Re: [computer-go] BOINC

2007-10-29 Thread Sanghyeon Seo
2007/10/29, Ben Lambrechts [EMAIL PROTECTED]:
 Has anyone tried to program Go via BOINC?

Like, trying to solve 7x7 by distributed computing? That would be
interesting. (Although I'm skeptical about participation.)

-- 
Seo Sanghyeon
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Jacques Basaldúa

Don Dailey wrote:

Of course that's better,   but I'm talking about a quick and 
dirty solution. I may never implement handicap games since it's 
tricky with ELO ratings.


This can also be done by the programmers. E.g. If CrazyStone is 
too strong, Rèmi can introduce a CrazyStoneH3 which passes 3 times

at the beginning. But not at the first move, to avoid smart tricks.

If CrazyStoneH3 is given white and plays: 2. whatever 4. pass 
6. pass 8. pass. Black cannot pass and win the game because of komi.


This way you are not forcing programs to accept handicap (some may 
suffer more than others). It is just a program who always gets

white and does not play against other handicap programs.

Just an idea.

Jacques.

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Re: [computer-go] Crazy Stone on 19x19 CGOS

2007-10-29 Thread Chris Fant
How does one configure MoGo to do a fixed number of playouts per move?
 I saw only time-based command line options.

On 10/27/07, Rémi Coulom [EMAIL PROTECTED] wrote:
 Hi,

 I have just connected Crazy Stone (CS-8-26-10k-1CPU). It uses 10,000
 playouts per move, and runs on 1 CPU. It should finish all its games in
 less than 5 minutes. In my tests, it scores 41% against GNU Go 3.6 Level
 10, and 73.5% against MoGo_release3 at 10k playouts per move (the
 playouts of Mogo are about 10% slower than those of Crazy Stone). These
 tests were run over 600 games, starting from 300 positions with two
 stones located at random (but not on the first two lines), and
 alternating colors.

 (computational power provided by the Grid5000 project:
 https://www.grid5000.fr/mediawiki/index.php/Grid5000:Home
 (they ask for advertisement in exchange))

 I am a bit surprised that Crazy Stone won so easily against MoGo,
 because on the old server, it looked much stronger:
 http://cgos.boardspace.net/19x19/standings.html
 Olivier, do the numbers there indicate the number of playouts? Or is it
 playouts per processor? Maybe I messed up something. The log of Mogo
 indicates:
 1 simulations(average length:0) done, time used:   2.94 seconds.(
 3401.4 games/sec)
 So, it looks OK.

 I have the feeling that, maybe, MoGo overfits GNU more than Crazy Stone
 does. In particular, MoGo's romantic opening style is completely
 confusing for GNU, but Crazy Stone has no problem with it. I'll run Mogo
 10k against GNU to check.

 Rémi
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[computer-go] Finding older CGOS games

2007-10-29 Thread Jason House
How can I find and view older games on CGOS once they scroll off of
http://cgos.boardspace.net/9x9/standings.html?  I know I can recreate URL's
such as http://cgos.boardspace.net/9x9/SGF/2007/10/29/176900.sgf with some
pain and download all the games for the day(s) of interest.  My problem is
then that I don't have any of the summary info that is included on the
standings page and I don't know which files to look at.

Is there a better way?
(I ask because I kicked off a bot 11 hours ago.  It got disconnected after
only 22 games and they've all scrolled off the recent game summary.  Given
that there was 21 losses, I'd like to check out what was going wrong, if
anything)
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[computer-go] Where is Mogo?

2007-10-29 Thread Don Dailey
I don't see Mogo on the server?Where is Mogo?

However CrazyStone is there to represent the Monte Carlo programs and
seems to be doing a very good job indeed!

CS-8-26-2CPU http://www.lri.fr/%7Eteytaud/cross/CS-8-26-2CPU.html is
doing absurdly well for far, winning almost every game it plays.

