Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-16 Thread Rémi Coulom

Jason House wrote:
Yeah.  An eye point is defined as an empty point where all four 
neighbors are the same chain.  This prevents weak combos of false 
eyes, but does allow it to miss one kind of life. 

Do you mean that your program would fill black eyes there:

#.#O.
.##OO
##OO.
O

? This sounds like a really very very bad idea. But I may have 
misunderstood.


Rémi
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Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-16 Thread steve uurtamo
 Yeah.  An eye point is defined as an empty point where all four 
 neighbors are the same chain.  This prevents weak combos of false eyes, 
 but does allow it to miss one kind of life.

corner life is worth quite a few points, generally, and doesn't need to satisfy
these conditions.  in fact, it quite often won't.

s.





   

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Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-16 Thread Jason House

elife wrote:



  2. Do you include passes in the random games?  You should not.


No passes are allowed in the random games.  If the random move
generator
says to pass it means no legal moves are available and the game
gets scored.


Hi,
  I am confused with why passed are not allowed in the random games. 
If so, will not the simulation part give wrong evaluation in case such 
as seki and so on?


That is correct...  Passing in the middle of the game can cause real 
issues.  How does a game get scored when it's incomplete? Who won?  The 
side effect is that seki is missed.  I think this is typical of MC 
engines (to miss seki deep in random games).  Some may have top level 
analysis to detect a seki about to happen, but my bot is not that advanced.

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Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-16 Thread Jason House

Rémi Coulom wrote:

Jason House wrote:
Yeah.  An eye point is defined as an empty point where all four 
neighbors are the same chain.  This prevents weak combos of false 
eyes, but does allow it to miss one kind of life. 

Do you mean that your program would fill black eyes there:

#.#O.
.##OO
##OO.
O

? This sounds like a really very very bad idea. But I may have 
misunderstood.


Nah, you understood correctly.  I've never liked the idea that normal MC 
engines will never defend #'s position like below if false eyes are 
never filled.  2nd line creeps into territory seem like a fairly common 
situation and not defending them seems like quite a problem.  The common 
cases with life that I miss occur when there are two false eyes that 
share the same two neighboring chains.  Maybe I should upgrade my eye 
detection to find that...


##O
.#O
##O
.#O
##O
#OO
.#O
##O
#OO
.#O
##O
.OO

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Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-16 Thread Jason House

steve uurtamo wrote:
? This sounds like a really very very bad idea. But I may have 
misunderstood.
  


  

Nah, you understood correctly.



ouch.  it seems like you're forcing your eyes to be on the 2nd line
or above and all living groups to have stones on the 3rd
line or above.

right?
  


No.  Eyes on the 1st line work too (see below for the simplest valid 
eyes).  The point is really that not filling false eyes can frequently 
lead to very significant faults in play.  False eyes along the first 
line is the example I chose because it's both easy to draw and really 
occurs in games.


Simple Corner:
. #
##

Simple Edge:
##
. #
##

A more complex corner:
. ##
#. #
###

A more complex edge:
##
. ##
#. #
###
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Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-16 Thread steve uurtamo
  ? This sounds like a really very very bad idea. But I may have 
  misunderstood.

 Nah, you understood correctly.

ouch.  it seems like you're forcing your eyes to be on the 2nd line
or above and all living groups to have stones on the 3rd
line or above.

right?

s.





   

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[computer-go] Re: CGOS down?

2007-09-16 Thread Jason House

Down again...

Jason House wrote:
I found scrolling messages of irregular response from server or 
feeding negative amounts of time left to the engines


22:54:05S-C genmove b -1189810108880
22:54:05C-E time_left b -1189810109 0

Using the viewer, it looks like the open games are not continuing.  I 
believe CGOS is down.


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Re: [computer-go] Binary release of MoGo

2007-09-16 Thread Hideki Kato
Hi Sylvain,

Some computer-go friends in Japan have reported that even current 
binary of MoGo doesn't work on Athlon XP or Celeron.  Both (and 
Pentium III) have no SSE2 instructions while Pentium 4 has.

Could you please try -march=athlon-xp, pentium3 or generic?

Hideki

Sylvain Gelly: [EMAIL PROTECTED]:
Hi Markus, Hi all,

I updated the package to fix the issues you get and some other minor
ones. Please update before reporting a problem, and please report any
further problem :-).

 I don't know about Ubuntu, but the default GCC configuration on Fedora
 does not set CPU-specific compiler options, so an executable should
 run on the whole family of i386 processors.
I don't use the default gcc options, you can make it significantly
faster tuning the options.

 If you add some Intel-Core 2 specific options yourself, I would be
 interested, what they are, and in what speedup they really result.
 For Athlons, I never found a significant difference between enabling
 AMD architecture or just using the default configuration.
I used --march=opteron, and that gives a +3% on a core2duo compared to
--march=pentium4, while working on all recent machines (but apparently
not on your Athlon XP :) ). I switched back to --march=pentium4

Tell me if it works now (hopefully),
Cheers,
Sylvain
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Re: [computer-go] Binary release of MoGo

2007-09-16 Thread Sylvain Gelly
Hi Hideki,

 Some computer-go friends in Japan have reported that even current
 binary of MoGo doesn't work on Athlon XP or Celeron.  Both (and
 Pentium III) have no SSE2 instructions while Pentium 4 has.

Ok, I have to compile for older processor too then (I did not expect
so old proc were still existing :))

 Could you please try -march=athlon-xp, pentium3 or generic?
I will.
I do it ASAP and let you know.

Best,
Sylvain
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Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-16 Thread Don Dailey
On Sat, 2007-09-15 at 23:55 -0400, Jason House wrote:
   3. Are you sure the eye rule isn't somehow broken?

 
 Yeah.  An eye point is defined as an empty point where all four 
 neighbors are the same chain.  This prevents weak combos of false
 eyes, 
 but does allow it to miss one kind of life. 

I think this is your problem.   You rule is very strict which might
make it always correct,  but we are talking about random play-outs
which are far from correct anyway.I think your rule is too strict
and making many results change from what they should be.Your random
play-outs are basically moving into eyes that AnchorMan won't.   (Yes,
I know that it's occasionally wrong, but it's right much more than it's
wrong.)

I would suggest that you at least TRY the common rule most of us
use and see what happens.   For a simple test it doesn't have to be
fast, just correct.   Then you will know for sure whether that is
your problem or not.  

- Don


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Re: [computer-go] Binary release of MoGo

2007-09-16 Thread Martin Møller Skarbiniks Pedersen
 Some computer-go friends in Japan have reported that even current
 binary of MoGo doesn't work on Athlon XP or Celeron.  Both (and
 Pentium III) have no SSE2 instructions while Pentium 4 has.

 Could you please try -march=athlon-xp, pentium3 or generic?

 Hideki

If it was possible to release the source-code, then all problems could
be easily solved by
people themself.

Please consider this again.

Regards
Martin
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