Re: [computer-go] Suicide question
Jacques, (Offline) Are you saying that you copy the whole board for each move, when you have a stack of boards? Thanks, Michael Wing Well, every implementation is different. In its slowest mode, my board stores information about neighbor stones in each cell. It has a stack of boards and each board has a pointer to its parent. In that mode superko can be detected. There is also a faster mode for MC playouts that does not support superko. But it could also be possible to maintain a stack of previous hashes i.o. complete boards, that would not be very expensive. Another cost is undo. Superko requires undo, unless you want store a hash value with each chain of stones. I am not sure exactly what undo costs, but lets say 5% to 10%. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
[EMAIL PROTECTED] wrote: Jacques, (Offline) Are you saying that you copy the whole board for each move, when you have a stack of boards? My program Lazarus does that - it's not very expensive and undo is free. However in play-outs I update the state directly without saving for speed. State copy is cheap if your program does anything more substantial than just play games as fast as possible. - Don Thanks, Michael Wing Well, every implementation is different. In its slowest mode, my board stores information about neighbor stones in each cell. It has a stack of boards and each board has a pointer to its parent. In that mode superko can be detected. There is also a faster mode for MC playouts that does not support superko. But it could also be possible to maintain a stack of previous hashes i.o. complete boards, that would not be very expensive. Another cost is undo. Superko requires undo, unless you want store a hash value with each chain of stones. I am not sure exactly what undo costs, but lets say 5% to 10%. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Hi Michael Another cost is undo. Superko requires undo, unless you want store a hash value with each chain of stones. I am not sure exactly what undo costs, but lets say 5% to 10%. Well, every implementation is different. In its slowest mode, my board stores information about neighbor stones in each cell. It has a stack of boards and each board has a pointer to its parent. In that mode superko can be detected. There is also a faster mode for MC playouts that does not support superko. But it could also be possible to maintain a stack of previous hashes i.o. complete boards, that would not be very expensive. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Self-atari is never referred to as suicide. Let's not start now. But you're right self-atari in the playouts is a more interesting topic. You have to allow it sometimes because it is the correct move sometimes. John Fan wrote: A question on this topic. When we discuss about suicide, are we referring to the real suicide, or self-atari? I think in some discussions it is referring to the real suicide. In other discussions, seems to be referring to self-atarai. If we are talking about real suicide, I do not see any point to allow the real suicide in the play out. What would be the gain if we allow the real suicide in the play out. I think its only effect is to introduces more board repetition and more moves in the playout. In very very rare cases a real suicide move is beneficial. If we are talking about the self-atari, that's a more interesting topic. I find it is very hard to tune. A lot of games of my engine are lost due to completely insane self-atari moves in the early games. Even I have policy to disfavor the self-atari moves, those moves just keep surfacing out. On Jan 18, 2008 9:28 AM, Michael Williams [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: So it's possible to create a triple-ko repetition, take that move sequence and find a non-triple-ko situation that uses the exact same repeated move sequence? A van Kessel wrote: An alternative to matching board hashes is to test for repeated move sequences. No. repeated position != repeated sequence. Since one stone is added to the board with each move, a repetition can only exist between two moves if exactly that number of stones was captured inbetween (+- pass moves) So you only have to check the positions in the game-stack where exactly the same number of black,white stones is on the board HTH, AvK ___ computer-go mailing list computer-go@computer-go.org mailto:computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org mailto:computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
So it's possible to create a triple-ko repetition, take that move sequence and find a non-triple-ko situation that uses the exact same repeated move sequence ? I am afraid I don't follow. Please rephrase. In my words: you have a sequence of moves (M0) leading, to a certain position (P0). After P0 , you continue with a sequence of moves (M1) leading to position (P1) Now if P0==P1, this means that the move leading to P1 (the last move of M1 is invalid. If the sequence M1 would occur anywhere inside of M0, it would cause no harm, EXCEPT when it would be the final part of M0. But in that case, P0 would itself would be a repetition of some position length(M1) *before* P0. Am I missing something ? AvK ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
A question on this topic. When we discuss about suicide, are we referring to the real suicide, or self-atari? I think in some discussions it is referring to the real suicide. In other discussions, seems to be referring to self-atarai. If we are talking about real suicide, I do not see any point to allow the real suicide in the play out. What would be the gain if we allow the real suicide in the play out. I think its only effect is to introduces more board repetition and more moves in the playout. In very very rare cases a real suicide move is beneficial. If we are talking about the self-atari, that's a more interesting topic. I find it is very hard to tune. A lot of games of my engine are lost due to completely insane self-atari moves in the early games. Even I have policy to disfavor the self-atari moves, those moves just keep surfacing out. On Jan 18, 2008 9:28 AM, Michael Williams [EMAIL PROTECTED] wrote: So it's possible to create a triple-ko repetition, take that move sequence and find a non-triple-ko situation that uses the exact same repeated move sequence? A van Kessel wrote: An alternative to matching board hashes is to test for repeated move sequences. No. repeated position != repeated sequence. Since one stone is added to the board with each move, a repetition can only exist between two moves if exactly that number of stones was captured inbetween (+- pass moves) So you only have to check the positions in the game-stack where exactly the same number of black,white stones is on the board HTH, AvK ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Heikki Levanto wrote: On Thu, Jan 17, 2008 at 10:36:09PM -0500, Michael Williams wrote: I have not tried it myself, but I'm guessing it will not improve your engine. The cost of testing for simple ko is negligible and allowing it will probably prolong the playouts. I am not far enough with my engine to test yet, but my guess is that allowing a simple ko can lead to pretty long endgames, if the ko has the only playable moves left. It sounds that some sort of way to detect that would be good. If we only test for a simple ko, it is possible to get into an endgame with two kos on board, repeating for ever. My own experience when experimenting with random playouts were that without ko checking at all, around 30% of games ended in infinite loop with both sides having one (non-eye-filling) move possible, to retake the ko. With simple ko checking, around 3% of games ended in infinite loop with double ko. As long as you have some cheap way (beyond doing ko checking) of getting out of the infinite loop, either might be preferable. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
John Fan wrote: If we are talking about real suicide, I do not see any point to allow the real suicide in the play out. What would be the gain if we allow the real suicide in the play out. The answer to this question has been given at least 3 times: Speed. It can take time to disallow a certain kind of move. -- GCP ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question (Repost)
I'm sorry but I have no fixed global ip (my pcs are at my home, not at univ). But I strongly believe 32 bit applications can run on 64 bit OS. I will try to run currently running four bots and your clients as many as possible simultaneously because I've just built up an additional 2 core pc. Now I have 4+4+2 cores of Intel Core2 at 3GHz and one Athlon64 boxes in total, all running 64bit Linux. Could you send me the tar ball? Thanks. Hideki Don Dailey: [EMAIL PROTECTED]: Can you give me a login account on your machine? Then I could compile the binaries and get everything working on 64 bit linux. The you can revoke the account if you wish - I just want to build a 64 bit version. But I have it all complete (at least for 32 bit linux). All you do is unpack the tarball and run a script from the unpacked directory and everything else is automatic - including hourly upload of whatever data is produced. There is even a kill script for when you want your computer back. I would prioritize running bots on CGOS. I will eventually get the data. Right now I'm running 2 copies on my core 2 duo. I will have an automatic update soon. Hopefully by tonight but I will be in and out today and probably won't be able to work on it for a while. - Don Hideki Kato wrote: Yes, Fedora Core 5-64bit for AMD and Ubuntu 7.10-64bit for Intel. Which is better do you think, however, to stop current running bots on cgos and run your clients instead OR to keep current bots runnig? As Terry already answered to you. -Hideki Don Dailey: [EMAIL PROTECTED]: Do you run linux? I already have a tarball which has almost everything you need - and it includes the binaries and has each player set up in the registry. The only thing missing is an automated scheme to get the result files to me. I'm looking to see if I can get an ftp server working. It will be flexible enough that you can run multiple instances if you want - and stop them when you want and restart without hassle. However, if one of the long players is playing, you might lose several hours if you kill it! Of course you can use nice to run these at low priority. Are you willing?I can send you a test package now which will determine if it will run without hassle. - Don Hideki Kato wrote: Hi Don, I'm now running mogo-pr-1cpu on my quad core box, Intel Q6600 3GHz with 4GB RAM and gnugo-3.7.11-l10F, gnugo-3.7.10-l10F and FatMan-1 on an AMD athlon64 2GHz with 1GB RAM, as reference programs on cgos 9x9. I can provide these two boxes for your experiment. Then, how long will it take? Hideki Don Dailey: [EMAIL PROTECTED]: Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. With some help, I could redo this experiment and add: 1 or 2 more levels. A version of gnugo with known strength. and/or some fixed version of mogo - which we could simultaneously test on CGOS. I would need an enormous amount of power to complete this with a good sample in less than a few months. Anybody have any linux machines lying around? They need to be relatively powerful and probably need at least 1 gig of memory due to the large tree size I would have to set up. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- [EMAIL PROTECTED] (Kato) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- [EMAIL PROTECTED] (Kato) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- [EMAIL PROTECTED] (Kato) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Jason House wrote: On Jan 18, 2008 11:30 AM, Raymond Wold wrote: With simple ko checking, around 3% of games ended in infinite loop with double ko. Double ko's should not have an infinite loop. black takes ko A. White takes ko B. Black can't retake ko B, so must fill ko A. White then fills ko B. No infinite loop... The only time I've had issues with this stuff was when my anti-eye-filling rule was broken. Hmm, you're right, must have been triple ko actually. That fits with the percentages better as well. Perhaps there were other possible looping situations as well, I didn't actually check what it was that looped, only that it did, and that my idea for breaking-the-loop (stopping playouts after X moves) was on average slower than just always checking for superko in a hash table. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
On Jan 18, 2008 11:30 AM, Raymond Wold [EMAIL PROTECTED] wrote: My own experience when experimenting with random playouts were that without ko checking at all, around 30% of games ended in infinite loop with both sides having one (non-eye-filling) move possible, to retake the ko. My experience is that without simple ko checking, games ended in infinite loops where the ko was the only move left. They'd just go back and forth capturing the lone stone... With simple ko checking, around 3% of games ended in infinite loop with double ko. Double ko's should not have an infinite loop. black takes ko A. White takes ko B. Black can't retake ko B, so must fill ko A. White then fills ko B. No infinite loop... The only time I've had issues with this stuff was when my anti-eye-filling rule was broken. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
An alternative to matching board hashes is to test for repeated move sequences. No. repeated position != repeated sequence. Since one stone is added to the board with each move, a repetition can only exist between two moves if exactly that number of stones was captured inbetween (+- pass moves) So you only have to check the positions in the game-stack where exactly the same number of black,white stones is on the board HTH, AvK ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
An alternative to matching board hashes is to test for repeated move sequences. You need a separate test for each sequence length, but the most common one should be the shortest one. Heikki Levanto wrote: On Thu, Jan 17, 2008 at 10:36:09PM -0500, Michael Williams wrote: I have not tried it myself, but I'm guessing it will not improve your engine. The cost of testing for simple ko is negligible and allowing it will probably prolong the playouts. I am not far enough with my engine to test yet, but my guess is that allowing a simple ko can lead to pretty long endgames, if the ko has the only playable moves left. It sounds that some sort of way to detect that would be good. If we only test for a simple ko, it is possible to get into an endgame with two kos on board, repeating for ever. It might make sense to test for (super)ko only in the endgame, when there are not so many possible moves left. As long as there are many choices, a random playout will not get stuck in a loop anyway. Then again, testing for the game state may be as expensive as testing for ko... I guess it is early for me to speculate on that, as my engine isn't even playing legal moves yet... Premature optimizing, and all that. - Heikki ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