- Don

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Re: [computer-go] BOINC

2007-10-29 Thread Ian Preston
G'day guys,
I'm involved in the development of a very powerful and flexible grid
software, which we plan to release in January. It is all java based.
http://www-nereus.physics.ox.ac.uk/ (bear in mind you can't download
it yet and the website is out of date)

One of the things I'd like to do on it, once it is finished, is some
kind of attack on Go. I've messed around trying to genetically
generate algorithms to play go. However this has had to go on the back
burner for the moment. The brief attempt I made had no way of storing
data between games (I ran out of time) and the best algorithm it came
up with was a purely random algorithm... :-)

our group is also the one that is doing JPC - http://www-jpc.physics.ox.ac.uk/

I'd love to hear about anyone else distributed attacks on Go.
cheers,
Ian

On 10/29/07, Sanghyeon Seo [EMAIL PROTECTED] wrote:
 2007/10/29, Ben Lambrechts [EMAIL PROTECTED]:
  Has anyone tried to program Go via BOINC?

 Like, trying to solve 7x7 by distributed computing? That would be
 interesting. (Although I'm skeptical about participation.)

 --
 Seo Sanghyeon
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-- 
Fundraising Coordinator OUDC (Dancesport)
[EMAIL PROTECTED]
http://club.oudancesport.co.uk/
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Re: [computer-go] BOINC

2007-10-29 Thread Joshua Shriver
Not that I'm aware, but the engine I'm working on will be parallelized.
Depending on time and finances I'm even considering going down the
route of custom fpga based boards but that's on the dream list so far,
and isn't planned for RC1.

-Josh

On 10/29/07, Ben Lambrechts [EMAIL PROTECTED] wrote:
 Hi,

 Has anyone tried to program Go via BOINC?

 regards, Ben

 http://boinc.berkeley.edu/
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Re: [computer-go] Where is Mogo?

2007-10-29 Thread Jason House
Just an observation... On the cross-table page, the back to standings link
is incorrect.  It should point to
http://www.lri.fr/~teytaud/cgosStandings.html

On 10/29/07, Don Dailey [EMAIL PROTECTED] wrote:

 I don't see Mogo on the server?Where is Mogo?

 However CrazyStone is there to represent the Monte Carlo programs and
 seems to be doing a very good job indeed!

 CS-8-26-2CPU http://www.lri.fr/%7Eteytaud/cross/CS-8-26-2CPU.html is
 doing absurdly well for far, winning almost every game it plays.

 - Don

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Re: [computer-go] BOINC

2007-10-29 Thread David Doshay

We have used as many as 72 CPUs running SlugGo, but our
algorithm did not scale well and we found that after 16 there
was no benefit.

We are trying new things, and will report positive or negative
results as we get them.

Cheers,
David



On 29, Oct 2007, at 8:03 AM, Ian Preston wrote:


I'd love to hear about anyone else distributed attacks on Go.
cheers,
Ian


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Re: [computer-go] Where is Mogo?

2007-10-29 Thread Don Dailey
Olivier just configured the server wrong.In the configuration file
you have to point things to the right directory and some of this is
relative. I have no control over this (which is how I want it!)

- Don


Jason House wrote:
 Just an observation... On the cross-table page, the back to
 standings link is incorrect.  It should point to
 http://www.lri.fr/~teytaud/cgosStandings.html
 http://www.lri.fr/%7Eteytaud/cgosStandings.html

 On 10/29/07, *Don Dailey* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
 wrote:

 I don't see Mogo on the server?Where is Mogo?

 However CrazyStone is there to represent the Monte Carlo programs and
 seems to be doing a very good job indeed!

 CS-8-26-2CPU 
 http://www.lri.fr/%7Eteytaud/cross/CS-8-26-2CPU.html is
 doing absurdly well for far, winning almost every game it plays.

 - Don

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[computer-go] Standard references on CGOS

2007-10-29 Thread Jason House
For all of us in the bot-making kiddie pool, it's exceptionally helpful to
have reference implementations of basic algorithms running on the server.
When playing with AMAF, I found the reference AMAF bots very helpful.  Now
that I'm playing with UCT, references for UCT would be helpful.

I have the resources that I could run one reference bot 24/7 (I can do AMAF
with 1k simulations per move).  Are there others that are willing to do
similar?
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Re: [computer-go] Where is Mogo?

2007-10-29 Thread Olivier Teytaud

I don't see Mogo on the server?Where is Mogo?


we will come :-)
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Re: [computer-go] Standard references on CGOS

2007-10-29 Thread Christoph Birk

On Oct 29, 2007, at 8:39 AM, Jason House wrote:
For all of us in the bot-making kiddie pool, it's exceptionally  
helpful to have reference implementations of basic algorithms  
running on the server.  When playing with AMAF, I found the  
reference AMAF bots very helpful.  Now that I'm playing with UCT,  
references for UCT would be helpful.


