Re: [computer-go] Crazystone patterns

2007-09-20 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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Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS

2007-09-20 Thread Cenny Wenner
Another alternatives for testing the performance would be
1. replay a game and count the number of right/near guesses. This
could be pro games, games againt fairly good players, or games played
by the bot before. The benefit of this is that you might be able to
estimate the strength on every few moves rather than an entire game.
2. play against earlier versions of the same bot.
3. keep bots yourself.
4. improve benchmark/regression scores instead of playing strength,
http://www.cs.ualberta.ca/~games/go/cgtc for instance.

See twogtp on how to have bots on your own computer play each other.

This might also be of interest:
http://www.andromeda.com/people/ddyer/go/shape-library.html

On 9/20/07, Jason House [EMAIL PROTECTED] wrote:
 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!

2007-09-20 Thread Sylvain Gelly
Hi Gilles,


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.


Good news!

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.


Why is it only a patch for MoGo? Is it only a change to handle stderr in a
good way?


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 don't about all those GTP commands. MoGo implements a subset of GTP which
is enough for cgos, KGS and gogui.
For the scoring, of course cgos is the minimal :), but the scoring works
very well on KGS and gogui. I don't know which commands they send, but it
seems enough :).
Yet, it would be good for MoGo to support Drago as it seems pretty trivial
to do so, I will at some point look into it (without giving a date :)).

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

2007-09-20 Thread Jacques Basaldúa

Thank you Sylvain!

It works fine for me. A very good sparring strong and so different in style!


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.


Copy/pasting from Microsoft's API reference:

 The function searches for the file in the following sequence: 

1. The directory from which the application loaded. 
2. The current directory. 
3. Windows 95: The Windows system directory. Use the GetSystemDirectory function to get the path of this directory.

  Windows NT: The 32-bit Windows system directory. Use the GetSystemDirectory 
function to get the path of this directory. The name of this directory is 
SYSTEM32.

4. Windows NT: The 16-bit Windows system directory. There is no Win32 function 
that obtains the path of this directory, but it is searched. The name of this 
directory is SYSTEM.
5. The Windows directory. Use the GetWindowsDirectory function to get the path of this directory. 
6. The directories that are listed in the PATH environment variable. 


The priority is only important if there is more than one version of the file.

Placing the file that works ok in the same path as the application is good 
practice. This makes the program work fine without modifying the system anyhow.


Jacques.

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Re: [computer-go] Re: Most common 3x3 patterns

2007-09-20 Thread Jacques Basaldúa

Cenny Wenner wrote:

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

I guess Dave is using Bradley Terry scores. This idea was introduced by 
Rémi Coulom in
Computing Elo Ratings of Move Patterns in the Game of Go The paper is 
available on the
web (finding link left to the reader ;-). This idea outperforms previous 
approaches.


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

2007-09-20 Thread Hideki Kato
Hi Sylvain,

Thank you for the releases of the Windows version and the Linux 
version for older processors.

The Windows version, however, seems much weaker than MoGo that running 
on KGS these days on 19x19, even giving much longer time setting such 
as --time 300 for example.  I guess some other settings than time 
are necessary.

So, my question is what setting allows Windows version being the same 
strength as KGS version?

Regards,
Hideki

Sylvain Gelly: [EMAIL PROTECTED]:
Hi all,

you can find here:
http://www.lri.fr/~gelly/MoGo_Download.htm

an update of MoGo's release, especially binary for non pentium4
compatible processors, some other options explained, and maybe more
interesting, an option for time management (I stupidly did not think
that people would use MoGo with frontend sending time_left). It is
basically adding simple interface to what existed before, but I hope
it will be useful for you.

In the same time of this update, you can finally download a windows
version! Unfortunately, it is not multithread, and still 30% slower
than the linux version, but at least it works :).

Hopefully a Mac version will come.

Please feel free to share the link to any player you know who may be 
interested.

Best,
Sylvain

PS: I had no time to check everything. Hopefully it works, but if you
find problems please report (and don't be upset ;-))
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Re: [computer-go] Crazystone patterns

2007-09-20 Thread Chris Fant
Does this mean that you need to calculate the Bradley-Terry
probability for every legal move before selecting one on that
probability?  Isn't that expensive?  Have you tried selecting only N
legal candidates at random and then selecting one of those based on
their Bradley-Terry probability distribution to save time?


