ed a few minutes ago.
>
> *Stephen Martindale*
>
> +49 160 950 27545
> stephen.c.martind...@gmail.com
>
>
> On Tue, 17 Sep 2019 at 17:01, Erik van der Werf
> wrote:
>
>> https://www.real-me.net/ddyer/go/signature-spec.html
>>
>> On Tue, Sep 17, 2019 a
es were made. IIRC it was
> nearly a unique key for pro positions.
>
> Best,
> Brian
>
> -Original Message-
> From: Erik van der Werf
> To: computer-go
> Sent: Tue, Sep 17, 2019 5:55 am
> Subject: Re: [Computer-go] Indexing and Searching Go Positions --
>
Apparently it's not so easy to keep a mailing list running smoothly... For
now at least we can still see archives at:
https://www.mail-archive.com/computer-go@computer-go.org/
On Thu, Aug 29, 2019 at 4:14 PM Adrian Petrescu wrote:
> Indeed, I think a lot of aspects of the mailing list software
Hi Stephen,
I'm not aware of recent published work. There is an ancient document by
Antti Huima on hash schemes for easy symmetry detection/lookup.
Unfortunately his implementation was broken, but other schemes have been
proposed that solve the issue (I found one myself, but I think many others
fo
It looks like gmail is broken again for this list. I never got Remi's
original post (not even in my spam folder). I can only see it in the
archive.
Erik
On Sat, Feb 16, 2019 at 5:50 PM J. van der Steen
wrote:
>
> And most important:
>
>* Does ELF know the meaning of life?
>
> On 16/02/2019
t;
> - Mail original -----
> De: "Erik van der Werf"
> À: "computer-go"
> Envoyé: Mardi 1 Janvier 2019 18:24:40
> Objet: Re: [Computer-go] GoGui 1.5.0
>
>
>
>
> Thanks Remi! Nice to see that GoGui is still alive :-)
>
>
> FYI the included v
Thanks Remi! Nice to see that GoGui is still alive :-)
FYI the included version of gogui-twogtp has a bug (which has been around
for many years) where the '-alternate' option causes incorrect results in
the game records.
Happy New Year to all!
Erik
On Sat, Nov 17, 2018 at 6:50 PM Hiroshi Yamash
> On Thu, Dec 6, 2018, 4:13 PM Jim O'Flaherty <
>>>>>>> jim.oflaherty...@gmail.com wrote:
>>>>>>>
>>>>>>>> Remember, patents are a STRATEGIC mechanism as well as a legal
>>>>>>>> mechanism. As soon as a paten
On Thu, Dec 6, 2018 at 11:28 PM Rémi Coulom wrote:
> Also, the AlphaZero algorithm is patented:
> https://patentscope2.wipo.int/search/en/detail.jsf?docId=WO2018215665
>
So far it just looks like an application (and I don't think it will be be
difficult to oppose, if you care about this)
Erik
_
In the old days I trained separate move predictors on 9x9 games and on
19x19 games. In my case, the ones trained on 19x19 games beat the ones
trained on 9x9 games also on the 9x9 board. Perhaps it was just because of
was having better data from 19x19, but I thought it was interesting to see
that th
Normal handicap games with 0.5 komi favor Black by only half a stone/grade
compensation (so if there is a full grade difference in strength White
still has an advantage). Two handicap stones with normal komi just corrects
for one stone/grade strength difference (just like one handicap stone with
re
I didn't see the games, but I suppose they simply made the rookie mistake
of playing (too many) stones inside own territory while the opponent was
passing...
Op 2 jan. 2018 22:09 schreef "Adrian Petrescu" :
I'm not sure I understand this rule. Why should a player forfeit because
they did not pas
No need for AlphaGo hardware to find out; any toy problem will suffice to
explore different initialization schemes... The main benefit of starting
random is to break symmetries (otherwise individual neurons cannot
specialize), but there are other approaches that can work even better.
Further you ty
Good point, Roel. Perhaps in the final layers one could make it predict a
model of the expected score distribution (before combining with the komi
and other rules specific adjustments for handicap stones, pass stones,
last-play parity, etc.). Should be easy enough to back-propagate win/loss
informa
361! seems like an attempt to estimate an upper bound on the number of
games where nothing is captured.
