Re: [computer-go] Interesting problem

2007-01-01 Thread Mark Boon


On 31-dec-06, at 15:34, David Fotland wrote:

A strong chinese player using chinese rules will pick up a point or  
two
during the dame filling stage when playing a strong japanese  
player. The
Chiense player will choose earlier moves that gain a later dame  
point that

the japanese player will think have no benefit over other moves.


I'm rather late to the discussion, having been on vacation, but the  
above seems strange. Choosing a move that will gain a later dame  
point is equivalent to making a point. Therefore by definition the  
move the chinese player made was not a dame point.


As long as both players fill in dame, the Chinese player will never  
gain a point. The only case where I've seen strong Chinese players  
gain a point very late in the game against other strong players is by  
winning the last half-point ko but instead of filling it he fills  
another dame-point. Provided he has many more ko-threats so he can  
wait filling the ko until all dame are filled he gains either zero or  
two points (depending on whether the number of remaining dame was  
even or uneven.).


Mark

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RE: [computer-go] Interesting problem

2006-12-31 Thread dave . devos
I disagree that in Chinese rules a player can afford to play 
unnecessary defensive moves inside his territory. If you play an 
unneccessary move inside your territory while there are still dame 
points, you will lose points under Chinese rules, because your move 
has no value, but your opponent will fill a dame which has value. So 
the only way you can play inside of your territory in Chinese rules 
whithout losing points is to do it after all dame points are filled. 
You would have to postpone your potentially neccessary defensive moves 
until all damepoints are filled, which is usually too late if there 
really was a threat.
 
My conclusion is that there is hardly any difference between Chinese 
and Japanese rules in penalizing unneccessary defensive moves inside 
you territory. There is only one useful moment under Chinese rules 
where you can play an unneccessary defensive move whithout losing 
points: just after your opponent filled the last dame. Playing 
defensive moves after your opponent passes would cost nothing in 
Chinese rules, but i don't see any usefullness in this. 

Dave 

- Oorspronkelijk bericht -
Van: David Fotland <[EMAIL PROTECTED]>
Datum: zondag, december 31, 2006 6:34 pm
Onderwerp: RE: [computer-go] Interesting problem
> People who play by Japanese rules fill the dame before passing and 
> scoring.Professional game records leave those moves out since they 
> are irrelevant, 
> but if you go to a club and watch people playing, they usually 
> fill the dame 
> before passing. Sometimes you will see a verbal agreement that 
> the game is 
> over and both players will fill dame at the same time. 
> 
> A strong chinese player using chinese rules will pick up a point 
> or two 
> during the dame filling stage when playing a strong japanese 
> player. The 
> Chiense player will choose earlier moves that gain a later dame 
> point that 
> the japanese player will think have no benefit over other moves. 
> 
> Japanese rules has the minor advantage that they penalize plays 
> into your 
> opponent's terrioty that are not answered, so it is more risky in 
> Japaneserules to make an unsound invasion at the end of the game. 
> Chinese rules 
> tolerates making these invasions and making safety moves to ensure 
> aen enemy 
> group is dead, or even taken off the board. This is why computer 
> competitions like chinese rules. Japanese rules make the game more 
> difficult. 
> 
> Chinese rules have the advantage of being more elegant. Disputes 
> over group 
> status can be played out. Japanese rules require agreement on 
> group status, 
> and there are rare situations that are very difficult to resolve. 
> 
> Most of the world plays be Japanese rules, so any commercial 
> program must 
> implement Japanese rules. 
> 
> David 
> 
> > -Original Message- 
> > From: [EMAIL PROTECTED] 
> > [mailto:[EMAIL PROTECTED] On Behalf Of Don 
Dailey 
> > Sent: Sunday, December 31, 2006 7:08 AM 
> > To: computer-go 
> > Subject: Re: [computer-go] Interesting problem 
> > 
> > 
> > On Sun, 2006-12-31 at 13:00 +, Jacques Basaldúa wrote: 
> > > I don't agree on that. If you are used to Chinese 
> > > and watch a Japanese game, you won't see any kind 
> > > of silly moves (assuming they are not silly to a 
> > > Japanese observer). 
> > 
> > That's not true. The Chinese player (who has never 
> > heard of Japanese rules) will be confused by the 
> > "foolish" pass moves when the Japanese player 
> > refuses to fill dame. If he insists on his own 
> > limited perspective (like Japanese players often 
> > do) he will consider the Japanese player to be 
> > stupid for not taking those free points. 
> > 
> > I would point out that in Chinese, every stone on 
> > the board is territory, even if you define that 
> > to be "wrong." 
> > 
> > But it's not just the playing phase, it's the scoring 
> > phase where things are reckoned differently. This 
> > is where there is no right or wrong point of view, but 
> > you must pick one and agree on it. 
> > 
> > 
> > 
> > > The idea is: when there is 
> > > territory to be won, win it. That's the best you 
> > > can do by any ruleset. For strong players, the 
> > > ruleset does not make much difference (some minor 
> > > differences exist even between different Japanese 
> > > rulesets.) When there is no more territory to be 
> > > won, the game is finished, but that not easy to 
> > > understand for weak players. That's why the Chinese 
> > > ruleset indulgently ignores unne

RE: [computer-go] Interesting problem

2006-12-31 Thread David Fotland
People who play by Japanese rules fill the dame before passing and scoring.
Professional game records leave those moves out since they are irrelevant,
but if you go to a club and watch people playing, they usually fill the dame
before passing.  Sometimes you will see a verbal agreement that the game is
over and both players will fill dame at the same time.

A strong chinese player using chinese rules will pick up a point or two
during the dame filling stage when playing a strong japanese player.  The
Chiense player will choose earlier moves that gain a later dame point that
the japanese player will think have no benefit over other moves.

Japanese rules has the minor advantage that they penalize plays into your
opponent's terrioty that are not answered, so it is more risky in Japanese
rules to make an unsound invasion at the end of the game.  Chinese rules
tolerates making these invasions and making safety moves to ensure aen enemy
group is dead, or even taken off the board.  This is why computer
competitions like chinese rules.  Japanese rules make the game more
difficult.

Chinese rules have the advantage of being more elegant.  Disputes over group
status can be played out.  Japanese rules require agreement on group status,
and there are rare situations that are very difficult to resolve.

Most of the world plays be Japanese rules, so any commercial program must
implement Japanese rules.

