Re: [computer-go] Big board. Torus ?

2007-02-26 Thread Stuart A. Yeates

On 2/23/07, Heikki Levanto [EMAIL PROTECTED] wrote:

Sure, but not all such boards are equivalent anyway!

Add a stone to the board. Add another stone to one of its liberties. Add
a third stone to any (empty) liberty of the last stone. There are three
possibilities. Choose the one that maximises the liberties of the
string. You have now defined a straight line. Continue this line until
you meet a black stone (which must be part of the original line). I
guess you meet the beginning of the line, where it all started.  How big
portion of the board is now filled with black stones? That can vary
depending on the properties of the grid.

In the simple case you have drawn a circle of a fairly small size (say
19).  In another simple case you have filled the whole board, and used
many more stones (say 361). In some cases you have filled half the
available points, or some other fraction. How big will this fraction be
on a totally random grid?


What, exactly, do you mean by a totally random grid? There is no
single obvious (to me) way of distributing vertexes between nodes. I
can think of several interesting ways, but no single obvious way.

a) start with a conventional board, add random wraps at the edges
(makes for convenient visualization)
b) start with an empty graph with n^2 nodes and pick random pairs of
nodes and add a vertex between them if neither already has 4 vertexes
(hard to visualize, risks disjoint boards)
c) start with a conventional board, pick a random pairs of nodes and a
a random vertex in each node. Switch the end points of the two
vertexes if the result is not a disjoint graph. Repeat N times.
...

It could easily be argued that only (a) results in a grid at all...

cheers
stuart
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Re: [computer-go] Big board. Torus ?

2007-02-23 Thread Jacques Basaldúa

Magnus Persson wrote:

 ... it is impossible to make eyes when attacks on the eyes
 has so many directions to escape. Every reasonable well
 played game will end in seki.

I totally agree. In 2D a free stone has 4 liberties. In 3D, 6. In nD, 2n.

The higher n, the less interesting. You could give 8 liberties to a stone
by including the diagonal neighbors, but that would just produce that
everything reasonable survives in seki. All games are a draw.

4 liberties is the magic number, but playing without edges mat be fun.

Jacques.


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Re: [computer-go] Big board. Torus ?

2007-02-23 Thread Heikki Levanto
On Thu, Feb 22, 2007 at 07:19:52PM -0600, Matt Gokey wrote:
 Here is a thought experiment to test: define the board only logically 
 using a graph (nodes and neighbor nodes).  No topological shape and no 
 mesh layout over any shape is needed.  If all nodes have exactly four 
 neighbors, there is no method or algorithm that you can run to find an 
 edge.  All nodes will look equivalent.

Sure, but not all such boards are equivalent anyway!

Add a stone to the board. Add another stone to one of its liberties. Add
a third stone to any (empty) liberty of the last stone. There are three
possibilities. Choose the one that maximises the liberties of the
string. You have now defined a straight line. Continue this line until
you meet a black stone (which must be part of the original line). I
guess you meet the beginning of the line, where it all started.  How big
portion of the board is now filled with black stones? That can vary
depending on the properties of the grid. 

In the simple case you have drawn a circle of a fairly small size (say
19).  In another simple case you have filled the whole board, and used
many more stones (say 361). In some cases you have filled half the
available points, or some other fraction. How big will this fraction be
on a totally random grid?

-H

-- 
Heikki Levanto   In Murphy We Turst heikki (at) lsd (dot) dk

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Re: [computer-go] Big board. Torus ?

2007-02-23 Thread Łukasz Lew

The number of liberties is not the same measure as dimensionality.
You need to look at a area/boundary ratio.

At some point I adapted libEGO to hexagonal topology, and the game -
Hex Go ( Ho? :-) )
was actually very interesting. Major features are:

- almost no capture tactics
- no ko
- a lot of cut/connect tactics
- a high ration strategy/tactics
- interesting nakade :)

Best,
Łukasz

On 2/23/07, Jacques Basaldúa [EMAIL PROTECTED] wrote:

Magnus Persson wrote:

  ... it is impossible to make eyes when attacks on the eyes
  has so many directions to escape. Every reasonable well
  played game will end in seki.

I totally agree. In 2D a free stone has 4 liberties. In 3D, 6. In nD, 2n.