On Wed, Aug 9, 2017 at 2:34 PM, Gunnar Farnebäck
wrote:
> Except 361! (~10^768) couldn't plausibly be an estimate of the number of
> legal positions, since ignoring the rules in that case give
On Mon, Aug 7, 2017 at 12:52 PM, Darren Cook wrote:
> > https://en.wikipedia.org/wiki/Brute-force_search explains it as
> > "systematically enumerating all possible candidates for the
> > solution".
> >
> > There is nothing systematic about the pseudo random variation
> > selection in MCTS;
>
> M
Yup, looks like something broke. Here everything that was sent after the
23rd only arrived today (June 7)... Ah well, it's game-over anyway :-)
On Mon, May 29, 2017 at 7:51 AM, J. van der Steen <
j.van.der.st...@gobase.org> wrote:
>
> Hi all,
>
> Is there something wrong with the mailing list? I
On Tue, May 23, 2017 at 10:51 AM, Hideki Kato
wrote:
> Agree.
>
> (1) To solve L&D, some search is necessary in practice. So, the
> value net cannot solve some of them.
> (2) The number of possible positions (input of the value net) in
> real games is at least 10^30 (10^170 in theory). If the v
On Mon, May 22, 2017 at 4:54 PM, Gian-Carlo Pascutto wrote:
> On 22-05-17 15:46, Erik van der Werf wrote:
> > Anyway, LMR seems like a good idea, but last time I tried it (in Migos)
> > it did not help. In Magog I had some good results with fractional depth
> > reductions
The Chinese counting looked so confusing :-)
On Tue, May 23, 2017 at 9:02 AM, Jim O'Flaherty
wrote:
> I have now heard that AlphaGo one by 0.5 points.
>
>
> On Tue, May 23, 2017 at 2:00 AM, Jim O'Flaherty <
> jim.oflaherty...@gmail.com> wrote:
>
>> The announcer didn't have her mic on, so I coul
On Mon, May 22, 2017 at 3:56 PM, Gian-Carlo Pascutto wrote:
> On 22-05-17 11:27, Erik van der Werf wrote:
> > On Mon, May 22, 2017 at 10:08 AM, Gian-Carlo Pascutto > <mailto:g...@sjeng.org>> wrote:
> >
> > ... This heavy pruning
> > by the policy n
On Mon, May 22, 2017 at 11:27 AM, Erik van der Werf <
erikvanderw...@gmail.com> wrote:
> On Mon, May 22, 2017 at 10:08 AM, Gian-Carlo Pascutto
> wrote:
>>
>> ... This heavy pruning
>> by the policy network OTOH seems to be an issue for me. My program has
>>
On Mon, May 22, 2017 at 10:08 AM, Gian-Carlo Pascutto wrote:
>
> ... This heavy pruning
> by the policy network OTOH seems to be an issue for me. My program has
> big tactical holes.
Do you do any hard pruning? My engines (Steenvreter,Magog) always had a
move predictor (a.k.a. policy net), but I
On Mon, Feb 27, 2017 at 4:30 PM, Darren Cook wrote:
> > But those video games have a very simple optimal policy. Consider Super
> Mario:
> > if you see an enemy, step on it; if you see a whole, jump over it; if
> you see a
> > pipe sticking up, also jump over it; etc.
>
> A bit like go? If you se
On Sat, Feb 25, 2017 at 12:30 AM, Brian Sheppard via Computer-go <
computer-go@computer-go.org> wrote:
> In retrospect, I view Schradolph’s paper as evidence that neural networks
> have always been surprisingly successful at Go. Like Brugmann’s paper about
> Monte Carlo, which was underestimated f
On Sun, Dec 11, 2016 at 8:44 PM, Detlef Schmicker wrote:
> Hi Erik,
>
> as far as I understood it, it was 250ELO in policy network alone ...
Two problems: (1) it is a self-play result, (2) the policy was tested
as a stand-alone player.
A policy trained to win games will beat a policy trained to
Detlef, I think your result makes sense. For games between
near-equally strong players the winning player's moves will not be
much better than the loosing player's moves. The game is typically
decided by subtle mistakes. Even if nearly all my moves are perfect,
just one blunder can throw the game.
On Thu, Dec 8, 2016 at 10:58 PM, "Ingo Althöfer" <3-hirn-ver...@gmx.de> wrote:
> Playing under such conditions might be a challenge for the bots
Why? Do you think the humans will collude? ;-)
Erik.