'myCtest-V-0003' is running 50k UCT. Pure random playouts guided
by a UCT search with theses parameters:
 # playouts before expanding = 50
 node-score = win_ratio + 0.5 * sqrt(log(N)/n);

I will start it under the nam 'myCtest-50k-UCT' later today running
24/7.

Christoph


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Re: [computer-go] Standard references on CGOS

2007-10-29 Thread Jason House
Thanks!

I'm not sure if my engine will support 50k simulations without running out
of time in long games.  Is it possible to do 10k?

My engine does about 2k playouts per second.  This may be a side-effect of
the language I'm using.



On 10/29/07, Christoph Birk [EMAIL PROTECTED] wrote:

 On Oct 29, 2007, at 8:39 AM, Jason House wrote:
  For all of us in the bot-making kiddie pool, it's exceptionally
  helpful to have reference implementations of basic algorithms
  running on the server.  When playing with AMAF, I found the
  reference AMAF bots very helpful.  Now that I'm playing with UCT,
  references for UCT would be helpful.

 'myCtest-V-0003' is running 50k UCT. Pure random playouts guided
 by a UCT search with theses parameters:
   # playouts before expanding = 50
   node-score = win_ratio + 0.5 * sqrt(log(N)/n);

 I will start it under the nam 'myCtest-50k-UCT' later today running
 24/7.

 Christoph


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Re: [computer-go] Standard references on CGOS

2007-10-29 Thread Jason House
On 10/29/07, Christoph Birk [EMAIL PROTECTED] wrote:

  I'm not sure if my engine will support 50k simulations without
  running out of time in long games.  Is it possible to do 10k?

 no problem. I will start  'myCtest-10k-UCT'  later today.

 Christoph



How does this compare to myCtest-10k that previously ran on CGOS?
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Re: [computer-go] Standard references on CGOS

2007-10-29 Thread Christoph Birk

On Mon, 29 Oct 2007, Jason House wrote:

no problem. I will start  'myCtest-10k-UCT'  later today.


How does this compare to myCtest-10k that previously ran on CGOS?


myCtest-10k: 1 random playouts (1050 ELO)

myCtest-10k-UCT: 1 random playouts guided by a UCT search (1350 ELO)
 * nodes are expanded after 50 runs through them
 * UCT_score = win_ratio + 0.5 * sqrt(log(N)/n)

Christoph

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Re: [computer-go] BOINC

2007-10-29 Thread dhillismail

 G'day guys,
 I'm involved in the development of a very powerful and flexible grid
 software, which we plan to release in January. It is all java based.
 http://www-nereus.physics.ox.ac.uk/ (bear in mind you can't download
 it yet and the website is out of date)

 One of the things I'd like to do on it, once it is finished, is some
 kind of attack on Go. I've messed around trying to genetically
 generate algorithms to play go. However this has had to go on the back
 burner for the moment. The brief attempt I made had no way of storing
 data between games (I ran out of time) and the best algorithm it came
 up with was a purely random algorithm... :-)

 our group is also the one that is doing JPC - http://www-jpc.physics.ox.ac.uk/

 I'd love to hear about anyone else distributed attacks on Go.
 cheers,
 Ian


Hi,
 Funny: I was just getting ready to dust off my GA again.

 It sounds like you are looking for an interesting application that will 
motivate people to volunteer computer time and draw some notice to your 
project. If it were me, I would want to make a distributed version of a 
Monte-Carlo/UCT go engine and have it play some exhibition games against strong 
human players.

 The social engineering qualities are good. I think?there would be a fair 
amount of (short term) interest from people who could have their computer 
helping in such a contest. And it would be easy to give them some feedback 
about how the game was going and what their computer was doing.