The higher n, the less interesting. You could give 8 liberties to a stone
by including the diagonal neighbors, but that would just produce that
everything reasonable survives in seki. All games are a draw.

4 liberties is the magic number, but playing without edges mat be fun.

Jacques.


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Re: [computer-go] Big board. Torus ?

2007-02-22 Thread Heikki Levanto
On Wed, Feb 21, 2007 at 07:55:15PM -0600, Matt Gokey wrote:
 Whether it is a torus or not is irrelevant.  The only thing that matters
 from a go game play perspective is the graph topology.  If all points
 have 4 neighbors the actual physical shape or layout doesn't matter.

There can still be subtle differences. In a standard torus, a ladder
comes back to its starting point. If you twist the torus enough, it will
miss, and fill the whole board...

Hardly relevant to random players that don't understand ladders, but
anyway...

-H

-- 
Heikki Levanto   In Murphy We Turst heikki (at) lsd (dot) dk

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Re: [computer-go] Big board. Torus ?

2007-02-22 Thread Magnus Persson

Quoting Tapani Raiko [EMAIL PROTECTED]:


In 3D Go, you need a surface of stones to surround space but just a
string of stones peeking in to ruin it. In normal 2D Go, you surround
area by strings and ruin area by strings, so there is a nice balance. My
guess is that Go in any other dimensionality than two would be dull.
Playing on the surface of a ball, a torus, or a Klein bottle might be
fun, though.


I once played 4-D go 4x4x4x4 with myself which is of course very hard to
visualize. But igonring that, the pfundamental roblem is that it is impossible
to make eyes when attacks on the eyes has so many directions to escape. Every
reasonable well played game will end in seki.

-Magnus
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Re: [computer-go] Big board. Torus ?

2007-02-22 Thread Matt Gokey

Heikki Levanto wrote:

On Wed, Feb 21, 2007 at 07:55:15PM -0600, Matt Gokey wrote:

Whether it is a torus or not is irrelevant.  The only thing that matters
from a go game play perspective is the graph topology.  If all points
have 4 neighbors the actual physical shape or layout doesn't matter.


There can still be subtle differences. In a standard torus, a ladder
comes back to its starting point. If you twist the torus enough, it will
miss, and fill the whole board...

Hardly relevant to random players that don't understand ladders, but
anyway...
I'm not sure I agree with this.  I hypothesize that 2d, 3d, 4d, torus, 
or any other shape is completely irrelevant with regard to game play. 
The only thing that matters is the graph topology. A corollary is that 
on any board that is completely balanced at the beginning with identical 
number of neighbors for all nodes, any 1st play is equivalent and 
therefore optimal.

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Re: [computer-go] Big board. Torus ?

2007-02-22 Thread steve uurtamo
 I'm not sure I agree with this.  I hypothesize that 2d, 3d, 4d, torus, 
 or any other shape is completely irrelevant with regard to game play. 
 The only thing that matters is the graph topology.

it is true that the only thing that matters is graph topology.  it is
also true that graph topology cannot be separated from the actual
topology of the surface.  dimensionality of the embedding space is
irrelevant -- topology of the embedded surface is quite important.

you should be able to extract the topology of the graph from any
embedded surface upon which it can be drawn and vice-versa.

s.





 

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Re: [computer-go] Big board. Torus ?

2007-02-22 Thread steve uurtamo
 If I take a plane, I can draw a 9x9 board on it or a 19x19 board on
 it. I can also draw the previously mentioned circular / cylindrical
 board on it. Could you explain how you propose to extract the topology
 of these, given only the fact that I have drawn them on a plane?

excellent point.  :)

i overstated my point quite a bit.  let me be more specific and more
careful and say that if you draw a grid that completely covers the
surface of, say, a torus, where every crossing point in the mesh
represents a point on the board, you cannot hope to do so in a way
that makes the board act like a board drawn with those same restrictions
on, say, the surface of a sphere.  there is torus-ness embedded in your
game board that you can't remove.  the same goes for a covering mesh on a
projective plane, a sphere with two handles and one cusp, etc..  the
topology of the surface is important.

on the other hand, the full graph description of a board as a (V,E) set
is all that is required to define a game board.

in the other direction, there are (V,E) sets that can't be drawn such that
the only intersections drawn are those that are board points while keeping
the drawing on any one topological object.  these will have to be drawn on
a different topological object to have this property.

i'll answer your objection by noting that if you draw the board as a covering
mesh, you can definitely tell whether or not it was drawn on a cylinder or
a torus or a sphere.

s.





