Re: [computer-go] Re: Interesting problem

2007-01-05 Thread David Doshay

And so we enter the "second phase" ...

On 5, Jan 2007, at 8:50 AM, Mark Boon wrote:

I think you are mistaken for the real reason of the 'second phase',  
where he who passes has to pay a point. This 'second phase' only  
comes into effect after both sides have passed. It's to solve  
disputes in a fair manner. Since capturing dead stones would cost  
points, how do you resolve a dispute where your opponent claims his  
stones are not dead? (Think bent-four corner.)The actual proof  
consists of playing out the sequence that captures the stones.  
Every time your opponent passes and you continue playing moves to  
capture the stones you'd lose a point. That's why passing has to be  
compensated by paying a point. It's not about Go playing skills  
that should be rewarded but about being able to resolve disputes  
fairly.


I can see the purpose of a second phase to resolve disputes over the  
status of specific groups. Having the second phase played out with  
the "give a pass stone" does preserve the state as of the two passes  
that were intended to end the game, so I do not find this to be a  
problem. My argument against the pass stone costing a point applies  
to before the two consecutive passes that end the game.


I would then expect that the moves made in this second phase be  
restricted to the life and death of specific groups in question.


If our bots do this properly then there is no argument or objection  
from me.


Cheers,
David


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Interesting problem

2007-01-05 Thread David Doshay


On 5, Jan 2007, at 8:50 AM, Mark Boon wrote:

How would you feel if your opponent played out possible all ko- 
threats at the end of the game?


I once played a game against a Chinese graduate student who did  
exactly that. I was quite impressed with how thorough he was, as if  
that kind of completeness was an important test. I was not sure if it  
was a test directed at me or at him. Those moves did not bother me  
because every one required an answer or I would have suffered. When I  
answered correctly he moved on.


This was the first game I had played against a Chinese player, and I  
was stunned when he tossed captured stones back into my bowl. Waiting  
to see how that detail was going to work out was far more  
disconcerting than those easy to answer threats.



Cheers,
David



___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Robert Jasiek

Mark Boon wrote:
> How
would you feel if your opponent played out possible all ko-threats at 
the end of the game?


I am happy to win the game, of course.

the fact that we humans feel bad doing something like  
that


Not "we humans". I don't feel bad when my opponent does it.
When answers are not obvious, I also try some ko threats myself.

It may win you a game occasionally but it won't make your program 
play any better.


Winning more games is better play.

--
robert jasiek

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Interesting problem

2007-01-05 Thread dave . devos
In our club we estimate twice the komi for sente equal to a handicap 
stone, except for the first handicap stone one, which is just one time 
the komi.

Using a komi of 6.5 for sente amounts to: 
Hand.  Value
 1  =   6.5
 2  =  19.5
 3  =  32.5
 4  =  45.5
 5  =  58.5
 6  =  71.5
 7  =  84.5
 8  =  97.5
 9  = 110.5

Using a komi of 6 for sente amounts to: 
Hand.  Value
 1  =   6
 2  =  18
 3  =  30
 4  =  42
 5  =  54
 6  =  66
 7  =  78
 8  =  90
 9  = 102

These estimates are fairly close to yours.

Dave 

- Oorspronkelijk bericht -
Van: alain Baeckeroot <[EMAIL PROTECTED]>
Datum: vrijdag, januari 5, 2007 8:17 pm
Onderwerp: Re: [computer-go] Re: Interesting problem
> Le jeudi 4 janvier 2007 22:37, Don Dailey a écrit : 
> > I have a question. With perfect play, obviously a 9 stone handicap 
> > game is dead lost. If 2 perfect players played a game where one 
> > was given the 9 stones, and they played for maximum territory 
> (obviously> it doesn't make sense to play for a win) would the 
> handicapped player 
> > be able to hold some territory at the end of the game? Could he 
> > carve out a little piece for himself even against his perfect 
> > opponents wishes? 
> > 
> 
> 9 handicap is equivalent to 120-150 komi (this is estimated by pro 
> playerstaking 9 handi and playing at maximum strenght) 
> 
> 8 h = 100 komi 
> 4h = 40 komi 
> 
> Alain 
> ___ 
> 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] Re: Interesting problem

