Re: Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-07 Thread Folkert van Heusden
 I fixed allowing multiple suicide in playouts, but it didn't make the  
 many wasted playouts go away on Sheppard's position.
 On further investivation, the problem has to do with the interaction  
 between superko and the transposition table.
 Currently, Orego checks only simple ko most of the time. Superko is only 
 checked at the top level, before playing a real move (as opposed to a 
 move in a playout). This means that, within the transposition table, 
 superko can lead to an actual cycle. Orego does have a max number of 
 moves per playout, so it doesn't crash, but it does throw away such 
 playouts.

What is superko?
My program keeps a list of all board-positions and then if it whants to
do a move it checks if the new board-position is in the list. If so, it
throws that move away. Are there other checks I need to do as well?


Folkert van Heusden

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Re: Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-07 Thread Nick Wedd
In message 20090807092625.gj15...@vanheusden.com, Folkert van Heusden 
folk...@vanheusden.com writes



What is superko?
My program keeps a list of all board-positions and then if it whants to
do a move it checks if the new board-position is in the list. If so, it
throws that move away. Are there other checks I need to do as well?


Superko involves repeating a previous board position.  Various forms of 
this are forbidden by various rulesets, see

http://www.britgo.org/rules/compare.html#threeKK
What you are doing ensures that your program will never violate any form 
of the rule.


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Re: Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-07 Thread Folkert van Heusden
 What is superko?
 My program keeps a list of all board-positions and then if it whants to
 do a move it checks if the new board-position is in the list. If so, it
 throws that move away. Are there other checks I need to do as well?

 Superko involves repeating a previous board position.  Various forms of  
 this are forbidden by various rulesets, see
 http://www.britgo.org/rules/compare.html#threeKK
 What you are doing ensures that your program will never violate any form  
 of the rule.

Not this one, does it?
Restatement of the ko rule. One may not capture just one stone, if that
stone was played on the previous move, and that move also captured just
one stone.
(from wikipedia)


Folkert van Heusden

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Re: Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-07 Thread Don Dailey
On Fri, Aug 7, 2009 at 5:51 AM, Folkert van Heusden
folk...@vanheusden.comwrote:

  What is superko?
  My program keeps a list of all board-positions and then if it whants to
  do a move it checks if the new board-position is in the list. If so, it
  throws that move away. Are there other checks I need to do as well?
 
  Superko involves repeating a previous board position.  Various forms of
  this are forbidden by various rulesets, see
  http://www.britgo.org/rules/compare.html#threeKK
  What you are doing ensures that your program will never violate any form
  of the rule.

 Ah ok!
 Odd is though that CGOS complains about Illegal KO attempted.


Many time CGOS has been accused of calling a move illegal that wasn't - due
to the KO rule.

But so far it has never once been wrong when closely inspected.   So I
challenge you to show me a position where CGOS got this rule wrong!   I'll
give you a small monetary prize if you can :-)Just give the CGOS game
number.

Please note that the KO rule CGOS uses does NOT consider side to move.   For
example if the same exact board configuration repeats that has occurred
previously,  it is a positional superko violation regardless of which color
is to move.  Note that this is different than repetition in chess, where the
same side must be on the move before consider the position as repeated.

Also please note that when you play go there are other ways to define what a
KO violation is.   Players must agree to use the same rules when you sit
down to play any game.CGOS uses the positional superko  KO rule but
it's also possible to play a game of go with the situational superko rule
defined - which DOES take into consider the side to move.

You can find disscussions on situational vs positional superko in the
archives and on the web in other places - essentially there are some who
feel the situational rule is more correct and more fundamental.   I agree
and I consider positional superko a slight complication (although by
definition it is slighly simpler.)   However, even though I feel that way,
I chose positional superko for CGOS because I think it is more standard and
accepted.


- Don






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Re: [computer-go] Double/Triple Ko situation

2009-08-06 Thread Darren Cook
 The largest nakade shape is the rabbity six. My wild guess would be to
 outlaw self-atari for groups of 7+ stones.