On 9/20/07, Rémi Coulom [EMAIL PROTECTED] wrote:
 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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Re: [computer-go] Crazystone patterns

2007-09-20 Thread Don Dailey
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1


Chris Fant wrote:
 Does this mean that you need to calculate the Bradley-Terry
 probability for every legal move before selecting one on that
 probability?  Isn't that expensive?  Have you tried selecting only N
 legal candidates at random and then selecting one of those based on
 their Bradley-Terry probability distribution to save time?

You can use this model in many ways.   It is not as  expensive to
calculate the probabibility of every legal move as you might think
because no higher math functions are involved if you put it in the right
form.

- - Don




 
 On 9/20/07, Rémi Coulom [EMAIL PROTECTED] wrote:
 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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 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/
 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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Re: [computer-go] Re: Update of MoGo binary release, and windows version available!

2007-09-20 Thread Sylvain Gelly
Hi Hideki,


The Windows version, however, seems much weaker than MoGo that running
 on KGS these days on 19x19, even giving much longer time setting such
 as --time 300 for example.  I guess some other settings than time
 are necessary.


Sorry, you are right the 19x19 settings always put the time management on.
So either play with --totalTime xx (instead of --time xx) and use some
frontend sending the time_left command, or add --timeManagementMode 0, or
wait for me to fix ;).
The 9x9 is not affected by that.

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

2007-09-20 Thread Darren Cook
 Thank you for the releases of the Windows version and the Linux 
 version for older processors.
 
 The Windows version, however, seems much weaker than MoGo that running 
 on KGS these days on 19x19, even giving much longer time setting such 
 as --time 300 for example.  I guess some other settings than time 
 are necessary.

I'd asked Sylvain this, suggesting he add it to the FAQ. His answer was
roughly it plays on KGS with core2 duo 2.66Ghz with 30s/move at 9x9 and
20s/move at 19x19. (Because it actually uses time management it is
gradually getting less and less as the game moves to middle then endgame.)

I've been playing it at 60s/move on 9x9 (on a celeron 2.8Ghz on linux).
It is getting just under 200K simulations in middle-game positions and
is definitely dan-level. It is fascinating to see it estimating, say,
0.48 chance of win (for itself, mogo is losing) then I play a move and
then it is estimating, say, 0.53 (i.e. mogo is now winning) and almost
every time it is right - I made a mistake.

Darren

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Re: [computer-go] Crazystone patterns

2007-09-20 Thread Rémi Coulom

Chris Fant a écrit :

Does this mean that you need to calculate the Bradley-Terry
probability for every legal move before selecting one on that
probability?  Isn't that expensive?  Have you tried selecting only N
legal candidates at random and then selecting one of those based on
their Bradley-Terry probability distribution to save time?
I only keep light-weight local features in the random simulations. So, 
it is not expensive. A table of move urgencies can be updated 
incrementally after each move: only a few change. In fact, my program 
became faster when I introduced 3x3 patterns for the random simulations. 
I can pre-compute a lot of information indexed by pattern shape, that 
are useful to detect eyes and move legality. From memory, Crazy Stone 
does about 5k playouts / second from the empty position on 19x19, on one 
3 GHz CPU, which is only about 5 times slower than libego, if I 
remember correctly.


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

2007-09-20 Thread Christoph Birk

On Wed, 19 Sep 2007, Jason House wrote:
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


But how do you score game, if there are still stones to capture?
Do you assume everything's alive?

Christoph
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[computer-go] Leksand

2007-09-20 Thread Nick Wedd
The 2008 European Go Congress, to be held in Leksand, Sweden from July 
28th to August 9th, will definitely include a 19x19 Computer Go event, 
with some prize money.  It may also include a small-board computer 
event.


There is more information at http://egc2008.eu/en/congress/cg.php, and a 
form that you can use to register.


The computer event(s) will be on Wednesday August 6th, so if you are 
planning to compete in the Computer Olympiad in Beijing as well, you 
will have time to get from there to Sweden.