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Hi Ingo, The SGF file you sent is malformed (in this case it's only a
minor issue for the date field, but some sgf viewers reject it).
Do you know which program was used to create it? (the AP property
suggests Many Faces, but it also containes the non-standard MULTIGOGM
property suggesting it came
I've seen the same thing some years ago; it did not happen for all versions
of GoGui...
On Wed, Sep 7, 2016 at 6:42 PM, wrote:
> Hi,
>
> I just think I found a bug in twogtp 1.4.8 (windows), using the -alternate
> flag and two programs that always resign if losing.
>
> Basically the winner is w
Oh that's silly! IIRC if your bot is not ranked than users can do all kind
of cheating in the scoring phase (e.g., mark all your living stones dead).
On Tue, May 10, 2016 at 12:07 AM, Gian-Carlo Pascutto wrote:
> On 10/05/2016 0:01, Erik van der Werf wrote:
> > Well then why n
d, eight not.
>
> Nick
>
> On 9 May 2016 at 22:16, Erik van der Werf
> wrote:
>
>> Why not McMahon? (possibly with reduced handicap). It works fine in
>> human Go tournaments.
>>
>> IMO KGS Swiss is pretty boring for most of the time, and the scheduler
Why not McMahon? (possibly with reduced handicap). It works fine in human
Go tournaments.
IMO KGS Swiss is pretty boring for most of the time, and the scheduler
often seems to have a lot of undesired influence on the final ranking. Also
at this point I'm really not that interested any more to see
Or switch to McMahon / Handicaps
On Wed, May 4, 2016 at 4:18 PM, Sebastian Scheib
wrote:
> That would be good, something like in other sports where you have a first,
> second and so... categories.
>
> 2016-05-04 11:00 GMT-03:00 Jim O'Flaherty :
>
>> Hmmm...if bots weaker than GnuGo are actively
On Thu, Apr 21, 2016 at 1:20 PM, "Ingo Althöfer" <3-hirn-ver...@gmx.de>
wrote:
> Likely it is almost impossible for neural nets of "moderate" size
> to identify life/death stati of a groups.
>
No. Neural nets (even shallow ones like we used over a decade ago) are
quite capable to identify life/de
Congratulations Aja & Deepmind team!
Now that the victory is clear, perhaps you can say a bit more on the latest
developments? Any major scientific breakthroughs beyond what we already
know from the Nature paper?
Enjoy the moments!
Erik
On Sat, Mar 12, 2016 at 9:53 AM, Aja Huang wrote:
> Tha
Very impressive results so far!
If it's going to be a clean sweep, I hope we will get to see some handicap
games :-)
Erik
On Thu, Mar 10, 2016 at 12:04 PM, Petr Baudis wrote:
> In the press conference (https://youtu.be/l-GsfyVCBu0?t=5h40m00s), Lee
> Sedol said that while he saw some questiona
On Tue, Feb 23, 2016 at 4:41 PM, Justin .Gilmer wrote:
> I made a similar attempt as Alvaro to predict final ownership. You can
> find the code here: https://github.com/jmgilmer/GoCNN/. It's trained to
> predict final ownership for about 15000 professional games which were
> played until the end
The most important skill in this game might be in how accurately you can
throw your frisbee. Why take that out? Build real robots!
;-)
Erik
On Mon, Feb 22, 2016 at 4:42 PM, "Ingo Althöfer" <3-hirn-ver...@gmx.de>
wrote:
> Dear John, Dear Nick, Dear all,
>
> > > ...
> > > Suppose I want to play on
Don't think so, for most people it was already 'over' years ago, but Go has
a great handicap system :-)
Op 20 feb. 2016 17:53 schreef Ingo Althöfer <3-hirn-ver...@gmx.de>:
> Possibly the last opportunity before "game over".
>
> Ingo.
>
>
> *Gesendet:* Samstag, 20. Februar 2016 um 15:38 Uhr
> *Von:
This fluctuating sentiment on artificial neural networks is a bit weird;
popularity comes and goes in waves, and many academics appear to be just
following the hype. Most of the stuff I learned on ANN's in the 90s and
early zeros just works, and now we can see that if one throws huge
computational
Wow, excellent results, congratulations Aja & team!
