even
chess is still unsolved conserning this matter - noone knows if white (or
even black) can force a win.

eph

Such a Komi would not be fairer than the current one. If a perfect player 
would win with 15 points. Should the komi be increased to 15 points, 
although humans can not realize this advantage and there would a much higher 
winning-rate for white? The most fair decisiion is that the Komi brings the 
winning chances in practical play as close to 50% as possible.
One could compute the black advantage from a big games database and set then 
the Komi to the mean value. This is much simpler than solvint the game and 
also fairer than some theoretical limit which is irrelevant for human-human 
play.
It would be interesting if the empirical Komi depends on the playing 
strength. I would assume,that the tempo of Black is worth more for strong 
players. But there is on the other side the law of the balance of stupity. 
Also white loosed due too his lack of skills tempo/sente and the net effect 
is for all playing levels the same. Monte-Carlo Go is based on this law.


Chrilly 


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Re: [computer-go] Gnugo vs commercial programs

2007-01-11 Thread Chrilly
- Original Message - 
From: Jeff Nowakowski [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Thursday, January 11, 2007 3:37 PM
Subject: Re: [computer-go] Gnugo vs commercial programs



On Thu, 2007-01-11 at 07:40 -0500, Don Dailey wrote:

Of course there is some questions
about how long Moore's law will hold.


If you are referring to CPU speed doubling (as opposed to transistor
count), then that has been over for at least 5 years.

The Free Lunch Is Over: A Fundamental Turn Toward Concurrency in
Software

http://www.gotw.ca/publications/concurrency-ddj.htm

The problem is that concurrency doesn't scale well.

-Jeff

Yes, the INTEL engineers have long solved the problems of the programmers. 
But now the programmers have to solve the problems of the engineers. They do 
not know what to do with additional gates. The simplest way is to add 
another core. And if you have still too much gates left, make a quad core.



The problem is that concurrency doesn't scale well.
I think it depends on the application. In the simplest case, a server with 
many processes, it scales well. There are other applications like graphics 
were scaling is up to a certain limit relative straightforward. And there 
are still other applications like Alpha-Beta search which scale badly. 
Although up to 4 processors even Alpha-Beta scales well.


In the Hydra FPGA there are also enough gates for a 2nd chess-core. But 
until now I have not succeeded to get a speedup with the second core. One 
very nasty limiting factor is the slow PCI bus. The Software side can not 
feed this cores fast enough (the CPU speed is sufficient, but bringing it 
over the bus is the problem). Another problem is Alpha-Beta itself. The 
FPGAs search with a fixed depth 4. If at Depth 4 nothing is to distribute, 
because the first move creates already a cutoff, the second core sits idle.


The bus problem is a general one. E.g. modern graphic cards have a very 
powerfull GPU. One could use this e.g. for the computation of neural 
networks. The theoretic speedup is impressive, but the practical is low or 
it even slows down things. The neural-network-computation must - in 
comparision to the data - very large. Otherwise the transfer of data eats up 
all the speedup.


Chrilly

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Re: [computer-go] Allocating remaining time

2007-01-04 Thread Chrilly



How much time should a program spend on each move?

I think this is one of the most important and also difficult questions in 
game programming. Much effort is done to speed up the node-count by 10%, but 
a good time control is a much more effective speedup.


If my program has t milliseconds left to use in a game, and there are  an 
estimated m moves left on the board (e.g., this many vacant  spaces), one 
reasonable choice is t / m.


One should at least use t/(m+1). There is also a locial reason for this. If 
m is very small, especially m==1 one should have some extra time if the 
programm recognizes a problem. In this case it should search deeper.
Generally this t/(m+k) should only be a target time. The final decision 
should be based on the results of the search. It is important to recognize 
trivial/forced moves and to stop in this cases search earlier. If the 
programm sees a problem than it should search longer.
I have made recently a simple (but strong) UCT backgammon programm. UCT 
gives much better information for time-control than Alpha-Beta. E.g. if 
almost all search effort is concentrated on the best move, one can 
reasonable conclude that its a trivial/forced move. If the eval of the best 
moves decreases in the last period constantly and there are some chances 
that the second best becomes best, one should search on


In practice, this seems to spend too much time on early moves, which 
(under UCT/MC) is largely wasted time. Would it be better to use 
something like t / m**k, for some constant k? (Looking at graphs of  such 
functions, k = 1.5 seems reasonable.)



