Re: [computer-go] Go and IQ training

2007-01-15 Thread Aidan Karley
In article <[EMAIL PROTECTED]>, Mike Olsson 
wrote:
> This is a bit off topic, but I am wondering if a person can play Go
> to increase their IQ or improve their intelligence. 
   If one is going to discuss the extremely slippy concept of 
"intelligence" (or it's far, far slippier distant relative 
"Intelligence Quotient"), then it's practically required to have read 
Stephen Jay Gould's "Mismeasure of Man" (various editions from about 
1980 to at least 1996, including ISBN-10: 0393314251 / ISBN-13: 
978-0393314250). While it may not "blow out of the water" the whole 
subject of "intelligence testing", it does make one very well aware 
that the whole subject is a minefield of assumptions and prejudices 
(both conscious and unconscious.
   I read what was probably the original edition back in the 
mid-80s, and loaned my copy to a university friend who was studying 
psychology ; 15 year later she declined to return it because she was 
still regularly using it to deflate novice opinionated staff working 
under her with the "learning impaired". That would have been about the 
time of the infamously neo-racist tract "The Bell Curve".

> From what I have read Kasparov's IQ is around 135 so playing Chess
> doesn't really increase a person's IQ.
>
   About 2.3 standard deviations above the norm. That would imply 
he's in the top 1½% or thereabouts of the population in performance on 
IQ tests. Sounds like there's be 3 Kasparov-equivalents per couple of 
full "Clapham Omnibuses". [Note 1] Or several per average chess club. 
Or maybe IQ test results are not a terribly good predictor of chess 
strength. I wouldn't really expect it to be much better a predictor of 
Go strength either.


   For what it's worth, the Aberdeen University Go Club was set up 
in the early 1980s by ... a carpenter. Always a good memory for 
deflating one's potential to self-aggrandisment.

   
[Note 1] Standard British English idiom refers many questions to the 
opinion of the "man on the Clapham Omnibus", which seats about 75 
people and stands another couple of dozen.

-- 
 Aidan Karley,
 Aberdeen,  Scotland
 Written at Mon, 15 Jan 2007 09:40 GMT, but posted later.



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Re: [computer-go] Go and IQ training

2007-01-15 Thread Don Dailey
On Mon, 2007-01-15 at 10:19 +, Aidan Karley wrote:
>For what it's worth, the Aberdeen University Go Club was set
> up 
> in the early 1980s by ... a carpenter. Always a good memory for 
> deflating one's potential to self-aggrandisment. 

I've always found it humorous that the non-chess playing layman has
an image of chess players that is so much different from reality - 
a bunch of well educated intellectuals,  men smoking pipes,
talking politics and speaking very formally.

In reality, if you attend any chess club, you will see your fair share
of almost exactly the opposite,  a mixture of different kinds of
people to be sure but plenty of those who are a little retarded
socially, and live  unbalanced lives.  

And then there is this other point of view that you have to be a little
off balance
to be a great player or to be "incredibly intelligent" probably in part
propagated by real life examples of those who were such as Bobby Fischer
and others.

But just based on my own casual observations I never saw a correlation,
the "misfits" at my local chess club (I haven't been there in years)
varied
wildly in strength, from the weakest to the best.   And some of the best
players were quite "normal."

- Don
 

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Re: [computer-go] kgsGtp sometimes "aborts" commands

2007-01-15 Thread Eduardo Sabbatella
I found a couple of times that "aborting genmove".

Seriously I don't know what kgsGtp is doing but my
engine handles that properly. My code is strictly
"functional", you call genmove, I will not write
neither read anything until the move is generated and
write out to std out.

Perhaps Its reseting the board and playing the moves
again. It does it when the user undo's a move.

Perhaps what its doing is just killing the engine's
process and starting it again.

The only thing I can be sure it that there is no
asynchronic way of stoping the "genmove" command.
Unless the "hard" way of killing the process.