David

> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Don Dailey
> Sent: Sunday, December 31, 2006 7:08 AM
> To: computer-go
> Subject: Re: [computer-go] Interesting problem
> 
> 
> On Sun, 2006-12-31 at 13:00 +, Jacques Basaldúa wrote:
> > I don't agree on that. If you are used to Chinese
> > and watch a Japanese game, you won't see any kind
> > of silly moves (assuming they are not silly to a
> > Japanese observer).
> 
> That's not true.  The Chinese player (who has never
> heard of Japanese rules) will be confused by the
> "foolish" pass moves when the Japanese player 
> refuses to fill dame.   If he insists on his own
> limited perspective (like Japanese players often
> do) he will consider the Japanese player to be 
> stupid for not taking those free points.   
> 
> I would point out that in Chinese, every stone on 
> the board is territory, even if you define that
> to be "wrong."
> 
> But it's not just the playing phase, it's the scoring
> phase where things are reckoned differently.  This
> is where there is no right or wrong point of view, but
> you must pick one and agree on it.
> 
> 
> 
> > The idea is: when there is
> > territory to be won, win it. That's the best you
> > can do by any ruleset. For strong players, the
> > ruleset does not make much difference (some minor
> > differences exist even between different Japanese
> > rulesets.) When there is no more territory to be
> > won, the game is finished, but that not easy to
> > understand for weak players. That's why the Chinese
> > ruleset indulgently ignores unnecessary moves. Moves
> > made when the game is finished don't win anything
> > and don't mean anything (neither by Chinese rules).
> > They are objective wrong moves.
> 
> Yes, from Japanese eyes they are, but from Chinese eyes
> they are neutral.
> 
> I could just as easily say that if these moves do
> nothing,  why are they actually penalized in Japanese?
> I could say that Chinese is far more logical in that respect 
> and that Japanese rules are "wrong" because they 
> unfairly penalize you for moves that don't hurt your
> position in any way.  
> 
> But I'm not going to say that, because I accept that
> Japanese rules is a perfectly legitimate way to play
> the game.  It would really be silly of me to claim
> they are "wrong" because they are indulgent about
> not punishing PASS moves when there is territory to
> be gained.  
> 
> > Imagine a chess
> > game where you give mate, then you capture the
> > king and, after that, you still move your pawns.
> > If a human does that, its offensive for the
> > opponent. If a computer does that, its just wrong.
> 
> The chess analogy is wrong.  The rules define checkmate
> as the LAST MOVE.  Game is over.  There is nothing left
> to resolve.
> 
> Perhaps a better analogy is playing out a lost game in
> Chess.   Perhaps it's Q vs K and the losing side "makes"
> the opponent checkmate him.   Even in this case the
> losing side can hope for an accidental stalemate, which
> can happen with naive weaker players who are playing too
> fast.
> 
> Although some players may express annoyance 

Re: [computer-go] Interesting problem

2006-12-31 Thread Don Dailey
On Sun, 2006-12-31 at 13:00 +, Jacques Basaldúa wrote:
> I don't agree on that. If you are used to Chinese
> and watch a Japanese game, you won't see any kind
> of silly moves (assuming they are not silly to a
> Japanese observer). 

That's not true.  The Chinese player (who has never
heard of Japanese rules) will be confused by the
"foolish" pass moves when the Japanese player 
refuses to fill dame.   If he insists on his own
limited perspective (like Japanese players often
do) he will consider the Japanese player to be 
stupid for not taking those free points.   

I would point out that in Chinese, every stone on 
the board is territory, even if you define that
to be "wrong."

But it's not just the playing phase, it's the scoring
phase where things are reckoned differently.  This
is where there is no right or wrong point of view, but
you must pick one and agree on it.



> The idea is: when there is
> territory to be won, win it. That's the best you
> can do by any ruleset. For strong players, the
> ruleset does not make much difference (some minor
> differences exist even between different Japanese
> rulesets.) When there is no more territory to be
> won, the game is finished, but that not easy to
> understand for weak players. That's why the Chinese
> ruleset indulgently ignores unnecessary moves. Moves
> made when the game is finished don't win anything
> and don't mean anything (neither by Chinese rules).
> They are objective wrong moves. 

Yes, from Japanese eyes they are, but from Chinese eyes
they are neutral.

I could just as easily say that if these moves do
nothing,  why are they actually penalized in Japanese?
I could say that Chinese is far more logical in that respect
and that Japanese rules are "wrong" because they 
unfairly penalize you for moves that don't hurt your
position in any way.  

But I'm not going to say that, because I accept that
Japanese rules is a perfectly legitimate way to play
the game.  It would really be silly of me to claim
they are "wrong" because they are indulgent about
not punishing PASS moves when there is territory to
be gained.  

> Imagine a chess
> game where you give mate, then you capture the
> king and, after that, you still move your pawns.
> If a human does that, its offensive for the
> opponent. If a computer does that, its just wrong.

The chess analogy is wrong.  The rules define checkmate
as the LAST MOVE.  Game is over.  There is nothing left
to resolve.

Perhaps a better analogy is playing out a lost game in
Chess.   Perhaps it's Q vs K and the losing side "makes"
the opponent checkmate him.   Even in this case the
losing side can hope for an accidental stalemate, which
can happen with naive weaker players who are playing too
fast.

Although some players may express annoyance when a weaker
player continues to play out a lost game,  it's generally
understood that it's your right to play out a game as
far as you want.   To me,  it's far more rude to "pressure"
a weaker player to resign by heavy sighs, rolling your eyes
and demeaning him.  

The fact of the matter is that in Chinese, every stone 
is territory and in Japanese stones are just a kind of
infrastructure around the territory.

Although I respect both points of view,  I don't like
Japanese rules even though I understand them.   One big
beef I have with them is that it requires you to track all
the captured stones.   The board state isn't just the
board, it's the board and 2 cups full of stones.

Another beef is that if you move into your own territory,
you get "double penalized."   Notice how I am coloring
my point of view by Chinese standards?If you have a
good move in Chinese but you instead move into your own
territory,  you are punished in a natural way.  Japanese
is more heavy handed,  you get the natural consequences
of not playing the best move,  but then you get slapped
again for "reducing" your territory.   From a Chinese
players point of view, this is "wrong" because it's YOUR
TERRITORY to being with!   How can I be penalized for
moving into my own territorydu!

