Re: [computer-go] Crazystone patterns

2007-09-19 Thread Rémi Coulom

Chris Fant wrote:

I was not able to tell from the CrazyStone paper how the patterns are
used in the playouts.  Can anyone enlighten me?  Does it simply select
the move with the highest score?
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No. It selects moves according to the Bradley-Terry probability 
distribution. Deterministic playouts cannot work, unless you have a 
super good policy.


Rémi
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[computer-go] Crazystone patterns

2007-09-19 Thread Chris Fant
I was not able to tell from the CrazyStone paper how the patterns are
used in the playouts.  Can anyone enlighten me?  Does it simply select
the move with the highest score?
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Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-19 Thread Jason House

Christoph Birk wrote:

  // Loop to do #1 above
  while (p != singletonSimplePass){
  if (numMoves < keepMax)
  moves[numMoves] = p;
  workingCopy.play(c,p);
  c = c.enemyColor();
  p = randomLegalMove(c, workingCopy, twister);
  numMoves++;
  }



Do you really stop the simulation after a single pass, ie. when
one side has no more move to play but the other does?
I believe that this would end many games before they are (really) over
and that might lead to false results in the simulations.

Christoph
  


Actually, that's the only difference between housebot-621-amaf and 
hb-amaf-alt.  alt is playing games all the way to the end like you 
suggest.  Looking at the win rate against ego110_allfirst, it looks like 
it may be doing a bit worse (but more samples are needed).  It's 
unfortunate that ranks that low vary so much based on which bots are on 
CGOS.


In the future, I'll probably offer the option to do either method.  My 
logic behind stopping at the first pass is that it's highly unlikely to 
form life in the void from captured stones.  Since capturing the stones 
would increase the length of the game and isn't very likely to change 
the outcome of the game, I figured it'd be a good compromise.

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Re: [computer-go] Update of MoGo binary release, and windows version available!

2007-09-19 Thread terry mcintyre
I tried to start this version of Drago, and got an error message regarding a 
missing libkombilo.dll

I do have an earlier version of Drago which works, modulo the problems with 
Mogo.
 
Terry McIntyre <[EMAIL PROTECTED]>
They mean to govern well; but they mean to govern. They promise to be kind 
masters; but they mean to be masters. -- Daniel Webster

- Original Message 
From: Gilles Arcas <[EMAIL PROTECTED]>
To: computer-go@computer-go.org
Sent: Wednesday, September 19, 2007 4:15:36 PM
Subject: [computer-go] Update of MoGo binary release, and windows version 
available!

Hello Dave, bonjour Sylvain,

yes they are some problems to use MoGo with Drago. The main issue is the 
initial message written to stderr as guessed by Dave. Actually, Drago 
handles incorrectly stdout and stderr in the same way but this is easily 
corrected.

I have uploaded a patch for using MoGo with Drago: 
www.godrago.net/DragoForMogoPatch.zip. The zip contains an exe file which 
should replace the one from the current Drago install.

As MoGo does not implement the GTP command final_result, an error message is 
displayed at the end of the game and the user must count the result. (By the 
way, is there a problem with 'final_status_list alive' ?)

I could let the dll and the data files in MoGo folder without any problem.

Amicalement
Gilles


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Re: [computer-go] ReadyFreddy on CGOS

2007-09-19 Thread Christoph Birk

  // Loop to do #1 above
  while (p != singletonSimplePass){
  if (numMoves < keepMax)
  moves[numMoves] = p;
  workingCopy.play(c,p);
  c = c.enemyColor();
  p = randomLegalMove(c, workingCopy, twister);
  numMoves++;
  }


Do you really stop the simulation after a single pass, ie. when
one side has no more move to play but the other does?
I believe that this would end many games before they are (really) over
and that might lead to false results in the simulations.

Christoph
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[computer-go] Update of MoGo binary release, and windows version available!

2007-09-19 Thread Gilles Arcas

Hello Dave, bonjour Sylvain,

yes they are some problems to use MoGo with Drago. The main issue is the 
initial message written to stderr as guessed by Dave. Actually, Drago 
handles incorrectly stdout and stderr in the same way but this is easily 
corrected.


