I think I already add a 13, so you must mean 14 :-) - Don
On Mon, 2008-10-13 at 09:48 -0400, steve uurtamo wrote: > sorry to be pedantic, but: > > 13. Chinese scoring. > > s. > > On Sat, Oct 11, 2008 at 9:11 AM, Don Dailey <[EMAIL PROTECTED]> wrote: > > On Sat, 2008-10-11 at 13:33 +0100, Claus Reinke wrote: > >> I have a rough idea of what that might be. And I suspect that keeping > >> this > >> "de facto standard" implicit has been hiding some actual differences > >> in what > >> different people think that standard is. Some of my questions arise > >> from trying > >> to pin down where and why different authors have different ideas of > >> what "the" > >> standard is. If there has been some explicit standardisation since > >> those papers > >> were published, I'd be interested in a pointer to that standard and > >> its rationale. > > > > I'm going to publish a real simple java reference program and some docs > > to go with it and a program to "test" it for black box conformance. > > (Actually, it will test 2 or more and compare them.) I would like to > > get someone who writes better than I do to write up the standard in less > > casual language but it goes something like this: > > > > 1. A complete game playing program so it can also be tested in real > > games. > > > > 2. Play uniformly random moves except to 1 pt eyes and avoiding simple > > ko. When a move is otherwise not possible, pass. > > > > 3. Playout ends after 2 consecutive pass moves (1 for each side.) > > > > 4. 1 pt eye is an empty point surrounded by friendly stones for the > > side to move. Additionally, we have 2 cases. If the stone is NOT on > > any edge (where the corner is an edge) there must be no more than one > > diagonal enemy stone. If the point in question is on the edge, there > > must be NO diagonal enemy stones. > > > > 5. In the playouts, statistics are taken on moves played during the > > playouts. If the move is played FIRST (during the playout) by the side > > to move it is one data point and the win loss record is maintained. > > > > 6. The move with the highest statistical win rate is the one selected > > for move in the actual game. > > > > 7. In the case of moves with even scores a random selection is made. > > > > 8. Pass move are never selected as the final move to play unless no > > other non-eye filling move is possible. > > > > 9. Random number generator is unspecified - your program should > > simply pass the black box test and as a further optional test your > > program should score close to 50% against other "properly implemented" > > programs. > > > > 10. Suicide not allowed in the playouts or in games it plays. > > > > 11. When selecting moves to play in the actual game (not playouts) > > superko is checked and forbidden. > > > > 12. If a move has NO STATS taken (which is highly unlikely unless you > > do very few playouts) it is ignored for move selection. > > > > Did I miss anything? I would like to get feedback and agreement on > > this. > > > > Please note - a few GTP commands will be added in order to instrument > > any conforming programs. Haven't figured those out yet, but it will > > be designed so that it can report number of nodes, number of playouts, > > average score of playouts, etc. So the tester may set up some position > > and a ko, and ask for statistics based on the number of specified > > playouts. > > > > - Don > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > computer-go mailing list > > computer-go@computer-go.org > > http://www.computer-go.org/mailman/listinfo/computer-go/ > >
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