 Play-by-mail, one turn a day, might be acceptable. Tournament time limits 
would be much more dramatic. 

milestone 1: All network-nodes compute pure Monte-Carlo (no search tree) scores 
for the possible moves, the scores are combined centrally to pick the move. 
It's easy, it will wring out the system, and the bandwidth is low. The playing 
performance will always be poor because this algorithm doesn't scale well.

milestone 2: Each network-node builds its own tree using UCT, but information 
is only combined at the root. This version will play much better because each 
node is smarter. The bandwidth will be higher. I can only guess at the scaling 
behavior, but this milestone might be the 80% solution.

milestone 3: Information from the search-nodes is shared between network-nodes, 
but only for search-nodes close to the root of the tree. Sounds innocent 
enough. You just limit the shared nodes to the first couple of plys. But it's a 
trap that will suck you in: best scaling behavior requires too much 
communication-but what if you made each Monte-Carlo simulation smarter...?

??? I'm just throwing the idea out there. I expect and invite others on the 
list to point out its flaws.

- Dave Hillis



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Re: [computer-go] BOINC

2007-10-29 Thread Christoph Birk
milestone 2: Each network-node builds its own tree using UCT, but 
information is only combined at the root. This version will play much 
better because each node is smarter. The bandwidth will be higher. I can 
only guess at the scaling behavior, but this milestone might be the 80% 
solution.


I am currently working at this level. I have a (small) network of
some 10 CPUs for tests. Once it is debugged I was hoping to borrow
someone's (David?) cluster.

Christoph
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Re: [computer-go] Standard references on CGOS

2007-10-29 Thread Christoph Birk


On Oct 29, 2007, at 10:35 AM, Jason House wrote:


Thanks!

I'm not sure if my engine will support 50k simulations without  
running out of time in long games.  Is it possible to do 10k?


no problem. I will start  'myCtest-10k-UCT'  later today.

Christoph


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Re: [computer-go] BOINC

2007-10-29 Thread Jason House
On 10/29/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:


 milestone 1: All network-nodes compute pure Monte-Carlo (no search tree)
 scores for the possible moves, the scores are combined centrally to pick the
 move. It's easy, it will wring out the system, and the bandwidth is low. The
 playing performance will always be poor because this algorithm doesn't scale
 well.



It scales, reasonably, but there's a maximum total work to do before any
extra becomes useless.


milestone 2: Each network-node builds its own tree using UCT, but
 information is only combined at the root. This version will play much better
 because each node is smarter. The bandwidth will be higher. I can only guess
 at the scaling behavior, but this milestone might be the 80% solution.



This is what I'm currently aiming for with my bot Currently limited to a
single machine since I'm not using a fancier API.


milestone 3: Information from the search-nodes is shared between
 network-nodes, but only for search-nodes close to the root of the tree.
 Sounds innocent enough. You just limit the shared nodes to the first couple
 of plys. But it's a trap that will suck you in: best scaling behavior
 requires too much communication-but what if you made each Monte-Carlo
 simulation smarter...?


I'd probably suggest something making the network nodes mirror the search
tree.  As results from children get aggregated, the parent node can
repartition what fraction of its resources to dedicate to each subtree.  As
long as the number of children per node are bound, this should give
reasonable performance that scales.




I'm just throwing the idea out there. I expect and invite others on the
 list to point out its flaws.

 - Dave Hillis

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Re: [computer-go] BOINC

2007-10-29 Thread Jason House
On 10/29/07, steve uurtamo [EMAIL PROTECTED] wrote:


  As results from children get aggregated, the parent node can repartition
 what fraction of its
  resources to dedicate to each subtree.

 um, doesn't this mean sending out messages to every child for every
 repartitioning?



I was thinking of something along the lines of Hey child, you had control
of 10 network nodes, please return 2 to me followed by Hey other child,
here's two new nodes to use.  As each controlling node performs the
reallocation, only the children that are affected will have to react.
Reallocation of shallow trees should work relatively well.  Reallocation of
deep trees should be rarer.  I don't know what kind of limitations on
reallocation frequency might be needed.

While a network node may get detached for a while, a simple way to keep work
going is to have it keep processing its old task and give one final update
before switching to the new controller.

I haven't done any formal analysis, but it seems like a reasonable strategy.
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Jason House
On 10/29/07, Christoph Birk [EMAIL PROTECTED] wrote:

 On Mon, 29 Oct 2007, Jacques Basaldúa wrote:
  This can also be done by the programmers. E.g. If CrazyStone is too
 strong,
  Rèmi can introduce a CrazyStoneH3 which passes 3 times
  at the beginning. But not at the first move, to avoid smart tricks.
 