Please pardon me - for just a moment I was being narrow
minded thinking Chinese was the only viewpoint.

- Don







  


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Re: [computer-go] Interesting problem

2006-12-31 Thread Jacques Basaldúa

Don Dailey wrote:

>Your odds of finding a "winning move against a pro
>player" is different from finding one of the "best
>move(s)" in the position, ...

I agree. I was oversimplifying. It would be more
appropriate to say: Except, probably for the first
moves (as you point correctly, where the number of
playable moves is higher), the average ratio between
pro-level-playable-moves and legal-moves is *maybe*
1/100. There is sometimes only one (pro level)
playable move and sometimes two or three in, perhaps,
200 legal moves (decreasing while the board fills).

My numbers should only be taken as an orientation
of how small the probability is.

Of course, this does not pretend to be an argument
against MC. It is an answer to a post who related
this with infinite shift of Elo ratings against players
who "always loose". As I understood, Aloril,
used this to state that a random player does not
necessarily loose always, even against a pro.

I have been reading with much interest all that
has been posted on MC in the last months and it
sure is a promising way. I still have the doubt
if it could have some kind of ceiling in cases
where the more you approach the correct move
the more you loose, as in ladders. (see my post
"MC/UCT question" 6, December)


On the Chinese/Japanese question:

>This cuts both ways.  Wouldn't it be pretty silly if
>I was watching a Japanese game and continuously
>criticized certain moves as "wrong" based on Chinese
>standards?

I don't agree on that. If you are used to Chinese
and watch a Japanese game, you won't see any kind
of silly moves (assuming they are not silly to a
Japanese observer). The idea is: when there is
territory to be won, win it. That's the best you
can do by any ruleset. For strong players, the
ruleset does not make much difference (some minor
differences exist even between different Japanese
rulesets.) When there is no more territory to be
won, the game is finished, but that not easy to
understand for weak players. That's why the Chinese
ruleset indulgently ignores unnecessary moves. Moves
made when the game is finished don't win anything
and don't mean anything (neither by Chinese rules).
They are objective wrong moves. Imagine a chess
game where you give mate, then you capture the
king and, after that, you still move your pawns.
If a human does that, its offensive for the
opponent. If a computer does that, its just wrong.


Jacques.

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Re: [computer-go] Interesting problem

2006-12-30 Thread Don Dailey

On Sat, 2006-12-30 at 13:52 +, Jacques Basaldúa wrote:
> Aloril wrote:
> 
> > Actually given *enough* games "fully random including 
> > eye filling and passing moves" will win against a pro player.
> 
> That is "true", at least as it is true that a monkey would 
> write Hamlet typing at random long enough.
> 
> That probability is in the range of 1 to (x·100)^(y·100)
> where x and y are > 1. x represents the number of available 
> moves in hundreds (more than 100 typically) and y represents 
> the number of consecutive moves the random player has to 
> "guess". (The whole game and, therefore, also more than 
> hundred.) This number is below the probability of breaking 
> any type of cryptographic system (private key or public key) 
> by a fluke in the first guess. For practical reasons that 
> number is called zero. ;-)

Your odds of finding a "winning move against a pro player" is
different from finding one of the "best move(s)" in the position,
you can get away with making some non-optimal moves, otherwise
there would be no need for pro ranks.

If a 4 dan pro needs 2 stones to get equal chances against a 
6 dan pro, then there is a bit of wiggle room.

It's easier to think in terms of a random player beating the
ultimate player.I have no idea how many moves are playable
in the ultimate sense from the opening position - but I can
imagine that even surviving after playing 4 or 5 random moves
will be most unlikely.   But I imagine that the ultimate
player can take a few random plays and still beat a strong pro,
after all a strong pro can give 3 or 4 stones away for free 
against a weaker pro and still win!   But  a few
randomly placed stones is better than nothing at all!  Imagine
if those stones were not placed completely random but had just
a little bit of common sense added to them.   

The odds can be improved significantly with minor improvements,
such as biases against certain moves.   
"Don't move in the corner" for the first N moves, for instance,
will increase your odds of playing a complete game perfectly
by orders of magnitude!But still not enough to make it likely in
this universes lifetime.  

Many searching algorithms are based on this principle.  Simulated
annealing plays the odds like this with minor biases added to
random searches which can actually produce reasonable moves a
high percentage of the time.   One of the first MC style programs
used simulated annealing.

All these types of algorithms are based on the principle that a
random search given even the most minor help improves enormously,
and random search even by itself is a reasonable way to explore 
a very large space and get useful information very quickly.

Many people equate "random" search with "meaningless" search and
I believe it is why there is much resistance to the idea.   But
random search can be directed quite nicely. 

A very early MC program of mine tried to "evolve" a strategy using
a random search (PBIL) which is similar to simulated annealing and
genetic algorithms.It was quite effective at this strategy,
however there were serious limitations to the way I represented
knowledge of the game, which put a low ceiling on what it could
achieve.

I think this is a very promising approach except that it's almost
impossible to represent a strategy in a way that is compact, 
specific enough and fast enough to lend itself to a huge number 
of simulations.   The way I represented a playing strategy was
as a single list of moves, very much like Goggle, a go program
that uses simulated annealing to find a move.What was being
optimized was the ordering of the move list and the strategy
was to play the first legal move in the list.This plays
reasonable looking moves but is a very limited strategy.

The ideal kind of knowledge is admissibly correct knowledge.
Unfortunately, it's hard to come by in GO.   Even the 1 point
eye avoidance rule that seems so safe is not admissible.  

The rule, "don't move to the corners" for the first N moves
is another one of these rules.   Can it be proved that this
is NEVER the best move in the first N plays of the game?

Of course I expect N to be a reasonable number.  I think it's
clear that a corner move is not the best FIRST move,  but I
doubt this can actually be proved!Or maybe it can?  If
it can actually be taken advantage of or shown that a pass
move is better than a corner move,  that might be close to
a proof, close enough that I would accept it.   Of course I
am already convinced it is not the best first move.

Or can it at least be proved that in a perfectly played game,
a corner move would never happen in the first N moves where
N is a reasonable number?   I could see how positions might
be constructed early in the game where it IS the best move,
but could it ever be the best move in a perfectly played
game?Of course I don't expect an answer.
 