In message [EMAIL PROTECTED], Don Dailey [EMAIL PROTECTED] writes Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. You and me both! Just a couple of other comments: The graph was smoothed with gnuplot's smooth bezier function - but the raw graph looks very similar - just a little more jagged. And you erased the data points themselves. I would consider the raw data points much more informative than a curve that has been fitted to them. Can we please see the graph with the data points left in? Nick If you straighten out the line - you get about 160 ELO per doubling, just looking at the graph. This is being a bit conservative and rounding down. I am pretty confident that you would continue to get well over 100 per doubling for many more doublings and that this curve would gradually taper off. I am also confident that if we could run this at 5 or 6 more doublings and play 9x9 matches and this could be done at a reasonable time control,the program would give high dan players a difficult time. This is one of those claims that sounds ludicrous to most players probably. But when chess programs were only 2000 ELO strength, projections were made about what it would take to play grandmaster strength. Those projections were laughed at because nobody believed such a silly thing could happen, but if anything the projections were conservative and by no means exaggerated.It actually happened very quickly due to Moores law.The programs responded dutifully to each new generation of computer with about 80 ELO per doubling or so. Computers are now our masters in chess - matches are only given now with handicaps so that the humans will have a chance. The big surprise is that a doubling is STILL worth about 60 ELO points, the curve seems to be tapering off but it's very gradual. I expect exactly the same in computer go. This assumes the laws of physics and our ingenuity can keep Moores law working for a few more doubling's! I also did enough of a study on 19x19 UCT GO programs to see that the improvement is substantial. It seems to be at least as much as in 9x9. I don't expect the 19x19 curve to taper off for a very long time and I am confident that if Moores law can hang on for just a few more years, we will also be seeing at least mid dan go programs playing 19x19 Go in a few years - assuming they are playing about 3 kyu now and don't improve. Of course a little ingenuity on our part could speed this up! - Don Don Dailey wrote: I found the graph, but I can't find the data and the details, although it will be on one of the postings. I think this was at least a year ago, perhaps 2. Here is what I remember: I played 11 different levels, each a doubling of the previous. The weakest level I think was just 1024 play-outs.I ran the study for weeks in order to get substantial data points even from the highest levels.The highest level, took a significant time to play a single game, several times longer than the CGOS time control which was 10 minutes at the time. The conditions were CGOS 9x9 conditions - komi 7.5, and so on, just like CGOS 9x9. I actually tested 2 basic versions, one with heavy play-outs and one with light play-outs. The light play-out version basically plays random games. Both programs were reasonably strong UCT programs - versions of Lazarus which probably would play at least 2100 strength on my current computer on the current 5 minute server. See if this link works to see the graph: http://greencheeks.homelinux.org:8015/~drd/study.jpg The X axis represents the number of doublings and ELO ratings are on the Y axis. - Don Michael Williams wrote: Don Dailey wrote: Mark, I wasn't stating a precise value for a doubling when I said 100 ELO.But it appears that it is actually worth a bit more than 100 ELO for a doubling.I did a massive study of this at one point a year or more ago with thousands of games with UCT based Lazarus program and the strength improvement per doubling was very clear and impressive. Don, what komi did you use when you did that study? Looking in the archives, all I can find is you saying that komi=9 is correct. So does that mean 8.5 or 9.5? Or did you allow draws? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- Nick Wedd[EMAIL
Re: [computer-go] Suicide question
Michael Wing wrote: In my program (which implements undo), the cost of for suicide detection is around 1%, which means it would lose 1.5 ELO points. In programs that somehow maintain lists of legal moves or even probability distribution functions over the legal moves, avoiding suicide is free. I fact, adding the suicide move to the list would cost. On the other hand detecting superko costs more like 6% or so, which costs 9 or more ELO. So a benefit of 1 ELO for doing superko right may not be worth the cost. I guess you mean a bullet proof test from the beginning of the game. I only test the last 7 moves (if enabled, it can also be disabled) and that does not cost much. The reasons why I use 7 moves are 2: * I have never found among strong players a need for repetition other that triple ko and double ko on a group with no eyes. (Both are 6 moves long.) My point is: If the program is so weak that it does silly repetitions, improve something else. If it is so strong that it has the same problems as strong humans, detect superko. * My hash system can use only half of the hash (32 bits) and detect the collision with probability 1. (Because of the properties of the keys, you need at least 8 keys for a combination of keys giving zero.) A reason I can figure for ignoring repetition in the playouts is: If the playouts are random, it won't happen much anyway. The probability of a repetition of 6 random moves is too small to care about. But in real play it is frequently a fight for the game. The player forced to avoid the repetition will resign if it is about the life of a big group. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Suicide is illegal in Chinese rules and Japanese rules, isn't it ? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
In message [EMAIL PROTECTED], Don Dailey [EMAIL PROTECTED] writes Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. You and me both! Just a couple of other comments: The graph was smoothed with gnuplot's smooth bezier function - but the raw graph looks very similar - just a little more jagged. Don, the data was derived from self-play, wasn't it? Chrisotph ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
RE: [computer-go] Suicide question
Hi, Mr.Song -Original Message- Suicide is illegal in Chinese rules and Japanese rules, isn't it ? The suicide rule was tested in the Mainland Chinese rules in 1984, and abandoned in 1986 Rules. It is used in Ying's rules now. Ying's Rules is one of the area rules. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
In message [EMAIL PROTECTED], Song [EMAIL PROTECTED] writes Suicide is illegal in Chinese rules and Japanese rules, isn't it ? Yes. But suicide is legal under Ing (SST) rules, and under New Zealand rules. An unscrupulous program, finding itself in a poor position while playing under Ing or NZ rules, may try to play a suicide move in the hope that its opponent will refuse to play on. It's generally easy to find a suicide move: find your opponent's smallest solid eye having more than one point in it, and on successive moves fill this eye until it is full. Nick -- Nick Wedd[EMAIL PROTECTED] ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
On Jan 17, 2008, at 3:44 AM, Song wrote: Suicide is illegal in Chinese rules and Japanese rules, isn't it ? Yes, it is also illegeal under AGA and CGOS rules. Christoph ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I had someone complain several months ago that CGOS doesn't understand superko and has a bug. It turned out that their program fell on a superko that was really deep.It was rather interesting to see this particular game.I think it's fairly likely with 2 deterministic programs but probably not very likely with Monte Carlo programs since they are very likely to vary their moves. - Don Jacques Basaldúa wrote: Michael Wing wrote: In my program (which implements undo), the cost of for suicide detection is around 1%, which means it would lose 1.5 ELO points. In programs that somehow maintain lists of legal moves or even probability distribution functions over the legal moves, avoiding suicide is free. I fact, adding the suicide move to the list would cost. On the other hand detecting superko costs more like 6% or so, which costs 9 or more ELO. So a benefit of 1 ELO for doing superko right may not be worth the cost. I guess you mean a bullet proof test from the beginning of the game. I only test the last 7 moves (if enabled, it can also be disabled) and that does not cost much. The reasons why I use 7 moves are 2: * I have never found among strong players a need for repetition other that triple ko and double ko on a group with no eyes. (Both are 6 moves long.) My point is: If the program is so weak that it does silly repetitions, improve something else. If it is so strong that it has the same problems as strong humans, detect superko. * My hash system can use only half of the hash (32 bits) and detect the collision with probability 1. (Because of the properties of the keys, you need at least 8 keys for a combination of keys giving zero.) A reason I can figure for ignoring repetition in the playouts is: If the playouts are random, it won't happen much anyway. The probability of a repetition of 6 random moves is too small to care about. But in real play it is frequently a fight for the game. The player forced to avoid the repetition will resign if it is about the life of a big group. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Hi, All. Thank you very much. So Suicide is legal in Ying and New Zealand rules, but is illegal in Chinese and Japanese and AGA and CGOS rules, I have heard Chinese and Japanese rules are the most important rulesets in GO world. Then why we are discussing it so seriously ? Song Nick Wedd [EMAIL PROTECTED] wrote: In message [EMAIL PROTECTED], Song [EMAIL PROTECTED] writes Suicide is illegal in Chinese rules and Japanese rules, isn't it ? Yes. But suicide is legal under Ing (SST) rules, and under New Zealand rules. An unscrupulous program, finding itself in a poor position while playing under Ing or NZ rules, may try to play a suicide move in the hope that its opponent will refuse to play on. It's generally easy to find a suicide move: find your opponent's smallest solid eye having more than one point in it, and on successive moves fill this eye until it is full. Nick -- Nick Wedd[EMAIL PROTECTED] ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Song wrote: Hi, All. Thank you very much. So Suicide is legal in Ying and New Zealand rules, but is illegal in Chinese and Japanese and AGA and CGOS rules, I have heard Chinese and Japanese rules are the most important rulesets in GO world. Then why we are discussing it so seriously ? I think there are many variations of each ruleset. I would love to see the whole world standardize on one ruleset but this could never happen because the world would never agree on what that should be! For instance I believe it should be CGOS rules :-)CGOS but with allowance for early passing and agreement for human play. - Don Song Nick Wedd [EMAIL PROTECTED] wrote: In message [EMAIL PROTECTED], Song [EMAIL PROTECTED] writes Suicide is illegal in Chinese rules and Japanese rules, isn't it ? Yes. But suicide is legal under Ing (SST) rules, and under New Zealand rules. An unscrupulous program, finding itself in a poor position while playing under Ing or NZ rules, may try to play a suicide move in the hope that its opponent will refuse to play on. It's generally easy to find a suicide move: find your opponent's smallest solid eye having more than one point in it, and on successive moves fill this eye until it is full. Nick -- Nick Wedd[EMAIL PROTECTED] ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
On Jan 17, 2008, at 5:44 AM, Don Dailey wrote: However, I don't remember if I calibrated the graph or whether it's arbitrary.It seems like I had a version of gnugo as an anchor, but I don't see it in the graph.I could have simply extrapolated from CGOS for one of the version. I remember the graph beeing uncalibrated. Christoph ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Christoph Birk wrote: On Jan 17, 2008, at 5:44 AM, Don Dailey wrote: However, I don't remember if I calibrated the graph or whether it's arbitrary.It seems like I had a version of gnugo as an anchor, but I don't see it in the graph.I could have simply extrapolated from CGOS for one of the version. I remember the graph beeing uncalibrated. For the purpose of this study it doesn't matter whether you calibrate the ratings or not. They are all relative and they are linear (to calibrate, just add or subtract a constant from each rating.) The study was designed to show the value of a doubling. The study shows that with 11 doublings you gain approximately 1700 ELO points. - Don Christoph ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Don, the data was derived from self-play, wasn't it? Yes, it was derived from self play. I also did a study at one time where I tried these doublings against a stable gnugo version and got very similar results - the program went from being crushed by gnugo (rarely winning a game) to the point where gnugo could not win a single game. The ratings differences were very similar at the 3 or 4 levels near gnugo, but at the extreme ranges they were inflated (you can't accurately rate a program that always wins.) To get the most accurate ratings you want to play a good percentage of opponents that are near your own strength. - Don Chrisotph ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
If you look at the rating table on the cgos web page you will see that 600 ELO difference corresponds to about 97% winning percentage.At the levels I tested against gnugo a single game per 100 could swing it 50 ELO. Since it did not lose a single game you could assume that it was either lucky, or that it's self-play rating was pretty accurate. It seems like I played 100-200 games or so. I think the version of gnugo I used tests around 1800 on CGOS. The graph implies about 1000 ELO difference which is consistent with winning every game. However, I don't remember if I calibrated the graph or whether it's arbitrary.It seems like I had a version of gnugo as an anchor, but I don't see it in the graph.I could have simply extrapolated from CGOS for one of the version. http://cgos.boardspace.net/index.html - Don Don Dailey wrote: Don, the data was derived from self-play, wasn't it? Yes, it was derived from self play. I also did a study at one time where I tried these doublings against a stable gnugo version and got very similar results - the program went from being crushed by gnugo (rarely winning a game) to the point where gnugo could not win a single game. The ratings differences were very similar at the 3 or 4 levels near gnugo, but at the extreme ranges they were inflated (you can't accurately rate a program that always wins.) To get the most accurate ratings you want to play a good percentage of opponents that are near your own strength. - Don Chrisotph ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Suicide issue is discussed here in the context of game evaluation, not game playing. For the purpose of game evaluation, one can do the simualtion anyway one want?to as long as it gives a good evaluation value. DL -Original Message- From: Song [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thu, 17 Jan 2008 7:21 am Subject: Re: [computer-go] Suicide question Hi, All. Thank you very much. So Suicide is legal in Ying and New Zealand rules, but is illegal in Chinese and Japanese and AGA and CGOS rules, I have heard Chinese and Japanese rules are the most important rulesets in GO world. Then why we are discussing it so seriously ? Song Nick Wedd [EMAIL PROTECTED] wrote: In message [EMAIL PROTECTED], Song [EMAIL PROTECTED] writes Suicide is illegal in Chinese rules and Japanese rules, isn't it ? Yes. But suicide is legal under Ing (SST) rules, and under New Zealand rules. An unscrupulous program, finding itself in a poor position while playing under Ing or NZ rules, may try to play a suicide move in the hope that its opponent will refuse to play on. It's generally easy to find a suicide move: find your opponent's smallest solid eye having more than one point in it, and on successive moves fill this eye until it is full. Nick -- Nick Wedd[EMAIL PROTECTED] ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ More new features than ever. Check out the new AOL Mail ! - http://webmail.aol.com ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