The fun thing about computer go is how hard it is to make hard and fast
rules:
http://senseis.xmp.net/?BiggestKnownEyeSpaceForWhichThereIsANakade

Outlawing self-atari of 18+ stones is probably okay, but not quite so
useful :-).

Darren


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Re: [computer-go] Double/Triple Ko situation

2009-08-06 Thread Harry Fearnley

Darren Cook wrote:

The largest nakade shape is the rabbity six. My wild guess would be to
outlaw self-atari for groups of 7+ stones.


The fun thing about computer go is how hard it is to make hard and fast
rules:
http://senseis.xmp.net/?BiggestKnownEyeSpaceForWhichThereIsANakade

Outlawing self-atari of 18+ stones is probably okay, but not quite so
useful :-).


  http://www.dgob.de/dgoz/trmdpe/

Shows where not defending 20 stones in atari is best.  This
position is easily modified to give a position where self
atari is best.  Clearly this, as well as the 18-stone
nakade, is pathological and will _never_ occur in a real
game ...  :-)

I would guess that there will be a fair number of self-atari
of up to 11 stones (especially on the edge, or in the corner,
and where there are cutting points) where the self-atari
would be the best move.


Harry

-+-+-+-+-+-+
ha...@goban.demon.co.uk38 Henley St, Oxford, OX4 1ES, UK
http://www.goban.demon.co.ukTel: +44 1865 248775
http://harryfearnley.com   *** NEW site ***

Oxford Go Club:http://www.britgo.org/clubs/oxford_c.html
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Re: [computer-go] Double/Triple Ko situation

2009-08-06 Thread Michael Williams

You should set the limit to whatever yields the highest ELO in YOUR program.

Harry Fearnley wrote:

Darren Cook wrote:

The largest nakade shape is the rabbity six. My wild guess would be to
outlaw self-atari for groups of 7+ stones.


The fun thing about computer go is how hard it is to make hard and fast
rules:
http://senseis.xmp.net/?BiggestKnownEyeSpaceForWhichThereIsANakade

Outlawing self-atari of 18+ stones is probably okay, but not quite so
useful :-).


  http://www.dgob.de/dgoz/trmdpe/

Shows where not defending 20 stones in atari is best.  This
position is easily modified to give a position where self
atari is best.  Clearly this, as well as the 18-stone
nakade, is pathological and will _never_ occur in a real
game ...  :-)

I would guess that there will be a fair number of self-atari
of up to 11 stones (especially on the edge, or in the corner,
and where there are cutting points) where the self-atari
would be the best move.


Harry

-+-+-+-+-+-+
ha...@goban.demon.co.uk38 Henley St, Oxford, OX4 1ES, UK
http://www.goban.demon.co.ukTel: +44 1865 248775
http://harryfearnley.com   *** NEW site ***

Oxford Go Club:http://www.britgo.org/clubs/oxford_c.html
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Re: [computer-go] Double/Triple Ko situation

2009-08-06 Thread Christian Nentwich


This is probably the best route. Either this, or get rid of the rule. 
This rule cannot be shown to be correct in general, it may work for most 
life and death problems, but can be wrong in semeai. You may get a nice 
ELO increase, but you are still actively building a wrong rule into the 
program.


Check out the most difficult Go problem, problem 120 from Igo Hatsuyo 
Ron, for example, where black keeps trying to push white to capture his 
group which is getting bigger and bigger.. but surprisingly, white loses 
if he does!


http://senseis.xmp.net/?MostDifficultProblemEver
http://www.harryfearnley.com/go/trmdpe/hats-120-2009.html

Christian


Michael Williams wrote:
You should set the limit to whatever yields the highest ELO in YOUR 
program.


Harry Fearnley wrote:

Darren Cook wrote:

The largest nakade shape is the rabbity six. My wild guess would be to
outlaw self-atari for groups of 7+ stones.