Go-Programmers like it complicated.

It would also be interesting to look at the graphs of how much time 
humans spend on each move; is it usually less for the opening moves  than 
for middle / endgame moves? Is there a smooth curve, or is there  a 
relatively abrupt shift from joseki to analysis?


One should forget human behaviour. If I would have to make a Turing test - 
is the player human or a programm - I would not look at the moves but on the 
time behaviour. The fundamental difference is that (good) humans know when 
the position is difficult and when its easy. Programms have no understanding 
of this at all. Humans play Chess/Go, programm make chess/Go moves.
Consequently humans think for a few moves very long, and play other moves 
rather fast. But I think that the time-control of humans is not at all 
optimal. Its very human to try to solve an urgent problem even at the risk 
that it makes solving a further problem more difficult. Humans tend 
therefore to get into Zeitnot.
When playing against GM Adams I proposed 40 Moves in 2 hours. He proposed 40 
Moves in 1 hour 40 minutes plus 30 sek/move. In the first moment I could not 
see the difference. In both cases one has 2 hours for 40 moves. But at move 
30 its different. The flag is falling there already at 1h 55 minutes. Its a 
psychological trick to avoid extreme Zeitnot. But if the human would have a 
good time-control algorithm there is no need for this trick. He could save 
this 30 seks for himself.


Chrilly

Note: One should forget human behaviour generally. A programm is a programm 
is a programm.


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Re: [computer-go] Sho-Dan-level at 9x9

2007-01-03 Thread Chrilly
- Original Message - 
From: Sanghyeon Seo [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Wednesday, January 03, 2007 10:04 AM
Subject: Re: [computer-go] Sho-Dan-level at 9x9



2007/1/3, Chrilly [EMAIL PROTECTED]:

As I told before I organized with Nimzo a jackpot bltiz system. When the
jackpot reached 500 ATS (50 $) there was a queue of GMs who wanted to 
play.

This was during the tournament and they had their own games running. They
did not care about their own games anymore, the only wanted the jackpot.
They are gambling-junkies. A lot of German GMs have now practically 
stopped

serious chess and play on internet poker.


That reminds me of Jimmy Cha. A professional go player (and strong!),
at the same time world-class poker player.

http://en.wikipedia.org/wiki/Jimmy_Cha

There is another famous example in Backgammon. Paul Magriel x-22, 
world-champion and author of the classical backgammon introduction.

http://en.wikipedia.org/wiki/Paul_Magriel

Chrilly

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Re: [computer-go] Sho-Dan-level at 9x9

2007-01-02 Thread Chrilly


- Original Message - 
From: Nick Wedd [EMAIL PROTECTED]

To: [EMAIL PROTECTED]; computer-go computer-go@computer-go.org
Sent: Tuesday, January 02, 2007 11:47 AM
Subject: Re: [computer-go] Sho-Dan-level at 9x9


In message [EMAIL PROTECTED], Don 
Dailey [EMAIL PROTECTED] writes

Hi Chrilly,

I find it pretty amazing that even a little money will inspire people
to play a computer who wouldn't otherwise.

Many years ago my old chess programs were welcome at tournaments, but
as soon as players started losing,  the program wore out it's welcome!

The change was like night and day.   We came to one tournament and
almost everyone signed the refuse to play a computer list.

So I offered 5 dollars for a draw and 10 dollars for a win.  This tiny
incentive caused almost all the players to agree to play the computer
and in fact many players begged to play it.

What was ironic, was that didn't pay out a single penny but everyone was
happy!


I don't think you understand how mean Go players are.  Many of them have 
beards because they are too mean to pay for razors.


Nick
--

I thought that the Go and chess community is different.

Chrilly

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Re: [computer-go] Sho-Dan-level at 9x9

2007-01-02 Thread Chrilly


The Cotsen Open has a cash prize for the best computer program,
which I felt somewhat guilty accepting after loosing all games due
to the bug, but SlugGo was the only program entered this year, and
the cash did help to offset the cost of renting the wheelchair van
with hydraulic ramp that I needed to transport the cluster.