[EMAIL PROTECTED] wrote: Jacques Basaldúa, I say that adding superko adds 6% or so for 2 reasons. About 2% is adding it to the hash table. About 4% is computing the zobrist hash, which is mainly used for superko. But I suggest you should use superko in the tree portion - just not in the play-outs.The play-outs are mostly random and cannot make sense of sophisticated move sequences such as superko and their repercussions. I actually have 2 routines to make moves - one of them is fast and the other is slow. The only difference between the slow and the fast is that the slow incrementally computes a zobrist hash and tests for superko. But for play-outs it makes a difference in the speed. Another cost is undo. Superko requires undo, unless you want store a hash value with each chain of stones. I am not sure exactly what undo costs, but lets say 5% to 10%. When I need undo, I just copy state - my position is in a tight C struct.When I don't need undo such as in the fast play-outs I don't copy state (except at the start of the play-outs, in which case I do the play-outs with a single separate copy of the state.) I don't know the cost of undo in my program - it costs one state copy per move to have the ability. I have places in my program where I need undo but avoid a state copy by doing fixups. - Don I do local analysis, so I pay for undo anyways. But, if you were doing MC only, then you could go 5% to 15% faster if you remove superko checking and undo. Michael Wing Michael Wing wrote: In my program (which implements undo), the cost of for suicide detection is around 1%, which means it would lose 1.5 ELO points. In programs that somehow maintain lists of legal moves or even probability distribution functions over the legal moves, avoiding suicide is free. I fact, adding the suicide move to the list would cost. On the other hand detecting superko costs more like 6% or so, which costs 9 or more ELO. So a benefit of 1 ELO for doing superko right may not be worth the cost. I guess you mean a bullet proof test from the beginning of the game. I only test the last 7 moves (if enabled, it can also be disabled) and that does not cost much. The reasons why I use 7 moves are 2: * I have never found among strong players a need for repetition other that triple ko and double ko on a group with no eyes. (Both are 6 moves long.) My point is: If the program is so weak that it does silly repetitions, improve something else. If it is so strong that it has the same problems as strong humans, detect superko. * My hash system can use only half of the hash (32 bits) and detect the collision with probability 1. (Because of the properties of the keys, you need at least 8 keys for a combination of keys giving zero.) A reason I can figure for ignoring repetition in the playouts is: If the playouts are random, it won't happen much anyway. The probability of a repetition of 6 random moves is too small to care about. But in real play it is frequently a fight for the game. The player forced to avoid the repetition will resign if it is about the life of a big group. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Song wrote: I have heard Chinese and Japanese rules are the most important rulesets in GO world. Then why we are discussing it so seriously ? If you ask only because of suicide, then discussing it is interesting because other rulesets might still be used on some occasions and because allowing suicide might reveal some insights (let's say about lookahead in case of under the stones play) you might not get so easily otherwise. If you ask because of every rules aspect, let me first point out that most important does not equal most reasonable, most applicable, nor the easiest to implement. If you really want to discuss this, tell us, so that we can refer to the results of earlier discussion / research... -- robert jasiek ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I found a draft of what I believe was one of the computer-go postings.I'll summarize again for anyone who missed it (and I'm not sure I posted it.) : I did do a 7x7 test against gnugo. I used a komi of 8.5 which I believe is a win for black with perfect play. I base this on the fact that when I used komi 9.5 everything reversed dramatically in white's favor. Boardsize: 7x7 Komi: 8.5 Opponent: gg-3.7.9 K-nodes Score when Black Score when WhiteCombined score --- 1024 19/19 =100.00 17/20 = 85.00 36/39 = 92.31 0512 24/24 =100.00 17/25 = 68.00 41/49 = 83.67 0256 19/19 =100.00 8/19 = 42.11 27/38 = 71.05 0128 22/22 =100.00 7/22 = 31.82 29/44 = 65.91 0064 21/21 =100.00 5/21 = 23.81 26/42 = 61.90 0032 23/23 =100.00 4/24 = 16.67 27/47 = 57.45 0016 19/21 = 90.48 4/22 = 18.18 23/43 = 53.49 0008 15/24 = 62.50 10/25 = 40.00 25/49 = 51.02 00048/23 = 34.78 3/24 = 12.50 11/47 = 23.40 00024/17 = 23.53 2/18 = 11.11 6/35 = 17.14 00012/15 = 13.33 0/16 = 0.00 2/31 = 6.45 Lazarus never loses as black when doing at least 32k play-outs. Even with white, Lazarus manages to win most of the games at the highest level - which shows enormous scalability - being able to win in a lost position. At the lowest levels Lazarus rarely wins with either color. Not a lot of games but enough to show that there is not much point continuing with 7x7. - Don Michael Williams wrote: Don Dailey wrote: Mark, I wasn't stating a precise value for a doubling when I said 100 ELO.But it appears that it is actually worth a bit more than 100 ELO for a doubling.I did a massive study of this at one point a year or more ago with thousands of games with UCT based Lazarus program and the strength improvement per doubling was very clear and impressive. Don, what komi did you use when you did that study? Looking in the archives, all I can find is you saying that komi=9 is correct. So does that mean 8.5 or 9.5? Or did you allow draws? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Jacques Basaldúa, I say that adding superko adds 6% or so for 2 reasons. About 2% is adding it to the hash table. About 4% is computing the zobrist hash, which is mainly used for superko. Another cost is undo. Superko requires undo, unless you want store a hash value with each chain of stones. I am not sure exactly what undo costs, but lets say 5% to 10%. I do local analysis, so I pay for undo anyways. But, if you were doing MC only, then you could go 5% to 15% faster if you remove superko checking and undo. Michael Wing Michael Wing wrote: In my program (which implements undo), the cost of for suicide detection is around 1%, which means it would lose 1.5 ELO points. In programs that somehow maintain lists of legal moves or even probability distribution functions over the legal moves, avoiding suicide is free. I fact, adding the suicide move to the list would cost. On the other hand detecting superko costs more like 6% or so, which costs 9 or more ELO. So a benefit of 1 ELO for doing superko right may not be worth the cost. I guess you mean a bullet proof test from the beginning of the game. I only test the last 7 moves (if enabled, it can also be disabled) and that does not cost much. The reasons why I use 7 moves are 2: * I have never found among strong players a need for repetition other that triple ko and double ko on a group with no eyes. (Both are 6 moves long.) My point is: If the program is so weak that it does silly repetitions, improve something else. If it is so strong that it has the same problems as strong humans, detect superko. * My hash system can use only half of the hash (32 bits) and detect the collision with probability 1. (Because of the properties of the keys, you need at least 8 keys for a combination of keys giving zero.) A reason I can figure for ignoring repetition in the playouts is: If the playouts are random, it won't happen much anyway. The probability of a repetition of 6 random moves is too small to care about. But in real play it is frequently a fight for the game. The player forced to avoid the repetition will resign if it is about the life of a big group. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
On Jan 17, 2008, at 6:11 AM, Don Dailey wrote: On Jan 17, 2008, at 5:44 AM, Don Dailey wrote: However, I don't remember if I calibrated the graph or whether it's arbitrary.It seems like I had a version of gnugo as an anchor, but I don't see it in the graph.I could have simply extrapolated from CGOS for one of the version. I remember the graph beeing uncalibrated. For the purpose of this study it doesn't matter whether you calibrate the ratings or not. They are all relative and they are linear (to calibrate, just add or subtract a constant from each rating.) The study was designed to show the value of a doubling. The study shows that with 11 doublings you gain approximately 1700 ELO points. I agree. Christoph ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I have two linux desktops, a dual AMD with 1 or 2 gigs and a quad Intel 6600 with 3 gigs RAM; both sit idle much of the time. Can you sketch the requirements for this test? Will it be using time controls or fixed numbers of playouts? In the latter case, I can nice the process(es) when need be. I've also been considering Amazon's EC2 -- one server-month costs about $72. Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, January 17, 2008 10:11:14 AM Subject: Re: [computer-go] Suicide question Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. With some help, I could redo this experiment and add: 1 or 2 more levels. A version of gnugo with known strength. and/or some fixed version of mogo - which we could simultaneously test on CGOS. I would need an enormous amount of power to complete this with a good sample in less than a few months. Anybody have any linux machines lying around? They need to be relatively powerful and probably need at least 1 gig of memory due to the large tree size I would have to set up. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. With some help, I could redo this experiment and add: 1 or 2 more levels. A version of gnugo with known strength. and/or some fixed version of mogo - which we could simultaneously test on CGOS. I would need an enormous amount of power to complete this with a good sample in less than a few months. Anybody have any linux machines lying around? They need to be relatively powerful and probably need at least 1 gig of memory due to the large tree size I would have to set up. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I assume you are on a unix based system since you are talking aboing nicing a job. Good. I can easily deal with Mac's or Linux for this. What I would do is bundle up everything into a tarball and have it all set up and ready to go, so that it would not be much work on your part. The tarball would consist of: 1. FatMan binary modifed to support LONG levels. 2. autotest binary (or if you have a tclkit just the kit.) 3. copy of mogo. 4. a sqlite database that already has the registry set up for you. 5. A script that starts the tester for you. 6. A script that extracts the results so they can be mailed. You could mail the results periodically, whenever it was convenient for you. I would probably also include a copy of mogo and gnugo just so that every test is running the exact same binaries. I increased the memory usage of FatMan so that these tests could run and the main pool of nodes required for the in memory tree takes only 134 megs of memory.However, each copy of FatMan would require this much memory.It's not clear to me how much this was effect your system or step on your cache. I have no idea of the memory requirements of Mogo.We would want to set a copy of Mogo (or perhaps someone already has) on CGOS to get a reference point and we would want to run it exactly the same. On a fast machine, such as my core 2 duo, at the highest level we would test it would take about 20 minutes per move in the opening position. If we turn ON the resign feature of all the programs and considering that it speeds up as the game progresses,we might get in 3 or 4 games per day per machine on the highest 2 levels - of course other game will go faster.In fact, with resign turned on we may get in a lot more games than that, even if the highest level was one of the players because many games are resignable fairly early. I'm still looking at the memory usage, we might get away with cutting the memory usage in half from the values I previously gave you. If you could set up a script to periodically scp the result files to me, I would set up a web page that continuously updates a web page with a graph and crosstable similar to CGOS all-time list. This would be fun - should I start setting this up? - Don terry mcintyre wrote: I have two linux desktops, a dual AMD with 1 or 2 gigs and a quad Intel 6600 with 3 gigs RAM; both sit idle much of the time. Can you sketch the requirements for this test? Will it be using time controls or fixed numbers of playouts? In the latter case, I can nice the process(es) when need be. I've also been considering Amazon's EC2 -- one server-month costs about $72. Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, January 17, 2008 10:11:14 AM Subject: Re: [computer-go] Suicide question Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. With some help, I could redo this experiment and add: 1 or 2 more levels. A version of gnugo with known strength. and/or some fixed version of mogo - which we could simultaneously test on CGOS. I would need an enormous amount of power to complete this with a good sample in less than a few months. Anybody have any linux machines lying around? They need to be relatively powerful and probably need at least 1 gig of memory due to the large tree size I would have to set up. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
17, 2008 10:11:14 AM Subject: Re: [computer-go] Suicide question Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. With some help, I could redo this experiment and add: 1 or 2 more levels. A version of gnugo with known strength. and/or some fixed version of mogo - which we could simultaneously test on CGOS. I would need an enormous amount of power to complete this with a good sample in less than a few months. Anybody have any linux machines lying around? They need to be relatively powerful and probably need at least 1 gig of memory due to the large tree size I would have to set up. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Don, All sounds good. Yes, I forgot to mention that I am using linux. If possible, I'd suggest that the process be as automatic as possible - rather than the user emailing results, periodically ssh or scp outbound to your computer. The copies of gnugo/mogo/fatman and any other programs would need to be local copies, in order to prevent conflict with existing versions. I'd suggest a current version of Gnugo - they are at 3.7.11 now, I think. Gunnar, any interesting updates in the pipeline? An automatic status page on the central www server would provide excellent feedback. I'd also love to see the games themselves, the better to capture blunders and convert them to test cases which can be used to test subsequent go programs. A few good test cases might encourage fixes for the current weaknesses with respect to nakade plays, for instance. Will there be a method at the top level to weed out duplicate games? How confident are we that resignation works properly? There were some odd results in the latest KGS tournament, if I recall correctly; programs were resigning won games. Terry McIntyre [EMAIL PROTECTED] From: Don Dailey [EMAIL PROTECTED] I assume you are on a unix based system since you are talking aboing nicing a job. Good. I can easily deal with Mac's or Linux for this. What I would do is bundle up everything into a tarball and have it all set up and ready to go, so that it would not be much work on your part. The tarball would consist of: 1. FatMan binary modifed to support LONG levels. 2. autotest binary (or if you have a tclkit just the kit.) 3. copy of mogo. 4. a sqlite database that already has the registry set up for you. 5. A script that starts the tester for you. 6. A script that extracts the results so they can be mailed. You could mail the results periodically, whenever it was convenient for you. I would probably also include a copy of mogo and gnugo just so that every test is running the exact same binaries. I increased the memory usage of FatMan so that these tests could run and the main pool of nodes required for the in memory tree takes only 134 megs of memory.However, each copy of FatMan would require this much memory.It's not clear to me how much this was effect your system or step on your cache. I have no idea of the memory requirements of Mogo.We would want to set a copy of Mogo (or perhaps someone already has) on CGOS to get a reference point and we would want to run it exactly the same. On a fast machine, such as my core 2 duo, at the highest level we would test it would take about 20 minutes per move in the opening position. If we turn ON the resign feature of all the programs and considering that it speeds up as the game progresses,we might get in 3 or 4 games per day per machine on the highest 2 levels - of course other game will go faster.In fact, with resign turned on we may get in a lot more games than that, even if the highest level was one of the players because many games are resignable fairly early. I'm still looking at the memory usage, we might get away with cutting the memory usage in half from the values I previously gave you. If you could set up a script to periodically scp the result files to me, I would set up a web page that continuously updates a web page with a graph and crosstable similar to CGOS all-time list. This would be fun - should I start setting this up? - Don terry mcintyre wrote: I have two linux desktops, a dual AMD with 1 or 2 gigs and a quad Intel 6600 with 3 gigs RAM; both sit idle much of the time. Can you sketch the requirements for this test? Will it be using time controls or fixed numbers of playouts? In the latter case, I can nice the process(es) when need be. I've also been considering Amazon's EC2 -- one server-month costs about $72. Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, January 17, 2008 10:11:14 AM Subject: Re: [computer-go] Suicide question Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. With some help, I could redo this experiment and add: 1 or 2 more levels. A version of gnugo with known strength. and/or some fixed version of mogo - which we could simultaneously test on CGOS. I would need an enormous amount of power to complete this with a good sample in less than a few months. Anybody have any linux machines lying around? They need to be relatively powerful and probably need at least 1 gig of memory due to the large tree size I would
Re: [computer-go] Suicide question
