Re: [Computer-go] Frisbee Go Simulation
Hi Ingo, Thanks, yes I see it is good to keep it simple to begin with, not least, to encourage entrants that it is not a big hurdle. Due to the lack of definite answer to "what epsilon?" the core idea was simply that if you keep epsilon small, then the restriction you made about only displacing by one, and no diagonal displacement, would not be inconsistent with the real world. On the other hand, a large epsilon would be an immediate deviation from real frisbee go (given the displacement restriction). Also, I suspect that if epsilon is large the skill in the game will be much lower than if it is zero, but somewhere inbetween, maybe there will be an epsilon that requires more skill than either extreme. It am a fairly weak player, but it seems to me that the tactical side of the game is vital and would easily be lost. I can see that if the tournament is 9x9,0.017 does seem too small; having only a 75% chance of a miss once per game may be a bit pointless! Anyway, it was just a thought. It's great to see that David has a version of Many Faces that will play - all the best with the tournament. Regards Raffles On 19-Nov-15 13:25, "Ingo Althöfer" wrote: Hello Raffles, ... Since this is based on a real world variant of Go, why not base epsilon on that? ... In "true Frisbee Go" many more aspects may be taken into account: * During the first moves one may learn how good the throwing skills of the opponent are... * weather (and wind) may play a role in outdoor play * a player may deliberately throw weakly in the beginning to lead the opponent to wrong conclusions * players may be allowed to use "moving robots" who can change the place from where they throw ... The Frisbee Go Simulation is meant to leave all these sophistications outside (at least in 2016). Ingo. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go - No virus found in this message. Checked by AVG - www.avg.com Version: 2016.0.7227 / Virus Database: 4460/11042 - Release Date: 11/21/15 ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
Hi Josef, > ... I think that we do not need to ensure that the stone cannot land > diagonally > by small epsilon, since ingo defined it s.t. it cannot. Exactly. "Frisbee Go Simulation" is not meant a realistic simuilation of true Frisbee Go, but as an abstract testbed for a Go variant with random elements. > Having small epsilon as you suggest makes any attempts at writing a > specialized > frisbee-go code not really fruitful, since the displacement is quite rare; so > realistically, with small epsilon, no-one would probably bother to do > anything > different than to run current programs unchanged. Right. In particular, the idea is to play on 9x9 board in the Olympiad 2016. > ... Moreover, larger epsilons change the game's dynamic s.t. it is easier to > live > and harder to kill (hypothesis). Another thing is that the MCTS might work > much > better with this setting (since random playouts are much more true). I want to challenge this. From other games with random elements (for instance "EinStein wurfelt nicht") it is known that specialized algorithms are much better than simple adaptions of MCTS. > ingo: One note for rules (you should add) is that when players throw stone > to a location where the probability of landing on a valid location is exactly > zero (all 5 positions are stones or invalid) this counts as a pass > (otw, the loosing party might play the "non-voluntary pass" moves and make > the game infinite. (sorry if I overlooked someone mentioning this already) ... SUch problems were the reason for my original formulation: not differentiating between intended and unintended passes. Stop of phase 1 after two consecutive passes. Completion of the game in normal Go mode in phase 2. * By the way. Michael Hartisch (from the Ulf Lorenz group at Siegen U) proposed to have in the Olympiad one "Frisbee Go Simulation" participant which is a normal Go bot. This bot will likely not win a medal, but its performance may show how different (and difficult) Frisbee Go Simulation is from normal Go. Regards, Ingo. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
Hello Raffles, > ... Since this is based on a real world variant of Go, why not base epsilon > on that? ... In "true Frisbee Go" many more aspects may be taken into account: * During the first moves one may learn how good the throwing skills of the opponent are... * weather (and wind) may play a role in outdoor play * a player may deliberately throw weakly in the beginning to lead the opponent to wrong conclusions * players may be allowed to use "moving robots" who can change the place from where they throw ... The Frisbee Go Simulation is meant to leave all these sophistications outside (at least in 2016). Ingo. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
