Re: [Computer-go] Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm

2017-12-06 Thread Eric Boesch
I could be drawing wrong inferences from incomplete information, but as Darren pointed out, this paper does leave the impression Alpha Zero is not as strong as the real AlphaGo Zero, in which case it would be clearer to say so explicitly. Of course the chess and shogi results are impressive

Re: [Computer-go] Learning related stuff

2017-11-29 Thread Eric Boesch
this might take a > year or more on your hardware. > > I feel like maybe a lot of this is sour grapes; let's please again > acknowledge that the hobbyists aren't there yet without trying to tear down > the accomplishments of others. > > s. > > On Nov 27, 2017 7:36 PM, "Er

Re: [Computer-go] Learning related stuff

2017-11-27 Thread Eric Boesch
I imagine implementation determines whether transferred knowledge is helpful. It's like asking whether forgetting is a problem -- it often is, but evidently not for AlphaGo Zero. One crude way to encourage stability is to include an explicit or implicit age parameter that forces the program to

Re: [computer-go] Kinds of Zobrist hashes

2009-12-08 Thread Eric Boesch
On Tue, Dec 8, 2009 at 5:49 PM, Petr Baudis pa...@ucw.cz wrote:  Hi!  In most papers I've read, three-valued Zobrist hashes are used - per intersection, values for empty, black and white coloring [1]. I'm not clear on why is the empty value needed, however, shouldn't only black, white values

Re: [computer-go] MPI vs Thread-safe

2009-10-31 Thread Eric Boesch
On Fri, Oct 30, 2009 at 12:50 PM, Brian Sheppard sheppar...@aol.com wrote: Parallelization *cannot* provide super-linear speed-up. I don't see that at all. This is standard computer science stuff, true of all parallel programs and not just Go players. No parallel program can be better than N

Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-28 Thread Eric Boesch
Am I remembering correctly (maybe not) that Mogo communicates between nodes three times per second? That isn't a lot of communication opportunities if each turn lasts a few seconds. Olivier, have you tested parallel Mogo's ability to scale with core count at blitz speeds? I might imagine, for

Re: [computer-go] Complicated seki with Ko

2009-06-30 Thread Eric Boesch
Not sure this helps, but... I found send-two receive-one, as in your example, to be the most common non-simple ko cycle in my program. The program was heavy, so forbidding send two added little to the total cost. Specifically, the rule forbade playing on an isolated empty intersection that

Re: [computer-go] April KGS bot tournament: results

2009-04-10 Thread Eric Boesch
On Mon, Apr 6, 2009 at 11:32 AM, Jason House jason.james.ho...@gmail.com wrote: I disagree with your comment about AyaMC's move 28 in round 4. The move looks to me like it primarilly aims to build a large framework along the bottom/center. All basic fights seem to favor white.. I'm only KGS

Re: [computer-go] CGT approximating the sum of subgames

2009-02-18 Thread Eric Boesch
On Tue, Feb 17, 2009 at 4:39 PM, dave.de...@planet.nl wrote: I've been looking into CGT lately and I stumbled on some articles about approximating strategies for determining the sum of subgames (Thermostrat, MixedStrat, HotStrat etc.) It is not clear to me why approximating strategies are

Re: [computer-go] Human Learning against MoGo

2009-02-16 Thread Eric Boesch
An amateur 5D also beat Mogo with 3 handicap. I would love to see more serious games between top programs and roughly evenly matched human opponents. On Sun, Feb 15, 2009 at 8:08 AM, Ingo Althöfer 3-hirn-ver...@gmx.de wrote: Hello, During the last week (February 10 - 13, 2009) there were

Re: [computer-go] 7.5-komi for 9x9 in Beijing

2008-10-08 Thread Eric Boesch
On Wed, Oct 8, 2008 at 3:46 PM, Don Dailey [EMAIL PROTECTED] wrote: Is there any way to prove that with best play the game cannot end in seki? It seems like most reasonable sequences in Chinese rules 4x4 go end in a whole-board seki. I would expect that for 19x19 go, some avenues of best play