Why does Slu-Go not play remote? E.g the only thing I transported to London 
for playing against GM Adams was a notebook. The Hydra-Cluster would have 
been a little bit difficult to transport. Even in Abu-Dhabi the operating is 
remote. The Hydra-Sheikh sits in his palace and the Cluster is in another 
part of the town.
Its for the chess-engine completly transparent. The engine writes/reads to 
stdout/stdin. If the GUI is on the same PC, the communication is directly 
done. When playing remote SSH (Secure Shell) is started and the rest goes as 
before.


Chrilly

P.S.: There are some chances that not only Hydra but also Mona Lisa will be 
placed in Abu-Dhabi. Louvre-III is planned for Abu-Dhabi. (Louvre-II in 
Atlanta). 1 billion $ is a very convincing argument. Officially are only the 
plans for Louvre-III, but as I know the Abu-Dhabi Sheiks they will put all 
effort to get at least for some time Mona Lisa. They always want the 
best/most exclusive. And I also know from own experience that nobody can 
resisit the smell of Petro-$.


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Re: [computer-go] Strongest 9x9 programm?

2007-01-01 Thread Chrilly
- Original Message - 
From: alain Baeckeroot [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Monday, January 01, 2007 2:33 PM
Subject: Re: [computer-go] Strongest 9x9 programm?




Having various opponents is the best way for improvement.


Yes, I fully agree.


I believe Sluggo is an extreme example of this, it is by design especially
strong against GNU  http://files.gokgs.com/games/2006/12/20/GNU-slugGo.sgf
but it is not clear that it is stronger against other opponents:


Yes, a well known effect. Very similar to Gnu-Go, but slightly stronger. 
This has a big impact.



But GNU seems significantly stronger than Mogo19 (rated 2k higher on kgs)
http://files.gokgs.com/games/2006/12/18/MoGoBot19-GNU.sgf


For 19x19 Gnu-Go is also no good sparring partner for Suzie. Its too strong. 
The ideal sparring partner is slightly stronger.
I think that any kind of search works quite well on 9x9. Search works too at 
19x19, but the hardware is at the moment not fast enough. The INTEL 
engineers have to work a little bit harder for 19x19.



Ok, crazystone 9X9 is available for download at Remi's page, but i see no

license, so i suppose using it for testing is ok.

Thanks for the information.

Chrilly

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Re: [computer-go] Strongest 9x9 programm?

2007-01-01 Thread Chrilly



Are we to assume that Size is starting to get good at 9x9 and can beat
Gnugo consistently?

- Don

Peter Woitke has done a great job in the last month. He deserves the Hero 
of the Suzie work medal. Especially he fixed a lot of bugs. But on 19x19 
its still not satisfactory, so Peter gave it a try on 9x9. To his surprise 
its much stronger than Peters own programm GoAhead. On 19x19 GoAhead is 
still clearly better. So he started to play with Gnu-Go. But thats still a 
little bit too weak. Suzie does not win all the time but she is already 
better.
Peter does his experiments with a fixed depth 7 ply search. I want to 
improve the search in the next time. E.g. introducing time control, 
permanent brain, rote-learning Some basic things every chess programm 
has. But if the opponent is already beaten 70% of the time, its difficult to 
measure the effects. Therefore I am looking for an opponent which is at 
least as good.


Attached is best of Suzie (or worst of Gnu-Go). But its not always like 
this.


Yes, I forgot to mention that.  KGS tournaments are only played once a 
month
but there is nothing like the stress of a tournament to bring out bugs,and 
poblems.


This is a very good rate of playing. Playing constantly is pointless, 
because one has always already something new. But one can make every month a 
stable version and look how it plays.
Very stupid question: Were to I get a fool-proof description how to join the 
tournament?
You know I am from the generation, were one travelled to tournament, shake 
hand with the programmer of the opponent, entered the moves by hand 
These internet tournaments are also a cultural shock.


Chrilly


GnuGo-Suzie_02_43.sgf
Description: Binary data
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Re: [computer-go] Sho-Dan-level at 9x9

2007-01-01 Thread Chrilly



For Suzie I try for 9x9 to establish a Dan-ranking at the next European
Championship in Villach/Austria.


Do you mean that you are planning to enter it for a regular human Go 
event?  Have you checked that the organisers will allow this?


I once entered Professor Chen's HandTalk for a human Go tournament which I 
was organising, in Oxford.  I received no complaints from its opponents, 
but several from stronger players, and from British Go Association 
officials, who asked me never to do this again.


