Re: [computer-go] Interesting problem

2006-12-27 Thread dhillismail
Here is a way to make a slightly smarter (and much prettier) random player. It is good for MC playout games too. For the first 20 or so plys, restrict the board spaces that can be filled to those commonly seen in human games. Below is a table for 9x9 games (trained from SGF

Re: [computer-go] Fw: Compensation for handicap plays?

2006-12-29 Thread dhillismail
This seems clean and reasonable to me. (Or you could just as easily have the server do the adjustment and set Komi to 3.5; that would also be consistent with TT rules). If my bot sees 2 black moves in a row, it can figure out it's in a handicap game. A bigger question to me is, how

Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread dhillismail
AntIgo does exactly this and I still get complaints. I think this is perfect manners on CGOS (none of the other bots have objected) but poor manners on KGS. It's less annoying, to be sure, but still annoying. People can get ticked off when it resigns too. They might want to see

Re: [computer-go] Fast UCT (epsilon trick)

2007-01-14 Thread dhillismail
It's good that you posted this. I liked the paper. (And I understand proof number search a little better after reading it too.) But it describes the epsilon trick in terms of transposition tables which I don't use. I didn't see how it would apply to a broader range of applications or,

Re: [computer-go] Fast Board implementation

2007-01-23 Thread dhillismail
Here is another MC speedup trick. I think it may have been mentioned before but it's worth repeating. This applies to the case where my program is going to run N playout games and then select the most visited node as its move for that turn (which will not always be the node with the

Re: [computer-go] Can a computer beat a human?

2007-01-23 Thread dhillismail
The answer is yes. Many computer programs (including my own) can beat me easily on today's hardware and I am, indeed, a human. Glad I could clear that up for you. ;-) - Dave Hillis -Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Tue,

Re: [computer-go] early results

2007-01-27 Thread dhillismail
Handicap stones. - Dave Hillis -Original Message- From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Cc: computer-go@computer-go.org Sent: Sat, 27 Jan 2007 8:07 AM Subject: Re: [computer-go] early results On Fri, 2007-01-26 at 20:18 -0800, David Doshay wrote: I would highly recommend

Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread dhillismail
I agree with what you say here and I'll try to make my point better. First, my limited experience working with Monte-Carlo simulations involved photons traveling through scattering media. The sequences of moves described in the Mogo paper are pleasantly reminiscent of this. I did

Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread dhillismail
-Original Message- From: [EMAIL PROTECTED] ... The earliest MC engines were extremely simple and easily described. It seems inevitable that someone new to the field will seize on this description, and then combine it with the success of current Monte-Carlo engines, leading to

Re: [computer-go] MC approach (was: Monte Carlo (MC) vs Quasi-Monte Carlo (QMC))

2007-02-07 Thread dhillismail
-Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Wed, 7 Feb 2007 5:34 AM Subject: [computer-go] MC approach (was: Monte Carlo (MC) vs Quasi-Monte Carlo (QMC)) On Wed, Feb 07, 2007 at 12:06:40PM +0200, Tapani Raiko wrote: Let my try again using the

Re: [computer-go] MC approach (was: Monte Carlo (MC) vs Quasi-Monte Carlo (QMC))

2007-02-07 Thread dhillismail
I should have mentioned that I have only tested on 9x9. For larger boards, I don't know. - Dave Hillis ` Intuitively, it seems like this should work. You only give the winning margin a small weight, or only use it to break ties, or only apply it after the game

Re: [computer-go] MC approach (was: Monte Carlo (MC) vs Quasi-Monte Carlo (QMC))

2007-02-07 Thread dhillismail
The tests that involved factoring in the margin of victory while the game was still in play, used pure random playouts (or relatively close to it.) Later, I did some tests with esthetics as a goal in itself, and for these, I used what I call a heavy playout. I doubt that the playout type

Re: [computer-go] MC approach

2007-02-07 Thread dhillismail
It's a *weighted* average of all moves. UCT tree search doesn't explore bad moves as often as good ones, so they don't contribute as much to the estimation of the worth of a node. - Dave Hillis -Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent:

Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread dhillismail
Sounds like a bug. The randomness of the moves should make infinite loops fairly rare (though not impossible) and your average game length should be close to 100 moves. It's a good idea to step through playout games one move at a time. Also to run a lot of games, stopping to

Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread dhillismail
Last one, I promise :) If your eye rule doesn't allow the defender to fill in behind the ko stone (the one in atari), that can set up infinite loop triple kos. - Dave Hillis -Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Thu, 8 Feb 2007 12:19

Re: [computer-go] Big board

2007-02-20 Thread dhillismail
Looks like a fractal to me. Easy to test: just calculate the fractal dimension (using e.g. the box counting method) over a range of board sizes. If you find a fractal (or mult-fractal) relationship - and maybe compare pure MC against one of the variants - you could probably get a decent