  If CrazyStoneH3 is given white and plays: 2. whatever 4. pass 6. pass 8.
  pass. Black cannot pass and win the game because of komi.

 I like this idea.
 This actually might work even without a server change. The
 self-handicapped program can even play black and pass on the
 2nd,3rd,... move. White still cannot win by passing since there
 are live black stones on the board.



I don't think black can ever pass in any simple manner to give handicap.
After playing one stone, the remaining empty territory *should* look like
nobody's territory.  The score would then be black stones vs white
stones + komi.  I'd argue that the right is always greater than the left
until territory begins to form.

Similarly, white can safely pass right out of the gate since a black pass
would make it win.  White can't, however, pass more than 7 times with a komi
of 7.5.
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Don Dailey

It would be easy to change the cgos3.tcl script to enable self-handicap
in this way.   I would make this
change if crazy-stone or mogo would agree to put up a copy.  

- Don



Christoph Birk wrote:
 On Mon, 29 Oct 2007, Jacques Basaldúa wrote:
 This can also be done by the programmers. E.g. If CrazyStone is too
 strong, Rèmi can introduce a CrazyStoneH3 which passes 3 times
 at the beginning. But not at the first move, to avoid smart tricks.

 If CrazyStoneH3 is given white and plays: 2. whatever 4. pass 6. pass
 8. pass. Black cannot pass and win the game because of komi.

 I like this idea. This actually might work even without a server
 change. The self-handicapped program can even play black and pass on the
 2nd,3rd,... move. White still cannot win by passing since there
 are live black stones on the board.

 It is not exactly like real handicaps but it would be interesting
 to see.

 Christoph
 

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Re: [computer-go] Standard references on CGOS

2007-10-29 Thread Christoph Birk

On Mon, 29 Oct 2007, Christoph Birk wrote:

myCtest-10k-UCT: 1 random playouts guided by a UCT search (1350 ELO)
* nodes are expanded after 50 runs through them
* UCT_score = win_ratio + 0.5 * sqrt(log(N)/n)


I added variants with different expansion thresholds
 'myCtest-V-0006': 25
 'myCtest-V-0007': 10

Christoph

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Re: [computer-go] BOINC

2007-10-29 Thread steve uurtamo

 As results from children get aggregated, the parent node can repartition what 
 fraction of its
 resources to dedicate to each subtree.

um, doesn't this mean sending out messages to every child for every 
repartitioning?

s.



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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Christoph Birk

On Mon, 29 Oct 2007, Jacques Basaldúa wrote:
This can also be done by the programmers. E.g. If CrazyStone is too strong, 
Rèmi can introduce a CrazyStoneH3 which passes 3 times

at the beginning. But not at the first move, to avoid smart tricks.

If CrazyStoneH3 is given white and plays: 2. whatever 4. pass 6. pass 8. 
pass. Black cannot pass and win the game because of komi.


I like this idea. 
This actually might work even without a server change. The 
self-handicapped program can even play black and pass on the

2nd,3rd,... move. White still cannot win by passing since there
are live black stones on the board.

It is not exactly like real handicaps but it would be interesting
to see.

Christoph
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Christoph Birk

On Mon, 29 Oct 2007, steve uurtamo wrote:

there's not really much sense in a game 'won' in the first 10 moves.
i.e. i mean that it doesn't have much intrinsic meaning.  i think
it's fair to throw away game results that have this feature to them,
then only cooperating programs will have their results counted.


I agree.
The only change to the server would be to NOT stop games after
2 consecutive passes if the were less than 10 moves played.

Christoph
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Don Dailey

One way to handle handicaps without a server change which could be
easily implemented with the client is to to simply make the first N
moves random - but it would not resemble a traditional handicap system
in any way. Plus the first N moves might end up being pretty good
moves so it would be applied unevenly.

The problem with any black pass moves is that white immediately passes
too and wins on komi points.Unless there are no white stones on the
board of course.

There is no simple way to fake it with combinations of pass moves with
programs cooperating.  Probably most programs won't pass on the
first 20 moves or so,  but we can't count on that behavior because it's
incorrect.  You should always pass immediately if it wins the game outright.