The point is that admissible heuristics would go a LONG
way in a random search  - just a few simple ones us

Re: [computer-go] Interesting problem

2006-12-30 Thread Jacques Basaldúa

Aloril wrote:

Actually given *enough* games "fully random including 
eye filling and passing moves" will win against a pro player.


That is "true", at least as it is true that a monkey would 
write Hamlet typing at random long enough.


That probability is in the range of 1 to (x·100)^(y·100)
where x and y are > 1. x represents the number of available 
moves in hundreds (more than 100 typically) and y represents 
the number of consecutive moves the random player has to 
"guess". (The whole game and, therefore, also more than 
hundred.) This number is below the probability of breaking 
any type of cryptographic system (private key or public key) 
by a fluke in the first guess. For practical reasons that 
number is called zero. ;-)


The problem of "towards infinite shift" of Elo rating of 
programs vs random is a different one. It is caused because
the probability formula never returns zero (except for 
infinite difference), but it does return very small values 
(not as small as those of my previous argument). 


One possible solution would be to force this value to zero
(statisticians do that for problems related with goodness 
of fit) when the number of expected wins is below 5 in n.

Where n a reasonable guess for the number of games
the bot can play. Using this, there would be a maximum 
Elo difference above which nothing should be computed 
or, even better, the game should not be played at all.


But there is, of course, the possibility of a win due
to an Internet fail, a bug, the operator resigned to 
power off the computer .. and the this probability is 
equal for both. So probably doing nothing is also an 
wise option. ;-)


Jacques.


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Re: [computer-go] Interesting problem

2006-12-29 Thread Stuart A. Yeates

Is there a reason why we need to decide, in advance, which of these many
candidates should be the anchorman? If we set up a whole swathe of them,
surely a week of random even games answers many of these questions and gets
us well on our way to a stable basis for a 19x19 competition? Maybe after
the first 100 games between each pairing we can even play at random
handicaps. I realise that there are questions that even this will not
answer, but at least we will have numbers to argue over.

I suggest:

a) everyone who has knows of a reasonable contender for the role posts a URL
and details of how to set it up.
b) those of us who have access to a machine that can reasonably run a go
player for a week offer to host / run one of these
c) once the resource constraints become clear it may be possible to host
more than one player per machine.

I'm more than happy to volunteer a machine week for such a purpose, and a
couple of hours to set a player up. Unfortunately my own computer-go player
will probably not be robustly playable in time.

cheers
stuart
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Re: [computer-go] Interesting problem

2006-12-29 Thread alain Baeckeroot
Le vendredi 29 décembre 2006 10:58, Aloril a écrit :
> On Thu, 2006-12-28 at 11:53 +0100, alain Baeckeroot wrote:
> > Le jeudi 28 décembre 2006 03:34, Don Dailey a écrit :
> > > I'm having an interesting problem - my hope is to set
> > > a random legal move making player (who doesn't fill
> > > 1 point eyes) at ELO zero. 
> > Hmm maybe i misunderstand. It seems to me that a random player
> > cannot have a fixed rating  (except -infinity) as it will lose
> > all his games against non random player. 
> 
> First thing: Don Dailey is talking about equivalent player to
> PythonBrown in 9x9 CGOS, not Random.
Oh , this might change  by 200 ELO ! Pythonbrown's rank depends mainly
on the number of weak program between it and the anchor.

> 
> > Or if it is set at zero ELO all other non random bot will slowly
> > drift toward +infinity.
> 
> Actually given *enough* games "fully random including eye filling and
> passing moves" will win against a pro player.
The *enough* is the problem. Considering the sun will burn the earth in
less than 10 billion year, it is statistically impossible
that a random player will win a strong dan player before the earth disapear.

Paraphrasing Linux coding style:
"An infinite number of monkey typing in GNU Emacs, would never make
a good go program"

> I did find one game where 
> pseudorandom player (==Random at CGOS) wins against GNU Go on 5x5 board.
> Haven't found one in 7x7 though.
http://homepages.cwi.nl/~tromp/go/legal.html
5x5 is 414 billion possible games,
7x7 is 8.3 x 10^22 
19x19 is 2 x 10^170
Dont waste your time looking for random win on 7X7, it will ~never happen.

I won't discuss this topic anymore, it already happened 1 year ago at the
beginning of cgos-9x9.

Alain
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Re: [computer-go] Interesting problem

2006-12-29 Thread Aloril
On Thu, 2006-12-28 at 11:53 +0100, alain Baeckeroot wrote:
> Le jeudi 28 décembre 2006 03:34, Don Dailey a écrit :
> > I'm having an interesting problem - my hope is to set
> > a random legal move making player (who doesn't fill
> > 1 point eyes) at ELO zero. 
> Hmm maybe i misunderstand. It seems to me that a random player
> cannot have a fixed rating  (except -infinity) as it will lose
> all his games against non random player. 

First thing: Don Dailey is talking about equivalent player to
PythonBrown in 9x9 CGOS, not Random.

However, for remainder of mail I'm talking mainly about actual random
player. I think it has finite, albeit negative rank at 9x9 CGOS.

Random statistics against PythonBrown:
Result: 348/2511
Win:   13.9%

It manages enough often to pass in position where weak opponent has
passed and its winning ;-)

On 19x19 I think win % would be significantly lower.

> Or if it is set at zero ELO all other non random bot will slowly
> drift toward +infinity.

Actually given *enough* games "fully random including eye filling and
passing moves" will win against a pro player. I did find one game where
pseudorandom player (==Random at CGOS) wins against GNU Go on 5x5 board.
Haven't found one in 7x7 though.

I don't know about if this holds true for "non eye filling random
player", sometimes it's impossible for it to randomly to play best
move ;-)

-- 
Aloril <[EMAIL PROTECTED]>
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Re: [computer-go] Interesting problem

2006-12-28 Thread alain Baeckeroot
Le jeudi 28 décembre 2006 18:47, Don Dailey a écrit :
> Yes,
> 
> Someone mentioned random as being infinitely weak but there is no
> such thing.Resigning on the first move is as weak as you can
> get.
> 
> The random player isn't really random, it doesn't fill it's eyes.
> There are strategies to play MUCH worse than random as you
> point out.

Ok maybe one can build worst than random program, they will converge faster 
toward -infinity :)

> 
> I don't believe the random player is particularly easy to take
> advantage of. Of course it's very easy to beat, but it has  
> no special "quirks" compared to more deterministic algorithms.