The fun thing about computer go is how hard it is to make hard and fast
rules:
http://senseis.xmp.net/?BiggestKnownEyeSpaceForWhichThereIsANakade

Outlawing self-atari of 18+ stones is probably okay, but not quite so
useful :-).


  http://www.dgob.de/dgoz/trmdpe/

Shows where not defending 20 stones in atari is best.  This
position is easily modified to give a position where self
atari is best.  Clearly this, as well as the 18-stone
nakade, is pathological and will _never_ occur in a real
game ...  :-)

I would guess that there will be a fair number of self-atari
of up to 11 stones (especially on the edge, or in the corner,
and where there are cutting points) where the self-atari
would be the best move.


Harry

-+-+-+-+-+-+
ha...@goban.demon.co.uk38 Henley St, Oxford, OX4 1ES, UK
http://www.goban.demon.co.ukTel: +44 1865 248775
http://harryfearnley.com   *** NEW site ***

Oxford Go Club:http://www.britgo.org/clubs/oxford_c.html
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Re: [computer-go] Double/Triple Ko situation

2009-08-06 Thread Peter Drake
Actually, it's even worse than this: following LibEGO, my playouts  
allow (multi-stone) suicide!


I may fix this before this weekend's KGS tournament.

(Speaking of which, where are all the contestants?)

Peter Drake
http://www.lclark.edu/~drake/


On Aug 5, 2009, at 8:10 PM, Peter Drake wrote:


On Aug 5, 2009, at 6:15 PM, Brian Sheppard wrote:


Pebbles has the same ko rules as Orego, but it doesn't have the same
search behavior.

If Orego rejects self-atari moves of large strings, then the left
side should become a seki almost always. If you are seeing 60% wins
then something must be wrong there.


There's the rub. I should implement that.





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Re: [computer-go] Double/Triple Ko situation

2009-08-06 Thread Jason House

On Aug 6, 2009, at 12:19 PM, Peter Drake dr...@lclark.edu wrote:


I may fix this before this weekend's KGS tournament.

(Speaking of which, where are all the contestants?)


I procrastinate, but I'll compete. I may enter more than one bot, but  
that depends on how much prep time I have.



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Re: [computer-go] Double/Triple Ko situation

2009-08-06 Thread Nick Wedd
In message 333558b6-c030-4656-8c35-0b766185a...@lclark.edu, Peter 
Drake dr...@lclark.edu writes
Actually, it's even worse than this: following LibEGO, my playouts 
allow (multi-stone) suicide!


I may fix this before this weekend's KGS tournament.

(Speaking of which, where are all the contestants?)


Unfortunately some entrants prefer to register at the last minute.

I have received three entries so far;  Aya, Orego, and break.  I have 
been unable to register break, as its KGS account has lapsed.  I have 
tried to explain this to its author, but either he has not received my 
email, or there is a language problem.


I would like to see more weak entrants.  I miss Aloril's collection of 
weak bots.  Please, if there's anyone out there with a weak bot, like 
Stop, enter it!  Everyone concerned will appreciate it if you do. Strong 
ones too of course, it's a pity that MoGo, CrazyStone, and Leela, among 
others, have stopped competing.  And I can accept an unofficial GNU 
Go, if the GNU Go team does not enter one.


Nick


Peter Drake
http://www.lclark.edu/~drake/


On Aug 5, 2009, at 8:10 PM, Peter Drake wrote:


On Aug 5, 2009, at 6:15 PM, Brian Sheppard wrote:


Pebbles has the same ko rules as Orego, but it doesn't have the same
search behavior.

If Orego rejects self-atari moves of large strings, then the left
side should become a seki almost always. If you are seeing 60% wins
then something must be wrong there.


There's the rub. I should implement that.





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RE: [computer-go] Double/Triple Ko situation

2009-08-06 Thread David Fotland
I plan to compete, probably.

-Original Message-
From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of Jason House
Sent: Thursday, August 06, 2009 9:38 AM
To: computer-go
Subject: Re: [computer-go] Double/Triple Ko situation

On Aug 6, 2009, at 12:19 PM, Peter Drake dr...@lclark.edu wrote:

 I may fix this before this weekend's KGS tournament.