- Don






John Tromp wrote:
 On 10/29/07, Christoph Birk [EMAIL PROTECTED] wrote:
   
 On Mon, 29 Oct 2007, Jacques Basaldúa wrote:
 
 This can also be done by the programmers. E.g. If CrazyStone is too strong,
 Rèmi can introduce a CrazyStoneH3 which passes 3 times
 at the beginning. But not at the first move, to avoid smart tricks.

 If CrazyStoneH3 is given white and plays: 2. whatever 4. pass 6. pass 8.
 pass. Black cannot pass and win the game because of komi.
   

 But to avoid Black from winning by capturing white's stone and passing,
 white needs to make sure to play her stone where it has 4 liberties.
 Even that is not sufficient; white has to play this stone on the 3rd
 line or higher
 (exercise for the reader: how cld black take advantage of some 2nd line 
 moves?)

 regards,
 -John
   
 

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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread steve uurtamo
why not just ignore game results that took place in
fewer than 10 moves?

then black can play his handicap stones, white can
pass, and everyone's cool.

s.

- Original Message 
From: Jason House [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Monday, October 29, 2007 4:28:44 PM
Subject: Re: [computer-go] 19x19 CGOS




On 10/29/07, Christoph Birk [EMAIL PROTECTED] wrote:
On Mon, 29 Oct 2007, Jacques Basaldúa wrote:
 This can also be done by the programmers. E.g. If CrazyStone is too strong,
 Rèmi can introduce a CrazyStoneH3 which passes 3 times
 at the beginning. But not at the first move, to avoid smart tricks.


 If CrazyStoneH3 is given white and plays: 2. whatever 4. pass 6. pass 8.
 pass. Black cannot pass and win the game because of komi.

I like this idea.
This actually might work even without a server change. The

self-handicapped program can even play black and pass on the
2nd,3rd,... move. White still cannot win by passing since there
are live black stones on the board.

I don't think black can ever pass in any simple manner to give handicap.  After 
playing one stone, the remaining empty territory *should* look like nobody's 
territory.  The score would then be black stones vs white stones + komi.  
I'd argue that the right is always greater than the left until territory begins 
to form.  


Similarly, white can safely pass right out of the gate since a black pass would 
make it win.  White can't, however, pass more than 7 times with a komi of 7.5.









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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread steve uurtamo
there's not really much sense in a game 'won' in the first 10 moves.
i.e. i mean that it doesn't have much intrinsic meaning.  i think
it's fair to throw away game results that have this feature to them,
then only cooperating programs will have their results counted.

s.

- Original Message 
From: Don Dailey [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Monday, October 29, 2007 5:23:46 PM
Subject: Re: [computer-go] 19x19 CGOS



One way to handle handicaps without a server change which could be
easily implemented with the client is to to simply make the first N
moves random - but it would not resemble a traditional handicap system
in any way. Plus the first N moves might end up being pretty good
moves so it would be applied unevenly.

The problem with any black pass moves is that white immediately passes
too and wins on komi points.Unless there are no white stones on the
board of course.

There is no simple way to fake it with combinations of pass moves with
programs cooperating.  Probably most programs won't pass on the
first 20 moves or so,  but we can't count on that behavior because it's
incorrect.  You should always pass immediately if it wins the game
 outright.

- Don






John Tromp wrote:
 On 10/29/07, Christoph Birk [EMAIL PROTECTED] wrote:
   
 On Mon, 29 Oct 2007, Jacques Basaldúa wrote:
 
 This can also be done by the programmers. E.g. If CrazyStone is too
 strong,
 Rèmi can introduce a CrazyStoneH3 which passes 3 times
 at the beginning. But not at the first move, to avoid smart tricks.

 If CrazyStoneH3 is given white and plays: 2. whatever 4. pass 6.
 pass 8.
 pass. Black cannot pass and win the game because of komi.
   

 But to avoid Black from winning by capturing white's stone and
 passing,
 white needs to make sure to play her stone where it has 4 liberties.
 Even that is not sufficient; white has to play this stone on the 3rd
 line or higher
 (exercise for the reader: how cld black take advantage of some 2nd
 line moves?)

 regards,
 -John
   

 

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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread John Tromp
On 10/29/07, Christoph Birk [EMAIL PROTECTED] wrote:
 On Mon, 29 Oct 2007, Jacques Basaldúa wrote:
  This can also be done by the programmers. E.g. If CrazyStone is too strong,
  Rèmi can introduce a CrazyStoneH3 which passes 3 times
  at the beginning. But not at the first move, to avoid smart tricks.
 
