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

2010-02-18 Thread dhillismail
Ingo, I'm not a proper statistician, but I believe there's a crucial second step that's missing in your analysis of significance. Even if this were the only computer-go test that you personally had ever conducted, we would nevertheless need to take into account all of the other tests being

Re: [computer-go] scalability analysis with pachi

2010-01-17 Thread dhillismail
Yes. And while worrying about what happens after a win rate of 97% sounds like splitting hairs, I think we're talking about an awkward way of measuring something that's of practical interest. Suppose Hideki's experiment were repeated, giving GNU GO a four stone handicap. If Zen plateau'd out

Re: [computer-go] scalability analysis with pachi

2010-01-16 Thread dhillismail
Well, I thought there seems to be a picture emerging was sufficiently hedged that it would be construed as a conjecture, not a conclusion. :) I am thinking, in particular, of the scalability studies with Zen that Hideki reported to this list in Oct. 2009. BTW, recently I've measured the

Re: [computer-go] scalability analysis with pachi

2010-01-15 Thread dhillismail
Thank you for posting these interesting results There seems to be apicture emerging that MCTS engines scale very well in self play, and apparently against other MCTS engines, but not so well against the non-MCTS version of Gnugo. - Dave Hillis -Original Message- From: Jean-loup

Re: [computer-go] Re: (no subject) wish hahn

2010-01-04 Thread dhillismail
Interesting is in the eye of the beholder, but I think a Hahn tournment would be interesting. Everyone with an MC bot could easily modify it to play by setting it (carefully) not to resign, and changing it to try to maximize average score rather than probability of win. That's really just a

Re: [computer-go] Re: Hahn system tournament and MC bots

2009-11-24 Thread dhillismail
On Tue, Nov 24, 2009 at 16:11, Nick Wedd n...@maproom.co.uk wrote: Suppose my attempts to read the game tell me If I seal off my territory at A, I will win by 5 points. If instead I invade at B, then 70% of the time I will win by 25 points, 30% of the time I will lose by 5 points. If I am

Re: [computer-go] Re: Hahn system tournament and MC bots

2009-11-23 Thread dhillismail
For my fast/dumb neural net engine, Antbot9x9, I coevolved the weights using a similar tournament system. Each individual played a number of games against all the others, round robin, and the score was the sum of points for all of its games. Some observations/claims: Non-transitive effects

Re: [computer-go] Elo move prediction

2009-11-20 Thread dhillismail
Just a wild guess here. One way to get catastrophically slow performance is to have superfluous nested loops. For instance, one could iterate over each board space, calling a routine to check for legality. If the legality routine also iterates over the whole board (perhaps by updating all

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

2009-10-31 Thread dhillismail
Hideki, Thank you. Your results look quite compelling. Do you allow memory (the number of nodes in the tree) to grow along with thinking time or is there a fixed limit? IIRC Don et. al.'s excellent scaling studies included gnugo but its effect was probably small. Self play dominated.

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

2009-10-29 Thread dhillismail
-Original Message- From: Hideki Kato hideki_ka...@ybb.ne.jp To: computer-go computer-go@computer-go.org Sent: Wed, Oct 28, 2009 1:41 am Subject: Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9). ... BTW, recently I've measured the

Re: [computer-go] Neural networks

2009-10-14 Thread dhillismail
[ Digression: Some ANN architectures are more biologically plausible than others. Neuromorphic Engineering is a good search term to see what's going on along those lines. (But for a beginner project, the standard multi-layer perceptron with backpropogation would still be the natural choice.)

Re: [computer-go] Progressive widening vs unpruning

2009-10-01 Thread dhillismail
For 9x9 games, when I added progressive widening to AntiGo (before I added RAVE), it was low hanging fruit. I used my old program Antbot9x9 for the move ranking and got a very nice strength increase for very little effort. Then, with a bit of tweaking, I got more improvement. RAVE, on the

Re: [computer-go] Progressive widening vs unpruning

2009-10-01 Thread dhillismail
I made some more tables with 50K playouts, in case that is easier to look at. 50 K playouts? LIGHT PLAYOUTs XX rave ?? 1|?? 36?? 39?? 38?? 40?? 39?? 40?? 40?? 40?? 37 ?? 2|?? 38?? 40?? 42?? 42?? 42?? 42?? 42?? 40?? 40 ?? 3|?? 40?? 42?? 42?? 43?? 43??

