Re: [Computer-go] (no subject)

2016-04-01 Thread Michael Alford



On 4/1/16 9:40 AM, Petr Baudis wrote:

On Fri, Apr 01, 2016 at 07:08:34AM +0200, Robert Jasiek wrote:

On 01.04.2016 02:22, djhbrown . wrote:

kogo is great for corner openings

Kogo contains many mistakes. Too many kyus got their hands on it.

It would be better to spend 3+ weeks using kombilo on GoGoD and create a new
joseki tree. A summary of such an effort (with some interesting, additional,
old variations) you find in Joseki 3 - Dictionary.

(If someone is lazy or has trouble setting up kombilo, a great and
extremely approachable way to try this online is http://ps.waltheri.net/ )


As a player, I find http://www.josekipedia.com/ useful.

Michael




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Re: [Computer-go] (no subject)

2016-04-01 Thread Petr Baudis
On Fri, Apr 01, 2016 at 07:08:34AM +0200, Robert Jasiek wrote:
> On 01.04.2016 02:22, djhbrown . wrote:
> >kogo is great for corner openings
> 
> Kogo contains many mistakes. Too many kyus got their hands on it.
> 
> It would be better to spend 3+ weeks using kombilo on GoGoD and create a new
> joseki tree. A summary of such an effort (with some interesting, additional,
> old variations) you find in Joseki 3 - Dictionary.

(If someone is lazy or has trouble setting up kombilo, a great and
extremely approachable way to try this online is http://ps.waltheri.net/ )

-- 
Petr Baudis
If you have good ideas, good data and fast computers,
you can do almost anything. -- Geoffrey Hinton
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Re: [Computer-go] (no subject)

2016-03-31 Thread Robert Jasiek

On 01.04.2016 02:22, djhbrown . wrote:

kogo is great for corner openings


Kogo contains many mistakes. Too many kyus got their hands on it.

It would be better to spend 3+ weeks using kombilo on GoGoD and create a 
new joseki tree. A summary of such an effort (with some interesting, 
additional, old variations) you find in Joseki 3 - Dictionary.


--
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Re: [Computer-go] (no subject)

2016-03-31 Thread djhbrown .
on the subject of tools for learning josekis, i would love to have to
the help of a computerised assistant who could show me a flip-through
"photo album" of how alternative paths in a joseki end up, without
having to plod along the paths (which to me is a dark and mysterious
tree of paths in a dark and mysterious forest)

the thing about josekis is not where you start, nor even where you
step, but where you end up

i'd love to have kogo sitting inside a game playing client which could
assist me by offerring the following navigation functions:

- click on last move to initiate a matchup with kogo and start a
flip-through by spacebar of just the ends of the main lines of
variations starting from there, so i can see which variation would
suit the game position i am in. that way i can start to learn where
josekis end instead of just where they start.

- right/left arrows crawl forward/back along a branch
- up/down arrows jump up/down (to the start of) variation branches.
(think of the tree as being laid out sideways)

- click on variation being shown to make its first move on the gameboard,
- backspace or esc to return to own play mode.

i am unaware of any existing client/editor that has these variation
navigation buttons in just the way i have described; the ones i use
right now are cgoban and gogui - the latter because it loads kogo
miles quicker than cgoban

usability is inversely proportional to programmability; this would be
easy for users but a bit of work for a developer.

PS kogo is great for corner openings, but there are also middle edge
and yose josekis that pros learn and occasionally mention in video
lectures, so if they were included too, that would help us novices out
a lot.

-- 
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doctor: "fire!"
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https://www.youtube.com/user/djhbrown
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Re: [Computer-go] (no subject)

2016-03-31 Thread Robert Jasiek

On 31.03.2016 16:54, Bill Whig wrote:

Wouldn't you agree that a lot of people (most?) might might advance more swiftly
> with move suggestions rather than text that they have to work through 
like a textbook?


I say the opposite.

Move suggestions without any additional information are meaningless.

There are different learning styles, among them learning by example and 
learning by theory.