 

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Re: [computer-go] Big board. Torus ?

2007-02-22 Thread Matt Gokey

alain Baeckeroot wrote:

Le jeudi 22 février 2007 14:11, Matt Gokey a écrit :

The only thing that matters is the graph topology. A corollary is
that on any board that is completely balanced at the beginning with
identical number of neighbors for all nodes, any 1st play is
equivalent and therefore optimal.


Yes. But the round board at http://www.youdzone.com/go.html is not
isotropic, it is a cylinder. You can build it with a square garden
wire netting cut at 45°, and add one wire on each border to have 4
neighbors everywhere. If you start from any point and go straight
you end on a border. If you start from a border and go straight you
stay on the border.

I don't understand.  I think everyone is thinking too visually.  What
does straight mean in the context of go? Only liberties are 
meaningful. It is isotropic if you stop visualizing the shape and only 
consider the graph.


Here is a thought experiment to test: define the board only logically 
using a graph (nodes and neighbor nodes).  No topological shape and no 
mesh layout over any shape is needed.  If all nodes have exactly four 
neighbors, there is no method or algorithm that you can run to find an 
edge.  All nodes will look equivalent.


If it were a cylinder, there would still be a top and bottom edge 
indicated by nodes with fewer neighbors.


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Re: [computer-go] Big board. Torus ?

2007-02-22 Thread Chris Fant

I don't understand.  I think everyone is thinking too visually.  What
does straight mean in the context of go? Only liberties are
meaningful. It is isotropic if you stop visualizing the shape and only
consider the graph.


I think straight would mean that when moving from one node to an
adjacent one, you make the move that maximizes the distance from your
origin.
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Re: [computer-go] Big board. Torus ?

2007-02-22 Thread alain Baeckeroot
Le vendredi 23 février 2007 01:19, Matt Gokey a écrit :
 Here is a thought experiment to test: define the board only logically 
 using a graph (nodes and neighbor nodes).  No topological shape and no 
 mesh layout over any shape is needed.  If all nodes have exactly four 
 neighbors, there is no method or algorithm that you can run to find an 
 edge.  All nodes will look equivalent.
 

I was partly wrong, but i maintain this board is anisotropic :
It contains squares and triangles, not equally spaced, all triangles
are on the borders.

Here is a simple algorithm to define the borders:
Starting from one node and moving to the next, you can go to the
Left, Front, Right or Back.
- Insides nodes : if you go always to the Right, in 4 steps you are back
   to the initial position.
- Near border nodes: there is one starting direction where you need only
   3 steps to go back if you always turn to the Right
- Border nodes: 9 steps.

QED number of neighbors is not enought to define the topology, (i suspect
this is well known ;-)

So i maintain it is a cylinder, with 2 borders which correspond to our
visual feeling.
Alain.
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Re: [computer-go] Big board. Torus ?

2007-02-22 Thread Matt Gokey

Tapani Raiko wrote:

Matt Gokey wrote:

I'm not sure I agree with this.  I hypothesize that 2d, 3d, 4d, torus,
or any other shape is completely irrelevant with regard to game play.
The only thing that matters is the graph topology. A corollary is that
on any board that is completely balanced at the beginning with
identical number of neighbors for all nodes, any 1st play is
equivalent and therefore optimal.

It is true that the graph topology is the thing that matters, but having
an identical number of neighbors for all nodes does not mean that the
graphs are similar (isomorphic). For instance in the 3D diamond graph,
each node (disregarding the edges) has 4 neighbors as usual, but there
are 12 neighbor's neighbors, whereas normal Go board has only 8 (4
diagonals and 4 one-point jumps). I'd say there is a huge difference.

OK, I see. That is of course a big and very significant difference.

-So the graph topology is crucial not really the shape.
-And if a board is empty and balanced with equal numbers of neighbors 
and uniform (e.g. same connectivity properties throughout) then any 1st 
play should be equivalent and therefore optimal. Right?


A toroid board (defined as a normal square board with the top-bottom and 
left-right edges connected) would fit this condition, however, the round 
board does not appear to.  Therefore they can't be isomorphic or 
structurally identical.