On CGOS 9X9 "GNUGo-1.2" is nearly 1000 ELO stronger than "Random",
and on kgs gnugo1pt2 is ranked 22k, this is incredibly weak.
10-games-beginner is stronger than this !

I think it would be totally useless to try to use such a randombot for
reference. The only use of random bot is for bug squashing in other engines,
and test for time limit.

Alain
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Re: [computer-go] Interesting problem

2006-12-28 Thread Don Dailey
Yes,

Someone mentioned random as being infinitely weak but there is no
such thing.Resigning on the first move is as weak as you can
get.

The random player isn't really random, it doesn't fill it's eyes.
There are strategies to play MUCH worse than random as you
point out.

I don't believe the random player is particularly easy to take
advantage of.  Of course it's very easy to beat, but it has 
no special "quirks" compared to more deterministic algorithms.

That's part of the reason I feel it's a good baseline.

- Don



On Thu, 2006-12-28 at 18:19 +0100, [EMAIL PROTECTED] wrote:
> I don't think it is possible to determine the weakest possible level.
> One could make a program that plays much worse than random. It would
> for instance rather fill its eyes than pass. I don't think any
> handicap will be enough to allow such a player to win. Especially when
> the (human) opponent knows the anti-tactics that were built into the
> program.
> 
> Dave
> 
> - Oorspronkelijk bericht -
> 
> Van: Don Dailey <[EMAIL PROTECTED]> 
> 
> Datum: donderdag, december 28, 2006 4:23 pm 
> 
> Onderwerp: Re: [computer-go] Interesting problem 
> 
> > 
> > 
> > On Wed, 2006-12-27 at 22:53 -0500, Don Dailey wrote: 
> > > It turns out that I did not turn off all of the stuff 
> > > that strengthened the random player - so hopefully I 
> > > have much weaker players now. 
> > > 
> > > (There was a bug that made the program too strong :-) 
> > > 
> > > - Don 
> > 
> > Addendum: 
> > 
> > However, there still is a large gap between purely random 
> > and 1 simulation MC. Well over 100 ELO points. 
> > 
> > - Don 
> > 
> > 
> > ___ 
> > computer-go mailing list 
> > computer-go@computer-go.org 
> > http://www.computer-go.org/mailman/listinfo/computer-go/ 
> >  
> ___
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Re: [computer-go] Interesting problem

2006-12-28 Thread dave . devos


I don't think it is possible to determine the weakest possible level. One could make a program that plays much worse than random. It would for instance rather fill its eyes than pass. I don't think any handicap will be enough to allow such a player to win. Especially when the (human) opponent knows the anti-tactics that were built into the program.
Dave
- Oorspronkelijk bericht -
Van: Don Dailey <[EMAIL PROTECTED]>
Datum: donderdag, december 28, 2006 4:23 pm
Onderwerp: Re: [computer-go] Interesting problem

> > > On Wed, 2006-12-27 at 22:53 -0500, Don Dailey wrote: > > It turns out that I did not turn off all of the stuff > > that strengthened the random player - so hopefully I > > have much weaker players now. > > > > (There was a bug that made the program too strong :-) > > > > - Don > > Addendum: > > However, there still is a large gap between purely random > and 1 simulation MC. Well over 100 ELO points. > > - Don > > > ___ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ > 
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Re: [computer-go] Interesting problem

2006-12-28 Thread Don Dailey


On Wed, 2006-12-27 at 22:53 -0500, Don Dailey wrote:
> It turns out that I did not turn off all of the stuff
> that strengthened the random player - so hopefully I
> have much weaker players now.
> 
> (There was a bug that made the program too strong :-)
> 
> - Don 

Addendum:

However,  there still is a large gap between purely random
and 1 simulation MC.   Well over 100 ELO points. 

- Don


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Re: [computer-go] Interesting problem

2006-12-28 Thread steve uurtamo
anyone
who plays by the rules qualifies as 30kyu.

s.



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Re: [computer-go] Interesting problem

2006-12-28 Thread alain Baeckeroot
Le jeudi 28 décembre 2006 03:34, Don Dailey a écrit :
> I'm having an interesting problem - my hope is to set
> a random legal move making player (who doesn't fill
> 1 point eyes) at ELO zero. 
Hmm maybe i misunderstand. It seems to me that a random player
cannot have a fixed rating  (except -infinity) as it will lose
all his games against non random player. 
Or if it is set at zero ELO all other non random bot will slowly
drift toward +infinity.

> 
> I feel this would define a nice standard that is
> easy to reproduce and verify experimentally and 
> at least would be a known quantity even 100 years
> from now.
Any GPL go engine fulfill the above requirements :)

Aloril did gtp patch for old gnugo, so it is possible to
use gnugo-1.2 and 2.0 as weak players, and gnugo 3.7.10 at default
level for stronger anchor (lower level are very poor in reading).

Alain
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Re: [computer-go] Interesting problem

2006-12-28 Thread Nick Apperson

This is an interesting problem.  It seems to me that the reality is that
when you are talking about non-ideal play, ranking systems aren't linear.
Program A could beat B which could beat C which could beat A.  How would you
rank those?  Clearly there is going to have to be some degree of arbitrary
selection.  I propose convenience as the best reason for picking one anchor
over another.  I think a completely random player is the only other choice
from a theoretically perfect player that doesn't have arbitrariness.  But,
by defining players relative to that anchor, we would really be measuring
how effectively a program exploits a weak player rather than how good the
program is.

It is my opinion that it is more important to have a relative ranking system
than an absolute system.

- Nick

On 12/28/06, Aloril <[EMAIL PROTECTED]> wrote:


On Wed, 2006-12-27 at 21:34 -0500, Don Dailey wrote:
> I'm having an interesting problem - my hope is to set
> a random legal move making player (who doesn't fill
> 1 point eyes) at ELO zero.
>
> I feel this would define a nice standard that is
> easy to reproduce and verify experimentally and
> at least would be a known quantity even 100 years
> from now.
>
> But I'm having a difficult time creating players
> who are slightly better than this at 19x19.  I need
> incrementally better and better players.

I suspect this is quite hard problem. On 9x9 we have some of this and I
suspect even there "do not fill eyes random" (PythonBrown) has not yet
settled (maybe 100-200 ELO overrated). Probably too few weak players ;-)
On 19x19 I think problem is much harder and required amount of
intermediate players is much bigger. I'm of course interested in hearing
your experimentation results. Maybe I'm wrong and it is actually
feasible.