Learning by example is not "learning by move suggestions" but is 
"learning by example moves, example sequences or example positions etc. 
TOGETHER WITH SOME additional information, such as move together with 
shape, move together with the positional context, move together with 
tactical reading and decision-making etc.


I have never seen or heard of anybody learning ONLY by example or ONLY 
by theory. I see all strong players, including those preferring learning 
by example, having a good explicit or implicit textbook knowledge.


"swiftly" versus "have to work through" creates a false impression. 
Learning by example requires very many examples. Learning by textbook 
theory requires learning an only intermediate number of theoretical 
bits. (Learning by move suggestions, i.e., without any additional 
information, is the slowest. It becomes efficient only for AI having the 
compuational power to simulate thousands of man-years of learning.)


> I haven't ready any of your books, but I've read a
> few Go books and most of them do not do justice to the complexity of 
the game.


So you have read the wrong books.


"Move
suggestions" would invite the student to think in more creative, and effective, 
ways

> than I have seen put forth in any book thus far.

1) Even ABC move suggestion books do not just suggest moves but also 
provide positional context.


2) You have a totally wrong view on creative, effective thinking if you 
do not consider the possibility of having it when studying theory.


3) You have read the wrong books.

> Most say that the first thing that one should do after learning 
joseki is to forget it... .


It is possible that this nonsense is still believed by a majority. 
Overcome it, see e.g. a report suggesting differently:

http://www.lifein19x19.com/forum/viewtopic.php?f=57=12951

A better advice is: improve while studying joseki by understanding them 
and their theory.


The bad proverbs are about learning josekis without understanding: 
learn, forget, repeat; this effort can demote a player's strength indeed;)


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[Computer-go] (no subject)

2016-03-31 Thread Bill Whig

Message: 1
Date: Thu, 31 Mar 2016 14:33:39 +0200
From: Robert Jasiek <jas...@snafu.de>
To: computer-go@computer-go.org
Subject: Re: [Computer-go] new challenge for Go programmers
Message-ID: <56fd1923.4080...@snafu.de>
Content-Type: text/plain; charset=UTF-8; format=flowed

On 31.03.2016 13:43, Bill Whig wrote:


Joseki learning requires much more than move suggestions.


Prove it.


Read my four joseki books and my two books on positional judgement for a 
proof. Hints: global context, evaluation, strategic choices, tactical 
reading, many strategic concepts etc. All these are required for good 
human joseki play and (far) beyond move suggestions.


-- 
robert jasiek


--

Message: 2
Date: Thu, 31 Mar 2016 08:43:22 -0500
From: "Jim O'Flaherty" <jim.oflaherty...@gmail.com>
To: computer-go@computer-go.org
Subject: Re: [Computer-go] new challenge for Go programmers
Message-ID:

Re: [computer-go] (no subject)

2010-01-04 Thread Nick Wedd
In message 20100104070048.50...@gmx.net, Ingo Althöfer 
3-hirn-ver...@gmx.de writes

Hello all, especially hello Nick,

http://www.weddslist.com/kgs/future.html

are there already plans for KGS bot tournaments
in 2010?


Yes.  I must set up a schedule this week.  I plan to continue last 
year's rota of monthly events, and to have a couple of extra events with 
unusual schedules.


I have discussed these extra events in the past, and received feedback 
here;  which, unfortunately, I have forgotten.  So please, anyone who is 
interested, make your suggestions now.  One possibility is a slow event 
on full boards.  Five rounds, Swiss, twelve hours each, to be played 
over a (GMT) Monday-Tuesday-Wednesday-Thursday-Friday.


Nick
--
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Re: [computer-go] (no subject)

2010-01-04 Thread Alain Baeckeroot
Le 04/01/2010 à 14:19, Nick Wedd a écrit :

 I have discussed these extra events in the past, and received feedback 
 here;  which, unfortunately, I have forgotten.  So please, anyone who is 
 interested, make your suggestions now. 