Re: [computer-go] Test position set for MC programs

2008-04-26 Thread Eric Boesch
X X O . 3 2 O O O . O O X . . 2 1 . X X X O X X . . 1 A B C D E F G H J /Gunnar Eric Boesch wrote: Black doesn't need the lower-right corner as territory after killing the lower left. After B B1 W C2 B C1 W H3 B G3, w gains about 7 points in the lower right but has already

Re: [computer-go] 19x19 MC improvement

2008-01-26 Thread Eric Boesch
On Jan 23, 2008 7:39 PM, Jason House [EMAIL PROTECTED] wrote: On Wed, 2008-01-23 at 18:57 -0500, Eric Boesch wrote: I am curious if any of those of you who have heavy-playout programs would find a benefit from the following modification: exp_param = sqrt(0.2); // sqrt(2) times

Re: [computer-go] 19x19 MC improvement

2008-01-23 Thread Eric Boesch
On Jan 23, 2008 3:11 AM, Hiroshi Yamashita [EMAIL PROTECTED] wrote: 2. Change UCT exploration parameter exp_param = sqrt(2.0); uct = exp_param * sqrt( log(sum of all children playout) / (number of child playout) ); uct_value = (child winning rate) + uct; I

Re: [computer-go] Is MC-UCT really scalable against humans?

2008-01-22 Thread Eric Boesch
On Jan 22, 2008 1:43 AM, Petri Pitkanen [EMAIL PROTECTED] wrote: Even top MC programs fail to see that a group with 3 liberties with no eyes is dead. A 3-liberty group with no eyes has a 100% chance to die during playouts unless a surrounding group dies first. 100% chance to die is as good a

Re: [computer-go] Please have your bot resign, for your own good

2008-01-02 Thread Eric Boesch
In chess, playing the game out to the bitter end can be defensible, but in go, it isn't. The meaning of the end of the game in go is fluid, but it's not when it's no longer possible to play a move. In absolute time limit games, when significant per-move lag exists (which is true in all human

Re: [computer-go] rotate board

2007-12-20 Thread Eric Boesch
Taking the min of the 8 rotated and reflected values is safe enough. Yes, the probability density will be eight times higher at the low end, so you're left with 61 bits and change worth of collision protection instead of 64. If that's not enough, then you can use a bigger hash size, as has been

Re: [computer-go] rotate board

2007-12-20 Thread Eric Boesch
I wrote: If (but not only if) ((a XOR c) AND (b XOR d)) == 0 then a collision is guaranteed. The probability of this is closer to 2^-32 than to 2^-64. Before anybody else feels the need to correct me here -- to be more precise, the probability of collision is at least

Re: [computer-go] Hall of fame for CGOS

2007-12-15 Thread Eric Boesch
For what it's worth, Hall of Fame can mean anything from the Baseball Hall of Fame (serious business) to the Mullet Hall of Fame (a total joke). To me this looks like a pretty clear misunderstanding. Don and Hideki have both contributed usefully to the mailing list, and it would be too bad if this

Re: [computer-go] How does MC do with ladders?

2007-12-13 Thread Eric Boesch
On 12/11/07, Mark Boon [EMAIL PROTECTED] wrote: Question: how do MC programs perform with a long ladder on the board? My understandig of MC is limited but thinking about it, a crucial long ladder would automatically make the chances of any playout winning 50-50, regardless of the actual

Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Eric Boesch
Make sure that you use the -19 argument when starting 19x19 Mogo, and restart GoGui (in order to restart Mogo indirectly) after you change the settings. Somewhat confusingly, Mogo does not automatically play 19x19 style just because it receives a request for 19x19 board. Poor ladder handling and

Re: [computer-go] Computer Go tournaments - various

2007-11-28 Thread Eric Boesch
On Nov 27, 2007 8:29 PM, Don Dailey [EMAIL PROTECTED] wrote: Ian Osgood wrote: Checking the participants, I see that MoGo and CrazyStone were specifically invited. Also playing is a version of GNU Go (presumably), as well as veterans Aya and Katsunari, and two dozen others. What