2007-01-05 Thread alain Baeckeroot
Le jeudi 4 janvier 2007 22:37, Don Dailey a écrit :
> I have a question.  With perfect play, obviously a 9 stone handicap
> game is dead lost.   If 2 perfect players played a game where one
> was given the 9 stones, and they played for maximum territory (obviously
> it doesn't make sense to play for a win) would the handicapped player 
> be able to hold some territory at the end of the game?Could he
> carve out a little piece for himself even against his perfect 
> opponents wishes?
> 

9 handicap is equivalent to 120-150 komi (this is estimated by pro players
taking 9 handi and playing at maximum strenght)

8 h = 100 komi
4h = 40 komi

Alain 
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Christoph Birk

On Fri, 5 Jan 2007, steve uurtamo wrote:
i think that the attached initial (13-stone) setup requires life to be 
made in the center
rather than the sides or corners, but it looks difficult.  a stronger 
player can comment, perhaps?


It should be possible to live with an attachment at the 3-3 point.

Christoph

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Christoph Birk

I think the whole discussion about Japanese vs. Chinese scoring
is moot in the context of "silly" invasions.
If my opponent passes and
1) I am ahead ... I pass and win.
2) I am behind ... I may start an invasion if I think I have a
   chance; loosing a couple more points (Japanese) does not matter.

Christoph
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Interesting problem

2007-01-05 Thread steve uurtamo

 >> If 2 perfect players played a game where one

 >> was given the 9 stones, and they played for maximum territory (obviously

 >> it doesn't make sense to play for a win) would the handicapped player 

 >> be able to hold some territory at the end of the game?

 >

>
> This is the same as asking if it's possible to make a living group, which is 
> obviously possible by invading at 
> 3-3. He'll get at least two of those. But I wouldn't be surprised if he could 
> do better.



i think that the attached initial (13-stone) setup requires life to be made in 
the center
rather than the sides or corners, but it looks difficult.  a stronger player 
can comment,
perhaps?

the idea here was to remove room for 2-point extensions along the sides, and to 
enclose
the corners in such a way as to protect them from being used as threats against 
the edge
stones.  tengen is intended to weakly influence against center development, but 
maybe
this is a misguided idea.

s.



__
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around 
http://mail.yahoo.com 

lifeq.sgf
Description: x-unknown/
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Mark Boon


On 4-jan-07, at 18:53, David Doshay wrote:


 I see it as perfectly fair that the bot with
the better ability to read, and thus knows it can pass, should be
rewarded for that reading skill.


I think you are mistaken for the real reason of the 'second phase',  
where he who passes has to pay a point. This 'second phase' only  
comes into effect after both sides have passed. It's to solve  
disputes in a fair manner. Since capturing dead stones would cost  
points, how do you resolve a dispute where your opponent claims his  
stones are not dead? (Think bent-four corner.)The actual proof  
consists of playing out the sequence that captures the stones. Every  
time your opponent passes and you continue playing moves to capture  
the stones you'd lose a point. That's why passing has to be  
compensated by paying a point. It's not about Go playing skills that  
should be rewarded but about being able to resolve disputes fairly.


In the case at hand this phase is abused by a player who doesn't  
contest the status of stones but instead contests the result of the  
game when it would be counted according to Japanese rules. Personally  
I think programming your bot to play inside opponents territory when  
you obviously know it won't affect the outcome under normal  
circumstances is showing poor mentality. You'd be wasting my time and/ 
or computing time. Using the rules used as an argument doesn't hold  
for me. How would you feel if your opponent played out possible all  
ko-threats at the end of the game? This is possible without  
punishment under any set of rules.