If this catches on, perhaps the rules will be referred to as the Ingo rules ;-) Since this is based on a real world variant of Go, why not base epsilon on that? The fact that the limit of displacement from the intended position is limited to the immediately adjacent points, suggests that the thrower is pretty accurate. The distribution is narrow enough that the chance of going further afield is (effectively) zero. Therefore epsilon should be pretty tiny. It must be large enough that there is a chance of the frisbee being at least 50% over the line (i.e. epsilon > 0), but small enough that the chance of it going 70.7% over the line is vanishingly small (otherwise we would be allowing it to be displaced onto the diagonally adjacent positions). Assuming a Gaussian distribution (probably not true for frisbees but it will do) and assuming 3 standard deviations away is close enough to "vanishingly small", we have 3.sigma = 0.7071... (sqrt(0.5)), sigma = 0.2357 (sqrt(0.5)/3), tipping point for throw being >50% over the line t.sigma = 0.5, t = 0.5 / sigma = 3.sqrt(0.5) = 2.12 => epsilon = 0.017, approximately 1 in 60. Looking at this from a purely combinatorial point of view,t we need 1/epsilon > number-of-moves-in-a-game but 1/epsilon^2 << number-of-moves-in-a-game, which 0.017 seems to satisfy for all common board sizes. Hopefully such a small epsilon also avoids destroying the possibility of local tactical play but also introduces a new element to the game (75% chance of at least once displaced move in 81 move game, over 99% chance of at least one displaced move in a 361 move game). In fact to model the real world, epsilon ought to vary depending on the move. It should increase depending on distance from throwing position, and should not be equal for N,S,E and W displacement. Assuming standing south of the board, we expect epsilon N > S > E = W (range is normally harder to judge than direction and overthrows tend to be worse than under-throws). It seems to me this may bring in interesting elements to move choice - it may be better to play a weaker move which is closer and therefore more likely to be played successfully than a stronger move which is less likely to be played successfully. But perhaps this over complicates things - how does it work out with fixed epsilon around 0.017. Raffles On 11-Nov-15 15:29, Álvaro Begué wrote: 1/5 also seems natural (equal chance of hitting each the 5 possible points). Álvaro. On Wed, Nov 11, 2015 at 10:08 AM, John Trompwrote: > By the way: It would also be necessary to decide about > the eps for the event. Natural candidates would be > eps=0.1 or eps=0.125. I would say the 2 most interesting choices are 1/8 or 1/4. The latter guarantees you miss your aim by distance 1, while the former gives you an even chance to hit it. -John ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go No virus found in this message. Checked by AVG - www.avg.com Version: 2016.0.7163 / Virus Database: 4457/10958 - Release Date: 11/06/15 ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
Attached is a frisbee go game 9x9 between me and a Chines 5-dan amateur. 50% chance of playing in the intended spot. When a connection is required, it is just up to chance who wins the fight. It's a little silly, but was a lot of fun to play. David On Wed, 11 Nov 2015 23:13:51 +0100, "Ingo Althöfer" wrote: Hmm. >> Would the game end after two unintentional passes? > Good point. In principle I would say so. That makes little sense to me. IMO, the principled rule is that two consecutive intentional passes end the game. We should have some test games to see how long a game would be "typically" stretched by unintended passes. Ingo. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go frisbee.sgf Description: application/go-sgf ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
> > (effectively) zero. Therefore epsilon should be pretty tiny. It must be > large enough that there is a chance of the frisbee being at least 50% over > the line (i.e. epsilon > 0), but small enough that the chance of it going > 70.7% over the line is vanishingly small (otherwise we would be allowing it > to be displaced onto the diagonally adjacent positions). > I do not understand, I think that we do not need to ensure that the stone cannot land diagonally by small epsilon, since ingo defined it s.t. it cannot. Having small epsilon as you suggest makes any attempts at writing a specialized frisbee-go code not really fruitful, since the displacement is quite rare; so realistically, with small epsilon, no-one would probably bother to do anything different than to run current programs unchanged. I think that frisbee-go is much interesting for larger epsilons - e.g. 