Nick


I am in touch with the organizers. They have asked me to give a lecture 
about computer-go. Maybe one can organize around this a 9x9 match humans 
against Suzie. Some sort of practical lecture. One has to give the humans 
some (small) incentive to take the match serious. E.g. at the Vienna chess 
open I played once with Nimzo Blitz. Every player had to pay 1$. The money 
was put in a pot and the first winner of a game got the pot. This was 
extremly popular and some players even went away during their games to hit 
the jack-pot.


I do not plan to play in the official part of the tournament. There is up 
to my knowledge anyway no 9x9 tournament and if it is, an EC is for humans 
and not for computers.


Chrilly

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Re: [computer-go] Are there researches about human annotation togamerecords ?

2006-12-14 Thread Chrilly




Dogs can play Go?  No.  They can't.  Dogs also cannot search for files
on your computer.  Why are my CPU cycles being wasted to animate a dog
who may or may not pretend to know something that I don't?  Is it
purely to annoy?  If so, hats off.

Most (German) users enjoyed the dog. It was just fun. My nephew was too 
young. He did not understand that the word of the dog are not serious. Thats 
also a lesson we learned.
The wasted cycles are no problem for a chess programm. Its anyway too strong 
for most users. It was in fact a challenge to make the programm weaker. 
Nobody plays nowadays for fun against a chess programm at its highest level.
Its not sufficient just to search more shallow. The programm should mimic 
human errors.  E.g. even world champion Kramnik missed recently in the match 
against Fritz a mate in 1, because it was an unusual pattern. But other mate 
in 1 are even for a beginner easy to spot. For a programm a mate in 1 is a 
mate in 1. One has therefore to introduce filters which differentiate 
between easy and difficult mates. Generally Artificial Stupidity is almost 
as difficult as Artificial Intelligence. In both cases one has to understand 
the working of the human mind.
I think it is also generally an interesting and important topic to present 
computation results in a more natural way than numbers. The Schweinehund was 
just for entertainment. But entertainment is also a serious and difficult 
business.


Chrilly



On 12/14/06, Chrilly [EMAIL PROTECTED] wrote:

I know of no research, but chess-programms like e.g. Fritz do this to a
certain degree. There was (maybe is) an award by the ICCA-Journal for the
best annotation by a programm. But I do not remember any papers how this 
is

done. Trade secret.
I have implemented another form of annotation in my chess-programm
Schweinehund. An animated dog made comments on the game. This was 
insofar

relastic, as my nephew felt insulted by his uncle. The dog made some bad
comments about his playing style. But the underlying mechanism was rather
primitive. The animation sequences were mainly selected due to evaluation
changes and some online behaviour. E.g. when the human opponent took a 
long

time for his move, he was many or only a few moves in the opening book...
The impression of realism and meaningfull comments was due to the dog.

I have my doubts that one can make with current Go programms a 
meaningfull

annotation. For this purpose the programm must be much stronger than the
user. E.g. when the dog said this was your second best move the 
programm
must be relative sure, that the human played a blunder. It increases the 
fun
if the dog is in a small percentage of cases wrong. But if the dog is 
most
of the time wrong and the human move was in fact quite strong, its 
annoying.

The generell advantage of an animated character is, that the
comment/annotation must no be so detailed and one can cheat a little 
bit.
E.g. if the programm realized that the comment before was wrong, the dog 
can

say forget it, was just a joke. The difficult part is that it is an
online-algorithm. In case of an annotation one can analyse the whole game
before generating some comments.

Chrilly


- Original Message -
From: 荒木伸夫 [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Thursday, December 14, 2006 2:51 AM
Subject: [computer-go] Are there researches about human annotation to
gamerecords ?


 Hello. I'm Araki. Nice to meet you.

 I'm searching researches about human annotation to game records for
 machine learning. (for example, these stones are weak, this move is 
 for
 attack those stones, this move was bad  ...etc) Does anyone know 
 such

 researches?
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Re: [computer-go] Are there researches about human annotation to gamerecords ?