Re: [computer-go] Progressive widening vs unpruning

2009-09-29 Thread dhillismail
I'm not sure whether they meant different things when they were first coined, but maybe that doesn't matter, and there are two different approaches that should be distinguished somehow. When a node has been visited the required number of times: 1) Use patterns, heuristics, ownership maps

Re: [computer-go] Mercy rule position

2009-08-18 Thread dhillismail
Well, it's a trade-off of course, but a?mercy rule threshold of 20?might be?pushing it a bit. For 9x9, I typically use 30. If you only invoke the rule for external nodes at least N plys away from any internal nodes, then the tree will catch some of these problems. Some playout policies

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread dhillismail
I think Terry's suggestion is the best way to test these ideas: 1) Take 2 severely mismatched engines (perhaps 2 versions of the same engine but with different numbers of playouts.) 2) Find the fair handicap by playing a sequence of games and adjusting the number of handicap stones whenever

Re: [computer-go] RAVE problems

2009-08-07 Thread dhillismail
-Original Message- From: terry mcintyre terrymcint...@yahoo.com To: computer-go computer-go@computer-go.org Sent: Fri, Aug 7, 2009 10:35 am Subject: Re: [computer-go] RAVE problems Perhaps the context attached to RAVE needs to be more subtle than a static 3x3 pattern -

Re: [computer-go] RAVE problems

2009-08-07 Thread dhillismail
I'll add some detail. I have 10 features which give me 1024 possible context codes, not all of which are realizable. I keep a CAMAF table of approximate size 1024*(number of spaces)*colors (1024*81*2 for a 9x9 board). This table persists throughout the entire game, with suitable decays of the

Re: [computer-go] Slightly OT: Sound in CGoban

2009-07-16 Thread dhillismail
There are some relevant discussions in the computer go forum at http://www.godiscussions.com -Original Message- From: Alain Baeckeroot alain.baecker...@laposte.net To: computer-go computer-go@computer-go.org Sent: Thu, Jul 16, 2009 5:08 pm Subject: Re: [computer-go] Slightly OT: Sound in

Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread dhillismail
There are 3 commonly cited problems and 4 commonly proposed remedies. Problems: 1) Human games remain interesting, even after the winner is clear, because the players just naturally switch to playing for maximum territory. Wouldn't MCTS bots be more fun to play against if they did that too? 2)

Re: [computer-go] Scoring - step function or sigmoid function?

2009-07-08 Thread dhillismail
Since this topic has resurfaced, I'll mention again the alternative strategy of using unbalanced playout rules to compensate for high handicaps. As Don pointed out, the existence of a high handicap *should* indicate that black is more likely to make mistakes. This is simple to model, assuming

Re: [computer-go] 1x1 patterns?!

2009-06-22 Thread dhillismail
Yes. I think it's a good idea, but the devil is in the details. I've become pretty disenchanted with trying to use 3x3 or 5x5 patterns. Currently, I have about 300 1x1 patterns (I call them context codes) that I'm playing around with. You can also do the same for RAVE without needing any more

Re: [computer-go] 1x1 patterns?!

2009-06-22 Thread dhillismail
In my case, yes. That is a correct interpretation for the context codes in my program, which are equivalent to some of the suggestions for the meaning of 1x1 pattern. (But I don't call them 1x1 patterns.?I also find that term confusing. I don't remember seeing it before.) - Dave Hillis

Re: [computer-go] 1x1 patterns?!

2009-06-22 Thread dhillismail
Sure, that would be a place to start. I also did some testing with just the number of pseudo-liberties at the position. That was pretty easy to code up. And I did have some limited success using 3x3 patterns-just not enough to justify the nuisance of carrying it along in my code. There are

Re: [computer-go] Tweak to MCTS selection criterion

2009-06-06 Thread dhillismail
I think this is?one of those?design decisions that nobody takes on faith. We all wind up testing it both ways and in various combinations. An additional advantage of using the number of visits is that branches at the root become mathematically eliminated and can be pruned away. It often also

Re: [computer-go] Negative result on using MC as a predictor

2009-06-05 Thread dhillismail
I took a look at this once, testing?how well ownership maps predicted?the moves chosen in a large set of pro games. Ownership maps have some tricky artifacts, especially for forced moves. Consider a position, with white to move,?where black's previous move put a white group in atari, and

Re: [computer-go] Congratulations to Steenvreter!