1/8, 1/6 - because it has nontrivial strategical/tactical implications. For instance, seki are no longer sekis in this setting, since the loosing party can always improve its expected outcome by trying to be lucky, and therefore the winning side can do the same (of course sometimes this is quite like starting the "1 year ko"). Also when the game ends each dame is essentially assigned "randomly", so under chinese rules score can "change randomly". Moreover, larger epsilons change the game's dynamic s.t. it is easier to live and harder to kill (hypothesis). Another thing is that the MCTS might work much better with this setting (since random playouts are much more true). ingo: One note for rules (you should add) is that when players throw stone to a location where the probability of landing on a valid location is exactly zero (all 5 positions are stones or invalid) this counts as a pass (otw, the loosing party might play the "non-voluntary pass" moves and make the game infinite. (sorry if I overlooked someone mentioning this already) Regards, Josef ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
Hi David, hi all, thanks for all the constructive feedback. I will reply later in detail. We are in Berlin. When returning to the hotel shortly past midnight, the hungarian flag was at halfmast. Then we saw the terrible news from Paris. Berlin is suffering vicariously with the people in Paris. Ingo. Gesendet: Samstag, 14. November 2015 um 04:55 Uhr Von: fotl...@smart-games.com An: computer-go@computer-go.org Betreff: Re: [Computer-go] Frisbee Go Simulation Attached is a frisbee go game 9x9 between me and a Chines 5-dan amateur. 50% chance of playing in the intended spot. When a connection is required, it is just up to chance who wins the fight. It's a little silly, but was a lot of fun to play. David On Wed, 11 Nov 2015 23:13:51 +0100, "Ingo Althöfer" <3-hirn-ver...@gmx.de> wrote: Hmm. > >> Would the game end after two unintentional passes? > > > Good point. In principle I would say so. > > That makes little sense to me. > IMO, the principled rule is that two consecutive intentional passes > end the game. We should have some test games to see how long a game would be "typically" stretched by unintended passes. Ingo. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
To keep changes to the protocol and number of parameters low, wouldn't it be a possibility to consider multiple 'throws' of a frisbee? So if the engine decides to play a move you have the described arrangement of hitting adjactent fields with probability eps. If this results in a move outside the board or an illegal move, you just repeat until you get a legal move. This could even mean, that you could even use an existing engine without change. You just add the additional step generating the random noise on the moves. Or is this orthogonal to the envisioned game? Best regards, David Peters Gesendet: Donnerstag, 12. November 2015 um 10:24 Uhr Von: "Darren Cook" <dar...@dcook.org> An: computer-go@computer-go.org Betreff: Re: [Computer-go] Frisbee Go Simulation > If one or two of these cells are outside the board the > move will count as a pass. If the landing cell is occupied by another > stone the move is also counted as a pass. Illegal moves are also counted > as pass moves. Alternatively, the probability could be adjusted for the number of legal moves. (E.g. taking the easy example of (1,1) on an empty board,and eps of 0.2, you'd adjust (1,1), (2,1) and (1,2) to each be 1/3 probability). This does away with the involuntary pass concept. (But if you keep it, I agree with John Tromp that it is just a wasted move, not able to cause early game termination.) Darren ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
> If one or two of these cells are outside the board the > move will count as a pass. If the landing cell is occupied by another > stone the move is also counted as a pass. Illegal moves are also counted > as pass moves. Alternatively, the probability could be adjusted for the number of legal moves. (E.g. taking the easy example of (1,1) on an empty board,and eps of 0.2, you'd adjust (1,1), (2,1) and (1,2) to each be 1/3 probability). This does away with the involuntary pass concept. (But if you keep it, I agree with John Tromp that it is just a wasted move, not able to cause early game termination.) Darren ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