Re: [computer-go] Big board

2007-02-23 Thread dhillismail
I've started playing with this too. It may be a missing piece to a puzzle that interests me. I doubt anyone with a background in fractals could look at a go board and not see something there. I'm comparing light MC playouts (pure random, non-eyefilling) and heavy (it tries to find a

Re: [computer-go] Big board, ++physics

2007-02-23 Thread dhillismail
-Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Fri, 23 Feb 2007 12:03 AM Subject: Re: [computer-go] Big board, ++physics Your analogy with physics encourage me to share other physical analogies. 1/ Cooling the simulation could be done by controlling the

Re: [computer-go] Big board, ++physics

2007-02-23 Thread dhillismail
But note that I said passing was disallowed so he would have no choice. In a percolation simulation, you can have quasi-stable regions. To follow the analogy for go, you could have situations where each color was trading small regions back and forth, like trading kos or 2 for 1 trades. Even

Re: [computer-go] Big board

2007-02-27 Thread dhillismail
Chaos theory has been said to suffer from eerily reminiscent syndrome: you do some tests, generate some graphical results, the significance of it is uncertain, but the images are so eerily reminiscent of something or other So, in that fine tradition:, I'm temporarily posting some

Re: [computer-go] Re: Big board

2007-02-28 Thread dhillismail
-Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Wed, 28 Feb 2007 11:09 PM Subject: [computer-go] Re: Big board This seems to have gotten stuck in various email delays, so I am resending. Sorry in advance if you get 2, but I did not see it get through.

Re: [computer-go] Re: Big board

2007-03-01 Thread dhillismail
I think it would make the most sense to make the measurements at the stage of the game where a human expert would find it easiest to distinguish them by looking at the board (After the first 30 moves?) Waiting till the end probably isn't ideal, although it was a perfectly good place to

Re: [computer-go] Go hardware?

2007-03-06 Thread dhillismail
I think you could run MC playout games in an FPGA, including pattern matching and whatnot. Mind you, my digital hardware design days were very long ago. An MC playout game is a go evaluation function, albeit a noisy one. - Dave Hillis -Original Message- From: [EMAIL PROTECTED]

Re: [computer-go] average length of 9x9 MC playout

2007-03-19 Thread dhillismail
Here are some numbers from AntIgo. Alvaro's suggestion seems like a good one-we're almost there anyway. (I'm not in favor of permitting suicide, but that's a minor detail.) I lose a lot more time in UCT than Don does. I think his data structures are nicer than mine. I haven't tried

[computer-go] Turing test

2007-04-05 Thread dhillismail
I don't play go, so apply whatever discount seems appropriate. Go is a zero sum game - except when humans are involved. People are clearly dealing with a multi-criteria optimization task. Losses can be moral victories; wins can be humiliating; style and tradition matter. Virtually every KGS

Re: [computer-go] The physics of Go playing strength.

2007-04-10 Thread dhillismail
-Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Tue, 10 Apr 2007 2:43 PM Subject: Re: [computer-go] The physics of Go playing strength. On Tue, 10 Apr 2007, Christoph Birk wrote: On Tue, 10 Apr 2007, Hideki Kato wrote: According to the report on MoGo

Re: [computer-go] Using Monte Carlo Go/UCT for subgames

2007-04-16 Thread dhillismail
I think I remember that post - with the same level of clarity unfortunately. I use UCT for life and death. It comes into play at the scoring phase and in polite games where the engine needs to know when it can pass. (Knowing the score doesn't necessarily mean one knows the status of every

Re: [computer-go] The dominance of search (Suzie v. GnuGo)

2007-04-16 Thread dhillismail
-Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Mon, 16 Apr 2007 5:26 AM Subject: Re: [computer-go] The dominance of search (Suzie v. GnuGo) [EMAIL PROTECTED] wrote: I also find this kind of information very interesting and useful. Now I have a

Re: [computer-go] Idea for a strategy

2007-05-16 Thread dhillismail
-Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Wed, 16 May 2007 5:08 AM Subject: [computer-go] Idea for a strategy http://www.regdeveloper.co.uk/2007/05/15/google_translation/page1.html This is an article on statistical approaches to machine

Re: [computer-go] Amsterdam 2007 paper

2007-05-17 Thread dhillismail
Very interesting paper: many ideas for me to study. And thanks for giving us an early look at it. I'll make one suggestion: in the final version, it deserves some better salesmanship in the results section. I've read through too many papers, only to reach the results section at the end and

Re: [computer-go] KO in Hashtable-UCT?