My vague recollection was that random player is maybe 200 kuy, "do not
fill eyes" adds 60 stones, atari detection adds about 20-30 stones,
idiotbot is maybe 100 kuy, weakbot50k maybe 50 kuy. However differences
between computers tend to be much bigger than when they play against
humans! For example GNU Go 2.0 can give Liberty 1.0 easily 9 stones and
win more than 50% of games (based on few ha9 test games), but at KGS
they are rated at 10k and 14k. Even WeakBot50k is rated at 20k while
latest GNU Go rated at 6k can give it numerous handicap stones (much
more than 14 stones, I think it's more than 40 stones).

Here is my proposal for anchor player: Use GNU Go 3.7.10 (or any enough
recent with super-ko support) at level 0 and use well defined
randomization on top of moves it returns. Ie. ask all_move_values (lists
only moves that gnugo considers positive) and add remaining moves and
then apply slight randomization so that it still plays close to original
strength but is much more unpredictable than GNU Go.

Example program (by blubb and me):
http://londerings.cvs.sourceforge.net/londerings/go/gtpTuner/

Reasons:
- reasonably strong, no need for huge amount of intermediate players
- source code available
- well known entity
- with some randomization should be unpredictable

I suspect that GNU Go without randomization is too predictable. This is
very clearly case on 9x9 board and possibly on 19x19 too.

--
Aloril <[EMAIL PROTECTED]>
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Re: [computer-go] Interesting problem

2006-12-28 Thread Aloril
On Wed, 2006-12-27 at 21:34 -0500, Don Dailey wrote:
> I'm having an interesting problem - my hope is to set
> a random legal move making player (who doesn't fill
> 1 point eyes) at ELO zero. 
> 
> I feel this would define a nice standard that is
> easy to reproduce and verify experimentally and 
> at least would be a known quantity even 100 years
> from now.
> 
> But I'm having a difficult time creating players
> who are slightly better than this at 19x19.  I need
> incrementally better and better players.

I suspect this is quite hard problem. On 9x9 we have some of this and I
suspect even there "do not fill eyes random" (PythonBrown) has not yet
settled (maybe 100-200 ELO overrated). Probably too few weak players ;-)
On 19x19 I think problem is much harder and required amount of
intermediate players is much bigger. I'm of course interested in hearing
your experimentation results. Maybe I'm wrong and it is actually
feasible.

My vague recollection was that random player is maybe 200 kuy, "do not
fill eyes" adds 60 stones, atari detection adds about 20-30 stones,
idiotbot is maybe 100 kuy, weakbot50k maybe 50 kuy. However differences
between computers tend to be much bigger than when they play against
humans! For example GNU Go 2.0 can give Liberty 1.0 easily 9 stones and
win more than 50% of games (based on few ha9 test games), but at KGS
they are rated at 10k and 14k. Even WeakBot50k is rated at 20k while
latest GNU Go rated at 6k can give it numerous handicap stones (much
more than 14 stones, I think it's more than 40 stones).

Here is my proposal for anchor player: Use GNU Go 3.7.10 (or any enough
recent with super-ko support) at level 0 and use well defined
randomization on top of moves it returns. Ie. ask all_move_values (lists
only moves that gnugo considers positive) and add remaining moves and
then apply slight randomization so that it still plays close to original
strength but is much more unpredictable than GNU Go.

Example program (by blubb and me): 
http://londerings.cvs.sourceforge.net/londerings/go/gtpTuner/

Reasons:
- reasonably strong, no need for huge amount of intermediate players
- source code available
- well known entity
- with some randomization should be unpredictable

I suspect that GNU Go without randomization is too predictable. This is
very clearly case on 9x9 board and possibly on 19x19 too.

-- 
Aloril <[EMAIL PROTECTED]>
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Re: [computer-go] Interesting problem

2006-12-28 Thread Chris Fant

I haven't really paid much attention to the previous few emails, but
if it is an effort at making a weak player (as the thread started
out), I shouldn't have to.  Why not just randomly chose (with a
programmable distribution) between making a move based on a simulation
and a completely random move?  This will give you adjustable play
quality somewhere between the two.


On 12/28/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:




  A more detailed version.

   1|  208  110   63   89   93  104  106   98  117  139  117   98  106  104
 93   89   63  110  208
2|  110   18868   12   17   17   22   39   22   17   17   12
   868   18  110
3|   638...266454662
   ...8   63
4|   896..2555444555
   2..6   89
5|   938.276   10   12   12   18   12   12   106
   72.8   93
6|  104   12256   11   14   16   17   23   17   16   14   11
   652   12  104
7|  106   1765   10   14   27   22   21   35   21   22   27   14
  1056   17  106
8|   98   1765   12   16   22   39   29   35   29   39   22   16
  1256   17   98
9|  117   2244   12   17   21   29   35   37   35   29   21   17
  1244   22  117
   10|  139   3954   18   23   35   35   37  178   37   29   35   23
  1845   39  139
   11|  117   2244   12   17   21   29   35   37   35   29   21   17
  1244   22  117
   12|   98   1765   12   16   22   39   29   35   29   39   22   16
  1256   17   98
   13|  106   1765   10   14   27   22   21   35   21   22   27   14
  1056   17  106
   14|  104   12256   11   14   16   17   23   17   16   14   11
   652   12  104
   15|   938.276   10   12   12   18   12   12   106
   72.8   93
   16|   896..2555444555
   2..6   89
   17|   638...266454662
   ...8   63
   18|  110   18868   12   17   17   22   39   22   17   17   12
   868   18  110
   19|  208  110   63   89   93  104  106   98  117  139  117   98  106  104
  93   89   63  110  208


 Dave Hillis
 -Original Message-
 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Cc: computer-go@computer-go.org
 Sent: Wed, 27 Dec 2006 11:58 PM
 Subject: Re: [computer-go] Interesting problem


Thanks Dave,

- Don

On Wed, 2006-12-27 at 23:50 -0500, [EMAIL PROTECTED] wrote:
> File attached. And also inline below Dave Hillis antminder on KGS



 
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Re: [computer-go] Interesting problem

2006-12-27 Thread dhillismail
 
  
  A more detailed version.
 