Nick
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Re: [computer-go] MoGo, and computer Go events

2007-09-20 Thread Chris Fant
On 9/20/07, Nick Wedd [EMAIL PROTECTED] wrote:
 events as a benchmark.  Its source code has been released, and there is

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

2007-09-20 Thread dhillismail

Hello Giles,

I downloaded the latest version of Drago (which includes the LibKombilo.dll 
file that someone mentioned), copied in your patch, and played Mogo for a few 
moves. It seems to work OK. YAY!

I'll mention this here, since others might encounter it. There is a small race 
condition problem in the latest (patched and unpatched) version of Drago that 
wasn't there in earlier versions. If you set Mogo to play white, and then 
quickly make your first move as black, Drago will hang until you select 
Cancel from the menu. It does the same thing with my engine. 

Drago blocks the player from trying to move while the engine is thinking 
about?its own?move. But apparently?he is -not- blocked from moving when Drago 
should be waiting for the engine to respond to a command like name. So if the 
player moves while the engine is still busy reading its initialization files, 
Drago gets stuck.

Gnugo initializes so quickly that the player probably couldn't click a button 
fast enough to win this ?race.

- Dave Hillis


-Original Message-
From: Gilles Arcas [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Wed, 19 Sep 2007 7:15 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] MoGo, and computer Go events

2007-09-20 Thread Nick Wedd
In message [EMAIL PROTECTED], 
Chris Fant [EMAIL PROTECTED] writes

On 9/20/07, Nick Wedd [EMAIL PROTECTED] wrote:

events as a benchmark.  Its source code has been released, and there is


It has?  Where?


My mistake.  Not the source, only the binary, has been released.

Nick
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[computer-go] time_left command on CGOS

2007-09-20 Thread ivan dubois
Hello to all.
I have put my program on cgos, but i never receive the time_left command. Is 
it normal, or am i doing something wrong ?


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

2007-09-20 Thread Sylvain Gelly
Dear Hideki, Dear all,

I addressed some of the issues some of you mentioned. Thank you very much
for the reports. Now the collision between time management and --time xx in
19x19 is no more here (while you assuming there is no time_left sent).
There is also now a --13 option.
The --dontDisplay 1 removes all the displays (rather than most of).

For the issues reported by Gilles for Drago concerning the final_status
and final_status_list alive gtp commands, I read the GTP doc, and I
understand now :).
MoGo implements a subset of GTP which is sufficient for CGOS, KGS and gogui,
so the final_status_list dead works well, and should be enough to compute
the score. The others are simply unfortunately not supported.
I am very sorry for the inconvenience.

Best,
Sylvain




2007/9/20, Hideki Kato [EMAIL PROTECTED]:

 Hi Sylvain,

 Thank you for the releases of the Windows version and the Linux
 version for older processors.

 The Windows version, however, seems much weaker than MoGo that running
 on KGS these days on 19x19, even giving much longer time setting such
 as --time 300 for example.  I guess some other settings than time
 are necessary.

 So, my question is what setting allows Windows version being the same
 strength as KGS version?

 Regards,
 Hideki

 Sylvain Gelly: 
 [EMAIL PROTECTED]:
 Hi all,
 
 you can find here:
 http://www.lri.fr/~gelly/MoGo_Download.htm
 
 an update of MoGo's release, especially binary for non pentium4
 compatible processors, some other options explained, and maybe more
 interesting, an option for time management (I stupidly did not think
 that people would use MoGo with frontend sending time_left). It is
 basically adding simple interface to what existed before, but I hope
 it will be useful for you.
 
 In the same time of this update, you can finally download a windows
 version! Unfortunately, it is not multithread, and still 30% slower
 than the linux version, but at least it works :).
 
 Hopefully a Mac version will come.
 
 Please feel free to share the link to any player you know who may be
 interested.
 
 Best,
 Sylvain
 
 PS: I had no time to check everything. Hopefully it works, but if you
 find problems please report (and don't be upset ;-))
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Re : [computer-go] time_left command on CGOS

2007-09-20 Thread ivan dubois
Thanks, but i dont receive the known_command either :(
I added known_command to the list list_commands also, because i thought it 
could be the problem, but it is still not working.