--- Peter Drake <[EMAIL PROTECTED]> escribió:

> Orego is getting confused by kgsGtp when something
> like this happens  
> (from kgsGtp log):
> 
> FINE: Starting game as black against dirkie
> Jan 12, 2007 12:22:33 PM
> org.igoweb.igoweb.client.gtp.P i
> WARNING: Opponent has left game. Will give them 5
> minutes to return.
> Jan 12, 2007 12:22:33 PM
> org.igoweb.igoweb.client.gtp.P h
> FINE: Opponent has returned.
> Jan 12, 2007 12:38:32 PM
> org.igoweb.kgs.client.gtp.GtpClient d
> FINE: Aborting command: genmove
> Jan 12, 2007 12:38:48 PM
> org.igoweb.kgs.client.gtp.GtpClient d
> FINE: Ignoring response to aborted command: genmove
> 
> Does kgsGtp send something special to the program
> when a command is  
> aborted?
> 
> Thanks,
> 
> Peter Drake
> Assistant Professor of Computer Science
> Lewis & Clark College
> http://www.lclark.edu/~drake/
> 
> 
> 
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Re: [computer-go] kgsGtp sometimes "aborts" commands

2007-01-15 Thread Peter Drake
William Shubert tells me that the "abort" message is internal to  
kgsGtp. It really means that a command has been undone, with the  
usual GTP undo command to the program. It turned out there was a bug  
in the undo function of Orego, which I've now fixed.


Moral: if you have this problem, make sure your program handles undo  
correctly.


Peter Drake
Assistant Professor of Computer Science
Lewis & Clark College
http://www.lclark.edu/~drake/




On Jan 15, 2007, at 9:18 AM, Eduardo Sabbatella wrote:


I found a couple of times that "aborting genmove".

Seriously I don't know what kgsGtp is doing but my
engine handles that properly. My code is strictly
"functional", you call genmove, I will not write
neither read anything until the move is generated and
write out to std out.

Perhaps Its reseting the board and playing the moves
again. It does it when the user undo's a move.

Perhaps what its doing is just killing the engine's
process and starting it again.

The only thing I can be sure it that there is no
asynchronic way of stoping the "genmove" command.
Unless the "hard" way of killing the process.


--- Peter Drake <[EMAIL PROTECTED]> escribió:


Orego is getting confused by kgsGtp when something
like this happens
(from kgsGtp log):

FINE: Starting game as black against dirkie
Jan 12, 2007 12:22:33 PM
org.igoweb.igoweb.client.gtp.P i
WARNING: Opponent has left game. Will give them 5
minutes to return.
Jan 12, 2007 12:22:33 PM
org.igoweb.igoweb.client.gtp.P h
FINE: Opponent has returned.
Jan 12, 2007 12:38:32 PM
org.igoweb.kgs.client.gtp.GtpClient d
FINE: Aborting command: genmove
Jan 12, 2007 12:38:48 PM
org.igoweb.kgs.client.gtp.GtpClient d
FINE: Ignoring response to aborted command: genmove

Does kgsGtp send something special to the program
when a command is
aborted?

Thanks,

Peter Drake
Assistant Professor of Computer Science
Lewis & Clark College
http://www.lclark.edu/~drake/



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[computer-go] Re: MC thought

2007-01-15 Thread Dave Dyer
I wonder if MC programs shouldn't prune game branches when
sufficiently large captures occur.  The loss/win might not
be strictly allocated to the right player, but it certainly
means that the current game has entered sillyspace.

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Re: [computer-go] Re: MC thought

2007-01-15 Thread Magnus Persson

Quoting Dave Dyer <[EMAIL PROTECTED]>:


I wonder if MC programs shouldn't prune game branches when
sufficiently large captures occur.  The loss/win might not
be strictly allocated to the right player, but it certainly
means that the current game has entered sillyspace.


Are you talking about pruning a full board search tree or deep down a
simulation?