 (Speaking of which, where are all the contestants?)

I procrastinate, but I'll compete. I may enter more than one bot, but  
that depends on how much prep time I have.

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Re: [computer-go] Double/Triple Ko situation

2009-08-06 Thread Isaac Deutsch
I planned to enter the august tournament but development progressed  
slower than expected. I plan to enter the september tournament. You'll  
have 1 weak bot more ;)

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Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-06 Thread Peter Drake
I fixed allowing multiple suicide in playouts, but it didn't make the  
many wasted playouts go away on Sheppard's position.


On further investivation, the problem has to do with the interaction  
between superko and the transposition table.


Currently, Orego checks only simple ko most of the time. Superko is  
only checked at the top level, before playing a real move (as  
opposed to a move in a playout). This means that, within the  
transposition table, superko can lead to an actual cycle. Orego does  
have a max number of moves per playout, so it doesn't crash, but it  
does throw away such playouts.


To fix this, I plan to always check for superko violations. Is this  
what others are doing, or is there another way out?


Peter Drake
http://www.lclark.edu/~drake/



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RE: Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-06 Thread David Fotland
I check for superko during the UCT tree part of the search, but just simple
ko during playouts.

-Original Message-
From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of Peter Drake
Sent: Thursday, August 06, 2009 11:42 AM
To: computer-go
Subject: Superko vs transposition table (was Re: [computer-go] Double/Triple
Ko situation)

I fixed allowing multiple suicide in playouts, but it didn't make the  
many wasted playouts go away on Sheppard's position.

On further investivation, the problem has to do with the interaction  
between superko and the transposition table.

Currently, Orego checks only simple ko most of the time. Superko is  
only checked at the top level, before playing a real move (as  
opposed to a move in a playout). This means that, within the  
transposition table, superko can lead to an actual cycle. Orego does  
have a max number of moves per playout, so it doesn't crash, but it  
does throw away such playouts.

To fix this, I plan to always check for superko violations. Is this  
what others are doing, or is there another way out?

Peter Drake
http://www.lclark.edu/~drake/



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[computer-go] Double/Triple Ko situation

2009-08-05 Thread Brian Sheppard
I analyzed the following position as a win for O, but there are
two or three kos involved (A1/A2, H1/G1, and the bent four at J9),
so I am wondering if there are any other opinions.

  1 2 3 4 5 6 7 8 9
A X - X X - X X X - 
B O X X O X - X O O 
C - O O O X X O O O 
D O O X - X O O O - 
E X O - X X X O - O 
F - O X X O O O O X 
G - O X O O O O X X 
H O X X O O X X X - 
J - X X X O X - - - 
O to play


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Re: [computer-go] Double/Triple Ko situation

2009-08-05 Thread Peter Drake
Orego thinks it's probably a win for O (around 60%, with a lot of  
variance from one run to another).


On most runs, almost all of the playouts are discarded, because they  
get caught in cycles and hit the maximum playout length limit.  
Following LibEGO, Orego doesn't check for superko during playouts,  
just simple ko.


Do other programs handle this issue differently?

Peter Drake
http://www.lclark.edu/~drake/


On Aug 5, 2009, at 2:20 PM, Brian Sheppard wrote:


I analyzed the following position as a win for O, but there are
two or three kos involved (A1/A2, H1/G1, and the bent four at J9),
so I am wondering if there are any other opinions.

 1 2 3 4 5 6 7 8 9
A X - X X - X X X -
B O X X O X - X O O
C - O O O X X O O O
D O O X - X O O O -
E X O - X X X O - O
F - O X X O O O O X
G - O X O O O O X X
H O X X O O X X X -
J - X X X O X - - -
O to play


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RE: [computer-go] Double/Triple Ko situation

2009-08-05 Thread David Fotland
Many Faces thinks that whoever moves first wins.  I think you are right that
O must win since the lower right is ko, and O wins if it makes seki on the
left.