I seriously doubt there will be repeat games with FatMan or Mogo. Maybe with Gnugo but their only opponent will be Monte Carlo type programs. Nevertheless, as a sanity check we can look for repeat games. I've always want to make a program to test for repeat games - taking symmetries into account - so I will make one for this later unless such a thing already exists. - Don terry mcintyre wrote: Don, All sounds good. Yes, I forgot to mention that I am using linux. If possible, I'd suggest that the process be as automatic as possible - rather than the user emailing results, periodically ssh or scp outbound to your computer. The copies of gnugo/mogo/fatman and any other programs would need to be local copies, in order to prevent conflict with existing versions. I'd suggest a current version of Gnugo - they are at 3.7.11 now, I think. Gunnar, any interesting updates in the pipeline? An automatic status page on the central www server would provide excellent feedback. I'd also love to see the games themselves, the better to capture blunders and convert them to test cases which can be used to test subsequent go programs. A few good test cases might encourage fixes for the current weaknesses with respect to nakade plays, for instance. Will there be a method at the top level to weed out duplicate games? How confident are we that resignation works properly? There were some odd results in the latest KGS tournament, if I recall correctly; programs were resigning won games. Terry McIntyre [EMAIL PROTECTED] From: Don Dailey [EMAIL PROTECTED] I assume you are on a unix based system since you are talking aboing nicing a job. Good. I can easily deal with Mac's or Linux for this. What I would do is bundle up everything into a tarball and have it all set up and ready to go, so that it would not be much work on your part. The tarball would consist of: 1. FatMan binary modifed to support LONG levels. 2. autotest binary (or if you have a tclkit just the kit.) 3. copy of mogo. 4. a sqlite database that already has the registry set up for you. 5. A script that starts the tester for you. 6. A script that extracts the results so they can be mailed. You could mail the results periodically, whenever it was convenient for you. I would probably also include a copy of mogo and gnugo just so that every test is running the exact same binaries. I increased the memory usage of FatMan so that these tests could run and the main pool of nodes required for the in memory tree takes only 134 megs of memory.However, each copy of FatMan would require this much memory.It's not clear to me how much this was effect your system or step on your cache. I have no idea of the memory requirements of Mogo.We would want to set a copy of Mogo (or perhaps someone already has) on CGOS to get a reference point and we would want to run it exactly the same. On a fast machine, such as my core 2 duo, at the highest level we would test it would take about 20 minutes per move in the opening position. If we turn ON the resign feature of all the programs and considering that it speeds up as the game progresses,we might get in 3 or 4 games per day per machine on the highest 2 levels - of course other game will go faster.In fact, with resign turned on we may get in a lot more games than that, even if the highest level was one of the players because many games are resignable fairly early. I'm still looking at the memory usage, we might get away with cutting the memory usage in half from the values I previously gave you. If you could set up a script to periodically scp the result files to me, I would set up a web page that continuously updates a web page with a graph and crosstable similar to CGOS all-time list. This would be fun - should I start setting this up? - Don terry mcintyre wrote: I have two linux desktops, a dual AMD with 1 or 2 gigs and a quad Intel 6600 with 3 gigs RAM; both sit idle much of the time. Can you sketch the requirements for this test? Will it be using time controls or fixed numbers of playouts? In the latter case, I can nice the process(es) when need be. I've also been considering Amazon's EC2 -- one server-month costs about $72. Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, January 17, 2008 10:11:14 AM Subject: Re: [computer-go] Suicide question Michael Williams wrote: It is a very nice graph. I wish we could see
Re: [computer-go] Suicide question
Mogo will just be one data point in the experiment, but an important one because we will benchmark the same exact version on CGOS. --nbTotalSimulations 11000 (not high level -- 20 is of course much stronger but requires more time) instead of --time no pondering, as you want fixed level therefore mogo --9 --nbTotalSimulations 11000 --playsAgainstHuman 0 should be fine. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I'm also trying to find the magic for running gnugo.There was an issue with it adjusting it's level dynamically and a way to turn that off. What I use now is: gnugo --mode gtp --score aftermath --capture-all-dead --chinese-rules There was also a superko switch.I will figure this out myself, but if anyone knows off the top of their head please help me out! - Don terry mcintyre wrote: Will Mogo with nbThreads=4 and --nbTotalSimulations 11 yield the same results as nbThreads=1 and --nbTotalSimulations 11, presumably in approximately 1/4 the time? Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: Olivier Teytaud [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, January 17, 2008 12:48:24 PM Subject: Re: [computer-go] Suicide question Mogo will just be one data point in the experiment, but an important one because we will benchmark the same exact version on CGOS. --nbTotalSimulations 11000 (not high level -- 20 is of course much stronger but requires more time) instead of --time no pondering, as you want fixed level therefore mogo --9 --nbTotalSimulations 11000 --playsAgainstHuman 0 should be fine. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I want to run it exactly the same on all machines - so I would prefer not to take a chance with this. I have a core 2 duo, but I don't want to push the load too high for this experiment. - Don terry mcintyre wrote: Will Mogo with nbThreads=4 and --nbTotalSimulations 11 yield the same results as nbThreads=1 and --nbTotalSimulations 11, presumably in approximately 1/4 the time? Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: Olivier Teytaud [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, January 17, 2008 12:48:24 PM Subject: Re: [computer-go] Suicide question Mogo will just be one data point in the experiment, but an important one because we will benchmark the same exact version on CGOS. --nbTotalSimulations 11000 (not high level -- 20 is of course much stronger but requires more time) instead of --time no pondering, as you want fixed level therefore mogo --9 --nbTotalSimulations 11000 --playsAgainstHuman 0 should be fine. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Will Mogo with nbThreads=4 and --nbTotalSimulations 11 yield the same results as nbThreads=1 and --nbTotalSimulations 11, presumably in approximately 1/4 the time? Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: Olivier Teytaud [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, January 17, 2008 12:48:24 PM Subject: Re: [computer-go] Suicide question Mogo will just be one data point in the experiment, but an important one because we will benchmark the same exact version on CGOS. --nbTotalSimulations 11000 (not high level -- 20 is of course much stronger but requires more time) instead of --time no pondering, as you want fixed level therefore mogo --9 --nbTotalSimulations 11000 --playsAgainstHuman 0 should be fine. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Olivier, How much memory does mogo require if I crank up the number of simulations pretty high? Does it allocate dynamically or work from a fixed pool? What happens if there is not enough memory? I could include Mogo in the study too, not just as a single data point if I can get 13 doublings. I might scale mogo down so that it is roughly equivalent with my program, by starting it at much few simulations. - Don Olivier Teytaud wrote: Mogo will just be one data point in the experiment, but an important one because we will benchmark the same exact version on CGOS. --nbTotalSimulations 11000 (not high level -- 20 is of course much stronger but requires more time) instead of --time no pondering, as you want fixed level therefore mogo --9 --nbTotalSimulations 11000 --playsAgainstHuman 0 should be fine. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Will Mogo with nbThreads=4 and --nbTotalSimulations 11 yield the same results as nbThreads=1 and --nbTotalSimulations 11, presumably in approximately 1/4 the time? --nbTotalSimulations gives the number of simulations for the first thread; the others are stopped by time. As threads are not necessarily scheduled in a fair manner, the number of simulations, if you do not have 4 cores fully available, might be very unstable. By the way, the efficiency in mogoRelease is not linear in the number of threads, whenever the cores are completly available; this linear speed-up is almost true for 2 cores, but not completly for 4 cores, and absolutely not for 8 cores. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Thank you for your response,however I want to test mogo at a FIXED level - we will be testing on different hardware and we don't want to use time-contol. Is there a way to properly set it for a fixed number of play-outs? Also, we will NOT be using multiple processors. Mogo will just be one data point in the experiment, but an important one because we will benchmark the same exact version on CGOS. - Don Olivier Teytaud wrote: Now I need to know where Mogo is for linux, and how to run it under cgos-like conditions. mogo download: http://www.lri.fr/~gelly Below how to use mogo for that; ask us if you need something for this nice experiment. Options should probably be mogo --9 and --playsAgainstHuman 0 if scoring is similar to the scoring of cgos, i.e.: mogo --9 --time TIMEPERMOVE --pondering 1 --nbThreads 4 --playsAgainstHuman 0 for a 4-threads machine, where TIMEPERMOVE is in secondes and --pondering 1 only if you want pondering. MoGoRelease_3 does not resign if the number of simulations is too small; but with TIMEPERMOVE=1 there's no problem. MoGo has not been tested widely in 7x7, I hope everything will be fine. Tell us in case of trouble, we'll try to solve that. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Perfect! I will adjust the level so that it plays as strong as possible on CGOS without taking a risk of getting into time trouble on modest hardware. Then I can make Mogo the anchor player. - Don Olivier Teytaud wrote: Mogo will just be one data point in the experiment, but an important one because we will benchmark the same exact version on CGOS. --nbTotalSimulations 11000 (not high level -- 20 is of course much stronger but requires more time) instead of --time no pondering, as you want fixed level therefore mogo --9 --nbTotalSimulations 11000 --playsAgainstHuman 0 should be fine. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Never mind, I found what I want: gnugo --mode gtp --score aftermath --capture-all-dead --chinese-rules --min-level 8 --max-level 8 --positional-superko - Don Don Dailey wrote: I'm also trying to find the magic for running gnugo.There was an issue with it adjusting it's level dynamically and a way to turn that off. What I use now is: gnugo --mode gtp --score aftermath --capture-all-dead --chinese-rules There was also a superko switch.I will figure this out myself, but if anyone knows off the top of their head please help me out! - Don terry mcintyre wrote: Will Mogo with nbThreads=4 and --nbTotalSimulations 11 yield the same results as nbThreads=1 and --nbTotalSimulations 11, presumably in approximately 1/4 the time? Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: Olivier Teytaud [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, January 17, 2008 12:48:24 PM Subject: Re: [computer-go] Suicide question Mogo will just be one data point in the experiment, but an important one because we will benchmark the same exact version on CGOS. --nbTotalSimulations 11000 (not high level -- 20 is of course much stronger but requires more time) instead of --time no pondering, as you want fixed level therefore mogo --9 --nbTotalSimulations 11000 --playsAgainstHuman 0 should be fine. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
How much memory does mogo require if I crank up the number of simulations pretty high? Does it allocate dynamically or work from a fixed pool? What happens if there is not enough memory? I think you won't have any troubles with that, unless the hardware is very old. There is a pruning strategy, which is quite conservative for modern hardware (too much conservative for most computers, but the conservative parametrization is seemingly not very harmful for performance - however, we have not tested that intensively, because it is very expensive to test as it is precisely for large computation times...). ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I'm experimenting with the number of simulations at fairly low levels to find a point of equilibrium for FatMan vs Mogo.In other words, I want 13 versions of each program and I want to find a level where the playing strength is roughly comparable. I will try doing 1/2, 1/4, 1/8 and 1/16 the number of simulations for Mogo to see what matches up the best. This is so at the highest levels both players will have competition other than versions of themselves. - Don Olivier Teytaud wrote: Mogo will just be one data point in the experiment, but an important one because we will benchmark the same exact version on CGOS. --nbTotalSimulations 11000 (not high level -- 20 is of course much stronger but requires more time) instead of --time no pondering, as you want fixed level therefore mogo --9 --nbTotalSimulations 11000 --playsAgainstHuman 0 should be fine. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Any estimates of when this problem is likely to surface? Is a version available which is more suitable for greater numbers of simulations? We can compile that easily, but I don't know if I can distribute it (administrativly). To be checked... Olivier ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
You should probably test gnugo at level 10? Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, January 17, 2008 1:24:22 PM Subject: Re: [computer-go] Suicide question Never mind, I found what I want: gnugo --mode gtp --score aftermath --capture-all-dead --chinese-rules --min-level 8 --max-level 8 --positional-superko - Don Don Dailey wrote: I'm also trying to find the magic for running gnugo.There was an issue with it adjusting it's level dynamically and a way to turn that off. What I use now is: gnugo --mode gtp --score aftermath --capture-all-dead --chinese-rules There was also a superko switch.I will figure this out myself, but if anyone knows off the top of their head please help me out! - Don terry mcintyre wrote: Will Mogo with nbThreads=4 and --nbTotalSimulations 11 yield the same results as nbThreads=1 and --nbTotalSimulations 11, presumably in approximately 1/4 the time? Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: Olivier Teytaud [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, January 17, 2008 12:48:24 PM Subject: Re: [computer-go] Suicide question Mogo will just be one data point in the experiment, but an important one because we will benchmark the same exact version on CGOS. --nbTotalSimulations 11000 (not high level -- 20 is of course much stronger but requires more time) instead of --time no pondering, as you want fixed level therefore mogo --9 --nbTotalSimulations 11000 --playsAgainstHuman 0 should be fine. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Don Dailey wrote: Never mind, I found what I want: gnugo --mode gtp --score aftermath --capture-all-dead --chinese-rules --min-level 8 --max-level 8 --positional-superko Forget about --score aftermath. It does absolutely nothing when combined with --mode gtp. /Gunnar ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I believe that certain GnuGo features are turned off at level 8. In any case, it's still pretty quick at level 10 on modern hardware. Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: Gunnar Farnebäck [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, January 17, 2008 3:14:46 PM Subject: Re: [computer-go] Suicide question Don Dailey wrote: Thanks, will do that! Someone once told me that level 8 is faster and plays just as well. Is there any truth to that? I am planning to run this study at level 10. Level 8 is certainly faster and it ought to be weaker but I can't say anything about how much. /Gunnar ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Hi Don, I'm now running mogo-pr-1cpu on my quad core box, Intel Q6600 3GHz with 4GB RAM and gnugo-3.7.11-l10F, gnugo-3.7.10-l10F and FatMan-1 on an AMD athlon64 2GHz with 1GB RAM, as reference programs on cgos 9x9. I can provide these two boxes for your experiment. Then, how long will it take? Hideki Don Dailey: [EMAIL PROTECTED]: Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. With some help, I could redo this experiment and add: 1 or 2 more levels. A version of gnugo with known strength. and/or some fixed version of mogo - which we could simultaneously test on CGOS. I would need an enormous amount of power to complete this with a good sample in less than a few months. Anybody have any linux machines lying around? They need to be relatively powerful and probably need at least 1 gig of memory due to the large tree size I would have to set up. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- [EMAIL PROTECTED] (Kato) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Do you run linux? I already have a tarball which has almost everything you need - and it includes the binaries and has each player set up in the registry. The only thing missing is an automated scheme to get the result files to me. I'm looking to see if I can get an ftp server working. It will be flexible enough that you can run multiple instances if you want - and stop them when you want and restart without hassle. However, if one of the long players is playing, you might lose several hours if you kill it! Of course you can use nice to run these at low priority. Are you willing?I can send you a test package now which will determine if it will run without hassle. - Don Hideki Kato wrote: Hi Don, I'm now running mogo-pr-1cpu on my quad core box, Intel Q6600 3GHz with 4GB RAM and gnugo-3.7.11-l10F, gnugo-3.7.10-l10F and FatMan-1 on an AMD athlon64 2GHz with 1GB RAM, as reference programs on cgos 9x9. I can provide these two boxes for your experiment. Then, how long will it take? Hideki Don Dailey: [EMAIL PROTECTED]: Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. With some help, I could redo this experiment and add: 1 or 2 more levels. A version of gnugo with known strength. and/or some fixed version of mogo - which we could simultaneously test on CGOS. I would need an enormous amount of power to complete this with a good sample in less than a few months. Anybody have any linux machines lying around? They need to be relatively powerful and probably need at least 1 gig of memory due to the large tree size I would have to set up. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- [EMAIL PROTECTED] (Kato) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Don Dailey wrote: Thanks, will do that! Someone once told me that level 8 is faster and plays just as well. Is there any truth to that? I am planning to run this study at level 10. Level 8 is certainly faster and it ought to be weaker but I can't say anything about how much. /Gunnar ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Thanks, will do that! Someone once told me that level 8 is faster and plays just as well. Is there any truth to that? I am planning to run this study at level 10. - Don Gunnar Farnebäck wrote: Don Dailey wrote: Never mind, I found what I want: gnugo --mode gtp --score aftermath --capture-all-dead --chinese-rules --min-level 8 --max-level 8 --positional-superko Forget about --score aftermath. It does absolutely nothing when combined with --mode gtp. /Gunnar ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I learned many things, thank you very much. I want to know one more thing. If the GO rules standardized on one ruleset that forbid suicide, At that time, do you still disscuss suicide and use it in game evaluation ? Song [EMAIL PROTECTED] wrote: Suicide issue is discussed here in the context of game evaluation, not game playing. For the purpose of game evaluation, one can do the simualtion anyway one want?to as long as it gives a good evaluation value. DL -Original Message- From: Song [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thu, 17 Jan 2008 7:21 am Subject: Re: [computer-go] Suicide question Hi, All. Thank you very much. So Suicide is legal in Ying and New Zealand rules, but is illegal in Chinese and Japanese and AGA and CGOS rules, I have heard Chinese and Japanese rules are the most important rulesets in GO world. Then why we are discussing it so seriously ? Song Nick Wedd [EMAIL PROTECTED] wrote: In message [EMAIL PROTECTED], Song [EMAIL PROTECTED] writes Suicide is illegal in Chinese rules and Japanese rules, isn't it ? Yes. But suicide is legal under Ing (SST) rules, and under New Zealand rules. An unscrupulous program, finding itself in a poor position while playing under Ing or NZ rules, may try to play a suicide move in the hope that its opponent will refuse to play on. It's generally easy to find a suicide move: find your opponent's smallest solid eye having more than one point in it, and on successive moves fill this eye until it is full. Nick -- Nick Wedd[EMAIL PROTECTED] ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ More new features than ever. Check out the new AOL Mail ! - http://webmail.aol.com ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Yes. Please reread compgo123's message. Song wrote: I learned many things, thank you very much. I want to know one more thing. If the GO rules standardized on one ruleset that forbid suicide, At that time, do you still disscuss suicide and use it in game evaluation ? Song [EMAIL PROTECTED] wrote: Suicide issue is discussed here in the context of game evaluation, not game playing. For the purpose of game evaluation, one can do the simualtion anyway one want?to as long as it gives a good evaluation value. DL -Original Message- From: Song [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thu, 17 Jan 2008 7:21 am Subject: Re: [computer-go] Suicide question Hi, All. Thank you very much. So Suicide is legal in Ying and New Zealand rules, but is illegal in Chinese and Japanese and AGA and CGOS rules, I have heard Chinese and Japanese rules are the most important rulesets in GO world. Then why we are discussing it so seriously ? Song Nick Wedd [EMAIL PROTECTED] wrote: In message [EMAIL PROTECTED], Song [EMAIL PROTECTED] writes Suicide is illegal in Chinese rules and Japanese rules, isn't it ? Yes. But suicide is legal under Ing (SST) rules, and under New Zealand rules. An unscrupulous program, finding itself in a poor position while playing under Ing or NZ rules, may try to play a suicide move in the hope that its opponent will refuse to play on. It's generally easy to find a suicide move: find your opponent's smallest solid eye having more than one point in it, and on successive moves fill this eye until it is full. Nick -- Nick Wedd[EMAIL PROTECTED] ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ More new features than ever. Check out the new AOL Mail ! - http://webmail.aol.com ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I was doing a small scalability test own my own with mogo on 7x7 with 8.5 komi and so far the most interesting game is mogo losing as back given 64 seconds per move against a white player using 32 seconds per move. With this komi, black is currently winning 72% of the games (with player strengths varying from 1 second per move to 64 seconds per move). Everything is on 2 threads per mogo instance. So even at 64 seconds/move on dual threads, mogo is not playing perfectly on 7x7. Olivier Teytaud wrote: Now I need to know where Mogo is for linux, and how to run it under cgos-like conditions. mogo download: http://www.lri.fr/~gelly Below how to use mogo for that; ask us if you need something for this nice experiment. Options should probably be mogo --9 and --playsAgainstHuman 0 if scoring is similar to the scoring of cgos, i.e.: mogo --9 --time TIMEPERMOVE --pondering 1 --nbThreads 4 --playsAgainstHuman 0 for a 4-threads machine, where TIMEPERMOVE is in secondes and --pondering 1 only if you want pondering. MoGoRelease_3 does not resign if the number of simulations is too small; but with TIMEPERMOVE=1 there's no problem. MoGo has not been tested widely in 7x7, I hope everything will be fine. Tell us in case of trouble, we'll try to solve that. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Sorry, I meant 4 fast cores and 15GB of RAM (each core is twice as fast as what you get with the low-end instance). terry mcintyre wrote: I have two linux desktops, a dual AMD with 1 or 2 gigs and a quad Intel 6600 with 3 gigs RAM; both sit idle much of the time. Can you sketch the requirements for this test? Will it be using time controls or fixed numbers of playouts? In the latter case, I can nice the process(es) when need be. I've also been considering Amazon's EC2 -- one server-month costs about $72. Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thursday, January 17, 2008 10:11:14 AM Subject: Re: [computer-go] Suicide question Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. With some help, I could redo this experiment and add: 1 or 2 more levels. A version of gnugo with known strength. and/or some fixed version of mogo - which we could simultaneously test on CGOS. I would need an enormous amount of power to complete this with a good sample in less than a few months. Anybody have any linux machines lying around?They need to be relatively powerful and probably need at least 1 gig of memory due to the large tree size I would have to set up. - Don ___ computer-go mailing list computer-go@computer-go.org mailto:computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://us.rd.yahoo.com/evt=51733/*http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Yes, Fedora Core 5-64bit for AMD and Ubuntu 7.10-64bit for Intel. Which is better do you think, however, to stop current running bots on cgos and run your clients instead OR to keep current bots runnig? As Terry already answered to you. -Hideki Don Dailey: [EMAIL PROTECTED]: Do you run linux? I already have a tarball which has almost everything you need - and it includes the binaries and has each player set up in the registry. The only thing missing is an automated scheme to get the result files to me. I'm looking to see if I can get an ftp server working. It will be flexible enough that you can run multiple instances if you want - and stop them when you want and restart without hassle. However, if one of the long players is playing, you might lose several hours if you kill it! Of course you can use nice to run these at low priority. Are you willing?I can send you a test package now which will determine if it will run without hassle. - Don Hideki Kato wrote: Hi Don, I'm now running mogo-pr-1cpu on my quad core box, Intel Q6600 3GHz with 4GB RAM and gnugo-3.7.11-l10F, gnugo-3.7.10-l10F and FatMan-1 on an AMD athlon64 2GHz with 1GB RAM, as reference programs on cgos 9x9. I can provide these two boxes for your experiment. Then, how long will it take? Hideki Don Dailey: [EMAIL PROTECTED]: Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. With some help, I could redo this experiment and add: 1 or 2 more levels. A version of gnugo with known strength. and/or some fixed version of mogo - which we could simultaneously test on CGOS. I would need an enormous amount of power to complete this with a good sample in less than a few months. Anybody have any linux machines lying around? They need to be relatively powerful and probably need at least 1 gig of memory due to the large tree size I would have to set up. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- [EMAIL PROTECTED] (Kato) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- [EMAIL PROTECTED] (Kato) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I know it won't work - Terry has tried. But we are going to try to fix it up. - Don Don Dailey wrote: I don't think my prepared files will run on 64 bit linux but you can try. - Don Hideki Kato wrote: Yes, Fedora Core 5-64bit for AMD and Ubuntu 7.10-64bit for Intel. Which is better do you think, however, to stop current running bots on cgos and run your clients instead OR to keep current bots runnig? As Terry already answered to you. -Hideki Don Dailey: [EMAIL PROTECTED]: Do you run linux? I already have a tarball which has almost everything you need - and it includes the binaries and has each player set up in the registry. The only thing missing is an automated scheme to get the result files to me. I'm looking to see if I can get an ftp server working. It will be flexible enough that you can run multiple instances if you want - and stop them when you want and restart without hassle. However, if one of the long players is playing, you might lose several hours if you kill it! Of course you can use nice to run these at low priority. Are you willing?I can send you a test package now which will determine if it will run without hassle. - Don Hideki Kato wrote: Hi Don, I'm now running mogo-pr-1cpu on my quad core box, Intel Q6600 3GHz with 4GB RAM and gnugo-3.7.11-l10F, gnugo-3.7.10-l10F and FatMan-1 on an AMD athlon64 2GHz with 1GB RAM, as reference programs on cgos 9x9. I can provide these two boxes for your experiment. Then, how long will it take? Hideki Don Dailey: [EMAIL PROTECTED]: Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. With some help, I could redo this experiment and add: 1 or 2 more levels. A version of gnugo with known strength. and/or some fixed version of mogo - which we could simultaneously test on CGOS. I would need an enormous amount of power to complete this with a good sample in less than a few months. Anybody have any linux machines lying around? They need to be relatively powerful and probably need at least 1 gig of memory due to the large tree size I would have to set up. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- [EMAIL PROTECTED] (Kato) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- [EMAIL PROTECTED] (Kato) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Yes. Please reread compgo123's message. OK, I can understand it now. Thanks. So do we also can consider of ignore KO's rule when doing game evaluation (play-out simulation) ? Michael Williams [EMAIL PROTECTED] wrote: Yes. Please reread compgo123's message. Song wrote: I learned many things, thank you very much. I want to know one more thing. If the GO rules standardized on one ruleset that forbid suicide, At that time, do you still disscuss suicide and use it in game evaluation ? Song [EMAIL PROTECTED] wrote: Suicide issue is discussed here in the context of game evaluation, not game playing. For the purpose of game evaluation, one can do the simualtion anyway one want?to as long as it gives a good evaluation value. DL -Original Message- From: Song [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thu, 17 Jan 2008 7:21 am Subject: Re: [computer-go] Suicide question Hi, All. Thank you very much. So Suicide is legal in Ying and New Zealand rules, but is illegal in Chinese and Japanese and AGA and CGOS rules, I have heard Chinese and Japanese rules are the most important rulesets in GO world. Then why we are discussing it so seriously ? Song Nick Wedd [EMAIL PROTECTED] wrote: In message [EMAIL PROTECTED], Song [EMAIL PROTECTED] writes Suicide is illegal in Chinese rules and Japanese rules, isn't it ? Yes. But suicide is legal under Ing (SST) rules, and under New Zealand rules. An unscrupulous program, finding itself in a poor position while playing under Ing or NZ rules, may try to play a suicide move in the hope that its opponent will refuse to play on. It's generally easy to find a suicide move: find your opponent's smallest solid eye having more than one point in it, and on successive moves fill this eye until it is full. Nick -- Nick Wedd[EMAIL PROTECTED] ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ More new features than ever. Check out the new AOL Mail ! - http://webmail.aol.com ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Sure, give it a try. I have not tried it myself, but I'm guessing it will not improve your engine. The cost of testing for simple ko is negligible and allowing it will probably prolong the playouts. Song wrote: Yes. Please reread compgo123's message. OK, I can understand it now. Thanks. So do we also can consider of ignore KO's rule when doing game evaluation (play-out simulation) ? Michael Williams [EMAIL PROTECTED] wrote: Yes. Please reread compgo123's message. Song wrote: I learned many things, thank you very much. I want to know one more thing. If the GO rules standardized on one ruleset that forbid suicide, At that time, do you still disscuss suicide and use it in game evaluation ? Song [EMAIL PROTECTED] wrote: Suicide issue is discussed here in the context of game evaluation, not game playing. For the purpose of game evaluation, one can do the simualtion anyway one want?to as long as it gives a good evaluation value. DL -Original Message- From: Song [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Thu, 17 Jan 2008 7:21 am Subject: Re: [computer-go] Suicide question Hi, All. Thank you very much. So Suicide is legal in Ying and New Zealand rules, but is illegal in Chinese and Japanese and AGA and CGOS rules, I have heard Chinese and Japanese rules are the most important rulesets in GO world. Then why we are discussing it so seriously ? Song Nick Wedd [EMAIL PROTECTED] wrote: In message [EMAIL PROTECTED], Song [EMAIL PROTECTED] writes Suicide is illegal in Chinese rules and Japanese rules, isn't it ? Yes. But suicide is legal under Ing (SST) rules, and under New Zealand rules. An unscrupulous program, finding itself in a poor position while playing under Ing or NZ rules, may try to play a suicide move in the hope that its opponent will refuse to play on. It's generally easy to find a suicide move: find your opponent's smallest solid eye having more than one point in it, and on successive moves fill this eye until it is full. Nick -- Nick Wedd[EMAIL PROTECTED] ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ More new features than ever. Check out the new AOL Mail ! - http://webmail.aol.com ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