2009-06-01 Thread dhillismail
One factor is that there seems to be a narrow range between too few entrants and too many. For any given contest, the potential pool includes an elite few who have a chance at first place and maybe a couple who have a new or newly improved bot. There is?a larger group, back in the pack,?whose

Re: [computer-go] Published source for mercy rule?

2009-03-01 Thread dhillismail
Bruno Bouzy gives it credit for a 1% strength improvement in the tutorial: Old-fashioned Computer Go vs Monte-Carlo Go http://www.math-info.univ-paris5.fr/~bouzy/publications/CIG07-tutorial-1avril2007.pdf (It's a pretty good read in general, btw.) The Mercy rule interacts with ownership maps and

Re: [computer-go] Published source for mercy rule?

2009-02-27 Thread dhillismail
I believe you've traced it back as far as it goes. I certainly haven't published it. Sometimes comp-go papers cite this list as a catchall source for the not-previously-published lore that's been posted here. I don't know of any better way to handle things like this. - Dave Hillis

Re: [computer-go] Presentation of my personnal project : evolution of an artificial go player through random mutation and natural selection

2009-02-24 Thread dhillismail
Ernest, Fun stuff! I have a co-evolved neural net that used to play on KGS as “Antbot9x9”. I use the same net in the progressive widening part of my MCTS engine. I would guess that many people experiment along these lines but they rarely report results.   Here are some suggestions that might

Re: [computer-go] Black/White winning rates with random playout?

2009-01-08 Thread dhillismail
Sounds about right. Looking at my notes, I have 57% wins for white using similar playout?rules. - Dave Hillis -Original Message- From: Don Dailey dailey@gmail.com To: computer-go computer-go@computer-go.org Sent: Thu, 8 Jan 2009 1:38 pm Subject: Re: [computer-go] Black/White

Re: [computer-go] Black/White winning rates with random playout?

2009-01-08 Thread dhillismail
You can't just look at the mean. If you take a histogram and look at the distribution of scores, you'll see a Gaussian-like bump in the middle, but also huge tails where only one color was left. You can calculate the histogram once and then use it to derive the win rate for different Komis.

Re: [computer-go] 3-4-5 rule

2008-12-30 Thread dhillismail
-Original Message- From: Heikki Levanto hei...@lsd.dk To: dailey@gmail.com; computer-go computer-go@computer-go.org Sent: Tue, 30 Dec 2008 5:22 pm Subject: Re: [computer-go] 3-4-5 rule On Tue, Dec 30, 2008 at 02:01:29PM -0500, Don Dailey wrote: It looks like 3 is no good:

Re: [computer-go] Monte-Carlo Tree Search reference bot

2008-12-07 Thread dhillismail
Finally got a window of time. It's called the epsilon trick. Here is a cut and paste of Lukasz' explanation from the archives, including how to calculate N. - Dave Hillis -- -Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org

Re: [computer-go] Monte-Carlo Tree Search reference bot

2008-12-02 Thread dhillismail
There is another speedup trick that might interest you. IIRC Lukasz Lew came up with it, but I forget what he called it. After calculating the selected move for an internal node (going through UCT and RAVE and whatnot) store that move. Then, for the next N visits to that node (where N is 5 or

Re: [computer-go] Monte-Carlo Tree Search reference bot

2008-12-02 Thread dhillismail
Hmm.. it could be that N is picked randomly each time... now I can't seem to find the description and my memory is not serving me well here. Perhaps someone else remembers? I'll try to track it down. - Dave Hillis -Original Message- From: Michael Williams [EMAIL PROTECTED] To:

Re: [computer-go] OT: Harder than go?

