Re: [computer-go] Conjectures on Fuego

2009-10-03 Thread Petr Baudis
On Fri, Oct 02, 2009 at 09:52:35PM -0600, Martin Mueller wrote:
 Yes, Fuego uses just the 3x3 patterns; its strength is surprising. :-)
 Someone conjenctured it is because of how well-tuned its constants
 are.
 I also think large part of it is that it seems to use perfect nakade
 solver in playouts, so it should be very strong at playout tsumego; at
 least in my experiments I'm finding that crucial to strength of my
 bot...
 
 It is true that Fuego has no larger patterns. However, playouts also
 use a number of other rules, e.g. for low liberty and selfatari.
 
 Regarding parameter tuning, I am not so sure. This may have been
 true in the past. However, there have been many changes to Fuego in
 recent months, but the parameters have not been re-tuned, so there
 is probably room for improvement.
 
 Fuego is unfortunately also far from perfect in nakade playouts. It
 only implements a simple but effective rule of moving single stone
 selfataries to the adjacent point. This solves most stretched
 nakade shapes. However, bulky shapes are misplayed with high
 probability (and some with 100% probability...)

Interesting! I got confused by GoUctUtil::IsMutualAtari, but now I'm not
sure if it is even really used, nor exactly what is it supposed to
actually test in that condition. :-)

Then it turns out that I'm already implementing pretty much all the
tests in Pachi as Fuego is, just probably way too mistuned and buggy,
ah well... ;-) The strange thing is, I don't seem to be getting any
noticeable gain from 2-liberty tactics and checking the pattern at two
last moves instead of just the last one; did you get a big gain from
these?

-- 
Petr Pasky Baudis
A lot of people have my books on their bookshelves.
That's the problem, they need to read them. -- Don Knuth
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Re: [computer-go] October KGS bot tournament: 19x19 boards, slow

2009-10-03 Thread Nick Wedd

Reminder - it's tomorrow.

Nick

The October 2009 KGS computer Go tournament will be this Sunday, 
October 4th, in the Asian evening, European morning and afternoon, and 
American night, starting at 08:00 UTC/GMT (09:00 BST) and ending at 
16:00 UTC/GMT (17:00 BST).


There will only be one division.  It will be an 8-round Swiss with 
19x19 boards and 29 minutes each of main time.  It will use Chinese 
rules with 7.5 points komi, and a fast Canadian Overtime, of 25 moves 
in 30 seconds. There are details at 
http://www.gokgs.com/tournInfo.jsp?id=481.


Registration is now open.  To enter, please read and follow the 
instructions at http://www.weddslist.com/kgs/how/index.html. The rules 
are given at http://www.weddslist.com/kgs/rules.html. Your bot need not 
be strong to enter, indeed weak and new bots are particularly welcome.


Please send your registration email (with the words KGS Tournament 
Registration in the title) to me at maproom at gmail dot com 
(converted to a valid address in the obvious way).


Nick


--
Nick Weddn...@maproom.co.uk
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[computer-go] Conjectures on Fuego

2009-10-03 Thread Martin Mueller
Interesting! I got confused by GoUctUtil::IsMutualAtari, but now I'm  
not

sure if it is even really used, nor exactly what is it supposed to
actually test in that condition. :-)

Then it turns out that I'm already implementing pretty much all the
tests in Pachi as Fuego is, just probably way too mistuned and buggy,
ah well... ;-) The strange thing is, I don't seem to be getting any
noticeable gain from 2-liberty tactics and checking the pattern at two
last moves instead of just the last one; did you get a big gain from
these?
The aim of mutual atari checking is to keep seki from being destroyed,  
by avoiding moves that are both selfatari and atari on the opponent.  
There are some size limits on the blocks involved, for example you  
need to be able to almost-fill a nakade space by selfatari-ing your  
nakade block.


I had programmed this a long time ago, but while it was working  
beautifully on the seki regression test cases, it lead to a small  
overall decrease in playing strength. It has only become profitable  
(and enabled) shortly before the match against Chou 9p. The reason it  
works now in Fuego is that it is used in conjunction with a  
balancer, which means that Black and White must use this rule  
roughly equally often. I think we measured about 52% win rate in self- 
play from using mutual atari avoidance plus balancer.


The original version of 2nd-last move pattern improved winning  
percentage against GnuGu from 73% to 78% with 3k simulations. That was  
in November 2007.


2-lib tactics was about 2% improvement around the same time but has  
been improved since.


If I ever write a full paper on Fuego, I will test the effect of  
leaving out each of the existing rules individually. Or even better,  
someone else will do that :)


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