Re: [computer-go] Tweaking the Pseudo Liberty Code

2007-11-24 Thread Eric Boesch
On Nov 24, 2007 10:38 AM, [EMAIL PROTECTED] wrote: * For liberty values, I use the following equation: values[i] = 25000 + (16 * (i+1)) + ((i+1) * (i+1)); Some bits are constant, some are linear, and some are quadratic, which guarantees that the sum of up to 4 values will

Re: [computer-go] Speed of generating random playouts

2007-11-16 Thread Eric Boesch
On 11/15/07, Chris Fant [EMAIL PROTECTED] wrote: On Nov 15, 2007 3:20 PM, Eric Boesch [EMAIL PROTECTED] wrote: On 11/14/07, Chris Fant [EMAIL PROTECTED] wrote: Based on more recent emails, this may not be useful anymore, but I have a list of 361 32-bit numbers that satisfy

Re: [computer-go] Speed of generating random playouts

2007-11-16 Thread Eric Boesch
On 11/16/07, John Tromp [EMAIL PROTECTED] wrote: On Nov 16, 2007 10:05 AM, Chris Fant [EMAIL PROTECTED] wrote: Neat. Was the 15-bit version for 81 values or 361? At the risk of putting my foot in my mouth, I don't think there exist 361 15-bit numbers that satisfy minimum requirements

Re: [computer-go] Speed of generating random playouts

2007-11-14 Thread Eric Boesch
wasted too much time trying to decode it. (Sorry, Jason :) On 11/14/07, Eric Boesch [EMAIL PROTECTED] wrote: Encode each number by swapping base 2 with base 5, without changing the digits. So binary 11011 (27) is represented as base-5 11011 (756). This allows you to sum up to 4 such numbers without

Re: [computer-go] Speed of generating random playouts

2007-11-14 Thread Eric Boesch
Encode each number by swapping base 2 with base 5, without changing the digits. So binary 11011 (27) is represented as base-5 11011 (756). This allows you to sum up to 4 such numbers without experiencing overflow from one digit to the next (since 4 1's adds up to just 4). Essentially, you are

Re: [computer-go] Speed of generating random playouts

2007-11-12 Thread Eric Boesch
On 11/12/07, Petr Baudis [EMAIL PROTECTED] wrote: Does any frequently playing real-world bot use libEGO? It seems still order of magnitude faster, but it looks like that is because it simplifies some things too much. For example, its board::merge_chains() does not seem to take account for

Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Eric Boesch
On 10/9/07, Andrés Domínguez [EMAIL PROTECTED] wrote: 2007/10/9, Eric Boesch [EMAIL PROTECTED]: Naive null move is unhelpful because throughout much of a go game, almost every move is better than passing, I think this is not the point of null move. Null move is if pass is good enough

Re: [computer-go] Former Deep Blue Research working on Go

2007-10-08 Thread Eric Boesch
On 10/8/07, Tapani Raiko [EMAIL PROTECTED] wrote: May sound unpolite. But Deep Blue reached a very important step in IA. They will be known for ever. But, from a research point of view, they didn't much really. It was mainly a technological/technical achivement. Maybe they will

[computer-go] Heuristics for MC/UCT with all-or-nothing payouts

2007-06-10 Thread Eric Boesch
The UCT heuristic of trying every child of a node once before trying any child twice is reasonable when the payoff distribution is unknown. Why try the lever that paid $5 a second time if there might be another lever that pays $1,000,000? But when the set of possible payoffs is known to be {1,

Re: [computer-go] Paper presents results on proximity heuristic

2007-02-08 Thread Eric Boesch
On 2/7/07, David Doshay [EMAIL PROTECTED] wrote: On 7, Feb 2007, at 1:35 PM, Don Dailey wrote: Although suicide can occasionally be the best move in some rule-sets, I think it weakens your program to include it, At best you are going to get a ko threat, so it requires a pretty

Re: [computer-go] Effective Go Library v0.101

2007-02-07 Thread Eric Boesch
On 2/7/07, steve uurtamo [EMAIL PROTECTED] wrote: And of course don't forget about this no_variable_in_for thing... i'll have to read up on what you're describing. The following pseudocode block for (int i = 0; i 10; ++i) { ... code ... } // i's lifetime ends after the for loop does is