  If CrazyStoneH3 is given white and plays: 2. whatever 4. pass 6. pass 8.
  pass. Black cannot pass and win the game because of komi.

But to avoid Black from winning by capturing white's stone and passing,
white needs to make sure to play her stone where it has 4 liberties.
Even that is not sufficient; white has to play this stone on the 3rd
line or higher
(exercise for the reader: how cld black take advantage of some 2nd line moves?)

regards,
-John
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[computer-go] CGOS

2007-10-29 Thread Christoph Birk

It appears as if both CGOS servers crashed ...
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Don Dailey
The whole idea is to not have to change the server.  If I'm going to
change the server I might as well do handicap the right way.

I remember us talking about this before - we went back and forth on how
to implement handicap with chinese scoring and CGOS but I don't remember
what conclusion I came to. Let's review this:

   1.  We would still attempt to schedule opponents near equal strength.
   2.  We  would still compute ELO ratings.
   3.  Some calculation (perhaps a constant such as 100 at first) to
equate ELO difference to stone handicaps.
   4.  At rating time I would make the ELO compensation based on
handicap and rate accordingly.

For the handicap system,   I have been checking around at various
systems and the GTP protocol.I think the best way which is likely to
cause the least amount of agony among programmers is to have the server
just send the appropriate play b  commands to set up the
position.  The GTP says your engine is supposed to accept moves out
of order.

I would use traditional handicap placement and no compensation (remember
that discussion?) 


- Don



Christoph Birk wrote:
 On Mon, 29 Oct 2007, steve uurtamo wrote:
 or to simply not include the results of such games,
 so as not to break the protocol for machines that
 wanted to have such games take place.

 What would break?
  Server  - clientB:   genmove
  clientB - Server:PASS
  server  - clientW:   play PASS
  server  - clientW:   genmove
  clientW - Server:PASS (W tries to be smart and win)
  server  - clientB:   play PASS(the server does NOT stop the game)
  server  - clientB:   genmove
  clientB - Server:d4
  server  - clientW:   play d4  (W should accept that move)
  server  - clientW:   genmove  (W should generate a move)
  ...

 All that happens is that White would have wasted its move.

 Christoph
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Christoph Birk

On Mon, 29 Oct 2007, Don Dailey wrote:

The whole idea is to not have to change the server.  If I'm going to
change the server I might as well do handicap the right way.


But this is a trivial change compared to dealing with an
ad hoc ELO/handicap conversion.

Christoph
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Christoph Birk

On Mon, 29 Oct 2007, steve uurtamo wrote:

or to simply not include the results of such games,
so as not to break the protocol for machines that
wanted to have such games take place.


What would break?
 Server  - clientB:   genmove
 clientB - Server:PASS
 server  - clientW:   play PASS
 server  - clientW:   genmove
 clientW - Server:PASS (W tries to be smart and win)
 server  - clientB:   play PASS(the server does NOT stop the game)
 server  - clientB:   genmove
 clientB - Server:d4
 server  - clientW:   play d4  (W should accept that move)
 server  - clientW:   genmove  (W should generate a move)
 ...

All that happens is that White would have wasted its move.

Christoph
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread steve uurtamo
or to simply not include the results of such games,
so as not to break the protocol for machines that
wanted to have such games take place.

s.


- Original Message 
From: Christoph Birk [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Monday, October 29, 2007 5:55:52 PM
Subject: Re: [computer-go] 19x19 CGOS


On Mon, 29 Oct 2007, steve uurtamo wrote:
 there's not really much sense in a game 'won' in the first 10 moves.
 i.e. i mean that it doesn't have much intrinsic meaning.  i think
 it's fair to throw away game results that have this feature to them,
 then only cooperating programs will have their results counted.

I agree.
The only change to the server would be to NOT stop games after
2 consecutive passes if the were less than 10 moves played.

Christoph
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Don Dailey
So the suggestion is to throw out games that end in less that 20 moves?  

Or simply to not rate them?   Or is it to not consider 2 passes a draw
unless 20 moves have been played?

Of course it seems silly to have 2 of these programs play each other -
which could easily happen.   The game might start like this:

   pass
   pass
   pass
   etc.


