[computer-go] Scalability study suggestion

2008-02-02 Thread Chuck Paulson
 Mogo_16 is about 80 Elo points stronger than Mogo_15
then we could pretend that Mogo_16 has 2 wins and 1 loss against Mogo_15
before any actual games are played. This would seed Mogo_16 into about the
right rank, and it would immediately start playing high information games
instead of games against opponents that are too weak to yield much
information.

 

Chuck Paulson

www.PuffinwareLLC.com http://www.puffinwarellc.com/ 

 

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[computer-go] Re: euler numbers

2007-11-28 Thread Chuck Paulson
Here are some links I found while reading the Euler numbers thread.

 

The first one is mentioned by Don and looks very useful for building an
actual algorithm. Its A Novel Morphological Operator To Calculate Euler
Number by Zhang and Stoecker.

http://scholarsmine.umr.edu/post_prints/pdf/00930291_09007dcc8030c7df.pdf

 

Next is the Gray paper Local Properties of Binary Images in Two
Dimensions.

http://turing.iimas.unam.mx/~elena/CompVis/Gray71BinaryImages.pdf

 

This paper has a brief description of the Quad algorithm applied to a game
called Lines of Action (LOA).

http://www.cs.unimaas.nl/m.winands/documents/The_Quad_Heuristic_in_Lines_of_
Action.pdf

 

Finally, there is this brief paper by my old undergraduate adviser at MIT
that extends the Euler number calculation to continuous gray scale domains,
but also briefly mentions the discrete case.

http://people.csail.mit.edu/bkph/articles/APE_continuous.pdf

 

Chuck Paulson

www.PuffinwareLLC.com http://www.puffinwarellc.com/ 

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Re: [computer-go] Language

2007-11-20 Thread Chuck Paulson
My 2 cents about languages.

 

C is the universal assembly language. I don't think I've ever used a
computer family that didn't have a C compiler on it (after C was invented of
course). Often new languages, to get started, will just translate into C
code and then compile with the C compiler.

 

I wrote my first Go programs earlier this year. I first used Ruby and it was
short and easy to write. The GTP protocol (enough for CGOS) took only about
1 page of code. However in timing tests, it could only do about 30 game
simulations per second. This was unacceptable and I abandoned Ruby.

 

Next I translated the ideas into C++. Everything was more work, but I
anticipated a 10-20 times speed up so it seemed the tradeoff would be worth
it. After finishing, I did the same timing tests as with Ruby and it did
9000 game simulations per second without much optimization. I knew, of
course, that Ruby is slower than C++ but a factor of 300 is amazing. It
helps to have explicit control of memory and mature C compilers that
generate fast code.

 

I am still wondering how Ruby could be so much slower than C++. Perhaps this
problem is just not suited for Ruby.

 

Chuck Paulson

 

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