On Thu, Jan 17, 2008 at 10:36:09PM -0500, Michael Williams wrote: I have not tried it myself, but I'm guessing it will not improve your engine. The cost of testing for simple ko is negligible and allowing it will probably prolong the playouts. I am not far enough with my engine to test yet, but my guess is that allowing a simple ko can lead to pretty long endgames, if the ko has the only playable moves left. It sounds that some sort of way to detect that would be good. If we only test for a simple ko, it is possible to get into an endgame with two kos on board, repeating for ever. It might make sense to test for (super)ko only in the endgame, when there are not so many possible moves left. As long as there are many choices, a random playout will not get stuck in a loop anyway. Then again, testing for the game state may be as expensive as testing for ko... I guess it is early for me to speculate on that, as my engine isn't even playing legal moves yet... Premature optimizing, and all that. - Heikki -- Heikki Levanto In Murphy We Turst heikki (at) lsd (dot) dk ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question (Repost)
Yes, Fedora Core 5-64bit for AMD and Ubuntu 7.10-64bit for Intel. Which is better do you think, however, to stop current running bots on cgos and run your clients instead OR to keep current bots runnig? As Terry already answered to you. -Hideki Don Dailey: [EMAIL PROTECTED]: Do you run linux? I already have a tarball which has almost everything you need - and it includes the binaries and has each player set up in the registry. The only thing missing is an automated scheme to get the result files to me. I'm looking to see if I can get an ftp server working. It will be flexible enough that you can run multiple instances if you want - and stop them when you want and restart without hassle. However, if one of the long players is playing, you might lose several hours if you kill it! Of course you can use nice to run these at low priority. Are you willing?I can send you a test package now which will determine if it will run without hassle. - Don Hideki Kato wrote: Hi Don, I'm now running mogo-pr-1cpu on my quad core box, Intel Q6600 3GHz with 4GB RAM and gnugo-3.7.11-l10F, gnugo-3.7.10-l10F and FatMan-1 on an AMD athlon64 2GHz with 1GB RAM, as reference programs on cgos 9x9. I can provide these two boxes for your experiment. Then, how long will it take? Hideki Don Dailey: [EMAIL PROTECTED]: Michael Williams wrote: It is a very nice graph. I wish we could see the next 11 doublings. With some help, I could redo this experiment and add: 1 or 2 more levels. A version of gnugo with known strength. and/or some fixed version of mogo - which we could simultaneously test on CGOS. I would need an enormous amount of power to complete this with a good sample in less than a few months. Anybody have any linux machines lying around? They need to be relatively powerful and probably need at least 1 gig of memory due to the large tree size I would have to set up. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- [EMAIL PROTECTED] (Kato) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ -- [EMAIL PROTECTED] (Kato) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Song wrote: If the GO rules standardized on one ruleset that forbid suicide, At that time, do you still disscuss suicide and use it in game evaluation ? Research is free; it does not need to impose itself unnecessary restrictions. So - yes. -- robert jasiek ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
[computer-go] Suicide question
Gian-Carlo Pascutto wrote: Multi-stone suicide is allowed, single stone not. I hadn't even considered suicide.(It would be a major change for me, as neither my Gui nor my board system allow such moves.) The question is Why do you do it? a. Just in case you wanted the entire program to support suicide go or b. Because that has some advantage as a random playout. If it was b, can anyone explain why suicide is a better evaluation for a normal (non suicide) game. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Gian-Carlo Pascutto wrote: Multi-stone suicide is allowed, single stone not. I hadn't even considered suicide.(It would be a major change for me, as neither my Gui nor my board system allow such moves.) The question is Why do you do it? a. Just in case you wanted the entire program to support suicide go or b. Because that has some advantage as a random playout. If it was b, can anyone explain why suicide is a better evaluation for a normal (non suicide) game. None of the above! There are no advantages to allowing suicide, it is simply expensive for me in terms of speed to forbid it in playouts. If this is not the case for your board structure then you will probably want to forbid suicide. Leela does not allow suicide in the GUI and the engine itself will also never suicide in games. -- GCP ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
On Wed, Jan 16, 2008 at 01:30:59PM +0100, Gian-Carlo Pascutto wrote: There are no advantages to allowing suicide, it is simply expensive for me in terms of speed to forbid it in playouts. If this is not the case for your board structure then you will probably want to forbid suicide. I do not see how that can be! You need to check if the move was a suicide, and if so, remove it from the board anyway. That must be the expensive part, calling the move illegal if that happens ought not to be very expensive. But then again, I do not know the internals of your program... Regards Heikki -- Heikki Levanto In Murphy We Turst heikki (at) lsd (dot) dk ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
David Doshay wrote: There are two reasons to consider suicide and its detection.. 1) Some rule sets allow suicide. In such a rule set a suicide can be the best move because it can be a huge ko threat. 2) As David Fotland has pointed out many times, when competing under rules that allow suicide, some programs will do one just to see if your program refuses to play when you detect its suicide. But there are very few arguments for putting suicide in the play-outs. You can still design your program to accept and even play suicide without putting these moves in the play-outs. The play-outs are imperfect by nature - they try to take a statistical sample of many possible ways the game might proceed.The path to improve the quality of this statistical sample is to not play moves that represent very UNLIKELY continuations.Adding these moves randomly to the play-outs doesn't improve it's ability to statically measure the likely outcome. 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. Moving into 1 point eyes is also legal, but virtually all Monte Carlo programs forbid this as it's well known to be incredibly stupid in the vast majority of cases.But in some rare cases it is actually good - but we still would not want to add it to our play-outs. Because of the 1 point eye rule, suicide in the play-outs probably isn't THAT bad.You are probably only suiciding a group that is already dead - but you are weakening the play-outs. It may be worth it if you get enough speed in return. In my program I am always looking for an excuse to veto moves that are obviously bad. If I had such an obvious class of position like suicide, I would jump on the opportunity to remove them from the play-outs! - Don Cheers, David On 16, Jan 2008, at 5:52 AM, Don Dailey wrote: I think suicide is insane myself. But I think the reason programs might use it is only for a speedup - it's faster with some implementations to allow suicide even though it makes the games longer. Of course you are right about point B.If suicide is illegal in the actual game, there can be no point in allowing it in the play-outs. It's almost certainly wrong to allow it in the play-outs even if you are playing by suicide rules - a lot of work has gone into finding good moves in the play-outs and this would be one of the prime candidates for removal! - Don Jacques Basaldúa wrote: Gian-Carlo Pascutto wrote: Multi-stone suicide is allowed, single stone not. I hadn't even considered suicide.(It would be a major change for me, as neither my Gui nor my board system allow such moves.) The question is Why do you do it? a. Just in case you wanted the entire program to support suicide go or b. Because that has some advantage as a random playout. If it was b, can anyone explain why suicide is a better evaluation for a normal (non suicide) game. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
We can use math to shed some light on the topic: * Assume that doubling the speed of a machine increases the rank of a program by 100 ELO, as Don has previously concluded. * Then we have the following table of approximate costs, which comes from the equation y = 100 * 2^x cost - lost ELO 1% - 1.5 ELO 2% - 3.0 ELO 3% - 4.5 ELO 4% - 6.0 ELO 5% - 7.5 ELO 6% - 9.0 ELO 10% - 15.0 ELO * In my program (which implements undo), the cost of for suicide detection is around 1%, which means it would lose 1.5 ELO points. * If I wanted to know whether it was worth it, I would want to measure the ELO benefit by making better decisions concerning suicide. It is a small but real amount, probably at least 1 ELO (using my finger in the breeze). * Thus the issue of whether you detect suicide may be a complete wash. * On the other hand detecting superko costs more like 6% or so, which costs 9 or more ELO. So a benefit of 1 ELO for doing superko right may not be worth the cost. Conclusions * The effect of suicide detection is *very* small in the scheme of things, and is probably not worth arguing over. Superko is also small, but might be worth a tiny amount of effort. * Some kind of study to measuring the ELO cost of bad suicide and ko decisions would be useful. * I plan to detect both suicide and superko on principle, confident that it doesn't make much difference. Michael Wing Don Dailey [EMAIL PROTECTED] said: There are two reasons to consider suicide and its detection.. 1) Some rule sets allow suicide. In such a rule set a suicide can be the best move because it can be a huge ko threat. 2) As David Fotland has pointed out many times, when competing under rules that allow suicide, some programs will do one just to see if your program refuses to play when you detect its suicide. But there are very few arguments for putting suicide in the play-outs. You can still design your program to accept and even play suicide without putting these moves in the play-outs. The play-outs are imperfect by nature - they try to take a statistical sample of many possible ways the game might proceed.The path to improve the quality of this statistical sample is to not play moves that represent very UNLIKELY continuations.Adding these moves randomly to the play-outs doesn't improve it's ability to statically measure the likely outcome. 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. Moving into 1 point eyes is also legal, but virtually all Monte Carlo programs forbid this as it's well known to be incredibly stupid in the vast majority of cases.But in some rare cases it is actually good - but we still would not want to add it to our play-outs. Because of the 1 point eye rule, suicide in the play-outs probably isn't THAT bad.You are probably only suiciding a group that is already dead - but you are weakening the play-outs. It may be worth it if you get enough speed in return. In my program I am always looking for an excuse to veto moves that are obviously bad. If I had such an obvious class of position like suicide, I would jump on the opportunity to remove them from the play-outs! - Don Cheers, David On 16, Jan 2008, at 5:52 AM, Don Dailey wrote: I think suicide is insane myself. But I think the reason programs might use it is only for a speedup - it's faster with some implementations to allow suicide even though it makes the games longer. Of course you are right about point B.If suicide is illegal in the actual game, there can be no point in allowing it in the play-outs. It's almost certainly wrong to allow it in the play-outs even if you are playing by suicide rules - a lot of work has gone into finding good moves in the play-outs and this would be one of the prime candidates for removal! - Don Jacques Basaldúa wrote: Gian-Carlo Pascutto wrote: Multi-stone suicide is allowed, single stone not. I hadn't even considered suicide.(It would be a major change for me, as neither my Gui nor my board system allow such moves.) The question is Why do you do it? a. Just in case you wanted the entire program to support suicide go or b. Because that has some advantage as a random playout. If it was b, can anyone explain why suicide is a better evaluation for a normal (non suicide) game. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
On 16-jan-08, at 17:22, [EMAIL PROTECTED] wrote: We can use math to shed some light on the topic: * Assume that doubling the speed of a machine increases the rank of a program by 100 ELO, as Don has previously concluded. * Then we have the following table of approximate costs, which comes from the equation y = 100 * 2^x cost - lost ELO 1% - 1.5 ELO 2% - 3.0 ELO 3% - 4.5 ELO 4% - 6.0 ELO 5% - 7.5 ELO 6% - 9.0 ELO 10% - 15.0 ELO * In my program (which implements undo), the cost of for suicide detection is around 1%, which means it would lose 1.5 ELO points. * If I wanted to know whether it was worth it, I would want to measure the ELO benefit by making better decisions concerning suicide. It is a small but real amount, probably at least 1 ELO (using my finger in the breeze). * Thus the issue of whether you detect suicide may be a complete wash. * On the other hand detecting superko costs more like 6% or so, which costs 9 or more ELO. So a benefit of 1 ELO for doing superko right may not be worth the cost. Conclusions * The effect of suicide detection is *very* small in the scheme of things, and is probably not worth arguing over. Superko is also small, but might be worth a tiny amount of effort. * Some kind of study to measuring the ELO cost of bad suicide and ko decisions would be useful. * I plan to detect both suicide and superko on principle, confident that it doesn't make much difference. Michael Wing I have a few question-marks here. First, did Don really say that a doubling of the speed gains 100 ELO? Or did he say adding a ply would add 100 ELO? There's a big difference. Secondly, you say the ELO benefit for not playing suicide is 1. Admittedly you say you used your wet finger in the breeze. Thinking more about it I'd say Don is right, not playing suicide should be a considerable gain. I'd say that (putting my wet finger up) a random player that doesn't play suicide beats a random player that does 2:1. What's that in ELO? 100 points? Should be easy to verify. Mark ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I think you are off on the relative importance of superko and suicide and it seems that your values are rather arbitrary - just made up. First of all, we are only talking about detection in the play-outs, not in the tree search portion. In the play-outs, it is very important to avoid moves that are nearly always horrible. This clearly includes suicide. I don't know why you estimate that it is worth only 1 elo weakness. If you implement a program that doesn't understand superko, you will occasionally lose a game due to this - but most of the time it won't be an issue. Nevertheless, it happens often enough that it is probably worth a few ELO points because your program will LOSE on CGOS if it fails to realize that it is about to play superko.I am guessing that this would amount to perhaps 20 ELO, I'm just guessing. HOWEVER, if your program simply avoids superko moves, without understanding them, it probably subtracts almost nothing from your rating. In monte carlo UCT you can STILL include positional superko in the tree search and get 99% of the benefit and simply leave this out of the random play-outs.Including PSK in the play-outs will have no measurable impact on the quality of the play-outs. My conclusion is different than yours. If you leave PSK out of the play-outs you lose NOTHING that is likely to be measurable. If you let your program play suicide moves in the play-outs, I'm quite you lose many ELO rating points (if speed isn't a consideration.) Of course speed IS a consideration too and that can change the formula. In your program there is not question that you should detect suicide and not play it, because this is only 1.5 percent for you. But evidently some program benefit substantially (in speed) by accepting suicide. - Don [EMAIL PROTECTED] wrote: We can use math to shed some light on the topic: * Assume that doubling the speed of a machine increases the rank of a program by 100 ELO, as Don has previously concluded. * Then we have the following table of approximate costs, which comes from the equation y = 100 * 2^x cost - lost ELO 1% - 1.5 ELO 2% - 3.0 ELO 3% - 4.5 ELO 4% - 6.0 ELO 5% - 7.5 ELO 6% - 9.0 ELO 10% - 15.0 ELO * In my program (which implements undo), the cost of for suicide detection is around 1%, which means it would lose 1.5 ELO points. * If I wanted to know whether it was worth it, I would want to measure the ELO benefit by making better decisions concerning suicide. It is a small but real amount, probably at least 1 ELO (using my finger in the breeze). * Thus the issue of whether you detect suicide may be a complete wash. * On the other hand detecting superko costs more like 6% or so, which costs 9 or more ELO. So a benefit of 1 ELO for doing superko right may not be worth the cost. Conclusions * The effect of suicide detection is *very* small in the scheme of things, and is probably not worth arguing over. Superko is also small, but might be worth a tiny amount of effort. * Some kind of study to measuring the ELO cost of bad suicide and ko decisions would be useful. * I plan to detect both suicide and superko on principle, confident that it doesn't make much difference. Michael Wing Don Dailey [EMAIL PROTECTED] said: There are two reasons to consider suicide and its detection.. 1) Some rule sets allow suicide. In such a rule set a suicide can be the best move because it can be a huge ko threat. 2) As David Fotland has pointed out many times, when competing under rules that allow suicide, some programs will do one just to see if your program refuses to play when you detect its suicide. But there are very few arguments for putting suicide in the play-outs. You can still design your program to accept and even play suicide without putting these moves in the play-outs. The play-outs are imperfect by nature - they try to take a statistical sample of many possible ways the game might proceed.The path to improve the quality of this statistical sample is to not play moves that represent very UNLIKELY continuations.Adding these moves randomly to the play-outs doesn't improve it's ability to statically measure the likely outcome. 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. Moving into 1 point eyes is also legal, but virtually all Monte Carlo programs forbid this as it's well known to be incredibly stupid in the vast majority of cases.But in some rare cases it is actually good - but we still would not want to add it to our play-outs. Because of the 1 point eye rule, suicide in the play-outs probably isn't THAT bad.You are probably only suiciding a group that is already dead - but you are weakening the