- Message d'origine 
De : Don Dailey [EMAIL PROTECTED]
À : computer-go computer-go@computer-go.org
Envoyé le : Jeudi, 20 Septembre 2007, 21h37mn 18s
Objet : Re: [computer-go] time_left command on CGOS


-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

CGOS does not send that command unless you tell it that it knows the
command using the known_commands

ivan dubois wrote:
 Hello to all.
 I have put my program on cgos, but i never receive the time_left command. 
 Is it normal, or am i doing something wrong ?
 
 
   
 _ 
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Re: Re : [computer-go] time_left command on CGOS

2007-09-20 Thread Don Dailey
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

You are right,  It's the list_commands I use.  I think GTP shouldn't
have both because it's extra work for nothing and has confused me before.

Do you implement time_settings? If you don't have that or respond
wrongly to it, the server (or perhaps it's the client) will not send the
 time_left command.

- - Don



ivan dubois wrote:
 Thanks, but i dont receive the known_command either :(
 I added known_command to the list list_commands also, because i thought 
 it could be the problem, but it is still not working.
 
 
 
 - Message d'origine 
 De : Don Dailey [EMAIL PROTECTED]
 À : computer-go computer-go@computer-go.org
 Envoyé le : Jeudi, 20 Septembre 2007, 21h37mn 18s
 Objet : Re: [computer-go] time_left command on CGOS
 
 
 CGOS does not send that command unless you tell it that it knows the
 command using the known_commands
 
 ivan dubois wrote:
 Hello to all.
 I have put my program on cgos, but i never receive the time_left command. 
 Is it normal, or am i doing something wrong ?
 
 
   
 _
  
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Re: [computer-go] Re: Most common 3x3 patterns

2007-09-20 Thread dhillismail


 -Original Message-
 From: Cenny Wenner [EMAIL PROTECTED]
 To: computer-go computer-go@computer-go.org
 Sent: Wed, 19 Sep 2007 11:31 am
 Subject: Re: [computer-go] Re: Most common 3x3 patterns
 


  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?




OK. There are many ways to derive a score for a pattern and, naturally, it 
matters what you're going to use it for. For these patterns, I calculated the 
score in the obvious way that everyone thinks of first.

I took a file with ~22,000 9x9 games from the NNGS. Most of these games were 
unusable, so I automatically edited most of them out and only actually used 
those from low KYU or Dan level players where there weren't any obvious 
problems in the game record, like illegal moves or absurd handicaps. I added a 
couple hundred pro games to the set. 

For every move, where the player didn't pass, in every game, I trained the 
patterns. I (my program of course) looked at every legal move, checked the 3x3 
pattern around it and incremented the counter hits for that pattern. If the 
same pattern showed up 5 times on the board for one turn, I incremented hits 
5 times. Then, I looked at the pattern around the move the player actually 
made, and incremented the counter moves one time for that pattern. (By my 
convention, it is always white's turn to move, so I mirrored the colors when 
needed.)

After training, the score for each pattern was (100 * moves)/hits. That 
produces a score between 0 and 100. Because it's difficult to collect a lot of 
decent 9x9 games by human players, many of the patterns have noisy scores based 
on very few samples.

It's relatively easy to collect 19x19 game records, but their scores, 
calculated this way, will be fairly different. In some experiments, I used a 
large set of 19x19 games but only incremented the counters for patterns a small 
distance away from the opponent's previous move. When I say these scores are 
similar, I mean that they tended to be within a few points of each other when 
there was a reasonable sample size for the patterns. 

For noisy cases, they were at least consistent: the 9x9 games might have a 
score of 84 based on a sample size (number of hits for the pattern) of only 19 
while the 19x19 games gave a (still very high) score of 46 based on 1019 
samples.

There are much more sophisticated ways to calculate a score. I've used this way 
for different things. How am I using it now? AntIgo's heavy Monte-Carlo 
playouts are derived from the description in the first?Mogo paper. If the MC 
player can't find a move to rescue a threatened group, it looks for any moves 
with a good pattern close to the foe's previous move. If it finds any, it 
chooses one at random. My threshold for a good pattern is one with a score = 
2, so my score is essentially a binary one.

Measured with a micrometer, marked with a piece of chalk, cut with an axe.

- Dave Hillis
?




