I think one problem with your current test is that it does way too much
(random) doubling. So you get huge total scores coming out, which adds
loads of noise to the results and makes it hard to be confident what it
means.
A simpler test might be to compare gnubg's best strategy against a "dumber"
current hidden layer with more nodes.
>
> ... But you might have different plans...
>
> -Ø
>
> On Thu, 28 Dec 2023, 01:26 Mark Higgins, wrote:
>
>> Thx!
>>
>> On Wed, Dec 27, 2023 at 7:20 PM Øystein Schønning-Johansen <
>> oyste...@gmail.com>
Thx!
On Wed, Dec 27, 2023 at 7:20 PM Øystein Schønning-Johansen <
oyste...@gmail.com> wrote:
> The normal contact position neural network had 250 inputs, 128 hidden
> nodes and 5 outputs.
>
> -Ø
>
> On Wed, 27 Dec 2023, 23:23 Mark Higgins, wrote:
>
>> Can someon
Can someone remind me pls - how many hidden nodes does the gnubg 0-ply bot
use in its neural networks? Thx!
I know Philippe Michel at some point created new benchmark databases; the
list archive has the message here:
https://lists.gnu.org/archive/html/bug-gnubg/2012-08/msg00010.html
Those links don't work anymore - can anyone point me to the most recent
versions of these files?
Similarly - are there
I've been looking at the gnubg benchmark databases, which have positions
represented as gnubg-nn position strings (20 characters,
like JIGHPAABDAOAHDPAABDA), rather than regular gnubg position IDs.
I found some code in gnubg.c that converts a gnubg-nn position string to a
list of checker counts;
I’d be interested in that new backgammon engine initiative!On Aug 4, 2023, at 1:59 PM, Øystein Schønning-Johansen wrote:(not harsh at all, Joseph!)Yes! I think everyone agree to that. The engine and the gui should be separated in two processes with a protocol between them.BTW. There is a new
I think Backgammon NJ uses their own net, but other iPhone apps do seem to
be based on GnuBG:
https://www.reddit.com/r/backgammon/comments/2urzom/are_there_good_backgammon_apps_for_the_iphone/
On Wed, Jun 15, 2016 at 11:06 AM, Ian Shaw wrote:
> Hi Sharon,
>
>
>
>
What training approach have you been using, if you don't mind elaborating?
On Jan 14, 2013, at 5:26 PM, Philippe Michel philippe.mich...@sfr.fr wrote:
On Fri, 11 Jan 2013, Stelios Togias wrote:
I was just wondering if is GnuBG being actively developed. Not so much as
in the GUI/program
Thanks gents!
On Aug 19, 2012, at 1:49 AM, Michael Petch mpe...@capp-sysware.com wrote:
On 2012-08-18 16:25, Philippe Michel wrote:
I have uploaded my updated benchmark files there :
crashed:http://dl.free.fr/kTXAotsaa
contact:http://dl.free.fr/kKwX4WzhM
race:
, Ian or
Mark Higgins.
Note that there currently are no weights files present. I can ask to
have an additional directory made where weights can be uploaded.
There is already nn-training/nets/. Anyway, the current weights file is in
CVS and experimental ones are small enough to be easily
Thx - can you calculate the gnubg 0-ply score against the new crashed
benchmarks?
On Jun 18, 2012, at 5:36 PM, Philippe Michel philippe.mich...@sfr.fr wrote:
On Tue, 5 Jun 2012, Philippe Michel wrote:
The benchmark database for the crashed positions seems seriously corrupted.
I have
I think the standard for cube decisions is to follow a Tesauro (2002) approach
of approximating cube decisions with a function that takes cubeless
probabilities and some measure of volatility (eg std dev of equity over the
next roll or two). I assume this is what GNUbg does?
Has anyone looked
I did some regressions of benchmark scores vs cubeless money play scores:
http://compgammon.blogspot.com/2012/02/bug-in-benchmark-calculation-fixed.html
Short story: almost all the money play score variation comes from Contact
benchmark score. There's a strong dependence of money score against
Can you clarify what rollout values of the outcome probability mean pls? eg
how do I turn those into a cubeful equity, or a cube decision?