2007-05-23 Thread dhillismail
-Original Message- From: Eduardo Sabbatella [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Wed, 23 May 2007 8:20 am Subject: Re: [computer-go] KO in Hashtable-UCT? game biases the results. strongly. In which direction? I was comparing my engine with GNUGO 3.6

Re: [computer-go] Progressive unpruning in Mango 19x19

2007-05-24 Thread dhillismail
For the typical person in the U.S. the thing you prune would naturally be a bush. Unpruning something brings up a humorous mental picture of vainly trying to stick the clipped branches back on. I should mention that while the idea is not new (and I've tried it unsuccessfully myself in the

Re: [computer-go] Efficiently selecting a point to play in a random playout

2007-05-27 Thread dhillismail
On Sun, 2007-05-27 at 13:21 -0400, Jason House wrote: As I get into the home stretch of rewriting the core of my bot, I want to add a monte carlo player. I've realized that picking a random move to play is non-trivial since it's such a key element in playout speed. An array of

Re: [computer-go] Opening

2007-06-16 Thread dhillismail
My program tends to amplify noise fluctuations. If it's presented with several equally good moves, it will pick winners and losers early on. It looks bad. On the other hand, tweaking it up to win more games against Gnugo and on CGOS, has made it *more* prone to do this. That is my

Re: [computer-go] scalability study - final results

2007-06-25 Thread dhillismail
These are very interesting results. Thanks for doing all this work. - Dave Hillis -Original Message- From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Mon, 25 Jun 2007 12:34 pm Subject: [computer-go] scalability study - final results Someone

Re: [computer-go] Genetic playout algorithms

2007-07-06 Thread dhillismail
Darren Cook wrote:? I've been toying with the idea of having a set of playout algorithms and? allowing black and white to choose different algorithms in that playout.? (The idea came from trying to think how I could apply genetic? algorithms to UCT playouts.)? ? Here's how it would work.

Re: [computer-go] creating a random position

2007-07-09 Thread dhillismail
If I took a set of game positions, generated by flipping a coin, and generated a histogram of x = black_stones - white_stones I would expect to see the distribution of x looking like a nice Gaussian, centered at zero. If I looked at positions generated by playing out moves, I would

Re: [computer-go] Re: Why are different rule sets?

2007-07-12 Thread dhillismail
-Original Message- From: Darren Cook [EMAIL PROTECTED] ... P.S. There is also rec.games.go, but I think people only post there when they want to argue about something. (Disclaimer: I've not followed rec.games.go in about 5 years, I suppose it may have mellowed since.)

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

2007-09-18 Thread dhillismail
I have a set of 3x3 patterns trained on a subset of the?~20K games in the NNGS file that's floating about. I use them in my heavy MC playouts and also for move prioritization in progressive widening. I think they are very useful, up to a point. - Dave Hillis

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

2007-09-19 Thread dhillismail
I neglected the rather important detail that these patterns are trained on 9x9 games. Training on 19x19 games produces different scores than these. I've tried it both ways (it's much easier to get a large set of 19x19 games for training) and this set is the one I now use for both 9x9 and 19x19.

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

2007-09-19 Thread dhillismail
Sylvain, There is nothing to apologize for. Writing to stderr is fine. Putting the .dll in the same directory is fine. Mogo does work from the command line. No error message. I can recreate the symptoms with my own engine by adding an extraneous?printf. fprintf(stderr, does not cause

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

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

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

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

Re: [computer-go] Crazystone patterns

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

Re: [computer-go] Crazystone patterns

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

Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-20 Thread dhillismail
I'm going to echo Cenny's comment. Small samples like this can be very misleading. For this kind of test, I usually give each algorithm 5000 playouts per move and let them play 1000 games on my computer. It takes about a day and a half. - Dave Hillis -Original Message- From: Cenny

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

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

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

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

Re: [computer-go] ego110_allfirst on CGOS

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

Re: [computer-go] ego110_allfirst on CGOS

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

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

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

Re: [computer-go] 19x19 CGOS

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

Re: [computer-go] 19x19 CGOS

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

Re: [computer-go] BOINC

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

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

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

[computer-go] MC-UCT and tactical information

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Re: [computer-go] Suicide question

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Re: [computer-go] gpugo

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

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

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

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

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

Re: [computer-go] Automated genetic parameters tuning

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

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

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

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

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

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

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

Re: [computer-go] 10k UCT bots

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

Re: [computer-go] 10k UCT bots

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

Re: [computer-go] Incremental move weights

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

Re: [computer-go] Incremental move weights

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

Re: [computer-go] Incremental move weights

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

Re: [computer-go] CGOS server boardsize

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

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

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

Re: [computer-go] Playout acceleration

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

Re: [computer-go] semeai

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

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

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

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

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

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

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

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

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

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

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

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