2006-12-13 Thread Chrilly
I know of no research, but chess-programms like e.g. Fritz do this to a 
certain degree. There was (maybe is) an award by the ICCA-Journal for the 
best annotation by a programm. But I do not remember any papers how this is 
done. Trade secret.
I have implemented another form of annotation in my chess-programm 
Schweinehund. An animated dog made comments on the game. This was insofar 
relastic, as my nephew felt insulted by his uncle. The dog made some bad 
comments about his playing style. But the underlying mechanism was rather 
primitive. The animation sequences were mainly selected due to evaluation 
changes and some online behaviour. E.g. when the human opponent took a long 
time for his move, he was many or only a few moves in the opening book... 
The impression of realism and meaningfull comments was due to the dog.


I have my doubts that one can make with current Go programms a meaningfull 
annotation. For this purpose the programm must be much stronger than the 
user. E.g. when the dog said this was your second best move the programm 
must be relative sure, that the human played a blunder. It increases the fun 
if the dog is in a small percentage of cases wrong. But if the dog is most 
of the time wrong and the human move was in fact quite strong, its annoying.
The generell advantage of an animated character is, that the 
comment/annotation must no be so detailed and one can cheat a little bit. 
E.g. if the programm realized that the comment before was wrong, the dog can 
say forget it, was just a joke. The difficult part is that it is an 
online-algorithm. In case of an annotation one can analyse the whole game 
before generating some comments.


Chrilly


- Original Message - 
From: 荒木伸夫 [EMAIL PROTECTED]

To: computer-go@computer-go.org
Sent: Thursday, December 14, 2006 2:51 AM
Subject: [computer-go] Are there researches about human annotation to 
gamerecords ?




Hello. I'm Araki. Nice to meet you.

I'm searching researches about human annotation to game records for 
machine learning. (for example, these stones are weak, this move is for 
attack those stones, this move was bad  ...etc) Does anyone know such 
researches?

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Re: [computer-go] Are there researches about human annotation to gamerecords ?

2006-12-13 Thread Chrilly




If you had such annotated games, wouldn't you also need an impressive
English language parser?  Even more impressive if you consider the
task of parsing English-as-a-second-language dialects.


I do not understand the meaning of this sentence. Could you please explain 
it more explicetly?



Chrilly


On 12/13/06, 荒木伸夫 [EMAIL PROTECTED] wrote:

Hello. I'm Araki. Nice to meet you.

I'm searching researches about human annotation to game records for 
machine learning. (for example, these stones are weak, this move is 
for attack those stones, this move was bad  ...etc) Does anyone know 
such researches?

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Re: [computer-go] language choices

2006-12-06 Thread Chrilly




On 12/6/06, Magnus Persson [EMAIL PROTECTED] wrote:
Note that to get these data I deleted all games where Valkyria lost on 
points,
because close to 100% of those games were not scored correctly. I do not 
know
if it is incompetence or outright cheating, but it happens a lot. 
Fortunately
Valkyria always resigns when it loses so it easy to filter out those 
game.


I found that humans tend to cheat a lot against computers in the
scoring phase. This used to be the case on NNGS (my thesis contains
some statistics on that if you're interested), and I don't see any
reason why this should now be different on KGS, unless of course if
computer players now have the same rights in the scoring phase as
humans...

Erik


I think that humans tend to cheat also against other humans. When I started 
on KGS I was cheated several times very badly and I have stopped to play. I 
thought Go players have better manners than chess players. This is probably 
true in real-live, but on an unpersonal environment of a server all the 
Go-etquiette vanishes.


Chrilly

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Re: [computer-go] language choices

2006-12-06 Thread Chrilly


that's truly bizarre.  i've never been cheated on
kgs, and in fact think that with the right ruleset
it would be very difficult to be cheated.  anything
about which there is any confusion can easily be
settled by playing it out.

One example: The other player made very strange moves building a perfect but 
very small territory in his corner. I got the rest of the board. I found his 
play very strange. Then he passed and he asked me to pass too. I thaught he 
wanted to resign and passed also, it was a clear win for my position. But 
then the stupid software could only recognize only his territory and 
declared its a win for him. I did not know how to correct it and lost the 
game.
Other players just disappear from the board. Without saying anything or 
resigning. When one the also quits the game it can happen that the game is 
considered lost. The reason for disappearing was no technical problem, 
because one could see them playing on in other games.