Re: [computer-go] Suicide question
Mark, Don did say that doubling the speed of a machine is 100 ELO. See the thread at http://www.mail-archive.com/computer-go@computer-go.org/msg05358.html I believe that beating someone 2:1 is 100 ELO. So, if ignoring suicide is at most 1 ELO, then it doesn't matter. Michael Wing P.S. I should have used the equation y = 100 * log2(x) I have a few question-marks here. First, did Don really say that a doubling of the speed gains 100 ELO? Or did he say adding a ply would add 100 ELO? There's a big difference. Secondly, you say the ELO benefit for not playing suicide is 1. Admittedly you say you used your wet finger in the breeze. Thinking more about it I'd say Don is right, not playing suicide should be a considerable gain. I'd say that (putting my wet finger up) a random player that doesn't play suicide beats a random player that does 2:1. What's that in ELO? 100 points? Should be easy to verify. Conclusions * The effect of suicide detection is *very* small in the scheme of things, and is probably not worth arguing over. Superko is also small, but might be worth a tiny amount of effort. * Some kind of study to measuring the ELO cost of bad suicide and ko decisions would be useful. * I plan to detect both suicide and superko on principle, confident that it doesn't make much difference. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
-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 the probability of resigning a function of the difference in stone count, you would have a stochastic mercy rule. In case this turns out to help, I name it Don's escape rule. - Dave Hillis More new features than ever. Check out the new AIM(R) Mail ! - http://webmail.aim.com ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Don, I forgot to mention one additional consideration. My top-level driver does check rules for suicide and superko, even though the engine may or may not. At the top-level, if the engine chooses a bad move, then the driver will use the next best move instead. (Repeat as necessary) So it will not lose by rules and (hopefully) the second best move move is still reasonable. However, I am talking about the actual performance of my engine when doing random playouts for MC. I do know the ELO cost of detection, using a valid heuristic. The real ELO benefit of knowing the validity of moves is just a wild guess. Yet, I stand by my analysis. Michael Wing I think you are off on the relative importance of superko and suicide and it seems that your values are rather arbitrary - just made up. First of all, we are only talking about detection in the play-outs, not in the tree search portion. In the play-outs, it is very important to avoid moves that are nearly always horrible. This clearly includes suicide. I don't know why you estimate that it is worth only 1 elo weakness. If you implement a program that doesn't understand superko, you will occasionally lose a game due to this - but most of the time it won't be an issue. Nevertheless, it happens often enough that it is probably worth a few ELO points because your program will LOSE on CGOS if it fails to realize that it is about to play superko.I am guessing that this would amount to perhaps 20 ELO, I'm just guessing. HOWEVER, if your program simply avoids superko moves, without understanding them, it probably subtracts almost nothing from your rating. In monte carlo UCT you can STILL include positional superko in the tree search and get 99% of the benefit and simply leave this out of the random play-outs.Including PSK in the play-outs will have no measurable impact on the quality of the play-outs. My conclusion is different than yours. If you leave PSK out of the play-outs you lose NOTHING that is likely to be measurable. If you let your program play suicide moves in the play-outs, I'm quite you lose many ELO rating points (if speed isn't a consideration.) Of course speed IS a consideration too and that can change the formula. In your program there is not question that you should detect suicide and not play it, because this is only 1.5 percent for you. But evidently some program benefit substantially (in speed) by accepting suicide. - Don [EMAIL PROTECTED] wrote: We can use math to shed some light on the topic: * Assume that doubling the speed of a machine increases the rank of a program by 100 ELO, as Don has previously concluded. * Then we have the following table of approximate costs, which comes from the equation y = 100 * 2^x cost - lost ELO 1% - 1.5 ELO 2% - 3.0 ELO 3% - 4.5 ELO 4% - 6.0 ELO 5% - 7.5 ELO 6% - 9.0 ELO 10% - 15.0 ELO * In my program (which implements undo), the cost of for suicide detection is around 1%, which means it would lose 1.5 ELO points. * If I wanted to know whether it was worth it, I would want to measure the ELO benefit by making better decisions concerning suicide. It is a small but real amount, probably at least 1 ELO (using my finger in the breeze). * Thus the issue of whether you detect suicide may be a complete wash. * On the other hand detecting superko costs more like 6% or so, which costs 9 or more ELO. So a benefit of 1 ELO for doing superko right may not be worth the cost. Conclusions * The effect of suicide detection is *very* small in the scheme of things, and is probably not worth arguing over. Superko is also small, but might be worth a tiny amount of effort. * Some kind of study to measuring the ELO cost of bad suicide and ko decisions would be useful. * I plan to detect both suicide and superko on principle, confident that it doesn't make much difference. Michael Wing Don Dailey [EMAIL PROTECTED] said: There are two reasons to consider suicide and its detection.. 1) Some rule sets allow suicide. In such a rule set a suicide can be the best move because it can be a huge ko threat. 2) As David Fotland has pointed out many times, when competing under rules that allow suicide, some programs will do one just to see if your program refuses to play when you detect its suicide. But there are very few arguments for putting suicide in the play-outs. You can still design your program to accept and even play suicide without putting these moves in the play-outs. The play-outs are imperfect by nature - they try to take a statistical sample of many possible ways the game might proceed.The path to improve the quality of this statistical sample is to not play moves that represent very
Re: [computer-go] Suicide question
Mark, I wasn't stating a precise value for a doubling when I said 100 ELO. But it appears that it is actually worth a bit more than 100 ELO for a doubling.I did a massive study of this at one point a year or more ago with thousands of games with UCT based Lazarus program and the strength improvement per doubling was very clear and impressive. You can usually see that the 2 or 4 processor versions of Mogo or CrazyStone jumps way up in strength - so it's very clear that speed is really quite important for any program that is search based as UCT is and is properly scalable. You will also notice that Mogo and Crazy Stone rarely test their strong versions on CGOS, they often have versions that play super fast or do tiny numbers of play-outs such as 3k etc presumably because there is no competition.You can see that these versions are generally several hundred ELO weaker - so in every case it is pretty clear that doubling the number of simulations (or speed) is very important. I have often wondered if UCT and Monte Carlo play-outs would have even been discovered a few years ago.It could very well be that this technology HAD to wait for today. Mogo and CrazyStone would not be impressive on a 386. - Don Mark Boon wrote: On 16-jan-08, at 17:22, [EMAIL PROTECTED] wrote: We can use math to shed some light on the topic: * Assume that doubling the speed of a machine increases the rank of a program by 100 ELO, as Don has previously concluded. * Then we have the following table of approximate costs, which comes from the equation y = 100 * 2^x cost - lost ELO 1% - 1.5 ELO 2% - 3.0 ELO 3% - 4.5 ELO 4% - 6.0 ELO 5% - 7.5 ELO 6% - 9.0 ELO 10% - 15.0 ELO * In my program (which implements undo), the cost of for suicide detection is around 1%, which means it would lose 1.5 ELO points. * If I wanted to know whether it was worth it, I would want to measure the ELO benefit by making better decisions concerning suicide. It is a small but real amount, probably at least 1 ELO (using my finger in the breeze). * Thus the issue of whether you detect suicide may be a complete wash. * On the other hand detecting superko costs more like 6% or so, which costs 9 or more ELO. So a benefit of 1 ELO for doing superko right may not be worth the cost. Conclusions * The effect of suicide detection is *very* small in the scheme of things, and is probably not worth arguing over. Superko is also small, but might be worth a tiny amount of effort. * Some kind of study to measuring the ELO cost of bad suicide and ko decisions would be useful. * I plan to detect both suicide and superko on principle, confident that it doesn't make much difference. Michael Wing I have a few question-marks here. First, did Don really say that a doubling of the speed gains 100 ELO? Or did he say adding a ply would add 100 ELO? There's a big difference. Secondly, you say the ELO benefit for not playing suicide is 1. Admittedly you say you used your wet finger in the breeze. Thinking more about it I'd say Don is right, not playing suicide should be a considerable gain. I'd say that (putting my wet finger up) a random player that doesn't play suicide beats a random player that does 2:1. What's that in ELO? 100 points? Should be easy to verify. Mark ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Now that is thinking outside the box :-) [EMAIL PROTECTED] wrote: -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 the probability of resigning a function of the difference in stone count, you would have a stochastic mercy rule. In case this turns out to help, I name it Don's escape rule. - Dave Hillis More new features than ever. Check out the new AIM(R) Mail ! - http://webmail.aim.com ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
[EMAIL PROTECTED] wrote: Don, I forgot to mention one additional consideration. My top-level driver does check rules for suicide and superko, even though the engine may or may not. At the top-level, if the engine chooses a bad move, then the driver will use the next best move instead. (Repeat as necessary) So it will not lose by rules and (hopefully) the second best move move is still reasonable. However, I am talking about the actual performance of my engine when doing random playouts for MC. I do know the ELO cost of detection, using a valid heuristic. The real ELO benefit of knowing the validity of moves is just a wild guess. Yet, I stand by my analysis. You analysis seems to be that it's more important to detect superko in the play-outs than to eliminate suicide in the play-outs. If you want to stand by that, ok, but I strongly disagree. - Don Michael Wing I think you are off on the relative importance of superko and suicide and it seems that your values are rather arbitrary - just made up. First of all, we are only talking about detection in the play-outs, not in the tree search portion. In the play-outs, it is very important to avoid moves that are nearly always horrible. This clearly includes suicide. I don't know why you estimate that it is worth only 1 elo weakness. If you implement a program that doesn't understand superko, you will occasionally lose a game due to this - but most of the time it won't be an issue. Nevertheless, it happens often enough that it is probably worth a few ELO points because your program will LOSE on CGOS if it fails to realize that it is about to play superko.I am guessing that this would amount to perhaps 20 ELO, I'm just guessing. HOWEVER, if your program simply avoids superko moves, without understanding them, it probably subtracts almost nothing from your rating. In monte carlo UCT you can STILL include positional superko in the tree search and get 99% of the benefit and simply leave this out of the random play-outs.Including PSK in the play-outs will have no measurable impact on the quality of the play-outs. My conclusion is different than yours. If you leave PSK out of the play-outs you lose NOTHING that is likely to be measurable. If you let your program play suicide moves in the play-outs, I'm quite you lose many ELO rating points (if speed isn't a consideration.) Of course speed IS a consideration too and that can change the formula. In your program there is not question that you should detect suicide and not play it, because this is only 1.5 percent for you. But evidently some program benefit substantially (in speed) by accepting suicide. - Don [EMAIL PROTECTED] wrote: We can use math to shed some light on the topic: * Assume that doubling the speed of a machine increases the rank of a program by 100 ELO, as Don has previously concluded. * Then we have the following table of approximate costs, which comes from the equation y = 100 * 2^x cost - lost ELO 1% - 1.5 ELO 2% - 3.0 ELO 3% - 4.5 ELO 4% - 6.0 ELO 5% - 7.5 ELO 6% - 9.0 ELO 10% - 15.0 ELO * In my program (which implements undo), the cost of for suicide detection is around 1%, which means it would lose 1.5 ELO points. * If I wanted to know whether it was worth it, I would want to measure the ELO benefit by making better decisions concerning suicide. It is a small but real amount, probably at least 1 ELO (using my finger in the breeze). * Thus the issue of whether you detect suicide may be a complete wash. * On the other hand detecting superko costs more like 6% or so, which costs 9 or more ELO. So a benefit of 1 ELO for doing superko right may not be worth the cost. Conclusions * The effect of suicide detection is *very* small in the scheme of things, and is probably not worth arguing over. Superko is also small, but might be worth a tiny amount of effort. * Some kind of study to measuring the ELO cost of bad suicide and ko decisions would be useful. * I plan to detect both suicide and superko on principle, confident that it doesn't make much difference. Michael Wing Don Dailey [EMAIL PROTECTED] said: There are two reasons to consider suicide and its detection.. 1) Some rule sets allow suicide. In such a rule set a suicide can be the best move because it can be a huge ko threat. 2) As David Fotland has pointed out many times, when competing under rules that allow suicide, some programs will do one just to see if your program refuses to play when you detect its suicide. But there are very few arguments for putting suicide in the play-outs. You can still design your program to accept and even play suicide without putting these moves in the play-outs. The play-outs are imperfect
Re: [computer-go] Suicide question