As a spectator i would like an Hanh tournament on 19x19, not too fast 
(~30 min each). I can run one bot if needed (gnugo fuego)

Alain
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Re: [computer-go] (no subject)

2010-01-04 Thread Petr Baudis
On Mon, Jan 04, 2010 at 01:19:25PM +, Nick Wedd wrote:
 In message 20100104070048.50...@gmx.net, Ingo Althöfer
 3-hirn-ver...@gmx.de writes
 Hello all, especially hello Nick,
 
 http://www.weddslist.com/kgs/future.html
 
 are there already plans for KGS bot tournaments
 in 2010?
 
 Yes.  I must set up a schedule this week.  I plan to continue last
 year's rota of monthly events, and to have a couple of extra events
 with unusual schedules.
 
 I have discussed these extra events in the past, and received
 feedback here;  which, unfortunately, I have forgotten.  So please,
 anyone who is interested, make your suggestions now.  One
 possibility is a slow event on full boards.  Five rounds, Swiss,
 twelve hours each, to be played over a (GMT)
 Monday-Tuesday-Wednesday-Thursday-Friday.

I'm personally fairly happy with the current tournament system, though
this kind of event would be quite interesting too, I'm just not sure if
too many problems both with software and KGS wouldn't disrupt it too
much... (And I would have to implement tree garbage collection sooner
than expected. ;)

On Mon, Jan 04, 2010 at 05:53:46PM +0100, Alain Baeckeroot wrote:
 Le 04/01/2010 à 14:19, Nick Wedd a écrit :
 
  I have discussed these extra events in the past, and received feedback 
  here;  which, unfortunately, I have forgotten.  So please, anyone who is 
  interested, make your suggestions now. 
 
 As a spectator i would like an Hanh tournament on 19x19, not too fast 
 (~30 min each). I can run one bot if needed (gnugo fuego)

I don't think Hahn tournament would be that interesting, it would
require some extensive modifications of especially the top programs
and involve a lot of work in the tournament setup as well.

(And, ~30 min each _is_ quite fast on 19x19. ;)

Petr Pasky Baudis
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Re: [computer-go] (no subject)

2010-01-04 Thread Nick Wedd
In message 201001041753.46668.alain.baecker...@laposte.net, Alain 
Baeckeroot alain.baecker...@laposte.net writes

Le 04/01/2010 à 14:19, Nick Wedd a écrit :


I have discussed these extra events in the past, and received feedback
here;  which, unfortunately, I have forgotten.  So please, anyone who is
interested, make your suggestions now.


As a spectator i would like an Hanh tournament on 19x19, not too fast
(~30 min each). I can run one bot if needed (gnugo fuego)


I assume you mean Hahn.  Google tells me that Hanh is a Vietnamese 
surname.


I'll do that.  I'll make it a round robin tournament (or double round 
robin if there are too few entrants) so that KGS can do the pairings; 
and then calculate the results manually.  I'll assume that entrants will 
configure their bots to maximise score, or at least, not to resign.


Nick


Alain
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Re: [computer-go] (no subject)

2010-01-04 Thread Peter Drake

On Jan 4, 2010, at 9:09 AM, Petr Baudis wrote:


I don't think Hahn tournament would be that interesting, it would
require some extensive modifications of especially the top programs
and involve a lot of work in the tournament setup as well.


I agree -- the Hahn game changes the victory conditions so radically  
as to be a different game.


Peter Drake
http://www.lclark.edu/~drake/

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Re: [computer-go] (no subject) wish hahn

2010-01-04 Thread Alain Baeckeroot
Le 04/01/2010 à 18:09, Petr Baudis a écrit :
 I don't think Hahn tournament would be that interesting,
As a physicist i like to experiment first, and think later,
to understand what happened, which obviously was not foreseen ;-)

I believe it will reveal some hidden aspect of the stronger engines,
and for sure it will be *fun* to see stronger bots destroy weaker ones,
(MC-RAVE end-game of strong bots is boring on 19x19)

 it would
 require some extensive modifications of especially the top programs
No need to be perfect Hahn. Changing the aim to max_points seems
to be just a change in metrics, it does not looks like very complicate

 and involve a lot of work in the tournament setup as well.
This is solved by Nick Wedd

 (And, ~30 min each _is_ quite fast on 19x19. ;)
I'll help you to convince Nick to give more time to your bot :)

Alain.
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[computer-go] (no subject)

2010-01-03 Thread Ingo Althöfer
Hello all, especially hello Nick,

http://www.weddslist.com/kgs/future.html

are there already plans for KGS bot tournaments
in 2010?