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Re: [computer-go] 2007 Cotsen Open wants your program to enter

2007-09-20 Thread David Doshay

SlugGo entered the first year as a 9 kyu and won 1 game. One other game
was clearly won on the board (more than 100 points) but the opponent
was clever enough to start playing very complicated moves that I  
could see

were not going to work, but took SlugGo a long time to reply to, and
SlugGo lost on time. After that we put in time management code.

The second year I made a silly mistake, and the graphical front end  
(GoBan)

was mistakenly set to announce atari. The announcement was something
that the multi-processor message passing code did not understand, so
SlugGo lost all games by crashing in response to the first atari of  
the game.
I figured this out minutes after the last game. SlugGo had been  
entered as
a 10 kyu the second year. I felt horrible accepting the cash prize  
for best
program, but it did help offset the $1250 cost of a handicap van that  
I had

to rent to transport the cluster to Los Angeles.

The Cotsen open is 5 games. I think the bracket ran from 8 to 12 kyu. I
did not do anything to narrow my guess of the rating.

I will look for the games.

Cheers,
David



On 20, Sep 2007, at 10:19 AM, Mark Schreiber wrote:


On Thu Sep 13 16:14:36 PDT 2007, David Doshay wrote:


SlugGo won the award for Best Computer Program
both of the last 2 years


David, thanks for telling us about the Cotsen Open.
Where can I find more about SlugGo's games at the Cotsen Open?
How many games were played? What were the scores? What were the  
ratings of

the opponents? Did you compute a performance rating for SlugGo?
Mark Schreiber

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Re : Re : [computer-go] time_left command on CGOS

2007-09-20 Thread ivan dubois
I found the problem. My response to list_commands was wrong, the commands 
were separated by spaces, instead of line feed.
It is working now, thank you very much for your help :)

- Message d'origine 
De : Don Dailey [EMAIL PROTECTED]
À : computer-go computer-go@computer-go.org
Envoyé le : Jeudi, 20 Septembre 2007, 22h42mn 29s
Objet : Re: Re : [computer-go] time_left command on CGOS


-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

You are right,  It's the list_commands I use.  I think GTP shouldn't
have both because it's extra work for nothing and has confused me before.

Do you implement time_settings? If you don't have that or respond
wrongly to it, the server (or perhaps it's the client) will not send the
time_left command.

- - Don



ivan dubois wrote:
 Thanks, but i dont receive the known_command either :(
 I added known_command to the list list_commands also, because i thought 
 it could be the problem, but it is still not working.
 
 
 
 - Message d'origine 
 De : Don Dailey [EMAIL PROTECTED]
 À : computer-go computer-go@computer-go.org
 Envoyé le : Jeudi, 20 Septembre 2007, 21h37mn 18s
 Objet : Re: [computer-go] time_left command on CGOS
 
 
 CGOS does not send that command unless you tell it that it knows the
 command using the known_commands
 
 ivan dubois wrote:
 Hello to all.
 I have put my program on cgos, but i never receive the time_left command. 
 Is it normal, or am i doing something wrong ?
 
 
   
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[computer-go] games per player?

2007-09-20 Thread terry mcintyre
I looked at the cgos game records, and it shows the most recent n games. I was 
looking for games by Mogo,
which did not appear in that list at the time I checked.

How do I find games played by a particular program?

Thanks!
 
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




   

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Re: [computer-go] time_left command on CGOS

2007-09-20 Thread Jason House


ivan dubois wrote:

Hello to all.
I have put my program on cgos, but i never receive the time_left command. Is 
it normal, or am i doing something wrong ?
  


When I first put my bot up on cgos, I hit a similar issue, even though I 
listed time_left in known_commands.  They key for me was to add support 
for a time_settings command.  I reported this bug to Don, but I don't 
know if it was fixed.

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Re: [computer-go] Crazystone patterns

2007-09-20 Thread dhillismail

 -Original Message-
 From: Rémi Coulom [EMAIL PROTECTED]
 To: computer-go computer-go@computer-go.org
 Sent: Thu, 20 Sep 2007 10:22 am
 Subject: Re: [computer-go] Crazystone patterns
 Chris Fant a écrit : 
  Does this mean that you need to calculate the Bradley-Terry 
  probability for every legal move before selecting one on that 
  probability? Isn't that expensive? Have you tried selecting only N 
  legal candidates at random and then selecting one of those based on 
  their Bradley-Terry probability distribution to save time? 