In my opinion, the fact that we humans feel bad doing something like  
that should be enough to at least make an effort to make your program  
avoid such behaviour too. Unfortunately it seems rather frequent that  
the opposite is true and that some put effort into explicitly  
programming such bad behaviour. Personally I htink it's a waste of  
time. It may win you a game occasionally but it won't make your  
program play any better.


Mark

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Mark Boon


On 4-jan-07, at 19:37, Don Dailey wrote:


 If 2 perfect players played a game where one
was given the 9 stones, and they played for maximum territory  
(obviously

it doesn't make sense to play for a win) would the handicapped player
be able to hold some territory at the end of the game?


This is the same as asking if it's possible to make a living group,  
which is obviously possible by invading at 3-3. He'll get at least  
two of those. But I wouldn't be surprised if he could do better.


Mark___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: Fw: [computer-go] Re: Interesting problem

2007-01-05 Thread Robert Jasiek

Petri Pitkanen wrote:

Like in example from tournament game where a bot makes hundreds of
useless moves. Rules that encourage that simply are not good. 


The only way to prevent this is a mandatory pass whenever a pass
is a possible perfect play. When you think about it, you would
furthermore want to require the ambient temperature to be 0
(otherwise it would be mandatory to pass already when each player
could make endgame plays of the same values, for example). Now
write this down as rules and then make your statement again. Before,
IYO, good rules do not exist yet.

So that you don't make the same mistakes again, first read
http://home.snafu.de/jasiek/wagcmod.html

--
robert jasiek

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


[computer-go] Memory - efficient UCT proposal.

2007-01-05 Thread Łukasz Lew

Just add a new child only when parent is visited more times than X.

You will loose only a minimal amount of information.

Hope this helps :)
Lukasz
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Nick Apperson

well, i'm pretty sure that against a top player i would need around 20
stones to have much of a shot, but if I remember correctly, at the
professional level, a 17-18 stone free placement is needed to take the
entire board.  A 9 stone handicap is not nearly enough to take the whole
board no matter where they are placed.

On 1/5/07, Heikki Levanto <[EMAIL PROTECTED]> wrote:


On Thu, Jan 04, 2007 at 04:37:08PM -0500, Don Dailey wrote:
>
> I have a question.  With perfect play, obviously a 9 stone handicap
> game is dead lost.   If 2 perfect players played a game where one
> was given the 9 stones, and they played for maximum territory (obviously
> it doesn't make sense to play for a win) would the handicapped player
> be able to hold some territory at the end of the game?Could he
> carve out a little piece for himself even against his perfect
> opponents wishes?

If the handicap stones are placed on the traditional points (4-4, etc),
then the answer is obviously yes. It is possible to live with a 3-3
invasion under such a stone.

If the handicap stones are placed at 3-4 points, there should be ample
room to approach from the side, and live in the corner or on the side.

I guess that if the stones are places on 3-3, it should be possible to
approach at 4-4, and slide to one of the sides, and possibly make a life
there. Here I am not strong enough to say for sure.

The last alternative I can think is to use 2 stones for each corner, but
that leaves the sides wide open. Black can invade the middle of a side,
and probably make a life there. Again I ask stronger players' opinions.


So, my guess is that white can always squeeze a small life somewhere. In
normal play black would of course welcome that, because he can secure so
much more by containing the small white group.

But what kind of player can give 9 stones to one who plays (near?)
perfect?

-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/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Re: Interesting problem

2007-01-05 Thread Heikki Levanto
On Thu, Jan 04, 2007 at 04:37:08PM -0500, Don Dailey wrote:
> 
> I have a question.  With perfect play, obviously a 9 stone handicap
> game is dead lost.   If 2 perfect players played a game where one
> was given the 9 stones, and they played for maximum territory (obviously
> it doesn't make sense to play for a win) would the handicapped player 
> be able to hold some territory at the end of the game?Could he
> carve out a little piece for himself even against his perfect 
> opponents wishes?