On Jan 16, 2008, at 12:07 PM, Don Dailey wrote: I have often wondered if UCT and Monte Carlo play-outs would have even been discovered a few years ago.It could very well be that this technology HAD to wait for today. Mogo and CrazyStone would not be impressive on a 386. I heard about MonteCarlo go in the late-90s when I read a paper by Bernd Bruegmann (Monte Carlo Go, 1993). This paper is quoted by most authors as (one of) the earliest. 'Gobble' did of course not play very well for the reason you mention above. Christoph ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
maybe this doesn't sound right to everyone, but i thought that suicide and filling one-point eyes were both things that could be highly useful in many corner positions where you either want to create a nakade (fill the eye), or threaten one (with suicide). s. - Original Message From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Wednesday, January 16, 2008 1:54:30 PM Subject: Re: [computer-go] Suicide question David Doshay wrote: There are two reasons to consider suicide and its detection.. 1) Some rule sets allow suicide. In such a rule set a suicide can be the best move because it can be a huge ko threat. 2) As David Fotland has pointed out many times, when competing under rules that allow suicide, some programs will do one just to see if your program refuses to play when you detect its suicide. But there are very few arguments for putting suicide in the play-outs. You can still design your program to accept and even play suicide without putting these moves in the play-outs. The play-outs are imperfect by nature - they try to take a statistical sample of many possible ways the game might proceed.The path to improve the quality of this statistical sample is to not play moves that represent very UNLIKELY continuations.Adding these moves randomly to the play-outs doesn't improve it's ability to statically measure the likely outcome. 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. Moving into 1 point eyes is also legal, but virtually all Monte Carlo programs forbid this as it's well known to be incredibly stupid in the vast majority of cases.But in some rare cases it is actually good - but we still would not want to add it to our play-outs. Because of the 1 point eye rule, suicide in the play-outs probably isn't THAT bad.You are probably only suiciding a group that is already dead - but you are weakening the play-outs. It may be worth it if you get enough speed in return. In my program I am always looking for an excuse to veto moves that are obviously bad. If I had such an obvious class of position like suicide, I would jump on the opportunity to remove them from the play-outs! - Don Cheers, David On 16, Jan 2008, at 5:52 AM, Don Dailey wrote: I think suicide is insane myself. But I think the reason programs might use it is only for a speedup - it's faster with some implementations to allow suicide even though it makes the games longer. Of course you are right about point B.If suicide is illegal in the actual game, there can be no point in allowing it in the play-outs. It's almost certainly wrong to allow it in the play-outs even if you are playing by suicide rules - a lot of work has gone into finding good moves in the play-outs and this would be one of the prime candidates for removal! - Don Jacques Basaldúa wrote: Gian-Carlo Pascutto wrote: Multi-stone suicide is allowed, single stone not. I hadn't even considered suicide.(It would be a major change for me, as neither my Gui nor my board system allow such moves.) The question is Why do you do it? a. Just in case you wanted the entire program to support suicide go or b. Because that has some advantage as a random playout. If it was b, can anyone explain why suicide is a better evaluation for a normal (non suicide) game. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
On Wed, Jan 16, 2008 at 04:12:26PM -0500, Don Dailey wrote: There is no question that there are positions where suicide or eye filling are correct. I know suicide can be used as a ko-threat, but are there *any* other positions where it would be a correct move? If not, then it makes sense to forbid that in a random playout, since it is just a forcing move, and the (equally) random opponent is quite unlikely to answer the right way anyway. So the suicide move may look like a better move than it really is. I can not think of any situation where filling a one-point eye would be a correct move (provided that it is a real eye and not a false one). Can anyone come with concrete examples? - Heikki -- Heikki Levanto In Murphy We Turst heikki (at) lsd (dot) dk ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Yesterday, I played a 9x9 game with Mogo, and a seki developed in the corner. Mogo tried to capture my stones; I gleefully aided Mogo in this assisted suicide by creating a square four shape, which Mogo captured. Subsequent plays suggested that Mogo believed its group to be alive. When all neutral points were played, I passed; Mogo made some sort of meaningless move; I tossed another stone into that single square-four eye. Mogo resigned immediately. This suggests to me that random playouts were not discovering that any attempt to divide a square-four shape into two eyes would be automatically defeated. I conjecture that the automatic play the center of three liberties response was given no greater probability than any of the remaining empty points on the board. That key play might even have been discouraged by some pattern. But once I tossed in a stone, Mogo realized that the probability of winning was effectively zero. Are my conjectures in the ballpark? How feasible is it to repair such blind spots? How feasible is it to dynamically boost the probability of such vital points when they become crucial to the game? Terry McIntyre [EMAIL PROTECTED] “Wherever is found what is called a paternal government, there is found state education. It has been discovered that the best way to insure implicit obedience is to commence tyranny in the nursery.” Benjamin Disraeli, Speech in the House of Commons [June 15, 1874] - Original Message From: steve uurtamo [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Wednesday, January 16, 2008 1:06:09 PM Subject: Re: [computer-go] Suicide question maybe this doesn't sound right to everyone, but i thought that suicide and filling one-point eyes were both things that could be highly useful in many corner positions where you either want to create a nakade (fill the eye), or threaten one (with suicide). s. - Original Message From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Wednesday, January 16, 2008 1:54:30 PM Subject: Re: [computer-go] Suicide question David Doshay wrote: There are two reasons to consider suicide and its detection.. 1) Some rule sets allow suicide. In such a rule set a suicide can be the best move because it can be a huge ko threat. 2) As David Fotland has pointed out many times, when competing under rules that allow suicide, some programs will do one just to see if your program refuses to play when you detect its suicide. But there are very few arguments for putting suicide in the play-outs. You can still design your program to accept and even play suicide without putting these moves in the play-outs. The play-outs are imperfect by nature - they try to take a statistical sample of many possible ways the game might proceed.The path to improve the quality of this statistical sample is to not play moves that represent very UNLIKELY continuations.Adding these moves randomly to the play-outs doesn't improve it's ability to statically measure the likely outcome. 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. Moving into 1 point eyes is also legal, but virtually all Monte Carlo programs forbid this as it's well known to be incredibly stupid in the vast majority of cases.But in some rare cases it is actually good - but we still would not want to add it to our play-outs. Because of the 1 point eye rule, suicide in the play-outs probably isn't THAT bad.You are probably only suiciding a group that is already dead - but you are weakening the play-outs. It may be worth it if you get enough speed in return. In my program I am always looking for an excuse to veto moves that are obviously bad. If I had such an obvious class of position like suicide, I would jump on the opportunity to remove them from the play-outs! - Don Cheers, David On 16, Jan 2008, at 5:52 AM, Don Dailey wrote: I think suicide is insane myself. But I think the reason programs might use it is only for a speedup - it's faster with some implementations to allow suicide even though it makes the games longer. Of course you are right about point B.If suicide is illegal in the actual game, there can be no point in allowing it in the play-outs. It's almost certainly wrong to allow it in the play-outs even if you are playing by suicide rules - a lot of work has gone into finding good moves in the play-outs and this would be one of the prime candidates for removal! - Don Jacques Basaldúa wrote: Gian-Carlo Pascutto wrote: Multi-stone suicide is allowed, single stone not. I hadn't even considered suicide.(It would be a major change for me, as neither my Gui nor my board system allow such moves.) The question is Why do you do it? a. Just in case you wanted the entire program to support suicide go
Re: [computer-go] Suicide question
terry mcintyre wrote: That key play might even have been discouraged by some pattern. MoGo probably does not allow self-ataris. If you do not allow self-atari you cannot see such a shape is dead. -- GCP ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Heikki Levanto wrote: On Wed, Jan 16, 2008 at 04:12:26PM -0500, Don Dailey wrote: There is no question that there are positions where suicide or eye filling are correct. I know suicide can be used as a ko-threat, but are there *any* other positions where it would be a correct move? Yes, but as far as I know only in obscure positions. http://www.goban.demon.co.uk/go/bestiary/rule_challenge.html is mandatory reading. If not, then it makes sense to forbid that in a random playout, since it is just a forcing move, and the (equally) random opponent is quite unlikely to answer the right way anyway. So the suicide move may look like a better move than it really is. I can not think of any situation where filling a one-point eye would be a correct move (provided that it is a real eye and not a false one). Can anyone come with concrete examples? This has been discussed before on this list. See e.g. http://computer-go.org/pipermail/computer-go/2006-August/006180.html http://computer-go.org/pipermail/computer-go/2006-August/006203.html /Gunnar ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
On Jan 16, 2008 10:42 PM, Heikki Levanto [EMAIL PROTECTED] wrote: I can not think of any situation where filling a one-point eye would be a correct move (provided that it is a real eye and not a false one). Can anyone come with concrete examples? Sure, for example with the following shape filling the eye makes a bulky five nakade in the corner _ |. # # |# # Under cgos rules you may in rare cases even have to fill eyes of pass-alive groups. E. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Erik van der Werf wrote: On Jan 16, 2008 10:42 PM, Heikki Levanto [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: I can not think of any situation where filling a one-point eye would be a correct move (provided that it is a real eye and not a false one). Can anyone come with concrete examples? Sure, for example with the following shape filling the eye makes a bulky five nakade in the corner _ |. # # |# # Under cgos rules you may in rare cases even have to fill eyes of pass-alive groups. This reminds me that one of the games in the January KGS tournament featured a case of moon-shine life because GNU Go by principle doesn't play inside unconditional territory unless it needs to remove all dead opponent stones, but even then only if there are dead stones in the same eye. The game record can be found at http://files.gokgs.com/games/2008/1/6/MonteGNU-break.sgf This is the final position, in cleanup mode after disagreement: A B C D E F G H J 9 . O . O O . . O . 9 8 . O O . O O . O O 8 7 O O + . O . + O O 7 6 O . O O O O . O O 6 5 . O O . + O . O . 5 4 O . O . . O O O O 4 3 O . + O . O X O X 3 2 O O . O O O X X . 2 1 . O O O X X X . X 1 A B C D E F G H J Black has just captured ko at J3, white passed since it refused to play inside any of its empty eyes, black of course passed too and the game was counted as it stood with the black stones considered alive. /Gunnar ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
In message [EMAIL PROTECTED], Heikki Levanto [EMAIL PROTECTED] writes On Wed, Jan 16, 2008 at 04:12:26PM -0500, Don Dailey wrote: There is no question that there are positions where suicide or eye filling are correct. I know suicide can be used as a ko-threat, but are there *any* other positions where it would be a correct move? If not, then it makes sense to forbid that in a random playout, since it is just a forcing move, and the (equally) random opponent is quite unlikely to answer the right way anyway. So the suicide move may look like a better move than it really is. I can not think of any situation where filling a one-point eye would be a correct move (provided that it is a real eye and not a false one). Can anyone come with concrete examples? There's a bunch of them at http://www.goban.demon.co.uk/go/bestiary/rule_challenge.html None is at all likely in a real game. There's also the more plausible suicide of three stones as a minus one point in sente ko threat. Nick -- Nick Wedd[EMAIL PROTECTED] ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
Don Dailey wrote: Mark, I wasn't stating a precise value for a doubling when I said 100 ELO. But it appears that it is actually worth a bit more than 100 ELO for a doubling.I did a massive study of this at one point a year or more ago with thousands of games with UCT based Lazarus program and the strength improvement per doubling was very clear and impressive. Don, what komi did you use when you did that study? Looking in the archives, all I can find is you saying that komi=9 is correct. So does that mean 8.5 or 9.5? Or did you allow draws? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
I used 7.5 for that study.You are probably looking at the study where I use 7x7 in which case the program was too strong to see a good curve - 8.5 komi is won almost always by black, 9.5 by white if I remember correctly with 7x7. Let me see if I can actually find the old graph I created - the data is quite convincing. - Don Michael Williams wrote: Don Dailey wrote: Mark, I wasn't stating a precise value for a doubling when I said 100 ELO.But it appears that it is actually worth a bit more than 100 ELO for a doubling.I did a massive study of this at one point a year or more ago with thousands of games with UCT based Lazarus program and the strength improvement per doubling was very clear and impressive. Don, what komi did you use when you did that study? Looking in the archives, all I can find is you saying that komi=9 is correct. So does that mean 8.5 or 9.5? Or did you allow draws? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Suicide question
It is a very nice graph. I wish we could see the next 11 doublings. Don Dailey wrote: I found the graph, but I can't find the data and the details, although it will be on one of the postings. I think this was at least a year ago, perhaps 2. Here is what I remember: I played 11 different levels, each a doubling of the previous. The weakest level I think was just 1024 play-outs.I ran the study for weeks in order to get substantial data points even from the highest levels.The highest level, took a significant time to play a single game, several times longer than the CGOS time control which was 10 minutes at the time. The conditions were CGOS 9x9 conditions - komi 7.5, and so on, just like CGOS 9x9. I actually tested 2 basic versions, one with heavy play-outs and one with light play-outs. The light play-out version basically plays random games. Both programs were reasonably strong UCT programs - versions of Lazarus which probably would play at least 2100 strength on my current computer on the current 5 minute server. See if this link works to see the graph: http://greencheeks.homelinux.org:8015/~drd/study.jpg The X axis represents the number of doublings and ELO ratings are on the Y axis. - Don Michael Williams wrote: Don Dailey wrote: Mark, I wasn't stating a precise value for a doubling when I said 100 ELO.But it appears that it is actually worth a bit more than 100 ELO for a doubling.I did a massive study of this at one point a year or more ago with thousands of games with UCT based Lazarus program and the strength improvement per doubling was very clear and impressive. Don, what komi did you use when you did that study? Looking in the archives, all I can find is you saying that komi=9 is correct. So does that mean 8.5 or 9.5? Or did you allow draws? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/