   1|  208  110   63   89   93  104  106   98  117  139  117   98  106  104   
93   89   63  110  208 
   2|  110   18868   12   17   17   22   39   22   17   17   12
868   18  110 
   3|   638...266454662
...8   63 
   4|   896..2555444555
2..6   89 
   5|   938.276   10   12   12   18   12   12   106
72.8   93 
   6|  104   12256   11   14   16   17   23   17   16   14   11
652   12  104 
   7|  106   1765   10   14   27   22   21   35   21   22   27   14   
1056   17  106 
   8|   98   1765   12   16   22   39   29   35   29   39   22   16   
1256   17   98 
   9|  117   2244   12   17   21   29   35   37   35   29   21   17   
1244   22  117 
  10|  139   3954   18   23   35   35   37  178   37   29   35   23   
1845   39  139 
  11|  117   2244   12   17   21   29   35   37   35   29   21   17   
1244   22  117 
  12|   98   1765   12   16   22   39   29   35   29   39   22   16   
1256   17   98 
  13|  106   1765   10   14   27   22   21   35   21   22   27   14   
1056   17  106 
  14|  104   12256   11   14   16   17   23   17   16   14   11
652   12  104 
  15|   938.276   10   12   12   18   12   12   106
72.8   93 
  16|   896..2555444555
2..6   89 
  17|   638...266454662
...8   63 
  18|  110   18868   12   17   17   22   39   22   17   17   12
868   18  110 
  19|  208  110   63   89   93  104  106   98  117  139  117   98  106  104   
93   89   63  110  208 
 
 
 

Dave Hillis 
-Original Message-
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Cc: computer-go@computer-go.org
Sent: Wed, 27 Dec 2006 11:58 PM
Subject: Re: [computer-go] Interesting problem


Thanks Dave,

- Don

On Wed, 2006-12-27 at 23:50 -0500, [EMAIL PROTECTED] wrote:
>  File attached. And also inline below   Dave Hillis antminder on KGS 

Check Out the new free AIM(R) Mail -- 2 GB of storage and industry-leading spam 
and email virus protection.
   1|  208  110   63   89   93  104  106   98  117  139  117   98  106  104   
93   89   63  110  208 
   2|  110   18868   12   17   17   22   39   22   17   17   12
868   18  110 
   3|   638...266454662
...8   63 
   4|   896..2555444555
2..6   89 
   5|   938.276   10   12   12   18   12   12   106
72.8   93 
   6|  104   12256   11   14   16   17   23   17   16   14   11
652   12  104 
   7|  106   1765   10   14   27   22   21   35   21   22   27   14   
1056   17  106 
   8|   98   1765   12   16   22   39   29   35   29   39   22   16   
1256   17   98 
   9|  117   2244   12   17   21   29   35   37   35   29   21   17   
1244   22  117 
  10|  139   3954   18   23   35   35   37  178   37   29   35   23   
1845   39  139 
  11|  117   2244   12   17   21   29   35   37   35   29   21   17   
1244   22  117 
  12|   98   1765   12   16   22   39   29   35   29   39   22   16   
1256   17   98 
  13|  106   1765   10   14   27   22   21   35   21   22   27   14   
1056   17  106 
  14|  104   12256   11   14   16   17   23   17   16   14   11
652   12  104 
  15|   938.276   10   12   12   18   12   12   106
72.8   93 
  16|   896..2555444555
2..6   89 
  17|   638...266454662
...8   63 
  18|  110   18868   12   17   17   22   39   22   17   17   12
868   18  110 
  19|  208  110   63   89   93  104  106   98  117  139  117   98  106  104   
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Re: [computer-go] Interesting problem

2006-12-27 Thread Don Dailey
Thanks Dave,

- Don

On Wed, 2006-12-27 at 23:50 -0500, [EMAIL PROTECTED] wrote:
>  File attached. And also inline below   Dave Hillis antminder on KGS 

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Re: [computer-go] Interesting problem

2006-12-27 Thread dhillismail
 File attached. And also inline below
 
Dave Hillis
antminder on KGS
 
1|   21   21   21   21   21   21   21   21   21   21   21   21   21   21   
21   21   21   21   21 
   2|   21   18868   12   17   17   21   21   21   17   17   12
868   18   21 
   3|   218...266454662
...8   21 
   4|   216..2555444555
2..6   21 
   5|   218.276   10   12   12   18   12   12   106
72.8   21 
   6|   21   12256   11   14   16   17   21   17   16   14   11
652   12   21 
   7|   21   1765   10   14   21   21   21   21   21   21   21   14   
1056   17   21 
   8|   21   1765   12   16   21   21   21   21   21   21   21   16   
1256   17   21 
   9|   21   2144   12   17   21   21   21   21   21   21   21   17   
1244   21   21 
  10|   21   2154   18   21   21   21   21   21   21   21   21   21   
1845   21   21 
  11|   21   2144   12   17   21   21   21   21   21   21   21   17   
1244   21   21 
  12|   21   1765   12   16   21   21   21   21   21   21   21   16   
1256   17   21 
  13|   21   1765   10   14   21   21   21   21   21   21   21   14   
1056   17   21 
  14|   21   12256   11   14   16   17   21   17   16   14   11
652   12   21 
  15|   218.276   10   12   12   18   12   12   106
72.8   21 
  16|   216..2555444555
2..6   21 
  17|   218...266454662
...8   21 
  18|   21   18868   12   17   17   21   21   21   17   17   12
868   18   21 
  19|   21   21   21   21   21   21   21   21   21   21   21   21   21   21   
21   21   21   21   21 

-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Wed, 27 Dec 2006 11:43 PM
Subject: Re: [computer-go] Interesting problem


Can you send me an attachment with the 19x19 data in a text
file? 

I will try a version for the 19x19 games and see what happens.

- Don



On Wed, 2006-12-27 at 23:35 -0500, [EMAIL PROTECTED] wrote:
> I'll post a 19x19 version if anyone is interested, but the lines will
> wrap around...   

