Re: [computer-go] A thought about Bot-server communications

2007-12-13 Thread Jacques Basaldúa
Nick Wedd wrote: In one of the British Championship Match games, a bit over ten years ago, Zhang Shutai made an illegal ko move against Matthew Macfadyen, and immediately conceded that he had lost the game. Is the game record available? I am interested because I have only found 2 situations

Re: [computer-go] A thought about Bot-server communications

2007-12-13 Thread Vlad Dumitrescu
On Dec 13, 2007 12:17 PM, Jacques Basaldúa [EMAIL PROTECTED] wrote: Nick Wedd wrote: In one of the British Championship Match games, a bit over ten years ago, Zhang Shutai made an illegal ko move against Matthew Macfadyen, and immediately conceded that he had lost the game. Is the game

Re: [computer-go] A thought about Bot-server communications

2007-12-12 Thread Nick Wedd
In message [EMAIL PROTECTED], Matthew Woodcraft [EMAIL PROTECTED] writes Don Dailey wrote: Ok, let's get into semantics. Is superko an illegal move? Is it simply forbidden or is it part of the rules that you lose immediately if you play it? In card games that is called an irregularity

Re: [computer-go] A thought about Bot-server communications

2007-12-12 Thread terry mcintyre
Take this with a grain of salt, since I am a novice, but my understanding of the distinction is this: violating the ko rule flows from an incorrect decision made by the player; playing a stone of the wrong color from external mishap - the stone should not have been in the player's bowl. Usually

Re: [computer-go] A thought about Bot-server communications

2007-12-11 Thread Erik van der Werf
On Dec 11, 2007 4:00 AM, Don Dailey [EMAIL PROTECTED] wrote: Erik van der Werf wrote: On Dec 10, 2007 6:48 PM, Don Dailey [EMAIL PROTECTED] wrote: In Go however, even if the fundamental game is unchanged you may be playing illegal moves if you are not aware of the superko situation.

Re: [computer-go] A thought about Bot-server communications

2007-12-11 Thread Don Dailey
There is some question about how you define a position (a board state, or a board configuration i.e. SSK or PSK) but you can nitpick if you want and say that superko has nothing to do with positions repeating but I think when a position repeats it's superko. And when you say it's

Re: [computer-go] A thought about Bot-server communications

2007-12-11 Thread Erik van der Werf
On Dec 11, 2007 2:18 PM, Don Dailey [EMAIL PROTECTED] wrote: There is some question about how you define a position (a board state, or a board configuration i.e. SSK or PSK) but you can nitpick if you want and say that superko has nothing to do with positions repeating but I think when

Re: [computer-go] A thought about Bot-server communications

2007-12-11 Thread Gunnar Farnebäck
Nick Wedd wrote: Sorry, but I can't take this seriously. If your board update routine fails, just fix it. As long as you trust the controller to send legal moves, it's well defined how the board will look. The same board update logic can be used for all rulesets. If you don't agree about the

Re: [computer-go] A thought about Bot-server communications

2007-12-11 Thread terry mcintyre
to be masters. -- Daniel Webster - Original Message From: Gunnar Farnebäck [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Tuesday, December 11, 2007 10:12:57 AM Subject: Re: [computer-go] A thought about Bot-server communications Nick Wedd wrote: Sorry, but I can't take

[computer-go] A thought about Bot-server communications

2007-12-10 Thread Nick Wedd
When I play Go on a Go server, I do not try to remember the board position. I can always find out what it is by looking at the client window on my screen. When a bot plays on a Go server, it does remember the position. This is something that programs are good at, so it seems reasonable to

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Jason House
As I understand it, gtp is for one way communication. I've heard of this as an issue when developers try to provide output for the benefit of players (or bot developer debugging the bot) There's typically work-arounds that we use to overcome this. On kgs, to inform the players, the version

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Don Dailey
Nick Wedd wrote: When I play Go on a Go server, I do not try to remember the board position. I can always find out what it is by looking at the client window on my screen. When a bot plays on a Go server, it does remember the position. This is something that programs are good at, so it

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Don Dailey
I forgot mention why FEN is flawed. It's because it fails to capture the complete state of the game. It records en-passant information and color to move, but it's does not capture position history so you cannot detect draws due to positional repetition. In GO, this is probably a more