Is there any benchmark for cube decisions directly, like whether to
double/redouble at the start of a turn, and whether the opponent should
take/pass?
to discuss your extra inputs?
n Ian
From: bug-gnubg-bounces+ian.shaw=riverauto.co...@gnu.org
[mailto:bug-gnubg-bounces+ian.shaw=riverauto.co...@gnu.org] On Behalf Of
Øystein Schønning-Johansen
Sent: 12 February 2012 16:39
To: Mark Higgins
Cc: bug-gnubg@gnu.org
Subject: Re: [Bug
Does anyone have the average error stats for 0-ply gnubg on the contact
benchmarks?
I see race crashed results at Joseph's page here:
http://homepages.ihug.co.nz/~peps/ngb/index-top.html
but can't find the contact result anywhere. (Though I'd guess it's pretty close
to the crashed error, ie
it.
-Øystein
2012/2/12 Mark Higgins migg...@gmail.com
Does anyone have the average error stats for 0-ply gnubg on the contact
benchmarks?
I see race crashed results at Joseph's page here:
http://homepages.ihug.co.nz/~peps/ngb/index-top.html
but can't find the contact result anywhere
the motivation for the current definition?
On Dec 17, 2011, at 12:22 PM, Øystein Schønning-Johansen wrote:
On Sat, Dec 17, 2011 at 4:05 PM, Mark Higgins migg...@gmail.com wrote:
I'm trying to find the exact definition gnubg uses for a crashed position.
The one reference I've found
Can anyone point me to a function to convert the keys in the benchmark dbs to a
board layout pls?
They don't look like 14-char position IDs, and checking this list archive I see
them occasionally referred to as Joseph-ID.
___
Bug-gnubg mailing
comparable?
gr boomslang
From: Mark Higgins migg...@gmail.com
To: bug-gnubg@gnu.org
Sent: Tuesday, 17 January 2012, 6:28
Subject: [Bug-gnubg] pubeval benchmark
How does gnubg perform against the pubeval benchmark in cubeless play?
I ask because I'm playing around with a backgammon
Does anyone know roughly how much of a cubeless money equity improvement 1-ply
enjoys over 0-ply? (And 2-ply vs 1-ply.) I googled around for a while but
couldn't find anything.
___
Bug-gnubg mailing list
Bug-gnubg@gnu.org
Hi all - when I see references to Berliner for contact inputs etc - am I
correct in assuming that refers to the 1980 Sci Am article Computer
Backgammon about BKG?
___
Bug-gnubg mailing list
Bug-gnubg@gnu.org
Of Mark
Higgins
Sent: 26 January 2012 13:55
To: bug-gnubg@gnu.org
Subject: [Bug-gnubg] Berliner
Hi all - when I see references to Berliner for contact inputs etc - am I
correct in assuming that refers to the 1980 Sci Am article Computer
Backgammon about BKG
Of Mark
Higgins
Sent: 26 January 2012 13:55
To: bug-gnubg@gnu.org
Subject: [Bug-gnubg] Berliner
Hi all - when I see references to Berliner for contact inputs etc - am I
correct in assuming that refers to the 1980 Sci Am article Computer
Backgammon about BKG
Wow - very handy - thanks very much for the detailed answer. I should be able
to run from here.
On Jan 23, 2012, at 5:37 AM, Øystein Schønning-Johansen oyste...@gmail.com
wrote:
I did this with glib and the GSocket classes. I guess you can connect to fibs
with whatever system you want.
Thanks Michael! Those are some great starting points.
On Jan 21, 2012, at 10:04 PM, Michael Petch wrote:
On 21/01/2012 7:41 PM, Mark Higgins wrote:
Can anyone point me to some docs on how I can connect my bot to play on
FIBS? I know gnubg did this, but I can't find the code.
Howdy Mark
I used the following post to define pubeval; is this the proper definition
still:
http://www.bkgm.com/rgb/rgb.cgi?view+610
?
On Jan 19, 2012, at 8:31 AM, Joseph Heled wrote:
Hi,
I just run 1 1 point match games between gnubg and pubeval. I
think this is the most fair, since there
:) I'll give it a try and check the couple games you sent.
On Jan 19, 2012, at 9:39 AM, Joseph Heled wrote:
I was asking for help, not for more work.
For example, anyone who implemented play against pubeval can check a
few of the moves I sent.