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Check Out the new free AIM(R) Mail -- 2 GB of storage and industry-leading spam 
and email virus protection.
   1|   21   21   21   21   21   21   21   21   21   21   21   21   21   21   
21   21   21   21   21 
   2|   21   18868   12   17   17   21   21   21   17   17   12
868   18   21 
   3|   218...266454662
...8   21 
   4|   216..2555444555
2..6   21 
   5|   218.276   10   12   12   18   12   12   106
72.8   21 
   6|   21   12256   11   14   16   17   21   17   16   14   11
652   12   21 
   7|   21   1765   10   14   21   21   21   21   21   21   21   14   
1056   17   21 
   8|   21   1765   12   16   21   21   21   21   21   21   21   16   
1256   17   21 
   9|   21   2144   12   17   21   21   21   21   21   21   21   17   
1244   21   21 
  10|   21   2154   18   21   21   21   21   21   21   21   21   21   
1845   21   21 
  11|   21   2144   12   17   21   21   21   21   21   21   21   17   
1244   21   21 
  12|   21   1765   12   16   21   21   21   21   21   21   21   16   
1256   17   21 
  13|   21   1765   10   14   21   21   21   21   21   21   21   14   
1056   17   21 
  14|   21   12256   11   14   16   17   21   17   16   14   11
652   12   21 
  15|   218.276   10   12   12   18   12   12   106
72.8   21 
  16|   216..2555444555
2..6   21 
  17|   218...266454662
...8   21 
  18|   21   18868   12   17   17   21   21   21   17   17   12
868   18   21 
  19|   21   21   21   21   21   21   21   21   21   21   21   21   21   21   
21   21   21   21   21 
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Re: [computer-go] Interesting problem

2006-12-27 Thread Don Dailey
Can you send me an attachment with the 19x19 data in a text
file? 

I will try a version for the 19x19 games and see what happens.

- Don



On Wed, 2006-12-27 at 23:35 -0500, [EMAIL PROTECTED] wrote:
> I'll post a 19x19 version if anyone is interested, but the lines will
> wrap around...   

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Re: [computer-go] Interesting problem

2006-12-27 Thread dhillismail
  
 Here is a way to make a slightly smarter (and much prettier) random 
player. It is good for MC playout games too. For the first 20 or so plys, 
restrict the board spaces that can be filled to those commonly seen in human 
games.  
 Below is a table for 9x9 games (trained from SGF files). It is best seen 
in proportional font. 

abcdefghi  
   1|   21   17   16   14   13   14   16   17   21 
   2|   17   1064346   10   17 
   3|   166.....6   16 
   4|   144.....4   14 
   5|   133.....3   13 
   6|   144.....4   14 
   7|   166.....6   16 
   8|   17   1064346   10   17 
   9|   21   17   16   14   13   14   16   17   21 
 
 The random player can place a stone on any of the innermost 5x5 spaces 
(those with a '.') at any ply, but it can't place a stone on e2 before the 3rd 
ply, or b1 before the 17th ply, or a1 before the 21st ply, etc. I'll post a 
19x19 version if anyone is interested, but the lines will wrap around...
 
Dave Hillis
antminder on KGS
 

 
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Wed, 27 Dec 2006 10:53 PM
Subject: Re: [computer-go] Interesting problem


It turns out that I did not turn off all of the stuff
that strengthened the random player - so hopefully I
have much weaker players now.

(There was a bug that made the program too strong :-)

- Don


On Wed, 2006-12-27 at 21:34 -0500, Don Dailey wrote:
> I'm having an interesting problem - my hope is to set
> a random legal move making player (who doesn't fill
> 1 point eyes) at ELO zero. 
> 
> I feel this would define a nice standard that is
> easy to reproduce and verify experimentally and 
> at least would be a known quantity even 100 years
> from now.
> 
> But I'm having a difficult time creating players
> who are slightly better than this at 19x19.  I need
> incrementally better and better players.
> 
> But even a monte carlo program that does 1 simulation
> rarely loses, if my experiment is correct.
> 
> The way it's coded has this effect conceptually:
> 
>   1.  Pick a random move R
> 
>   2.  Play a random game from R
> 
>   3.  If the game is a win,  play R, otherwise
>   pick some other move chosen randomly.
> 
> 
> It's interesting that this strategy is so much stronger
> than completely random play, because it's very close
> to random, or so I thought.
> 
> I guess I have to make even this strategy more random.
> 
> I never thought I would have trouble making a weak
> player!
> 
> 
> - Don
> 
> 
>
> 
> 
> 
> 
> 
> 
> ___
> computer-go mailing list
> computer-go@computer-go.org
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Re: [computer-go] Interesting problem

2006-12-27 Thread Don Dailey
It turns out that I did not turn off all of the stuff
that strengthened the random player - so hopefully I
have much weaker players now.

(There was a bug that made the program too strong :-)

- Don


On Wed, 2006-12-27 at 21:34 -0500, Don Dailey wrote:
> I'm having an interesting problem - my hope is to set
> a random legal move making player (who doesn't fill
> 1 point eyes) at ELO zero. 
> 
> I feel this would define a nice standard that is
> easy to reproduce and verify experimentally and 
> at least would be a known quantity even 100 years
> from now.
> 
> But I'm having a difficult time creating players
> who are slightly better than this at 19x19.  I need
> incrementally better and better players.
> 
> But even a monte carlo program that does 1 simulation
> rarely loses, if my experiment is correct.
> 
> The way it's coded has this effect conceptually:
> 
>   1.  Pick a random move R
> 
>   2.  Play a random game from R
> 
>   3.  If the game is a win,  play R, otherwise
>   pick some other move chosen randomly.
> 
> 
> It's interesting that this strategy is so much stronger
> than completely random play, because it's very close
> to random, or so I thought.
> 
> I guess I have to make even this strategy more random.
> 
> I never thought I would have trouble making a weak
> player!
> 
> 
> - Don
> 
> 
>
> 
> 
> 
> 
> 
> 
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/

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[computer-go] Interesting problem

2006-12-27 Thread Don Dailey
I'm having an interesting problem - my hope is to set
a random legal move making player (who doesn't fill
1 point eyes) at ELO zero. 

I feel this would define a nice standard that is
easy to reproduce and verify experimentally and 
at least would be a known quantity even 100 years
from now.

But I'm having a difficult time creating players
who are slightly better than this at 19x19.  I need
incrementally better and better players.

But even a monte carlo program that does 1 simulation
rarely loses, if my experiment is correct.

The way it's coded has this effect conceptually:

  1.  Pick a random move R

  2.  Play a random game from R

  3.  If the game is a win,  play R, otherwise
  pick some other move chosen randomly.


It's interesting that this strategy is so much stronger
than completely random play, because it's very close
to random, or so I thought.

I guess I have to make even this strategy more random.

I never thought I would have trouble making a weak
player!


- Don


   






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