Normalizing the probabilities and re-throwing the frisbee until it lands in a valid move are equivalent, of course. On Thu, Nov 12, 2015 at 5:01 AM, David Peters <rodje...@web.de> wrote: > To keep changes to the protocol and number of parameters low, wouldn't it > be a possibility to consider multiple 'throws' of a frisbee? > > So if the engine decides to play a move you have the described arrangement > of hitting adjactent fields with probability eps. If this results in a move > outside the board or an illegal move, you just repeat until you get a legal > move. This could even mean, that you could even use an existing engine > without change. You just add the additional step generating the random > noise on the moves. > > Or is this orthogonal to the envisioned game? > > Best regards, > David Peters > > *Gesendet:* Donnerstag, 12. November 2015 um 10:24 Uhr > *Von:* "Darren Cook" <dar...@dcook.org> > *An:* computer-go@computer-go.org > *Betreff:* Re: [Computer-go] Frisbee Go Simulation > > If one or two of these cells are outside the board the > > move will count as a pass. If the landing cell is occupied by another > > stone the move is also counted as a pass. Illegal moves are also counted > > as pass moves. > > Alternatively, the probability could be adjusted for the number of legal > moves. (E.g. taking the easy example of (1,1) on an empty board,and eps > of 0.2, you'd adjust (1,1), (2,1) and (1,2) to each be 1/3 probability). > > This does away with the involuntary pass concept. (But if you keep it, I > agree with John Tromp that it is just a wasted move, not able to cause > early game termination.) > > Darren > > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
I was thinking about the ko rule for frisbee ko, and realised it leads to problems. 1. Black takes a ko, White tries to make a ko threat, but accidentally retakes the ko. What should happen? 2. Black takes a ko. White tries to make a ko threat, but fails to make a valid move. Black tries to make connect the ko, but fails to make a valid move. May White now (try to) retake the ko? The solution is to get rid of all ko rules. You don't need them. Nick On 12 November 2015 at 11:19, Álvaro Begué <alvaro.be...@gmail.com> wrote: > Normalizing the probabilities and re-throwing the frisbee until it lands > in a valid move are equivalent, of course. > > > > On Thu, Nov 12, 2015 at 5:01 AM, David Peters <rodje...@web.de> wrote: > >> To keep changes to the protocol and number of parameters low, wouldn't it >> be a possibility to consider multiple 'throws' of a frisbee? >> >> So if the engine decides to play a move you have the described >> arrangement of hitting adjactent fields with probability eps. If this >> results in a move outside the board or an illegal move, you just repeat >> until you get a legal move. This could even mean, that you could even use >> an existing engine without change. You just add the additional step >> generating the random noise on the moves. >> >> Or is this orthogonal to the envisioned game? >> >> Best regards, >> David Peters >> >> *Gesendet:* Donnerstag, 12. November 2015 um 10:24 Uhr >> *Von:* "Darren Cook" <dar...@dcook.org> >> *An:* computer-go@computer-go.org >> *Betreff:* Re: [Computer-go] Frisbee Go Simulation >> > If one or two of these cells are outside the board the >> > move will count as a pass. If the landing cell is occupied by another >> > stone the move is also counted as a pass. Illegal moves are also counted >> > as pass moves. >> >> Alternatively, the probability could be adjusted for the number of legal >> moves. (E.g. taking the easy example of (1,1) on an empty board,and eps >> of 0.2, you'd adjust (1,1), (2,1) and (1,2) to each be 1/3 probability). >> >> This does away with the involuntary pass concept. (But if you keep it, I >> agree with John Tromp that it is just a wasted move, not able to cause >> early game termination.) >> >> Darren >> >> ___ >> Computer-go mailing list >> Computer-go@computer-go.org >> http://computer-go.org/mailman/listinfo/computer-go >> >> ___ >> Computer-go mailing list >> Computer-go@computer-go.org >> http://computer-go.org/mailman/listinfo/computer-go >> > > > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > -- Nick Wedd mapr...@gmail.com ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
On Thu, Nov 12, 2015 at 9:07 AM, Nick Weddwrote: > I was thinking about the ko rule for frisbee ko, and realised it leads to > problems. > > 1. Black takes a ko, White tries to make a ko threat, but accidentally > retakes the ko. What should happen? This was already covered by having any illegal frisbee landing revert to a pass. Btw, it's impossible to make a ko threat neighbouring a ko retake, as all those points are occupied:( > 2. Black takes a ko. White tries to make a ko threat, but fails to make a > valid move. Black tries to make connect the ko, but fails to make a valid > move. May White now (try to) retake the ko? Being a superko fan myself, the answer is clear: not if it repeats the position. regards, -John ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