But the question might be: What move wins me the game even if something silly
happens? If the move examined at the root is good maybe I can still win if a
second silly thing favoring me happens?

Playing a random game does enter sillyspace immediately so I do not see an
argument in reducing sillyness. But the sillyness must be fair.

The MC method finds moves that are robust against random events. I see it
strongly linked to the ideas of playing honte and good shape. In short term
other mover are tempting but it is the moves that are efficient to the end of
the game that are truly good.

Also think of a position where two groups of opposing colors are dead. If the
smaller group has less liberties it will captured earlier and the 
position will
often be misevaluated. So sufficently large as you wrote is probably 
very close

to large enough to safely conclude the loss/win. But here there might be a
tradeoff between speed and accuracy which leaves it as an open question for
experimentation.

-Magnus
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[computer-go] Re: MC thought

2007-01-15 Thread Dave Dyer
At 11:10 AM 1/15/2007, Magnus Persson wrote:
>Quoting Dave Dyer <[EMAIL PROTECTED]>:
>
>>I wonder if MC programs shouldn't prune game branches when
>>sufficiently large captures occur.  The loss/win might not
>>be strictly allocated to the right player, but it certainly
>>means that the current game has entered sillyspace.
>
>Are you talking about pruning a full board search tree or deep down a
>simulation?

Lets say that in your MC game a 20 point group is captured (on a 81 point
board).  There isn't any additional real information to be gleaned from
this branch, so you might as well assign it to the capturing player.

Suppose you have a realistic endgame position with two large
groups that are actually alive with correct play.  In a MC game,
a lot of games that start with incorrect play will pretty rapidly
capture one of the big groups, and then spend hundreds of moves
filling in the empty space.  Is anything really learned from that
exercise?

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Re: [computer-go] Re: MC thought

2007-01-15 Thread Don Dailey
On Mon, 2007-01-15 at 10:38 -0800, Dave Dyer wrote:
> I wonder if MC programs shouldn't prune game branches when
> sufficiently large captures occur.  The loss/win might not
> be strictly allocated to the right player, but it certainly
> means that the current game has entered sillyspace.

I think this is along the same lines as the "mercy" idea in
the play-outs.   Normally you play until the game is over,
but you can speculatively stop the random play-out if you
believe the score is lop-sided enough.   

Are you suggesting to do something like this in the tree
search portion of the search?


- Don


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Re: [computer-go] Fast Board implementation

2007-01-15 Thread dhillismail
 

>-Original Message-
>From: [EMAIL PROTECTED]
>To: computer-go@computer-go.org
>Sent: Sun, 14 Jan 2007 11:08 PM
>Subject: Re: [computer-go] Fast Board implementation
>

>What should the mercy threshold be for other board sizes than 9 by 9, 
>particularly 19 by 19? 
>- George Dahl 

 
 I don't know. 
 
 For 9x9, I ran many random playout games and whenever the rule triggered I 
would look at the board. With a little trial and error I picked a threshold 
where, with just a quick glance, it was always obvious which side would win. I 
use this threshold for external nodes and a higher one for internal nodes which 
are more likely to have alot of dead stones. 
 
 Picking it this way is "the 80% solution." I got a nice speedup without 
having to fuss with it and I don't need to constantly revisit the issue, 
wondering if I'm running into some subtle bug.
 
- Dave Hillis
 

> > 
> > Here are a few speedup tricks that have helped me. 
> > 
> > 1. The mercy rule. Since I'm incrementally keeping track of a list of empty 
> > points, it's no real extra pain to keep track of the number of black and 
> > white stones on the board. If the difference between them exceeds a 
> > threshold, the game is over. Ending early has an added bonus that I know 
> > the 
> > outcome without needing to score the board. (You can shoot yourself in the 
> > foot here. Best to pick a more conservative threshold the closer you are to 
> > interior nodes of the tree.) For exterior nodes far from any interior 
> > nodes, 
> > I use a threshold of 25 stones. 
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