Cheers, Ingo.
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[computer-go] (no subject)

2009-08-19 Thread Ingo Althöfer

Jeff Nowakowski wrote:
On Wed, Aug 19, 2009 at 07:27:00AM -0700, terry mcintyre wrote:
Consider the game when computer is black, with 7 stones against a very
strong human opponent.
  ...

 Didn't this game actually happen? Didn't MoGo *beat* a pro 
 with 7 stones?

It was long ago: in February 2009, and it was only the first
game in a series of 6 games. All other five games in that event
were won by the humans.
Later, only one more bot-win against a low pro at h7. 
http://www.computer-go.info/h-c/index.html

Without special techniques the h7 wall will stand for a long time.

Ingo.

PS: Once again I would like to mention my report on Laziness of Monte Carlo, 
at  http://www.althofer.de/mc-laziness.pdf
In the meantime, a student has found the same phenomenon in UCT search
(instead of basic MC). Also in discrete online optimization (so outside
of combinatorial games) it has been observed by another Ph.D. student
of mine: porcedures on Monte Carlo basis are stronger when they have
the impression that the situation is tense.
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Re: [computer-go] (no subject)

2009-08-19 Thread Don Dailey

 PS: Once again I would like to mention my report on Laziness of Monte
 Carlo, at  http://www.althofer.de/mc-laziness.pdf
 In the meantime, a student has found the same phenomenon in UCT search
 (instead of basic MC). Also in discrete online optimization (so outside
 of combinatorial games) it has been observed by another Ph.D. student
 of mine: porcedures on Monte Carlo basis are stronger when they have
 the impression that the situation is tense.


Laziness is something we all agree on.  This is not in dispute.

But how do you create the required tension in a way that produces a program
that plays the game better?   I don't mean selected positions, but the
entire game.


- Don






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Re: [computer-go] (no subject)

2009-04-21 Thread Łukasz Lew
I like the idea very much.
But the coding effort is mostly in the GUI so it depends whether
gogui's (or other GUIS's) author will like the idea.

It has great commercial/popularity potential.
But it is not so important for research.

Lukasz

On Tue, Apr 21, 2009 at 07:35, Ingo Althöfer 3-hirn-ver...@gmx.de wrote:
 Hello,

 during the last weekend I have tried (for the
 first time) to use commercial go programs
 to analyse some games played between human
 players (on KGS).
 The idea was to use the bots for blunderchecks.
 So, I was looking for positions where the
 evaluation (in win  percentages) jumped or
 dropped between consecutive moves.


 *** Concrete Example ***

 Amongst others I looked at a game between
 bwilcox[3d] and harleqin [2d], played on April 20,
 2009, starting time 5:31 [CEST]. You can download
 the sgf for instance from the KGS archive at
 http://www.gokgs.com/gameArchives.jsp?user=Harleqin

 (By the way, bwilcox might be Bruce Wilcox, one of
 the veterans in computer go.)


 Both programs in my analysis claimed that
 77.f13 was a big error:
 * In Leela the score dropped from 50.5 to 41.4 .
 * In ManyFaces the score dropped from 50.0 to 45.8 .

 Instead of 77.f13, both programs proposed 77.d14,
 with the possible continuation 78.e14 79.d13 .

 I discussed these findings with Harleqin, and
 he agreed that 77.f13 was a move that brought him
 into problems.


 *** General Wish ***

 Unfortunately current, (commercial) go programs
 (including Leela and ManyFaces) do not have a user
 interface that allows for COMFORTABLE analysis of
 games. The user has to click lots of buttons when
 jumping back and forth in some sgf.

 My wish is to have something similar to that, what has become
 standard in computer chess programs in the mid 1990's:
 * on the left half of the screen the diagram of the board
 * on the right half a list (not only sgf, but also with
  move numbers included)
 * the program is computing in analysis (infinite) mode
 * when the user clicks (by mouse) on any move in the move list
  then the program jumps immediately to this position and
  starts analysing (of course this position is shown in the diagram)
 * of course the screen should all the time show (in fat font)
  what the value of komi in the game under investigation is.