I have uploaded a patch for using MoGo with Drago: 
www.godrago.net/DragoForMogoPatch.zip. The zip contains an exe file which 
should replace the one from the current Drago install.


As MoGo does not implement the GTP command final_result, an error message is 
displayed at the end of the game and the user must count the result. (By the 
way, is there a problem with 'final_status_list alive' ?)


I could let the dll and the data files in MoGo folder without any problem.

Amicalement
Gilles


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Re: [computer-go] Update of MoGo binary release, and windows version available!

2007-09-19 Thread dhillismail

Sylvain,

There is nothing to apologize for.
Writing to stderr is fine.
Putting the .dll in the same directory is fine.
Mogo does work from the command line.
No error message.

 I can recreate the symptoms with my own engine by adding an 
extraneous?"printf." 
"fprintf(stderr," does not cause problems.
Whether it gives an error message or not beyond the "abort" depends on what I 
print. 
It could be that there are some?stray printf's, not directed to stderr, 
somewhere in Mogo. It seems to happen in response to genmove (perhaps when 
reporting the time) and also when reading the opening file. I can delay the 
abort by running with "--useOpeningDatabase 0" but only until the first 
"genmove."

Mogo responds to some other commands like "name", "version", "komi", 
"boardsize", "clear_board", and "play", without problems.

- Dave Hillis


-Original Message-
From: Sylvain Gelly <[EMAIL PROTECTED]>
To: computer-go 
Sent: Wed, 19 Sep 2007 4:03 am
Subject: Re: [computer-go] Update of MoGo binary release, and windows version 
available!



Hi Dave and thanks,

>  Drago works well for Gnugo and also for my program. Mogo starts but then
> exits prematurely with a message from Drago "abnormal termination of
> engine".
:-(

>   One thing, when I run it from the command line, it spits out a lot of
> non-gtp format diagnostic information even with the setting "--dontDisplay
> 1". That would upset some clients, including probably Drago, although I'd
> expect different symptoms if that were the only problem.

Normally not, the diagnostic information are sent to stderr, and
should not be a problem. So shall I understand MoGo at least works for
you on command line?

>  I put an extra copy of cygwin1.dll in the "WINDOWS\system32" directory, so
> mogo can find it from anywhere and I used "--9 --time 12
> --useOpeningDatabase 0 --dontDisplay 1". That got it connected to Drago and
> actually set up a game.
You mean that with the .dll in WINDOWS\system32 that goes further? I
thought that the .dll in the same directory as the .exe was enough.

> But it terminates as soon as it gets a genmove
> comand.
:-(
With no error message?

> It creates a logfile in the directory where it is supposed to be
> running. There is one line that says
>  "MoGo GTP log file."
Lol. That means it did not get very far :)

>  My best guess, right now, is that the non-gtp diagnostic messages are
> causing trouble. I'll look at it some more when I have time.
Sorry for the trouble.
I'll look at it as soon as I find some time, ie I don't know when :).

Sorry again for the trouble :-/
Sylvain
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Re: [computer-go] Re: Most common 3x3 patterns

2007-09-19 Thread Cenny Wenner
On 9/19/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> I neglected the rather important detail that these patterns are trained on
> 9x9 games. Training on 19x19 games produces different scores than these.
> I've tried it both ways (it's much easier to get a large set of 19x19 games
> for training) and this set is the one I now use for both 9x9 and 19x19. But
> my program's performance on 19x19 is terrible either way.
>
>  IIRC, if I train on 19x19 games, but only keep track of patterns with a
> center within the 5x5 window around the enemy's previous move, then I get
> scores very similar to those from 9x9 games.

Care to elaborate on what you mean by scores here and how they are
similar to the 9x9 equivalence?