-Joseph
On 20 January 2012 03:35, Mark
, 0, -2, 0)
On 20 January 2012 03:45, Mark Higgins migg...@gmail.com wrote:
:) I'll give it a try and check the couple games you sent.
On Jan 19, 2012, at 9:39 AM, Joseph Heled wrote:
I was asking for help, not for more work.
For example, anyone who implemented play against pubeval
doesn't agree with the moves
selection in the games you sent.
In the first game, the first roll of pubeval (4-5) is played as 24/15,
and in the second game the first roll (52) is played as 13/8, 13/11.
Nikos
On 19/1/2012 17:14 μμ, Mark Higgins wrote:
I get something different for a 3-1
As I (imperfectly!) understand it, the benchmark database was created by
randomly picking off 100k positions from FIBS games.
Why use FIBS games instead of generating them from eg an intermediate-strength
neural net player? Presumably we don't care about the exact positions, but
rather just
How does gnubg perform against the pubeval benchmark in cubeless play?
I ask because I'm playing around with a backgammon network and have got one
that wins 83% of games and +0.945ppg against pubeval (10k cubeless games). This
is a single 80-hidden-node network with outputs for prob of win,
I'm trying to find the exact definition gnubg uses for a crashed position.
The one reference I've found (Thomas Haug's thesis) says it's contact, plus the
restrictions that the player has fewer than 7 pieces remaining with none in the
opponent's 1 or 2 position. Is that correct?
If so, can
computing power it should be easy to do at least a
couple of millions.
-Joseph
On 12 December 2011 11:22, Mark Higgins migg...@gmail.com wrote:
I tried a little experiment on this: a 10-hidden-node network with a single
probability-of-win output, but two setups. The first doesn't have
with the usual gammon win output: do you train this any
longer in mid-game if the opponent has borne in a checker, or do you just stop
training?
On Dec 11, 2011, at 7:56 AM, Øystein Schønning-Johansen wrote:
Hi Mark!
How's your rally driving going. ;-)
On Sun, Dec 11, 2011 at 4:45 AM, Mark Higgins
here:
http://compgammon.blogspot.com/2011/12/testing-value-of-symmetry-constraint.html
Of course not conclusive with such a simple setup, but kind of suggestive
anyways.
On Dec 10, 2011, at 2:22 PM, Mark Higgins wrote:
Thx! Makes sense. Though I wonder if adding back in the whose move
of millions.
-Joseph
On 12 December 2011 11:22, Mark Higgins migg...@gmail.com wrote:
I tried a little experiment on this: a 10-hidden-node network with a single
probability-of-win output, but two setups. The first doesn't have a whose
turn is it input and doesn't add any symmetry constraints
you flip the position, since it matters who is
on the move.
-Joseph
On 10 December 2011 16:17, Mark Higgins migg...@gmail.com wrote:
I've been playing around a bit with neural networks for backgammon and found
something interesting, and want to see whether this is already part of gnubg
Thx! Makes sense. Though I wonder if adding back in the whose move is it
input and reducing the hidden-output weights by half ends up as a net benefit
for training. Maybe I'll test it out.
On Dec 10, 2011, at 2:06 PM, Frank Berger fr...@bgblitz.com wrote:
Hi Mark,
If I take a given
I notice in gnubg and other neural networks the probability of gammon gets its
own output node, alongside the probability of (any kind of) win.
Doesn't this sometimes mean that the estimated probability of gammon could be
larger than the probability of win, since both sigmoid outputs run from 0
I've been playing around a bit with neural networks for backgammon and found
something interesting, and want to see whether this is already part of gnubg.
Assume a Tesauro-style network with the usual inputs, and some number of hidden
nodes. And for simplicity, just one output representing the
time. :)
On Jan 1, 2010, at 7:09 AM, Øystein Johansen wrote:
On Thu, Dec 31, 2009 at 10:33 PM, Mark Higgins migg...@me.com wrote:
I'm coding up my own little backgammon simulator in python and want to
benchmark it against gnubg. I was hoping there's a gnubg python module I can
install
I'm coding up my own little backgammon simulator in python and want to
benchmark it against gnubg. I was hoping there's a gnubg python module I can
install and import that would expose the underlying engine so I can pass my
generate boards and dice rolls into it, and have it return the set of
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