The most annoying thing on KGS is Kyu-Fetishm. Due to this experiences above 
and also my lack of experience with humans I was rated 19 Kyu. My true 
playing strength is about 15. But it is very difficult to improve, because 
all the people want to play with a better ranked player. I setup as 
condition 19 +/- 2. One almost only gets offers from 20 or 21 players, 
seldom from 19 Kyu and practically never from 18 or 17. If one contacts 
oneself an 18 Kyu player, this offer is usually declined. Personally I never 
delined a 20 or 21 Kyu. I wanted to play, but it would be more interesting 
to play a few ranks below.


Chrilly

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Re: [computer-go] Knowing nothing about it

2006-12-05 Thread Chrilly

Sylvain Gelly wrote:
You are totally right. For Yizao (one of the author of MoGo), who is a
good Go player, this gives a bad style to MoGo. As I don't know how to
play Go (beyond the rules :)), I don't see any style and I don't care :).

I forwarded this to other people in the computer-chess community. The common 
answer was: Sylvain has the right qualification to be the new shooting star 
in Computer-Go.


Feng Hsu wrote in the beginning of the Deep Blue project a paper Building a 
GM-level chess programm without knowing nothing about chess.
This was probably a paraphrase of Hans Berliner, the former correspondence 
chess world-champion who build HiTech. I assume everytime Feng Hsu made a 
proposal Berliner did not like, he told him that he knows nothing about 
chess. Feng Hsu had even at the end of the Deep Blue project problems to 
make moves correctly on the board. It was not obvious for him were the 
square c5 is.


There is another Chrilly's law: Everybody besides a GM can write a strong 
chess programm. Maybe this holds also for Go-Programms. Everyboyd beside a 
Dan can write a strong programm. Or maybe its the other way round. The 
programms are relative weak, because the programmers are all too strong.


Chrilly 


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Re: [computer-go] language choices

2006-12-04 Thread Chrilly



A note: we're working on converting Orego back from C++ to Java, and
we're getting 5,000 (totally random at this point) simulated games  per 
second. We'll probably continue in this direction.


Peter Drake
Assistant Professor of Computer Science
Lewis  Clark College
http://www.lclark.edu/~drake/

Probably the most important feature of any programm is the Bugs/sec. rate. 
One method to find bugs is to have 2 independent versions and to compare the 
results. This is common practice in hardware design where one has e.g. a C 
version/simulator and a VHDL/Verilog design. Or everything is in VHDL but 
its programmed at different abstract levels. I does not help against 
conceptual bugs, but one catches at leas the stupid bugs. I have found 
this technique very usefull in Hydra.
I think one should to the same in software-development too. But it is 
usually only done in very mission-critical software. But in your case you 
have already a Java and a C++ version. This is a big chance. I would develop 
both versions further in parallel.


Chrilly

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Re: [computer-go] How to improve Orego

2006-12-04 Thread Chrilly
In the Orego paper the problem of selecting a move when the board is filled 
with stones is mentioned. Orego uses a sort of double-hashing scheme.

But isn't it trivial to keep a list of empty intersections?
Before the MC-run is started, one builds up this list. If a stone is placed 
now on the board, the entry is removed from the list and the last entry is 
copied into this slot. In this way the list is always dense. One can of 
course not run linearly trough the list to find the entry which should be 
removed. Instead one builds at the beginning another array which is indexed 
by the board-point and which contains the index of the point in the 
empy-point-list. This second array has to be changed too when the last entry 
is copied into the removed slot. With a few operations one gets the big 
advantage to sample all the time only the empty points.
I think this solution is much simpler and more efficient than the 
double-hashing scheme of Orego.


Chrilly 


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Re: [computer-go] Technical Report on MoGo

2006-12-04 Thread Chrilly


- Original Message - 
From: House, Jason J. [EMAIL PROTECTED]

To: [EMAIL PROTECTED]; computer-go computer-go@computer-go.org
Sent: Monday, December 04, 2006 8:10 PM
Subject: RE: [computer-go] Technical Report on MoGo


I'd be a bit more careful about the comparison with alpha-beta in
section 2.3.  I believe that iterative deepening of alpha-beta is very
common.  It can be argued that when iterative deepening is used, an
early termination isn't very detrimental.  I've seen people get
completely turned off to a paper simply because they compare their
carefully optimized results to a poor implementation of some other
algorithm (ie. alpha beta).