 * Another big wish: the programs should allow for some k-best mode
 where not only the best but the k best moves are computed (k being
 some integer specified by the user).

 Ingo.
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Re: [computer-go] (no subject)

2009-04-21 Thread Don Dailey
Yes, this is a powerful feature that all chess interfaces have.

There is one issue with GTP that will have to be kludged around - there is
no way to stop an engine from thinking that is provided naturally by gtp.
GTP has the nice feature that you can pipe in commands from a file, but it's
not an ideal protocol for a sophisticated interface.

Therefore, it is impossible to build a workable interface for all programs
without requiring some basic modification to the protocol.

I believe the protocol should have a special mode for this, the ability to
accept commands even while busy - the ability to communicate asynchronously
which is required to build the more sophisticated interfaces.

I don't want to open up a can of worms here - this has been discussed on
this list before.  But it's a necessary step that will have to be taken
sooner or later and I would personally prefer it's hea

- Don




On Tue, Apr 21, 2009 at 5:48 AM, Łukasz Lew lukasz@gmail.com wrote:

 I like the idea very much.
 But the coding effort is mostly in the GUI so it depends whether
 gogui's (or other GUIS's) author will like the idea.

 It has great commercial/popularity potential.
 But it is not so important for research.

 Lukasz

 On Tue, Apr 21, 2009 at 07:35, Ingo Althöfer 3-hirn-ver...@gmx.de
 wrote:
  Hello,
 
  during the last weekend I have tried (for the
  first time) to use commercial go programs
  to analyse some games played between human
  players (on KGS).
  The idea was to use the bots for blunderchecks.
  So, I was looking for positions where the
  evaluation (in win  percentages) jumped or
  dropped between consecutive moves.
 
 
  *** Concrete Example ***
 
  Amongst others I looked at a game between
  bwilcox[3d] and harleqin [2d], played on April 20,
  2009, starting time 5:31 [CEST]. You can download
  the sgf for instance from the KGS archive at
  http://www.gokgs.com/gameArchives.jsp?user=Harleqin
 
  (By the way, bwilcox might be Bruce Wilcox, one of
  the veterans in computer go.)
 
 
  Both programs in my analysis claimed that
  77.f13 was a big error:
  * In Leela the score dropped from 50.5 to 41.4 .
  * In ManyFaces the score dropped from 50.0 to 45.8 .
 
  Instead of 77.f13, both programs proposed 77.d14,
  with the possible continuation 78.e14 79.d13 .
 
  I discussed these findings with Harleqin, and
  he agreed that 77.f13 was a move that brought him
  into problems.
 
 
  *** General Wish ***
 
  Unfortunately current, (commercial) go programs
  (including Leela and ManyFaces) do not have a user
  interface that allows for COMFORTABLE analysis of
  games. The user has to click lots of buttons when
  jumping back and forth in some sgf.
 
  My wish is to have something similar to that, what has become
  standard in computer chess programs in the mid 1990's:
  * on the left half of the screen the diagram of the board
  * on the right half a list (not only sgf, but also with
   move numbers included)
  * the program is computing in analysis (infinite) mode
  * when the user clicks (by mouse) on any move in the move list
   then the program jumps immediately to this position and
   starts analysing (of course this position is shown in the diagram)
  * of course the screen should all the time show (in fat font)
   what the value of komi in the game under investigation is.
 
  * Another big wish: the programs should allow for some k-best mode
  where not only the best but the k best moves are computed (k being
  some integer specified by the user).
 
  Ingo.
  --
  Neu: GMX FreeDSL Komplettanschluss mit DSL 6.000 Flatrate +
 Telefonanschluss für nur 17,95 Euro/mtl.!*
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Re: [computer-go] (no subject)

2009-04-21 Thread Don Dailey
My email got cut off near the end.My final thought was that it would be
preferable to stick with GTP, just a revised asynchronous version.

