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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