Yesterday I modified Many Faces to play Frisbee go an played a few games with some other people at the Beijing Computer go tournament. It's a very strange game. If there is interest I can make an installer and make it available for free. Josef Moudrik is also writing a program. David On Thu, 12 Nov 2015 09:29:50 -0500, John Tromp wrote: On Thu, Nov 12, 2015 at 9:07 AM, Nick Wedd wrote: I was thinking about the ko rule for frisbee ko, and realised it leads to problems. 1. Black takes a ko, White tries to make a ko threat, but accidentally retakes the ko. What should happen? This was already covered by having any illegal frisbee landing revert to a pass. Btw, it's impossible to make a ko threat neighbouring a ko retake, as all those points are occupied:( 2. Black takes a ko. White tries to make a ko threat, but fails to make a valid move. Black tries to make connect the ko, but fails to make a valid move. May White now (try to) retake the ko? Being a superko fan myself, the answer is clear: not if it repeats the position. regards, -John ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
Would the game end after two unintentional passes? > On Nov 11, 2015, at 11:39 AM, Ingo Althöfer <3-hirn-ver...@gmx.de> wrote: > > Hello, > > the next Computer Olympiad has been dated. > It will take place in Leiden (NL), from June 27, 2016 to July 03, 2016. > > I want to propose a new Go variant for 9x9 board: > "Frisbee Go simulation" > Normal go rules apply. However, when a player wants to place a stone on > "cell" (i,j), the stone will land there only with probability (1- 4*eps). > With probability eps each it will land on (i-1,j) or (i+1,j) or (i-1,j-1) > or (i-1,j+1). If one or two of these cells are outside the board the > move will count as a pass. If the landing cell is occupied by another > stone the move is also counted as a pass. Illegal moves are also counted > as pass moves. > > eps is the "uncertainty" level of the game. > Only values eps between 0 and 0.25 make sense. > 0 gives the standard go game. > > The relation tio "normal" Frisbee Go should be clear: The player wants > to throw the disk on cell (i,j) but with certain probability the > disk lands on one of the neighboring cells. > > > Background of the proposal: > In the long run I want to see robots playing "robot frisbee go". > As a first step, the simulation shall help to develop good > game-theoretic programs for this discipline. > > > Of course, Frisbee Go Simulation will be played in the 2016 Olympiad > only if at least two programs are registered. So, may the programmers please > let me know if they are interested? Also all sorts of questions are welcome. > > Cheers, Ingo. > > PS. You may have a look at a picture, painted by Tanja Esser. > http://www.althofer.de/robot-play/frisbee-robot-go.jpg > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
1/5 also seems natural (equal chance of hitting each the 5 possible points). Álvaro. On Wed, Nov 11, 2015 at 10:08 AM, John Trompwrote: > > By the way: It would also be necessary to decide about > > the eps for the event. Natural candidates would be > > eps=0.1 or eps=0.125. > > I would say the 2 most interesting choices are 1/8 or 1/4. > The latter guarantees you miss your aim by distance 1, > while the former gives you an even chance to hit it. > > -John > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
Hi David, > I won't be able to be at the congress, participants need one person representing the bot at the event. This need not to be the main programmer. > but I think it would be pretty easy to modify MCTS to play this game. The crucial point will be playing strength. > Do you plan to modify a gtp server to handle these rules? Uff. I am not a programmer. So some volunteer would have to do this. Automatic or semi-automatic play would make sense, because of the random elements in Frisbee Go Simulation there should be more than single games between the participants. By the way: It would also be necessary to decide about the eps for the event. Natural candidates would be eps=0.1 or eps=0.125. > ... I could be persuaded to submit an entry. Fine. Accept me in the team, and I may operate in Leiden. Ingo. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
Frisbee go sounds fun. How do you plan to use the GTP protocol to support this? I think that the randomization should be handled by the server, so the bot needs to get feedback about the move actually carried out. So maybe genmove + undo & play or reg_genmove + play depending on what do the bots support? It should be fairly easy to modify gogui-twogtp to allow for this, and imo if you want to promote the frisbee go, this should be done early, s.t. there is platform for testing. Regards, Josef M. On Wed, Nov 11, 2015 at 11:15 PM "Ingo Althöfer" <3-hirn-ver...@gmx.de> wrote: > > Oh! You can have a continuous handicap control by giving the players > different epsilons. :) > > > Right. You have "the same" in human-played Frisbee Go by having arbitrary > distances from which the players have to throw their frisbees. (You may > even change the distance during the game ) > > Ingo. > > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