If the handicap stones are placed on the traditional points (4-4, etc),
then the answer is obviously yes. It is possible to live with a 3-3
invasion under such a stone.

If the handicap stones are placed at 3-4 points, there should be ample
room to approach from the side, and live in the corner or on the side.

I guess that if the stones are places on 3-3, it should be possible to
approach at 4-4, and slide to one of the sides, and possibly make a life
there. Here I am not strong enough to say for sure.

The last alternative I can think is to use 2 stones for each corner, but
that leaves the sides wide open. Black can invade the middle of a side,
and probably make a life there. Again I ask stronger players' opinions.


So, my guess is that white can always squeeze a small life somewhere. In
normal play black would of course welcome that, because he can secure so
much more by containing the small white group.

But what kind of player can give 9 stones to one who plays (near?)
perfect?

-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: Fw: [computer-go] Re: Interesting problem

2007-01-05 Thread Petri Pitkanen

opponent and eventually could have passed for free. Had game been under
Japanese rules I would have been 'forced' to think whether reply was
needed and thus think a lot longer time for replies and possibly lost on
time because reply would have been needed probably too often.

Conclusion: Under Chinese rules and limited time player can end game
easier and faster than under Japanese rules when opponent tries silly
invasions.


Not really. If you are ahead you reply every move. You got the extra
prisoner so you can afford to reply, it does not change the fact that
you won. Only if you are behind you could gain victory because
opponent makes silly move that loses points

Like in example from tournament game where a bot makes hundreds of
useless moves. Rules that encourage that simply are not good.

--
Petri Pitkänen
e-mail: [EMAIL PROTECTED]
Phone: +358 50 486 0292
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: Fw: [computer-go] Re: Interesting problem

2007-01-05 Thread Aloril
On Thu, 2007-01-04 at 09:08 -0800, steve uurtamo wrote:

> there's a nice rule of thumb that says that you should only
> play moves whose outcome results in your opponent playing
> *what you think is the best move*.  there's simply nothing
> more irritating than someone attempting an unreasonable
> invasion at the end of a game in order to try to turn a loss
> into a win.  either they're assuming that you're unable to
> respond correctly, or hoping that you'll run out of time.

I'll claim that unreasonable invasions are bigger problem under Japanese
rules than under Chinese rules.

3 examples of silly invasions and reactions to them.

Example 1: WeakBot50k vs some single digit kuy player at KGS2 time (now
WeakBot50k is 20k, but at KGS2 time it was < 30k).

WeakBot50k is very weak bot, but opponents kept passing and sometimes
needed some time to think whether to pass or respond. Surprisingly often
opponent passed when should not and WeakBot50k lived or increased live
group size. So my conclusion is that this was stressful for stronger
opponent and too often failure.

Example 2: WeakBot50k vs me: It doesn't take that many moves to achieve
unconditionally alive status so games end much faster and easier than
with example 1. Of course this is attributed to WeakBot50k knowing when
all is unconditionally decided and then passing. Still much easier way
to end game. (currently running WeakBot50k version resigns when it gets
too much behind as decided by 100 random games)


Example 3: Me vs another human with 7:31 sudden death game with Chinese
rules.
Game was over and there was not much time left on either of our clocks.
Opponent tries silly invasions, but I continue simplify positions and
thus being able to answer faster and faster and eventually position was
mostly unconditionally alive. At that point opponent resigned position
being dead simple and having less time on clock. I used less time than
opponent and eventually could have passed for free. Had game been under
Japanese rules I would have been 'forced' to think whether reply was
needed and thus think a lot longer time for replies and possibly lost on
time because reply would have been needed probably too often.

Conclusion: Under Chinese rules and limited time player can end game
easier and faster than under Japanese rules when opponent tries silly
invasions.

Japanese: harder and more stressful
Chinese: easier and less stressful

Also being able to simplify and achieve unconditional life as fast as
possible is a skill too.

-- 
Aloril <[EMAIL PROTECTED]>
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/