2008-10-27 Thread dhillismail
Core Wars , robot soccer (there is a simulation league), pictionary,... - Dave Hillis ? - Original Message - From: Darren Cook [EMAIL PROTECTED]? To: computer-go@computer-go.org? Sent: Monday, October 27, 2008 8:54 PM? Subject: Re: [computer-go] OT: Harder than go?? ? Where harder

[computer-go] light vs. heavy playouts in Many Faces

2008-10-19 Thread dhillismail
David, A while back, Don did a 9x9 scalability study (before this one http://cgos.boardspace.net/study/index.html) comparing light versus heavy playouts. The light playouts didn't?scale badly, they didn't plateau early, they just?weren't as strong?as the heavy ones. There was nothing to

Re: [computer-go] simple MC reference bot and specification

2008-10-11 Thread dhillismail
11. When selecting moves to play in the actual game (not playouts) superko is checked and forbidden. positional superko (as opposed to situational superko). - Dave Hillis -Original Message- From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Sat,

Re: [computer-go] pseudo eye variations for playouts

2008-10-10 Thread dhillismail
There is a de facto standard light playout policy (algorithm). If you want to adhere to this standard, then by definition, there are correct and incorrect ways to do so. If you just want to design a better playout policy, naturally anything is fair game. But how are you going to measure whether

Re: [computer-go] programming languages

2008-10-09 Thread dhillismail
The http://shootout.alioth.debian.org/ site, ...? ? If we, as a community, could come up with a sufficiently detailed? description of light playouts algorithm (see the current Light? simulation : Characteristic values thread), there is no reason that? this algorithm couldn't join them.?

Re: [computer-go] programming languages

2008-10-09 Thread dhillismail
Computers + random = can of worms. What if I get a fast benchmark by implementing the fastest, most awful, random number generator imaginable? What if every one of my random playouts looks the disturbingly similar? As to the relevance, the time-eaters in my heavy playouts are different from

Re: [computer-go] More Characteristic values (AMAF Characteristics from empty board)

2008-10-08 Thread dhillismail
I checked my notes. For Light playouts --- average game length 111 (including final 2 passes) not counting passes 107 --- When these numbers match, it's a pretty strong sign that the implementation is correct (particularly the eye rule). - Dave Hillis -Original Message- From: Jason

Re: [computer-go] Light simulation : Characteristic values

2008-10-07 Thread dhillismail
Going from memory, that all looks right. (We've been calling it a pseudo eye.) There's no need to do this, but for what it's worth, if you make a histogram of the scores,  - you should only get odd scores - there should be big spikes at the tails (+/- 81) - there should be a Gaussian-looking

[computer-go] Re: [EMAIL PROTECTED] (wasCongratulations to David Fotland!)

2008-10-02 Thread dhillismail
It depends on your definition of real-time. A play-by-email target, such as the Dragon Go Server is pretty flexible about scheduling moves. The project could do what many people do and play several games in parallel. Each participating computer would get a slice of multiple games to process in

Re: [computer-go] Using playouts for more than position evaluation?

2008-09-28 Thread dhillismail
I agree with much of what you say (to the degree that anyone needs to agree with questions). The discussions on this list dealing with ownership maps, RAVE and AMAF have to do with using additional information from the playouts. Playouts can't be unbiased. Picking a move with uniform

Re: [computer-go] MoGo v.s. Kim rematch

2008-09-21 Thread dhillismail
There is a discussion at godiscussions http://www.godiscussions.com/forum/showthread.php?t=7154 ?The sgf's for the two games played are on page 2 Dave Hillis -Original Message- From: mingwu [EMAIL PROTECTED] To: [EMAIL PROTECTED]; computer-go computer-go@computer-go.org Sent: Sun, 21 Sep

Re: [computer-go] semeai

2008-09-06 Thread dhillismail
Raises hand. Chinese rules version for 9x9 and 13x13 would be quite helpful if that's what you are offering. Different komi would be fine. - Dave Hillis -Original Message- From: Darren Cook [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Sat, 6 Sep 2008 10:33 pm

Re: [computer-go] Playout acceleration

2008-09-05 Thread dhillismail
Yes, I tried heavy playouts for N plys, then switching to light.?It didn't really speed things up all that much but it weakened my bot quite a bit, on a per playout basis, resulting in a clear net loss. ? I tried ladder reading for the first N plys, then no ladder reading. The results were

Re: [computer-go] Re: What's happening at the European Go Congress?