Alpha-Beta is for practical reasons of course also an anytime algorithm. In 
chess one does not send the first iterations to the GUI, because showing the 
result in the GUI is slower than the calculation of the engine. And the user 
would not notice it anyway, its too fast. My reaction when I read this 
statement was: iterative deepening is not yet invented in the Go 
community.
But Alpha-Beta is not a continous algorithm. If one searches to depth k, the 
nodes till the first move at depth k+1 is completly searched  have no 
additional information. Usually one does some estimates beforehand if it 
pays to search for another iteration.


Chrilly





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, December 01, 2006 6:03 PM
To: computer-go@computer-go.org
Subject: [computer-go] Technical Report on MoGo

Hello all,

as perhaps some of you may be interested, I give here a link to a
technical
report about MoGo. You can find there a lot of details about the ideas
around
MoGo. While we tried to be as clear as possible, some details may lack.
There
is still no number on this report, but this will come in a few days.

http://hal.inria.fr/inria-00117266

I would like to thank of course all the authors, but also Rémi Coulom
who
shared a lot of details about CrazyStone and his ideas. I also would
like to
thank all the contributors in this list for interesting discussions.

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 :)).

Sylvain

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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] Making Java much faster

2006-11-30 Thread Chrilly


I believe that MC  will be the only way to write a GO program in the
near future leaving the other stuff in the dust (like Mogo has with 9x9
Monte Carlo Go.)This happened in computer chess several times,
someone came up with some breakthrough idea,  proved it with actual
results and everyone else had to play follow the leader to catch up.


Do you think its also the future of 19x19 or only of 9x9 (maybe 13x13)?

Chrilly

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

2006-11-30 Thread Chrilly


Are there any details, or publications, on what Mogo is doing at 19x19?
I'd thought consensus opinion here was that monte carlo scaled to 19x19
badly.

Darren



A very stupid question: What is Mogo, who has it written?

Chrilly

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Re: [computer-go] Making Java much faster

2006-11-29 Thread Chrilly


However, we are finding C++ an exceedingly frustrating language to  work 
in. I won't go into the details here -- we don't need another  language 
war -- but suffice it to say that it seems like we're  spending a lot of 
time messing with details that aren't of interest  for the research. Now 
that I've found that Java can have speed within  a factor of 2 of C++, I'm 
thinking of going back to Java.


I have run over the years bug-statistics. At least in my code the error-rate 
is language independent. This holds even for Assembler and 
Hardware-Description languages.
There are some typical errors one makes in one language which are not done 
in another one. But overall this has minor influence one the bug-statistic. 
The real source of bugs are exceptional cases and not well understood 
concepts or a new concept which does not fit to the initial design. E.g. 
there is hardly any chess programm which has no enpassant bug.
C and Java are in my opinion almost the same languages. I think the error 
rate and nowadays also the speed is very close. Its just a matter of taste 
and not of any real advantage of one language.
Concerning memory leaks I think one should avoid to allocate memory at all. 
This makes the programm faster and avoids memory leaks. E.g. Suzie has 
besides allocating the hashtable at startup no memory allocation. I had also 
a mixture of UCT with an static evaluation and even this version had not 
memory allocation.
If one allocates dynamically memory, a memory leak is a sign of a flaw in 
the design. The Java garbagge collection avoids the crash. But this is no 
advantage, because the flaw is just hiden.  The programm will also eat up 
memory in Java. A bug which lets the programm crash is a harmless bug. The 
really bad bugs never show up.


Chrilly

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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread Chrilly




I assume in Go the difference is also a very large handicap.
in any case, i think that the difference is probably much larger than 
just one or two stones.  :)


It is said if has 4 stones handicap, every Pro will accept games play with 
God even if bet his life.


When in limited local fighting like TumeGo, Pro plays just like God.

igo

One has to differentiate: In chess humans play very close to optimal in the 
subset of chess which is played by humans. But this is only a very small 
subset of what is really playable. E.g. There is currently a match between 
Kramnik and Fritz. I showed the Kramnik team a game were Hydra crashes Fritz 
in an important variation with a rook v. bishop sacrifice. But the team 
said: Theoretcially convincing, but of no use for us. Kramnik can not play 
this tactical massacre against a computer. Thats unhuman chess.