- Don



Christoph Birk wrote:
 On Mon, 29 Oct 2007, Don Dailey wrote:
 The whole idea is to not have to change the server.  If I'm going to
 change the server I might as well do handicap the right way.

 But this is a trivial change compared to dealing with an
 ad hoc ELO/handicap conversion.

 Christoph
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread steve uurtamo
ah, well, okay then.  :)

s.


- Original Message 
From: Christoph Birk [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Monday, October 29, 2007 6:24:41 PM
Subject: Re: [computer-go] 19x19 CGOS


On Mon, 29 Oct 2007, steve uurtamo wrote:
 or to simply not include the results of such games,
 so as not to break the protocol for machines that
 wanted to have such games take place.

What would break?
  Server  - clientB:   genmove
  clientB - Server:PASS
  server  - clientW:   play PASS
  server  - clientW:   genmove
  clientW - Server:PASS (W tries to be smart and win)
  server  - clientB:   play PASS(the server does NOT stop the
 game)
  server  - clientB:   genmove
  clientB - Server:d4
  server  - clientW:   play d4  (W should accept that move)
  server  - clientW:   genmove  (W should generate a move)
  ...

All that happens is that White would have wasted its move.

Christoph
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Don Dailey
 Of course it seems silly to have 2 of these programs play each other -
 which could easily happen.   The game might start like this:

   pass
   pass
   pass
   etc.

 I think it is very unlikely for any program to pass in the early
 game (my would not :-)
 And if, there is no harm done, as at some point the 'self-handicapped'
 program will start to move and the other will respond.

They would both pass if they were playing in self-handicap mode.

- Don




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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Christoph Birk

On Mon, 29 Oct 2007, Christoph Birk wrote:

Of course it seems silly to have 2 of these programs play each other -
which could easily happen.   The game might start like this:

  pass
  pass
  pass
  etc.


And if, there is no harm done, as at some point the 'self-handicapped'
program will start to move and the other will respond.


If two 'self-handicapped' programs play each other the game will
look like (eg. 2H):
  pass
  pass
  pass
  pass
  d4 ...

And it will be an even game; exactly what it should be, right?

Christoph


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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Christoph Birk

On Mon, 29 Oct 2007, Don Dailey wrote:

So the suggestion is to throw out games that end in less that 20 moves?


No, just have the server not stop games before move-20.


Of course it seems silly to have 2 of these programs play each other -
which could easily happen.   The game might start like this:

  pass
  pass
  pass
  etc.


I think it is very unlikely for any program to pass in the early
game (my would not :-)
And if, there is no harm done, as at some point the 'self-handicapped'
program will start to move and the other will respond.

Christoph
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Re: [computer-go] 19x19 CGOS

2007-10-29 Thread Don Dailey
My only arugment is that it would look silly - but it would be correct.

But I guess passing on the first few moves will always look silly.

- Don


Christoph Birk wrote:
 On Mon, 29 Oct 2007, Christoph Birk wrote:
 Of course it seems silly to have 2 of these programs play each other -
 which could easily happen.   The game might start like this:

   pass
   pass
   pass
   etc.

 And if, there is no harm done, as at some point the 'self-handicapped'
 program will start to move and the other will respond.

 If two 'self-handicapped' programs play each other the game will
 look like (eg. 2H):
   pass
   pass
   pass
   pass
   d4 ...

 And it will be an even game; exactly what it should be, right?

 Christoph


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[computer-go] Mogo fixed playouts parameter (was: Crazy Stone on 19x19 CGOS)

2007-10-29 Thread Darren Cook
 How does one configure MoGo to do a fixed number of playouts per move?
  I saw only time-based command line options.

On Oct 7th Sylvain wrote:
  --nbTotalSimulations 3000
 Once you set this option it ignores all other time settings.

Darren

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Re: [computer-go] BOINC

2007-10-29 Thread David Doshay
It depends a great deal on timing. Physics Monte Carlo has been  
running non-stop for months ... a very big computation that is still  
quite short on statistics. I will try to find out when that should  
finish.


Cheers,
David



On 29, Oct 2007, at 11:50 AM, Christoph Birk wrote:


Once it is debugged I was hoping to borrow
someone's (David?) cluster.


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