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Álvaro Begué
On Dec 10, 2007 10:07 AM, Don Dailey [EMAIL PROTECTED] wrote: I forgot mention why FEN is flawed. It's because it fails to capture the complete state of the game. It records en-passant information and color to move, but it's does not capture position history so you cannot detect draws

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Erik van der Werf
On Dec 10, 2007 4:35 PM, Álvaro Begué [EMAIL PROTECTED] wrote: In GO, this is probably a more serious problem. Yes, there is no such thing as an irreversible move in go. Well there is the opening move... (unless suicide is legal you can never recreate the empty board). I think we are stuck

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Álvaro Begué
On Dec 10, 2007 11:05 AM, Erik van der Werf [EMAIL PROTECTED] wrote: On Dec 10, 2007 4:35 PM, Álvaro Begué [EMAIL PROTECTED] wrote: In GO, this is probably a more serious problem. Yes, there is no such thing as an irreversible move in go. Well there is the opening move... (unless suicide

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Don Dailey
Of course if only simple KO is used, then repetition is not an issue - you only have to store the simple ko state fen style. But none of this is any good for a general solution (a simple text based position notation.) We could talk about systems for compressing move lists of course but there

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Nick Wedd
In message [EMAIL PROTECTED], Álvaro Begué [EMAIL PROTECTED] writes It is not my intention to sound confrontational. I really don't know how other rule sets deal with tricky situations. For long-cycle repetitions: Japanese: A repetition lead to no result. The game is replayed.

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Álvaro Begué
On Dec 10, 2007 11:48 AM, Don Dailey [EMAIL PROTECTED] wrote: Of course if only simple KO is used, then repetition is not an issue - you only have to store the simple ko state fen style. But none of this is any good for a general solution (a simple text based position notation.) We could

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Robert Jasiek
Nick Wedd wrote: Chinese: A player may not repeat a previous board position and when he does the game counts as half a win to each player. According to influentual Chinese professionals, the superko rule is a fake overridden by the referee ko rules section.

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Álvaro Begué
On Dec 10, 2007 11:56 AM, Nick Wedd [EMAIL PROTECTED] wrote: In message [EMAIL PROTECTED], Álvaro Begué [EMAIL PROTECTED] writes It is not my intention to sound confrontational. I really don't know how other rule sets deal with tricky situations. For long-cycle repetitions: Japanese:

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Nick Wedd
In message [EMAIL PROTECTED], Robert Jasiek [EMAIL PROTECTED] writes Nick Wedd wrote: Chinese: A player may not repeat a previous board position and when he does the game counts as half a win to each player. According to influentual Chinese professionals,

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Erik van der Werf
On Dec 10, 2007 5:23 PM, Álvaro Begué [EMAIL PROTECTED] wrote: On Dec 10, 2007 11:05 AM, Erik van der Werf [EMAIL PROTECTED] Or simply don't use superko. Normal rules work fine with only some minimal knowledge of the last move. Long cycles are not an issue because they may repeat multiple

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Erik van der Werf
On Dec 10, 2007 6:07 PM, Álvaro Begué [EMAIL PROTECTED] wrote: It looks like even under non-superko rules, something special happens if a position is repeated, which means that a program should know the entire history of the game, or it may accidentally repeat a previous position, even if it

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Don Dailey
Erik van der Werf wrote: On Dec 10, 2007 6:07 PM, Álvaro Begué [EMAIL PROTECTED] wrote: It looks like even under non-superko rules, something special happens if a position is repeated, which means that a program should know the entire history of the game, or it may accidentally repeat a

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Gunnar Farnebäck
Nick Wedd wrote: When I play Go on a Go server, I do not try to remember the board position. I can always find out what it is by looking at the client window on my screen. When a bot plays on a Go server, it does remember the position. This is something that programs are good at, so it

Re: [computer-go] A thought about Bot-server communications

2007-12-10 Thread Don Dailey
Erik van der Werf wrote: On Dec 10, 2007 6:48 PM, Don Dailey [EMAIL PROTECTED] wrote: In Go however, even if the fundamental game is unchanged you may be playing illegal moves if you are not aware of the superko situation. And you think superko is part of the fundamental game???