2008-08-11 Thread dhillismail
-Original Message- From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Mon, 11 Aug 2008 11:09 pm Subject: Re: [computer-go] Re: What's happening at the European Go Congress? On Tue, 2008-08-12 at 11:50 +0900, Darren Cook wrote: Also, if you are

Re: [computer-go] CGOS server boardsize

2008-08-01 Thread dhillismail
Something that has worked well in other games would be to change the third CGOS every month. Each month, the parameters would be announced and the CGOS started empty except for the anchor(s). At the end of the month, the bot at the top?would be?the winner. That would allow us to experiment with

Re: [computer-go] Incremental move weights

2008-07-21 Thread dhillismail
I? use proximity in the heavy playouts themselves. I think most (all?)?people do this.?I have a precalculated table with the 3x3 and 5x5 neighbors for every position on the board.? - Dave Hillis -Original Message- From: Jason House [EMAIL PROTECTED] To: computer-go

Re: [computer-go] Incremental move weights

2008-07-21 Thread dhillismail
I've tried both MoGo and CrazyStone style playouts. I find MoGo style playouts easier to work with. YMMV. My MoGo style heavy playouts are about 4 times slower than my light playouts. - Dave Hillis -Original Message- From: Jason House [EMAIL PROTECTED] To: computer-go

Re: [computer-go] Incremental move weights

2008-07-21 Thread dhillismail
The people with stronger programs and more full-board experience will be better positioned to comment on this. I'll say that the two styles both need a lot of tweaking, making it hard to establish a fair test between them. It's good to be able to match a 3x3 pattern very quickly. Since there

Re: [computer-go] 10k UCT bots

2008-05-14 Thread dhillismail
-Original Message- From: Jacques Basaldúa [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Wed, 14 May 2008 6:38 am Subject: Re: [computer-go] 10k UCT bots Don Dailey wrote:    [EMAIL PROTECTED] wrote:    For those currently coding this up, I think the most important

Re: [computer-go] 10k UCT bots

2008-05-13 Thread dhillismail
For those currently coding this up, I think the most important thing about this playout algorithm is that it is *temporary*. You will almost certainly be?replacing it with something different and better just a little bit down the road. Creating an MC-UCT bot has a well worn path and its kind

Re: [computer-go] Some beginner's questions concerning go bots

2008-05-09 Thread dhillismail
Hello, 3) What sort of algorithm is used to match patterns once you have mined them from some data source? There are relatively few possible 3x3 patterns, so it is easy to make a look up table with an entry for every possible pattern. For larger patterns, it's more complicated. Mined

[computer-go] CGOS comment field. wasTest position set for MC programs

2008-04-27 Thread dhillismail
-Original Message- From: Magnus Persson [EMAIL PROTECTED] . ..? A side note. Is it only me who are a little annoyed when strong programs play with names that are impossible(for examlple test-81725) to understand? Do not forget to add an entry on sensei at

Re: [computer-go] scalability with the quality of play-outs.

2008-04-21 Thread dhillismail
Don, You may, very well, turn out to be right in the end, but I think you are getting ahead of the data here. And it isn't at all clear to me to how meaningfully we can compare strength of playouts with strength of alpha-beta evaluators. This continues to be a very interesting study

Re: [computer-go] Automated genetic parameters tuning

2008-03-07 Thread dhillismail
It's almost always better to just write your own. Or you might want to consider using a particle swarm optimizer instead. http://www particleswarm.info/Standard_PSO_2006.c?has source code I found useful. http://www.particleswarm.info/Programs.html?has lots of other implementations to choose

Re: [EMAIL PROTECTED]: Re: [computer-go] Should 9x9 komi be 8.0 ?

2008-02-28 Thread dhillismail
An alternative (also maddening to tune) is to make the playout strength asymmetrical. For a high handicap game, making the playout rules for black stones lighter (more random) can make the bot play serious moves where otherwise it would see every move as having the same outcome. The implicit

Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-18 Thread dhillismail
? -Original Message- ? From: Don Dailey [EMAIL PROTECTED] ? To: computer-go computer-go@computer-go.org ? Sent: Mon, 18 Feb 2008 1:45 pm ? Subject: Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8 ...I have seen widely held beliefs be proven wrong before (the earth is