>
>  - Dave Hillis
>
>
>  -Original Message-
>  From: [EMAIL PROTECTED]
>  To: computer-go@computer-go.org
>  Sent: Tue, 18 Sep 2007 11:20 pm
>  Subject: Re: [computer-go] Re: Most common 3x3 patterns
>
>
>
> >-Original Message-
>  >From: Jason House <[EMAIL PROTECTED]>
>  >To: computer-go 
>  >Sent: Tue, 18 Sep 2007 7:37 pm
>  >Subject: Re: [computer-go] Re: Most common 3x3 patterns
>  >
>  >
> >[EMAIL PROTECTED] wrote:
>  >> I have a set of 3x3 patterns trained on a subset of the ~20K games in >
> the NNGS file that's floating about. I use them in my >heavy MC > playouts
> and also for move prioritization in progressive widening. I > think they are
> very useful, up to a point.
>  >>
>  >> - Dave Hillis
>  >
>  >Are you willing to share your 3x3 pattern data?
>
>
> OK. I sent you the file. It is 700 Kbytes. If anyone else would like it, let
> me know. (And tell me if you would prefer it as a windows zip file.)
>
> - Dave Hillis
>
>  
>  Check Out the new free AIM(R) Mail -- Unlimited storage and
> industry-leading spam and email virus protection.
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-- 
Cenny Wenner
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Re: [computer-go] Re: Most common 3x3 patterns

2007-09-19 Thread dhillismail
I neglected the rather important detail that these patterns are trained on 9x9 
games. Training on 19x19 games produces different scores than these. I've tried 
it both ways (it's much easier to get a large set of 19x19 games for training) 
and this set is the one I now use for both 9x9 and 19x19. But my program's 
performance on 19x19 is terrible either way.

IIRC, if I train on 19x19 games, but only keep track of patterns with a center 
within the 5x5 window around the enemy's previous move, then I get scores very 
similar to those from 9x9 games. 

- Dave Hillis


-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Tue, 18 Sep 2007 11:20 pm
Subject: Re: [computer-go] Re: Most common 3x3 patterns



>-Original Message-
>From: Jason House <[EMAIL PROTECTED]>
>To: computer-go 
>Sent: Tue, 18 Sep 2007 7:37 pm
>Subject: Re: [computer-go] Re: Most common 3x3 patterns
>
>

>[EMAIL PROTECTED] wrote:?
>> I have a set of 3x3 patterns trained on a subset of the ~20K games in > the 
>> NNGS file that's floating about. I use them in my >heavy MC > playouts and 
>> also for move prioritization in progressive widening. I > think they are 
>> very useful, up to a point.?
>>?
>> - Dave Hillis?
>?
>Are you willing to share your 3x3 pattern data??



OK. I sent you the file. It is 700 Kbytes. If anyone else would like it, let me 
know. (And tell me if you would prefer it as a windows zip file.)

?

- Dave Hillis


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Re: [computer-go] Update of MoGo binary release, and windows version available!

2007-09-19 Thread Sylvain Gelly
Hi Dave and thanks,

>  Drago works well for Gnugo and also for my program. Mogo starts but then
> exits prematurely with a message from Drago "abnormal termination of
> engine".
:-(

>   One thing, when I run it from the command line, it spits out a lot of
> non-gtp format diagnostic information even with the setting "--dontDisplay
> 1". That would upset some clients, including probably Drago, although I'd
> expect different symptoms if that were the only problem.

Normally not, the diagnostic information are sent to stderr, and
should not be a problem. So shall I understand MoGo at least works for
you on command line?

>  I put an extra copy of cygwin1.dll in the "WINDOWS\system32" directory, so
> mogo can find it from anywhere and I used "--9 --time 12
> --useOpeningDatabase 0 --dontDisplay 1". That got it connected to Drago and
> actually set up a game.
You mean that with the .dll in WINDOWS\system32 that goes further? I
thought that the .dll in the same directory as the .exe was enough.

> But it terminates as soon as it gets a genmove
> comand.
:-(
With no error message?

> It creates a logfile in the directory where it is supposed to be
> running. There is one line that says
>  "MoGo GTP log file."
Lol. That means it did not get very far :)

>  My best guess, right now, is that the non-gtp diagnostic messages are
> causing trouble. I'll look at it some more when I have time.
Sorry for the trouble.
I'll look at it as soon as I find some time, ie I don't know when :).

Sorry again for the trouble :-/
Sylvain
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