-Original Message-
From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of Brian Sheppard
Sent: Wednesday, August 05, 2009 2:20 PM
To: computer-go@computer-go.org
Subject: [computer-go] Double/Triple Ko situation

I analyzed the following position as a win for O, but there are
two or three kos involved (A1/A2, H1/G1, and the bent four at J9),
so I am wondering if there are any other opinions.

  1 2 3 4 5 6 7 8 9
A X - X X - X X X - 
B O X X O X - X O O 
C - O O O X X O O O 
D O O X - X O O O - 
E X O - X X X O - O 
F - O X X O O O O X 
G - O X O O O O X X 
H O X X O O X X X - 
J - X X X O X - - - 
O to play


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Re: [computer-go] Double/Triple Ko situation

2009-08-05 Thread Matthew Woodcraft
Brian Sheppard wrote:
 I analyzed the following position as a win for O, but there are
 two or three kos involved (A1/A2, H1/G1, and the bent four at J9),
 so I am wondering if there are any other opinions.

   1 2 3 4 5 6 7 8 9
 A X - X X - X X X -
 B O X X O X - X O O
 C - O O O X X O O O
 D O O X - X O O O -
 E X O - X X X O - O
 F - O X X O O O O X
 G - O X O O O O X X
 H O X X O O X X X -
 J - X X X O X - - -
 O to play

If komi is 7.5, it looks like a simple win for White.

White will win if the main fight turns seki, without trying to kill the
bottom right.

Black has no ko threats and White already has an eye on the left, so
seki seems inevitable.

-M-
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[computer-go] Double/Triple Ko situation

2009-08-05 Thread Brian Sheppard
Orego thinks it's probably a win for O (around 60%, with a lot of  
variance from one run to another).
On most runs, almost all of the playouts are discarded, because they  
get caught in cycles and hit the maximum playout length limit.  
Following LibEGO, Orego doesn't check for superko during playouts,  
just simple ko.

Pebbles has the same ko rules as Orego, but it doesn't have the same
search behavior.

If Orego rejects self-atari moves of large strings, then the left
side should become a seki almost always. If you are seeing 60% wins
then something must be wrong there.

Another possibility is Orego's handling of transpositions. There are
only 16 points that could possibly vary (again, assuming self-atari
processing) so the position is almost bounded.

Brian

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Re: [computer-go] Double/Triple Ko situation

2009-08-05 Thread Peter Drake

On Aug 5, 2009, at 6:15 PM, Brian Sheppard wrote:


Pebbles has the same ko rules as Orego, but it doesn't have the same
search behavior.

If Orego rejects self-atari moves of large strings, then the left
side should become a seki almost always. If you are seeing 60% wins
then something must be wrong there.


There's the rub. I should implement that.

What's your threshold for large? Do you absolutely reject such  
moves, or just penalize them?



Another possibility is Orego's handling of transpositions. There are
only 16 points that could possibly vary (again, assuming self-atari
processing) so the position is almost bounded.


Peter Drake
http://www.lclark.edu/~drake/

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Re: [computer-go] Double/Triple Ko situation

2009-08-05 Thread Jason House
The largest nakade shape is the rabbity six. My wild guess would be to  
outlaw self-atari for groups of 7+ stones.


Sent from my iPhone

On Aug 5, 2009, at 11:10 PM, Peter Drake dr...@lclark.edu wrote:


On Aug 5, 2009, at 6:15 PM, Brian Sheppard wrote:


Pebbles has the same ko rules as Orego, but it doesn't have the same
search behavior.

If Orego rejects self-atari moves of large strings, then the left
side should become a seki almost always. If you are seeing 60% wins
then something must be wrong there.


There's the rub. I should implement that.

What's your threshold for large? Do you absolutely reject such  
moves, or just penalize them?



Another possibility is Orego's handling of transpositions. There are
only 16 points that could possibly vary (again, assuming self-atari
processing) so the position is almost bounded.


Peter Drake
http://www.lclark.edu/~drake/

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