-  Don


2009/4/21 Don Dailey dailey@gmail.com

 Yes, this is a powerful feature that all chess interfaces have.

 There is one issue with GTP that will have to be kludged around - there is
 no way to stop an engine from thinking that is provided naturally by gtp.
 GTP has the nice feature that you can pipe in commands from a file, but it's
 not an ideal protocol for a sophisticated interface.

 Therefore, it is impossible to build a workable interface for all programs
 without requiring some basic modification to the protocol.

 I believe the protocol should have a special mode for this, the ability to
 accept commands even while busy - the ability to communicate asynchronously
 which is required to build the more sophisticated interfaces.

 I don't want to open up a can of worms here - this has been discussed on
 this list before.  But it's a necessary step that will have to be taken
 sooner or later and I would personally prefer it's hea

 - Don





 On Tue, Apr 21, 2009 at 5:48 AM, Łukasz Lew lukasz@gmail.com wrote:

 I like the idea very much.
 But the coding effort is mostly in the GUI so it depends whether
 gogui's (or other GUIS's) author will like the idea.

 It has great commercial/popularity potential.
 But it is not so important for research.

 Lukasz

 On Tue, Apr 21, 2009 at 07:35, Ingo Althöfer 3-hirn-ver...@gmx.de
 wrote:
  Hello,
 
  during the last weekend I have tried (for the
  first time) to use commercial go programs
  to analyse some games played between human
  players (on KGS).
  The idea was to use the bots for blunderchecks.
  So, I was looking for positions where the
  evaluation (in win  percentages) jumped or
  dropped between consecutive moves.
 
 
  *** Concrete Example ***
 
  Amongst others I looked at a game between
  bwilcox[3d] and harleqin [2d], played on April 20,
  2009, starting time 5:31 [CEST]. You can download
  the sgf for instance from the KGS archive at
  http://www.gokgs.com/gameArchives.jsp?user=Harleqin
 
  (By the way, bwilcox might be Bruce Wilcox, one of
  the veterans in computer go.)
 
 
  Both programs in my analysis claimed that
  77.f13 was a big error:
  * In Leela the score dropped from 50.5 to 41.4 .
  * In ManyFaces the score dropped from 50.0 to 45.8 .
 
  Instead of 77.f13, both programs proposed 77.d14,
  with the possible continuation 78.e14 79.d13 .
 
  I discussed these findings with Harleqin, and
  he agreed that 77.f13 was a move that brought him
  into problems.
 
 
  *** General Wish ***
 
  Unfortunately current, (commercial) go programs
  (including Leela and ManyFaces) do not have a user
  interface that allows for COMFORTABLE analysis of
  games. The user has to click lots of buttons when
  jumping back and forth in some sgf.
 
  My wish is to have something similar to that, what has become
  standard in computer chess programs in the mid 1990's:
  * on the left half of the screen the diagram of the board
  * on the right half a list (not only sgf, but also with
   move numbers included)
  * the program is computing in analysis (infinite) mode
  * when the user clicks (by mouse) on any move in the move list
   then the program jumps immediately to this position and
   starts analysing (of course this position is shown in the diagram)
  * of course the screen should all the time show (in fat font)
   what the value of komi in the game under investigation is.
 
  * Another big wish: the programs should allow for some k-best mode
  where not only the best but the k best moves are computed (k being
  some integer specified by the user).
 
  Ingo.
  --
  Neu: GMX FreeDSL Komplettanschluss mit DSL 6.000 Flatrate +
 Telefonanschluss für nur 17,95 Euro/mtl.!*
 http://dslspecial.gmx.de/freedsl-surfflat/?ac=OM.AD.PD003K11308T4569a
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[computer-go] (no subject)

2007-04-11 Thread esa . seuranen

Hello, a small set of a low dan datapoints:

I've been playing 9x9 go against MoGoBot on KGS as white
(with guest acount guest47) with komi 0,5. My result
sofar is 4 wins and 9 losses, which was a nice surprise
for me (as an European 3 dan), since I wasn't expecting
MoGoBot to be that strong.

