Thank you everybody.
I came home yesterday.
I couldn't access google or gmail in Beijing.
In five stone game, I had set wrong parameter for DolBaram.
I think DolBaram has more chance to win in 5 stone game.
When I tested with pro. player in Korea.
Dolbaram lose somtimes in 4 stone and never los
After reading the relevant code, I realized that val_scale=1.0 should do
precisely what I wanted. I have tested it a bit, and so far so good.
Thanks!
Álvaro.
On Tue, Nov 17, 2015 at 7:12 AM, Petr Baudis wrote:
> Hi!
>
> On Tue, Nov 17, 2015 at 07:05:34AM -0500, Álvaro Begué wrote:
> > If an
> Attempting to maximize the score is not compatible with being a
> strong engine. If you want a dan level engine it is maximizing
> win-probability.
If you narrow it down such that komi 25.5, 27.5, and 29.5 give a black
win with 63% to 67% probability, but komi 31.5 jumps to black only
winning 4
Unless you can solve the position, maximizing the score involves risk.
Strong players tend to avoid unnecessary risk.
Erik
Op 17 nov. 2015 21:06 schreef "Álvaro Begué" :
> I wouldn't say they are "not compatible", since the move that maximizes
> score is always in the top class (win>draw>loss) fo
I wouldn't say they are "not compatible", since the move that maximizes
score is always in the top class (win>draw>loss) for any setting of komi.
You probably mean it in a practical sense, in that MCTS engines are
stronger when maximizing win probability.
I am more interested in attempting to maxi
Attempting to maximize the score is not compatible with being a strong engine.
If you want a dan level engine it is maximizing win-probability.
David
> -Original Message-
> From: Computer-go [mailto:computer-go-boun...@computer-go.org] On Behalf Of
> Darren Cook
> Sent: Tuesday, Novembe
The non-mcts levels of Many Faces try to maximize score, with some bias toward
safety when ahead. The non-MCTS version uses dynamic komi to avoid giving up
points in the endgame, but this is not in the version 12 released engine.
David
From: Computer-go [mailto:computer-go-boun...@comput
The player in question says there is no Resume button. Are there any other
ideas?
On Fri, Nov 13, 2015 at 5:22 PM, Hiroshi Yamashita wrote:
> Hi,
>
> I think human player can push "Resume" and select Orego4 game.
> Then, when Orego4 is idle, it will join resume game.
>
> Regards,
> Hiroshi Yamas
taking my question back. the answer is no in the context of mcts.
On Tue, Nov 17, 2015 at 10:10 AM, Chun Sun wrote:
> Is the last requirement equivalent to dynamic komi?
>
> On Tue, Nov 17, 2015 at 9:49 AM, Darren Cook wrote:
>
>> > I am trying to create a database of games to do some machine-l
Is the last requirement equivalent to dynamic komi?
On Tue, Nov 17, 2015 at 9:49 AM, Darren Cook wrote:
> > I am trying to create a database of games to do some machine-learning
> > experiments. My requirements are:
> > * that all games be played by the same strong engine on both sides,
> > *
> I am trying to create a database of games to do some machine-learning
> experiments. My requirements are:
> * that all games be played by the same strong engine on both sides,
> * that all games be played to the bitter end (so everything on the board
> is alive at the end), and
> * that both s
Thanks for that, but it doesn't seem to help, or at least not much. The
behavior is qualitatively the same.
Maybe I shouldn't have included "strong" in my list of requirements. All I
really need is something that is much stronger at determining life and
death than what you can do by just looking a
Hi!
On Tue, Nov 17, 2015 at 07:05:34AM -0500, Álvaro Begué wrote:
> If anyone knows of a program that can actually use something like expected
> score in the UCT move selection formula, that's probably what I need. I
> might end up modifying Pachi to do this, but it sounds daunting.
That's al
Thanks for your answer.
Unfortunately Pachi doesn't seem to really try to maximize score, even with
these settings: Once one side has won by a large enough margin, it will
stop trying to kill small groups and I am precisely trying to generate a
database to learn about life and death. Perhaps I can
>
> I am trying to create a database of games to do some machine-learning
> experiments. My requirements are:
> * that all games be played by the same strong engine on both sides,
> * that all games be played to the bitter end (so everything on the board
> is alive at the end), and
> * that both
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