> Would the game end after two unintentional passes? Good point. In principle I would say so. To avoid problems with final counting, after 2 passes the game should be completed in traditional mode (without Frisbee simulation elements). One might say that such a final should be executed only after 4 (unintentional) passes but I see the problem when playing on a "normal" server. Ingo. > > On Nov 11, 2015, at 11:39 AM, Ingo Althöfer <3-hirn-ver...@gmx.de> wrote: > > > > Hello, > > > > the next Computer Olympiad has been dated. > > It will take place in Leiden (NL), from June 27, 2016 to July 03, 2016. > > > > I want to propose a new Go variant for 9x9 board: > > "Frisbee Go simulation" > > Normal go rules apply. However, when a player wants to place a stone on > > "cell" (i,j), the stone will land there only with probability (1- 4*eps). > > With probability eps each it will land on (i-1,j) or (i+1,j) or (i-1,j-1) > > or (i-1,j+1). If one or two of these cells are outside the board the > > move will count as a pass. If the landing cell is occupied by another > > stone the move is also counted as a pass. Illegal moves are also counted > > as pass moves. > > > > eps is the "uncertainty" level of the game. > > Only values eps between 0 and 0.25 make sense. > > 0 gives the standard go game. > > > > The relation tio "normal" Frisbee Go should be clear: The player wants > > to throw the disk on cell (i,j) but with certain probability the > > disk lands on one of the neighboring cells. > > > > > > Background of the proposal: > > In the long run I want to see robots playing "robot frisbee go". > > As a first step, the simulation shall help to develop good > > game-theoretic programs for this discipline. > > > > > > Of course, Frisbee Go Simulation will be played in the 2016 Olympiad > > only if at least two programs are registered. So, may the programmers please > > let me know if they are interested? Also all sorts of questions are welcome. > > > > Cheers, Ingo. > > > > PS. You may have a look at a picture, painted by Tanja Esser. > > http://www.althofer.de/robot-play/frisbee-robot-go.jpg > > ___ > > Computer-go mailing list > > Computer-go@computer-go.org > > http://computer-go.org/mailman/listinfo/computer-go > > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
I was thinking reg_genmove. Make the bot support one way to do it to make the referee simpler. David On Thu, 12 Nov 2015 03:22:23 +, Josef Moudrik wrote: Frisbee go sounds fun.How do you plan to use the GTP protocol to support this? I think that the randomization should be handled by the server, so the bot needs to get feedback about the move actually carried out. So maybe genmove + undo & play or reg_genmove + play depending on what do the bots support? It should be fairly easy to modify gogui-twogtp to allow for this, and imo if you want to promote the frisbee go, this should be done early, s.t. there is platform for testing. Regards, Josef M. On Wed, Nov 11, 2015 at 11:15 PM "Ingo Althöfer" wrote: > Oh! You can have a continuous handicap control by giving the players different epsilons. :) Right. You have "the same" in human-played Frisbee Go by having arbitrary distances from which the players have to throw their frisbees. (You may even change the distance during the game ) Ingo. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go - ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
Oh! You can have a continuous handicap control by giving the players different epsilons. :) On Wed, Nov 11, 2015 at 2:25 PM, John Trompwrote: > >> Would the game end after two unintentional passes? > > > Good point. In principle I would say so. > > That makes little sense to me. > IMO, the principled rule is that two consecutive intentional passes > end the game. > > To make sure that infinitely long games have 0 probability, > we must then require that > the frisbee aim itself be a legal move (if eps < 1/4) > or, in case eps=1/4, that > at least one of its neighbours be a legal move > > -John > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Frisbee Go Simulation
> Oh! You can have a continuous handicap control by giving the players > different epsilons. :) Right. You have "the same" in human-played Frisbee Go by having arbitrary distances from which the players have to throw their frisbees. (You may even change the distance during the game ) Ingo. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go