I'm curious to know, how many playouts (in Sensei's 100k
is mentioned for CGOS) MoGoBot plays, i.e., how serious
version is it?

-Esa
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Re: [computer-go] (no subject)

2007-04-11 Thread Sylvain Gelly

Hello,

I'm curious to know, how many playouts (in Sensei's 100k

is mentioned for CGOS) MoGoBot plays, i.e., how serious
version is it?



This version plays on a intel core2 duo, and on a 10 minutes game, it makes
between 40 and 5 playouts per move (more at the beginning). The
current version is the one which participated to last KGS tournament this
sunday, and is called MoGo_G3.4bb on the new CGOS. BTW, on CGOS it is rated
incredibly weaker than the G3.4 version (lesson n°1 never try new untested
parameters on a tournament :-p).
I still don't understand how it can change so much between G3.4 and G3.4bb,
maybe it is not noticeable for humans? It is really a surprise for me.
BTW Don, is it possible to have access to crosstables of old standings on
old CGOS (http://cgos.boardspace.net/9x9.html), it may useful for some in
some situations to see old versions (at least for some time).

I hope I answer here your questions.
Sylvain
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[computer-go] (no subject)

2007-04-11 Thread esa . seuranen
This version plays on a intel core2 duo, and on a 10 minutes game, it 
makes between 40 and 5 playouts per move (more at the 
beginning).

snip

I hope I answer here your questions.
Sylvain


Thanks for the info, my desire of MoGoBot knowledge has been satisfied ;)

-Esa
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Re: [computer-go] another subject?

2007-03-26 Thread Erik van der Werf

On 3/25/07, forrest curo [EMAIL PROTECTED] wrote:

Does this bunch ever get around to the merits of various ways of
representing the board and arriving at moves?


Sure, e.g.:

http://computer-go.org/pipermail/computer-go/2006-December/thread.html#7452



For example, something I suggested the last time I was on a computer go
list, back in the 90's: Take an array of 7 64-bit integers...


It seems you have lots of catching up to do in reading the old archives...

E.
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Re: [computer-go] another subject?

2007-03-26 Thread Don Dailey
 For example, something I suggested the last time I was on a computer
go 
 list, back in the 90's: Take an array of 7 64-bit integers...

I believe very similar techniques are pretty common - I don't know
how common but it's been used before. 

I believe you might as well just use use bit-boards - where one color
is represented as a single large integer.   For a large board such
as 19x19 (or even 9x9) you have to fake it,  building your own 
routines or using a bignum library to do the shifts and other logical
operations - but it's still very fast for many operations.  Shifting
is a bit of a bottleneck but on a 64 bit computer you are doing a
lot of work in parallel with a 64 bit shift.One good thing about
this is most operations do not require conditional branching which
can be a killer to modern processors when it's not easy to predict
which direction the branch will go.I don't keep up with this
much these days - perhaps the state of the art has improved?  

I did such a move generator in a high level language.  It's very
tiny, as the code to make and test a move are just a few
logical operators.  So the code to do this is very clean and 
compact and is quickly debugged.

It's a little inconvenient to decode a bit board - for instance
if you have a bit board representing all the legal moves and you
wish to grab them one at a time inside a loop, then you need an
efficient routine for finding an arbitrary bit.   Some processors
have an instruction built into them to do this - something to
find the left-most or right-most bit set (it's often cast as a
problem of counting how many zero bits on the left or right, but
it's the same thing.)

I'm not sure the instruction is always fast however.  There are
lots of interesting ways to construct such a routine but it
becomes even more elaborate when you have artifically long
integers - you must do this 1 piece at a time. 

Still, I have long considered writing a program this way - just
to see for myself if it can be made fast.Some chess programs
use the technique to advantage, even on 32 bit computers even
though it's faster and more natural on 64 bit computers for Chess.

You shold go ahead a build an engine using your ideas.   As a 
group we have developed an almost standardized performance test - 
see how fast you can generate uniformly random moves by playing
a few thousand random games.   Compare it with the numbers that
have been posted on this group.

Your idea is useful if it can be show to be superior in some
way to other move generation techniques.  It may be superior
in speed or some other metric.  