I'm surprised to see nothing explicitly on decomposing into subgames (e.g.
for semeai). I always thought some kind of adaptive decomposition would be
needed to reach pro-strength... I guess you must have looked into this;
does this mean that the
Thanks, I though so, but I just wanted to make sure. So all numbers in this
sequence must be odd because of color symmetry + 1 for the empty board.
I was wondering if there is an efficient way to find the number of unique
positions with symmetrical positions excluded.
Erik
On Fri, Jan 22, 2016
Congratulations John!
Does the number include symmetrical positions (rotations / mirroring /
color reversal)?
Best,
Erik
On Fri, Jan 22, 2016 at 5:18 AM, John Tromp wrote:
> It's been a long journey, and now it's finally complete!
>
> http://tromp.github.io/go/legal.html
>
> has all the juicy
On Mon, Nov 30, 2015 at 12:52 PM, Aja Huang wrote:
> Hi Erik,
>
> On Mon, Nov 30, 2015 at 10:37 AM, Erik van der Werf <
> erikvanderw...@gmail.com> wrote:
>
>> Hi Aja,
>>
>> This result seems consistent with earlier claimed human solutions for 7x7
>>
Hi Aja,
This result seems consistent with earlier claimed human solutions for 7x7
dating back to 1989. So what exactly is new? Did he write a program that
actually calculates the value?
Best,
Erik
On Mon, Nov 30, 2015 at 2:10 AM, Aja Huang wrote:
> It's the work by Chinese pro Li Zhe 7p.
> ht
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
On Fri, Nov 13, 2015 at 10:46 AM, Darren Cook wrote:
>
> The advantages of storing games:
> * accountability/traceability
> * for programs who want to learn sequences of moves.
>
Another advantage of storing games is that it is much more efficient; you
only have to encode one move per positio
We know the true values for some small boards that were solved, and what
some strong human players believed those values should be before they were
solved. I think that for all cases the humans where either correct, or
under-estimating. I don't remember any over-estimations.
Here are some cases wh
I think he's right. I'm fairly sure 7.5 is a second-player win on 9x9,
and for larger boards intuitively it makes sense that the komi should
be the same or lower. Also, we know that perfect komi is an integer,
for area scoring the likely candidates are 5 and 7, and for territory
scoring (and some u
erience?
>
> Gonçalo
>
>
> On 14/10/2015 23:40, Erik van der Werf wrote:
>>
>> You should be able to do at least 50 times faster.
>>
>> Erik
>>
>> On Thu, Oct 15, 2015 at 12:27 AM, Gonçalo Mendes Ferreira
>> wrote:
>>>
>>> Hi
You should be able to do at least 50 times faster.
Erik
On Thu, Oct 15, 2015 at 12:27 AM, Gonçalo Mendes Ferreira wrote:
> Hi, I've been searching the mailing list archive but can't find an answer to
> this.
>
> What is currently the number of playouts per thread per second that the best
> progr
On Thu, Oct 8, 2015 at 1:10 PM, Tobias Graf wrote:
> 1. "Reducing computing power." Just let me quote the standings of the last
> 9x9 tournament.
> 1) 18 Cores
> 2) 80 Cores
> 3) 12 Cores
> 4) 288 Cores
> 5) 8 Cores
Counting 'cores' is a bad idea; 'core' is mostly just a marketing term.
_
On Wed, Oct 7, 2015 at 5:02 PM, Hideki Kato wrote:
> Erik,
>
> Erik van der Werf:
> :
>>Although I agree on the research argument (setting no limits
>>encourages work on massive parallel distributed architectures), I do
>>find it a bit funny to see this argument com
Although I agree on the research argument (setting no limits
encourages work on massive parallel distributed architectures), I do
find it a bit funny to see this argument coming from team Zen. As far
as I know team Zen does not publish their research findings (or did I
miss some papers?).
Erik
O
Hi Nick,
Some kind of limit on processing power would be interesting. To me it
seems clear that a program like Zen benefits a lot by using more
processing power than it's close competitors.
A measure that I find reasonable is a limit on number of threads x
clock frequency. E.g., a program running
On Sun, Sep 27, 2015 at 3:10 AM, Hiroshi Yamashita wrote:
> His paper is also interesting.
> Abakus got +130 Elo by online learning.
>
> Adaptive Playouts in Monte Carlo Tree Search with Policy Gradient
> Reinforcement Learning
>
> https://www.conftool.net/acg2015/index.php?page=browseSessions&pa
Steenvreter stops its playouts when it detects a proven win or loss. The
evaluation function it uses is an improved version of what I made to solve
the small boards. I once tried adding the mercy rule, but it did not
improve the program.