Re: [computer-go] gpugo

2008-02-11 Thread dhillismail
Hi Florian, ? That sounds like an interesting project. I've looked at this a little. If it were me, I would start by implementing the simplest possible MC playouts in gpgpu,?as efficiently as possible, before looking at adding things like patterns.? I also heartily encourage you

Re: [computer-go] More UCT / Monte-Carlo questions

2008-02-05 Thread dhillismail
Lots of good information here. In particular, I notice that my program has the explore needless captures in progressive widening weakness described below. My thanks to Magnus (and Remi, of course) for pointing it out. I'll fix that and then, I guess, I'll have to revisit the issue of reading

Re: [computer-go] More UCT / Monte-Carlo questions

2008-02-05 Thread dhillismail
That's very interesting. RAVE, as described in the Mogo paper, incorporated some priors and gave a progressive widening effect. Have you looked at progressive widening with and without RAVE? Could you provide some details about how you made it work? -Dave Hillis -Original Message-

Re: [computer-go] not Go knowledge and UCT

2008-01-31 Thread dhillismail
A few trick moves in a row can cause problems. But the cases where I am most likely to be watching my bot's play through my fingers are when there is an obvious (to a 20 Kyu like me) situation but it's some plys in the future. (Or it can be pushed into the future!) A case of seki is easy for

Re: [computer-go] not Go knowledge and UCT

2008-01-31 Thread dhillismail
I'm going to call this the procrastination effect. MY claim is that, when MC-UCT encounters a critical life and death board situation that its playout policy consistently gets wrong, the search will naturally tend to skew the tree so that relevant moves continue to be made during the playouts.

Re: [computer-go] not Go knowledge and UCT

2008-01-31 Thread dhillismail
Right you are. Silly me. -Original Message- From: Álvaro Begué [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thu, 31 Jan 2008 3:06 pm Subject: Re: [computer-go] not Go knowledge and UCT On Jan 31, 2008 2:59 PM, [EMAIL PROTECTED] wrote: I'm going to call this

Re: [computer-go] not Go knowledge and UCT

2008-01-31 Thread dhillismail
That's an interesting story. I just wish I hadn't precipitated it by sharing my blinding flash of the obvious with the whole list. You are correct, of course. I got so focused on something that I didn't see the forest for the trees. - Dave Hillis -Original Message- From: Don Dailey

Re: [computer-go] 19x19 Study - prior in bayeselo, and KGS study

2008-01-29 Thread dhillismail
From: Don Dailey [EMAIL PROTECTED] ... Rémi Coulom wrote: ... Instead of playing UCT bot vs UCT bot, I am thinking about running a scaling experiment against humans on KGS. I'll probably start with 2k, 8k, 16k, and 32k playouts. That would be a great experiment.   There is only 1

Re: [computer-go] Suicide question

2008-01-16 Thread dhillismail
-Original Message- From: Don Dailey [EMAIL PROTECTED] ... For instance since is legal to resign,? we could randomly include this possibility in the play-outs, but it would not increase the resolving power of the play-outs. Hmm... It would speed things up, though. And if you made

Re: [computer-go] On average how many board updates/sec can top Go programs do these days?

2008-01-15 Thread dhillismail
Single stone suicide is much easier to test for. :) - Dave Hillis -Original Message- From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Tue, 15 Jan 2008 12:11 pm Subject: Re: [computer-go] On average how many board updates/sec can top Go programs do

Re: [computer-go] On average how many board updates/sec can top Go programs do these days?

2008-01-15 Thread dhillismail
Um, by easier I mean faster. Also, I think single point suicide is more likely to lead to infinite loops, depending on your eye-filling rule. - Dave Hillis -Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Tue, 15 Jan 2008 12:16 pm Subject: Re:

Re: [computer-go] On average how many board updates/sec can top Go programs do these days?

2008-01-15 Thread dhillismail
Another possible reason could be for SIMD (vector) parallel processing. Years ago, I was a real-time image processing guy. Some time back, I did a back-of-the-envelope design for doing?light playouts on multiple go boards at once, on a dedicated parallel processing card. It meant?tiling all

Re: [computer-go] Sylvain Gelly thesis in english

2008-01-13 Thread dhillismail
Thanks Alain. I see I had given up on the paper too soon. - Dave Hillis -Original Message- From: Alain Baeckeroot [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Sun, 13 Jan 2008 11:51 am Subject: Re: [computer-go] Sylvain Gelly thesis in english Le dimanche 13

Re: [computer-go] How to get more participation in 19x19 CGOS?