 I only keep light-weight local features in the random simulations. So, it is 
 not expensive. A table of move urgencies can beupdated incrementally 
 after each move: only a few change. In fact, my program became faster when I 
 introduced 3x3 patterns  for the random simulations. I can pre-compute a lot 
 of information indexed by pattern shape, that are useful to detect eyes
 and move legality. From memory, Crazy Stone does about 5k playouts / second 
 from the empty position on 19x19, on one 3   GHz CPU, which is only about 
 5 times slower than libego, if I remember correctly. 
  
 Rémi 



 Chris Fant a écrit : 
  Does this mean that you need to calculate the Bradley-Terry 
  probability for every legal move before selecting one on that 
  probability? Isn't that expensive? Have you tried selecting only N 
  legal candidates at random and then selecting one of those based on 
  their Bradley-Terry probability distribution to save time? 

 I only keep light-weight local features in the random simulations. So, it is 
 not expensive. A table of move urgencies can beupdated incrementally 
 after each move: only a few change. In fact, my program became faster when I 
 introduced 3x3 patterns  for the random simulations. I can pre-compute a lot 
 of information indexed by pattern shape, that are useful to detect eyes
 and move legality. From memory, Crazy Stone does about 5k playouts / second 
 from the empty position on 19x19, on one 3   GHz CPU, which is only about 
 5 times slower than libego, if I remember correctly. 
  
 Rémi 




Suppose I can generate scores for all of the moves quickly enough. I still face 
the problem of quickly choosing a move biased by the scores. Tournament 
selection is fast, but that is a function of relative ranking of the scores, 
not the values of the scores. Roulette wheel selection gives me an answer, but 
it is slow slow slow, the way I implement it anyway. Can anybody describe a 
good way to do this?

- Dave Hillis






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Re: [computer-go] Crazystone patterns

2007-09-20 Thread Álvaro Begué
Remi keeps a number that is the sum of all the probabilities (I'll
call them that, although they are not normalized so they add up to 1)
and also one number per row that is the sum of the probabilities of
the points in that row. Now you pick from the distribution of rows,
and inside the row from the distribution of points, and it can be done
fast.

On 9/20/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

  -Original Message-
   From: Rémi Coulom [EMAIL PROTECTED]
   To: computer-go computer-go@computer-go.org
   Sent: Thu, 20 Sep 2007 10:22 am
   Subject: Re: [computer-go] Crazystone patterns
  Chris Fant a écrit :
Does this mean that you need to calculate the Bradley-Terry
probability for every legal move before selecting one on that
probability? Isn't that expensive? Have you tried selecting only N
legal candidates at random and then selecting one of those based on
their Bradley-Terry probability distribution to save time?

   I only keep light-weight local features in the random simulations. So, it
 is not expensive. A table of move urgencies can beupdated
 incrementally after each move: only a few change. In fact, my program became
 faster when I introduced 3x3 patterns  for the random simulations. I can
 pre-compute a lot of information indexed by pattern shape, that are useful
 to detect eyesand move legality. From memory, Crazy Stone does about
 5k playouts / second from the empty position on 19x19, on one 3   GHz CPU,
 which is only about 5 times slower than libego, if I remember correctly.
  
   Rémi


 Suppose I can generate scores for all of the moves quickly enough. I still
 face the problem of quickly choosing a move biased by the scores. Tournament
 selection is fast, but that is a function of relative ranking of the scores,
 not the values of the scores. Roulette wheel selection gives me an answer,
 but it is slow slow slow, the way I implement it anyway. Can anybody
 describe a good way to do this?

  - Dave Hillis



  
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 industry-leading spam and email virus protection.

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Re: [computer-go] Crazystone patterns

2007-09-20 Thread dhillismail
That should do nicely. Thanks!