Erik
On Wed, Sep 9, 2015 at 5:46 PM, Peter Drake wrote:
http://www.citeulike.org/group/5884/library
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Nice!
FYI: I tried the portable option and compiled for Android, but that seems
buggy. The code runs on my phone, and the program does make moves, but many
moves are bad (e.g., too many are on the second line). On my PC it seems
OK.
BR,
Erik
On Fri, Aug 28, 2015 at 11:00 PM, Denis Blumstein wr
On Wed, Aug 5, 2015 at 10:56 AM, Darren Cook wrote:
>
> P.S. Isn't "brute force" the term used to mean that you can see
> measurable improvements in playing strength just by doubling the CPU
> speed (and/or memory or other hardware restraint). Alpha-beta with all
> the trimmings, and MCTS with a g
Baseline for worst play? Why?
Paris Hilton??
Op 2 mei 2015 11:42 schreef "folkert" :
> I'm running parishilton it now so that you have a baseline for the
> worst play.
>
> On Sat, May 02, 2015 at 07:21:05AM +0200, Detlef Schmicker wrote:
> > Hi,
> >
> > I set up a CGOS server at home. It is conne
Personally I think 39x39 is too big. Also, there is a problem with GTP; the
protocol does not support boards over 25x25.
Erik
On Sun, Apr 26, 2015 at 11:26 PM, Petr Baudis wrote:
> On Sun, Apr 26, 2015 at 12:17:01PM +0200, remi.cou...@free.fr wrote:
> > Hi,
> >
> > I thought it might be fun to
Just use GnuGo as referee.
On Mon, Apr 20, 2015 at 1:25 PM, folkert wrote:
> Hi,
>
> I'm trying to run amigogtp using twogtp. This fails because it doesn't
> know final_score.
> Now I've read that it should be possible (with gogui-twogtp at least)
> to use a referree application. Is this true? W
Many observed that, but not everyone.
Op 16 apr. 2015 07:38 schreef "David Fotland" :
> I didn’t notice a difference. Like everyone else, once I had RAVE
> implemented and added biases to the tree move selection, I found the UCT
> term made the program weaker, so I removed it.
>
> David
>
> > ---
Perhaps switch to McMahon?
On Wed, Apr 1, 2015 at 3:22 PM, Darren Cook wrote:
> > I will be willing to welcome players of all strengths, if that is what
> the
> > strong players want...
>
> Winning against a much weak player does not prove anything, nor teach
> you much. (In contrast to losing a
On Mon, Mar 30, 2015 at 4:09 PM, Petr Baudis wrote:
>
> The strongest programs often use RAVE or LGRF or something like that,
> with or without the UCB for tree exploration.
>
Huh, are there any strong programs that got LGRF to work?
Erik
___
Computer-
Perhaps AmiGo
http://amigogtp.sourceforge.net/
On Mon, Mar 9, 2015 at 10:08 AM, Urban Hafner wrote:
> Hey everyone,
>
> I'm currently running Brown (random bot) and GnuGo on CGOS 13x13. Mainly to
> get a feel for the strength of my own bot. And my bot is really bad. ;) So
> bad that it looses al
I have no idea about that message, but one thing I do before every
tournament is make sure that I have the latest version of kgsGtp.
On Thu, Feb 26, 2015 at 9:45 PM, Peter Drake wrote:
> I've finally gotten around to trying to address the issue that Orego faced
> in the December tournament. As yo
Well, at least Zen is on some slides in the presentation. Steenvreter
is not mentioned at all even though on 9x9 it won the Olymiad ahead of
Mogo and CrazyStone, and beat various Dutch top players (6d & 7d).
Until 2013 CrazyStone never won a single game against Steenvreter...
Erik
On Wed, Feb 25
On Sat, Dec 20, 2014 at 6:16 AM, Hiroshi Yamashita wrote:
>> I put two commented games on
>>
>> http://webdocs.cs.ualberta.ca/~mmueller/fuego/Convolutional-Neural-Network.html
>
> Thank you for the report. It was fun.
> I'm also surprised CNN can play move 185 in Game 1.