2008-01-08 Thread dhillismail
That sounds like it would be weaker than Wally. You could just use Wally, though, with today's hardware,?I doubt many would find it a challenging opponent. - Dave Hillis -Original Message- From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Tue, 8 Jan

Re: [computer-go] How to get more participation in 19x19 CGOS?

2008-01-08 Thread dhillismail
Down the road, when I'm ready for it, I'd like for there still to be a 19x19 CGOS much like the one now. But, in the mean time, the current 19x19 CGOS is of no use at all in helping me get there. Ten minutes per side or faster would be ideal. Don's plan for 2 speeds on the same server sounds

Re: [computer-go] Odd results on 19x19

2008-01-06 Thread dhillismail
I've mentioned this before, but hopefully not recently enough to make this annoying. Computer go people and corewars people overlap somewhat. Intransitivity is extremely important for corewars, making?corewars a good domain to study it. Here is an example of a nice graphical way to visualize

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

2008-01-02 Thread dhillismail
Maybe some day computer go will reach the same level of maturity as computer chess and we will need safeguards against all sorts of churlishness. But so far, CGOS is very civilized. I favor encouraging people to make their bots resign, but not penalizing those who don't. The MC programs are

Re: [computer-go] A small optimization for scoring random playouts

2007-12-19 Thread dhillismail
Depending on your rule set, you might not want to use stones captured. I use more-or-less Tromp-Taylor rules; same as CGOS. - Some form of mercy rule: if whiteStonesOnBoard == 0, I know who won. Early in the game, blowouts are *very* comon. - I maintain an array of empty spaces. At scoring

Re: [computer-go] MC-UCT and tactical information

2007-12-14 Thread dhillismail
-Original Message- From: Jason House [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thu, 13 Dec 2007 6:30 pm Subject: Re: [computer-go] MC-UCT and tactical information ... Change for the better seems to imply only a one-sided analysis.? I would imagine

Re: [computer-go] MC-UCT and tactical information

2007-12-14 Thread dhillismail
-Original Message- From: Jason House [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Fri, 14 Dec 2007 2:23 pm Subject: Re: [computer-go] MC-UCT and tactical information So, what tactical information should be calculated, how should it be used, and yes how

[computer-go] MC-UCT and tactical information

2007-12-13 Thread dhillismail
I'd like to start a more specific discussion about ways to combine tactical information with MC-UCT. Here's the scenario. It's the bot's turn and, prior to starting any playouts, it runs a tactical analyzer (for want of a better name) that labels each string as unconditionally alive,

Re: [computer-go] MC-UCT and tactical information

2007-12-13 Thread dhillismail
That's a strong program, and interesting?information.?For clarity, I assume that you mean something like Benson's algorithm, while my intended meaning was alive assuming perfect play. Both are relevant, we just need to keep them sorted out. - Dave Hillis -Original Message- From: John

Re: [computer-go] MC-UCT and tactical information

2007-12-13 Thread dhillismail
-Original Message- From: Jason House [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thu, 13 Dec 2007 3:20 pm Subject: Re: [computer-go] MC-UCT and tactical information On Dec 13, 2007 2:17 PM, [EMAIL PROTECTED] wrote: I'd like to start a more specific

Re: [computer-go] low-hanging fruit - yose

2007-12-13 Thread dhillismail
Impasse: noun, 1. There is no argument so elegant and compelling that it will prove the negative that making UCT greedier could not possibly lead to more won games. 2. Everyone who has tried it one way, will have tried some variations. It's not as if it takes a?lot of code. No one has reported

Re: [computer-go] low-hanging fruit - yose

2007-12-13 Thread dhillismail
I got a smile out of that. _ Dave Hillis -Original Message- From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thu, 13 Dec 2007 8:52 pm Subject: Re: [computer-go] low-hanging fruit - yose [EMAIL PROTECTED] wrote: Impasse: noun, 1. There is no