Humans are very far away from optimal play in unknown positions. E.g. they 
are helpless against a perfect endgame database. Such a DB plays from the 
human point of view completly crazy moves. A human opponent would never play 
this. In human-machine matches it is very important for the machine team to 
deviate from the human-patterns and to get a chaotic position. In the 
preperation for the Adams-Hydra match we spent a lot of effort to deviate as 
soon as possible from known opening theory and also that the programm plays 
strange moves which are not necessarily optimal. The only requirement was, 
that this strange moves are not really bad. This is completly sufficient 
against a human. My personal criterion was: When the Hydra chess expert GM 
Lutz said Hmmm, whats this, I asked him if its bad. If he could not give a 
convincing reason why its bad within 10 seconds, it was a very good move 
against Adams (but not against God).


I think the same will happen also in Go. They have only a chance if God 
plays human-Go. But against non-human moves they are certainly as helpless 
as the chess-players. I assume its even worse, because Go is more pattern 
related and more complex than chess.


Chrilly

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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-27 Thread Chrilly
In the second game Fritz against Kramnik Fritz played strategically very 
poor (or Kramnik very strong), Kramnik avoided a 3-times repetition offer 
of Fritz, but at the end Kramnik missed an easy to see mate in 1!! and lost 
very badly. Thats the end of the match. He will not be able to recover from 
this blunder.
This is a rather drastic example of Chrillys law: Humans can not play in a 
complicated position more than 10 moves in a row without making an serious 
blunder. And it also very drastic example how far they are away from God.


Chrilly 


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Re: [computer-go] .. if Monte-Carlo programs would play infinitestrong

2006-11-24 Thread Chrilly


on a practical note, i think that MC is a great
idea for 9x9, and might even be a great idea as
a subset of a larger piece of code that employs
human knowledge, but that MC will never beat a
decent human at 19x19.  the time/space limitations
are just too great.

Does this mean that it does not converge to optimal play when processing 
power goes to infinite or do you mean that it converges from the practical 
point of view much too slow?
I think an MC player with 10**10 nodes/sec is even with todays technology 
possible. A system like Deep Blue with 256 special purpose hardware chips 
could reach this number. (There is of course then also the question about 
the parallel speedup). E.g. running with 500 MHz and using 12 
clock-cycles/position gives 40 MPos/sec per chip. Hydra uses 8-9 
clock-cycles per position, but the programm runs only at 55 MHz. The FPGA 
chips are already dated, on the newest generation it would be = 100 MHz. 
ASICs like in Deep Blue are faster. Generally I assume that Go would run 
with a higher clock-rate than in chess.  The speedup in relation to a 
software solution would be considerable greater, because the board is larger 
and one could use the fine grained parallelism of a hardware-chip better.
One could even design a 3 GHz Go-chip, but then one has to invest about the 
same amout of money like for a Pentium. This would be even for a Sheikh too 
expensive. Up to 500 MHz the design costs should be within a Sheikhs budget 
(unfortunately Sheiks do not even know the game of Go).


What would it mean for a 19x19 player?
What would it mean to build a 10**12 nodes/sec machine (which is with todays 
technology not possible, but according to Moores law in 10 years).


Chrilly

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Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-22 Thread Chrilly
The attached position requires some basic understanding of Go. But its in my 
experience a nasty problem. There is a simple rule for capture races. The 
side with the higher number of liberties wins (if there are no eyes and more 
=2 inside liberties involved).  The side to move counts as a 1/2 liberty. 
Unfortunately this rule is not valid in the position. White is 
unconditionally dead. All liberties are equal, some are more equal.


Chrilly 


Semeai01.sgf
Description: Binary data
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Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-22 Thread Chrilly
Attached is another simple problem. A tactical-solver might work as this. It 
checks all strings. If the number of liberties is below a thresold (e.g. 3) 
it defines the string as a prey and tries to kill the string. Then the 
solver takes the next prey, tries to kill it.
For this tactical solver the white stones are save. Each prey can escape 
individually, but due to the double-atari one of them is dead. This is a 
trivial example, but there are more difficult ones which are much harder to 
solve. Even the best strong programms like Handtalk are very vulnerable to 
double attacks (there are other ones like Many Faces which do not suffer 
from this problem)..


Chrilly 


DoubleThreat.sgf
Description: Binary data
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