- Don



On Sun, 2007-03-25 at 18:55 +, forrest curo wrote:
 Since I signed up for this list, I've been receiving all sorts of 
 material about how to test existing programs against one another.
 
 Does this bunch ever get around to the merits of various ways of 
 representing the board and arriving at moves?
 
 For example, something I suggested the last time I was on a computer go 
 list, back in the 90's: Take an array of 7 64-bit integers...
 
 Put the top row of the board into bits 58-40 of the second integer, the 
 next row into the same part of the third integer,  so-on until the 7th 
 row fits into bits 38-20 of the first integer (and the 14th into bits 
 19-1.) Bits 59-40 of the first integer, 18-0 of the 7th integer, are 
 zeroed out (representing rows off the top and the bottom of the board, 
 respectively.)
 
 If we're showing the spaces on a vacant board, for example, that's
 
 $0eenothing -row 7-row 14
 $eee  row 1--row 8--row 15
 $eee  row 2--row 9--row 16
 $eee  row 3--row 10--row 17
 $eee  row 4--row 11--row 18
 $eee  row 5--row 12--row 19
 $ee0row 6--row 13--nothing
 
  Seven large numbers showing the presence or absence of one condition 
 (in this case, an empty intersection) at each point.
 
 Not useful? If you have an array like this, and another like it showing 
 the location of all the black spaces, a few shifts and bitwise logical 
 operations will give you a new array showing all the breathing spaces of 
 all black chains on the board.
 
 It takes at least two such arrays to fully represent a go position, with 
 considerable redundancy at that, even more so if you use separate arrays 
 for black stones, white stones, empties--but on a true 64-bit machine, 
 one ought to be able to test for all sorts of local configurations 
 really FAST.
 
 Even on the plain old 32 bit pc I was using back when I actually worked 
 on this, I found the representation above was good for quickly detecting 
 captures (etc). These days, considering trying again, still on 32 bits, 
 I'm inclined to use 19-integer arrays for the sake of keeping things 
 simple  debuggable. But maybe someone else will find a use for this 
 system--or suggest an arrangement I might find more useful?
 
 Forrest 

Re: [computer-go] another subject?

2007-03-25 Thread forrest curo
Since I signed up for this list, I've been receiving all sorts of 
material about how to test existing programs against one another.


Does this bunch ever get around to the merits of various ways of 
representing the board and arriving at moves?


For example, something I suggested the last time I was on a computer go 
list, back in the 90's: Take an array of 7 64-bit integers...


Put the top row of the board into bits 58-40 of the second integer, the 
next row into the same part of the third integer,  so-on until the 7th 
row fits into bits 38-20 of the first integer (and the 14th into bits 
19-1.) Bits 59-40 of the first integer, 18-0 of the 7th integer, are 
zeroed out (representing rows off the top and the bottom of the board, 
respectively.)


If we're showing the spaces on a vacant board, for example, that's

$0eenothing -row 7-row 14
$eee  row 1--row 8--row 15
$eee  row 2--row 9--row 16
$eee  row 3--row 10--row 17
$eee  row 4--row 11--row 18
$eee  row 5--row 12--row 19
$ee0row 6--row 13--nothing

Seven large numbers showing the presence or absence of one condition 
(in this case, an empty intersection) at each point.


Not useful? If you have an array like this, and another like it showing 
the location of all the black spaces, a few shifts and bitwise logical 
operations will give you a new array showing all the breathing spaces of 
all black chains on the board.


It takes at least two such arrays to fully represent a go position, with 
considerable redundancy at that, even more so if you use separate arrays 
for black stones, white stones, empties--but on a true 64-bit machine, 
one ought to be able to test for all sorts of local configurations 
really FAST.


Even on the plain old 32 bit pc I was using back when I actually worked 
on this, I found the representation above was good for quickly detecting 
captures (etc). These days, considering trying again, still on 32 bits, 
I'm inclined to use 19-integer arrays for the sake of keeping things 
simple  debuggable. But maybe someone else will find a use for this 
system--or suggest an arrangement I might find more useful?


Forrest Curo
San Diego
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