-Original Message-
From: Álvaro Begué [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Thu, 20 Sep 2007 10:31 pm
Subject: Re: [computer-go] Crazystone patterns



Remi keeps a number that is the sum of all the probabilities (I'll
all them that, although they are not normalized so they add up to 1)
nd also one number per row that is the sum of the probabilities of
he points in that row. Now you pick from the distribution of rows,
nd inside the row from the distribution of points, and it can be done
ast.
On 9/20/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

  -Original Message-
   From: Rémi Coulom [EMAIL PROTECTED]
   To: computer-go computer-go@computer-go.org
   Sent: Thu, 20 Sep 2007 10:22 am
   Subject: Re: [computer-go] Crazystone patterns
  Chris Fant a écrit :
Does this mean that you need to calculate the Bradley-Terry
probability for every legal move before selecting one on that
probability? Isn't that expensive? Have you tried selecting only N
legal candidates at random and then selecting one of those based on
their Bradley-Terry probability distribution to save time?

   I only keep light-weight local features in the random simulations. So, it
 is not expensive. A table of move urgencies can beupdated
 incrementally after each move: only a few change. In fact, my program became
 faster when I introduced 3x3 patterns  for the random simulations. I can
 pre-compute a lot of information indexed by pattern shape, that are useful
 to detect eyesand move legality. From memory, Crazy Stone does about
 5k playouts / second from the empty position on 19x19, on one 3   GHz CPU,
 which is only about 5 times slower than libego, if I remember correctly.
  
   Rémi


 Suppose I can generate scores for all of the moves quickly enough. I still
 face the problem of quickly choosing a move biased by the scores. Tournament
 selection is fast, but that is a function of relative ranking of the scores,
 not the values of the scores. Roulette wheel selection gives me an answer,
 but it is slow slow slow, the way I implement it anyway. Can anybody
 describe a good way to do this?

  - Dave Hillis



  
  Check Out the new free AIM(R) Mail -- Unlimited storage and
 industry-leading spam and email virus protection.

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

2007-09-20 Thread dhillismail
I'm going to echo Cenny's comment. Small samples like this can be very 
misleading. For this kind of test, I usually give each algorithm 5000 playouts 
per move and let them play 1000 games on my computer. It takes about a day and 
a half.

- Dave Hillis


-Original Message-
From: Cenny Wenner [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Tue, 18 Sep 2007 3:33 pm
Subject: Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS



By the data in your upper table, the results need to uphold their mean
for 40 times as many trials before you even get a significant*
difference between #1 and #2.

Which are the two methods you used?

On 9/18/07, Jason House [EMAIL PROTECTED] wrote:
 original eye method = 407 ELO
 alt eye method #1   = 583 ELO
 alt eye method #2   = 518 ELO

 While both alternate methods are probably better than the original, I'm not
 convinced there's a significant difference between the two alternate
 methods.  The cross-tables for both are fairly close and could be luck of
 the draw (and even which weak bots were on at the time).  I put raw numbers
 below.  Since I made one other change when doing the alt eye method, I
 should rerun the original with that other change as well (how I end random
 playouts and score them to allow for other eye definitions).

 While I think the alternate eye definitions helped, I don't think they
 accounted for more than 100-200 ELO

 vs ego110_allfirst
 orig= 33/46 = 71%
 #1 =  17/20 = 85%
 #2 =  16/18 = 89%

 vs gotraxx-1.4.2a
 orig=N/A
 #1 = 2/8   = 25%
 #2 = 3/19 = 16%


 On 9/17/07, Jason House [EMAIL PROTECTED]  wrote:
 
 
 
  On 9/17/07, Don Dailey [EMAIL PROTECTED] wrote:
   Another way to test this, to see if this is your problem,  is for ME to
   implement YOUR eye definition and see if/how much it hurts AnchorMan.
  
   I'm pretty much swamped with work today - but I may give this a try at
   some point.
  
 
  I'd be interested in seeing that.  It looks like my first hack at an
 alternate eye implementation bought my AMAF version about 150 ELO (not
 tested with anything else).  Of course, what I did isn't what others are
 using.  I'll do another alteye version either today or tomorrow.  It may
 be possible that some of my 150 was because I changed the lengths of the
 random playouts.
 


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Re: [computer-go] games per player?

2007-09-20 Thread David Doshay

I will get to this next week.

Cheers,
David



On 20, Sep 2007, at 2:50 PM, Don Dailey wrote:

I have bzipped them by month and have them on one of Doshay's  
machines,
but they are not visible to the web - don't know how to make them  
so but

I would like to put up some links to them.

I will ask David Doshay about this.

- - Don



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