Re: [computer-go] Re: evaluating monte carlo results

2007-12-06 Thread dhillismail
-Original Message- From: Jason House [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thu, 6 Dec 2007 4:44 pm Subject: Re: [computer-go] Re: evaluating monte carlo results On Dec 6, 2007 4:22 PM, [EMAIL PROTECTED] wrote: My program is riddled with code to

Re: [computer-go] BOINC

2007-10-29 Thread dhillismail
G'day guys, I'm involved in the development of a very powerful and flexible grid software, which we plan to release in January. It is all java based. http://www-nereus.physics.ox.ac.uk/ (bear in mind you can't download it yet and the website is out of date) One of the things I'd like to do

Re: [computer-go] 19x19 CGOS

2007-10-28 Thread dhillismail
Couldn't there just be two servers? There were multiple volunteers. A server with long games might draw more viewers but fewer participants. Shorter games would be more helpful for those of us working on weak 19x19 programs that other people are less interested in anyway. - Dave Hillis

Re: [computer-go] 19x19 CGOS

2007-10-28 Thread dhillismail
Hi Don, Sounds like a good idea. - Dave Hillis -Original Message- From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Sun, 28 Oct 2007 5:05 pm Subject: Re: [computer-go] 19x19 CGOS Hi Dave, Two servers is easy, but 1 server is better.The plan is

Re: [computer-go] Python bindings for libego?

2007-10-02 Thread dhillismail
LOLCODE http://lolcode.com/ The future of programing. -?Dave Hillis -Original Message- From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Mon, 1 Oct 2007 3:45 pm Subject: Re: [computer-go] Python bindings for libego? -BEGIN PGP SIGNED MESSAGE-

Re: [computer-go] ego110_allfirst on CGOS

2007-09-24 Thread dhillismail
-Original Message- From: Jason House [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Mon, 24 Sep 2007 10:22 am Subject: Re: [computer-go] ego110_allfirst on CGOS I just looked at 133684.? ego110_allfirst took all the way until move 18 to play a move above the

Re: [computer-go] ego110_allfirst on CGOS

2007-09-24 Thread dhillismail
When I try AMAF (including RAVE) my program always wants to make early moves on the first and second lines. I've come to look at it as a hallmark of the algorithm. To combat this, I use a table with a move number for each position on the board. The program is not allowed to put

Re: [computer-go] Random move selection (was) Crazystone patterns

2007-09-21 Thread dhillismail
Good information. Thanks. - Dave Hillis -Original Message- From: Jacques Basaldúa [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Fri, 21 Sep 2007 7:44 am Subject: [computer-go] Random move selection (was) Crazystone patterns Dave Hillis, wrote:    Suppose I can generate

Re: [computer-go] problems w/ 19x19 cgos server

2007-09-21 Thread dhillismail
If the 19x19 CGOS is going to be retired due to lack of interest, I wonder if there would be interest in trying out an ultra-blitz version for a while: games as fast as the com. links would permit.?(Game storage would be an issue. Maybe they just wouldn't get stored.) It could be a limited time

Re: [computer-go] Update of MoGo binary release, and windows version available!

2007-09-20 Thread dhillismail
Hello Giles, I downloaded the latest version of Drago (which includes the LibKombilo.dll file that someone mentioned), copied in your patch, and played Mogo for a few moves. It seems to work OK. YAY! I'll mention this here, since others might encounter it. There is a small race condition

Re: [computer-go] Re: Most common 3x3 patterns

2007-09-20 Thread dhillismail
-Original Message- From: Cenny Wenner [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Wed, 19 Sep 2007 11:31 am Subject: Re: [computer-go] Re: Most common 3x3 patterns On 9/19/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I neglected the rather important

Re: [computer-go] Crazystone patterns

2007-09-20 Thread dhillismail
-Original Message- From: Rémi Coulom [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thu, 20 Sep 2007 10:22 am Subject: Re: [computer-go] Crazystone patterns Chris Fant a écrit :  Does this mean that you need to calculate the Bradley-Terry  probability for

Re: [computer-go] Crazystone patterns

2007-09-20 Thread dhillismail
That should do nicely. Thanks! -Original Message- From: Álvaro Begué [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thu, 20 Sep 2007 10:31 pm Subject: Re: [computer-go] Crazystone patterns Remi keeps a number that is the sum of all the probabilities (I'll all them

  1   2   >