When describing boards as mapped onto different shapes it would be 
helpful to describe the graph connectivity properties being imagined 
since so many different boards can be constructed on the same geometries.


As for Don's original question about the toroid board, I think it does 
change the game significantly since it will be harder to make territory 
without edges and perhaps less interesting, but the first play is easy 
since any move is optimal and would not require running even one 
simulation ;-)








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Re: [computer-go] Big board. Torus ?

2007-02-22 Thread Matt Gokey

Nick Apperson wrote:
I considered making a version of go that plays with tetrahedral 
geometry.  It is a 3D arrangment where all nodes have 4 neighbors and

the angles between each are 109 degrees.  Its connection properties
though are very different because of the way it it layed out.
Hence, I am going to have to disagree.

Now I understand what you were saying here.

But if what you mean is that all that matters is the graph
representation of the go board, I will agree with you there.
Well that _is_ really what I meant, I just wasn't thinking of all other 
possibilities and implications.


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Re: [computer-go] Big board. Torus ?

2007-02-22 Thread Matt Gokey

Matt Gokey wrote:

alain Baeckeroot wrote:

Le jeudi 22 février 2007 14:11, Matt Gokey a écrit :

The only thing that matters is the graph topology. A corollary is
that on any board that is completely balanced at the beginning with
identical number of neighbors for all nodes, any 1st play is
equivalent and therefore optimal.


Yes. But the round board at http://www.youdzone.com/go.html is not
isotropic, it is a cylinder. You can build it with a square garden
wire netting cut at 45°, and add one wire on each border to have 4
neighbors everywhere. If you start from any point and go straight
you end on a border. If you start from a border and go straight you
stay on the border.

I don't understand.  I think everyone is thinking too visually.  What
does straight mean in the context of go? Only liberties are 
meaningful. It is isotropic if you stop visualizing the shape and only 
consider the graph.
You are right it is not isotropic - sorry - I didn't look at it closely 
enough.


Here is a thought experiment to test: define the board only logically 
using a graph (nodes and neighbor nodes).  No topological shape and no 
mesh layout over any shape is needed.  If all nodes have exactly four 
neighbors, there is no method or algorithm that you can run to find an 
edge.  All nodes will look equivalent.
I was assuming the board was uniform or isotropic I guess when I wrote 
this. Mea culpa.




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Re: [computer-go] Big board. Torus ?

2007-02-21 Thread alain Baeckeroot
Le mercredi 21 février 2007 02:10, Antonin Lucas a écrit :
 No need for those difficulties,  you can play along this board :
 
 http://www.youdzone.com/go.html

I think this is not a torus, even if each vertice has 4 neighbours.
I can easily mentally transform this into a cylinder, with an rectangular 
lattice and additional connection on the borders to have 4 neighbours.

But there is still a weird border topology, all direction are not equivalent.
Alain
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Re: [computer-go] Big board. Torus ?

2007-02-21 Thread Matt Gokey

Stuart A. Yeates wrote:

On 2/21/07, alain Baeckeroot [EMAIL PROTECTED] wrote:

Le mercredi 21 février 2007 02:10, Antonin Lucas a écrit:

No need for those difficulties,  you can play along this board :

http://www.youdzone.com/go.html


I think this is not a torus, even if each vertice has 4 neighbours.
 I can easily mentally transform this into a cylinder, with an
rectangular lattice and additional connection on the borders to
have 4 neighbours.


I agree

If this were a torus, there would be links between the inner ring and
 the outer ring of vertexes.

Whether it is a torus or not is irrelevant.  The only thing that matters
from a go game play perspective is the graph topology.  If all points
have 4 neighbors the actual physical shape or layout doesn't matter.

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Re: [computer-go] Big board. Torus ?

2007-02-21 Thread David Doshay
I have seen such a board for sale online. I would have to search to  
find it again.


Cheers,
David



On 21, Feb 2007, at 9:29 PM, Nick Apperson wrote:

I considered making a version of go that plays with tetrahedral  
geometry.  It is a 3D arrangment where all nodes have 4 neighbors  
and the angles between each are 109 degrees.  Its connection  
properties though are very different because of the way it it layed  
out.  Hence, I am going to have to disagree.  But if what you mean  
is that all that matters is the graph representation of the go  
board, I will agree with you there.


- Nick


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