> CNN uses "1, 2, or 3 or
On Sat, Dec 20, 2014 at 2:57 PM, Aja Huang wrote:
>> If so, do you have an idea how much
>> extra performance that provides compared to only the last or not using
>> it at all?
>
>
> We haven't measured that but I think "move history" is an important feature
> since Go is very much about answering
On Sat, Dec 20, 2014 at 9:35 PM, Robert Jasiek wrote:
> On 20.12.2014 17:04, Erik van der Werf wrote:
>>
>> the critical part is in learning about life &
>> death. Once you have that, estimating ownership is fairly easy
>
>> [...] See the following papers
Hi Álvaro,
I've done things like that, except I didn't use games by strong
computer opponents (none existed at the time), so just human amateur
games. In my experience the critical part is in learning about life &
death. Once you have that, estimating ownership is fairly easy,
asymptotically reach
On Sat, Dec 20, 2014 at 12:17 AM, Aja Huang wrote:
> We've just submitted our paper to ICLR. We made the draft available at
> http://www.cs.toronto.edu/~cmaddis/pubs/deepgo.pdf
Hi Aja,
Wow, very impressive. In fact so impressive, it seems a bit
suspicious(*)... If this is real then one might won
Thanks for posting this Hiroshi!
Nice to see this neural network revival. It is mostly old ideas, and it is
not really surprising to me, but with modern compute power everyone can now
see that it works really well. BTW for some related work (not cited),
people might be interested to read up on the
2010/2/11 Jean-loup Gailly
> A move early in the game is worth about 14 points, not 7.5.
>
While this may be true for professional-level play, the value of the first
move for balancing Monte-Carlo playouts towards a 50% win rate should be
expected to be lower.
Erik
_
try: (handicap - 0.5) x 14
Erik
2010/2/11 Le Hir Matthieu
>Hi,
>
>
> I have a few questions concerning dynamic komi, I am not a programmer
> though and will try my best to be understandable.
>
> First, I'm wondering how komi is determined when a dynamic system is used :
>
> * According to
On Tue, Feb 9, 2010 at 12:13 AM, Petr Baudis wrote:
> In the Puego-AyaMC game, of course Puego's winning probability dropped,
> not pachi2's. :-)
>
Further, the diagram is missing a black stone at a14 and it seems that White
3 is the game-losing move (not 1).
Erik
__
ay. That's somewhat
>> interesting (detail will be open soon at GPW-2009).
>> Hideki
> There was a bit more information provided in a sequence of posts to this
> list during that month. I wonder if the paper is out now.
> - Dave Hillis
>
> -Original Message-
&g
2010/1/15
> Thank you for posting these interesting results There seems to be a picture
> emerging that MCTS engines scale very well in self play, and apparently
> against other MCTS engines, but not so well against the non-MCTS version of
> Gnugo.
>
> - Dave Hillis
>
Do you have any data to ba
2009/10/26 Don Dailey :
> ... On the one hand we hear that MCTS has reached a dead end and there is no
> benefit from extra CPU power...
Just curious, who actually claimed that and what was it based on?
Erik
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In my opinion NeuroGo was quite succesful with neural networks.
Magog's main strength came from neural networks. Steenvreter uses
'neural networks' to set priors in the Monte Carlo Tree.
Erik
On Wed, Oct 14, 2009 at 2:26 PM, Petr Baudis wrote:
> Hi!
>
> Is there some "high-level reason" hypot
Ah, that explains it; should get my bot rated then... Thx!
Erik
On Wed, Sep 9, 2009 at 12:55 PM, Isaac Deutsch wrote:
> That's only possible in free games, but not possible in rated games.
>
> Am 09.09.2009 um 11:56 schrieb Erik van der Werf:
>
>> Last time I tried
Last time I tried my program on kgs human players could simply declare
all bot stones dead and win regardless of the position. Did this
change?
Erik
On Wed, Sep 9, 2009 at 8:28 AM, David Fotland wrote:
> Dead stones are removed by agreement. If there is no agreement, the human
> can continue pl
On Mon, Jun 1, 2009 at 10:39 PM, Nick Wedd wrote:
> Congratulations to Steenvreter, winner of yesterday's KGS bot tournament,
> with three more wins than its nearest rival!
>
> The results are now at http://www.weddslist.com/kgs/past/47/index.html
Thanks!
> As usual, I look forward to your repo
On Mon, Jun 1, 2009 at 7:59 AM, "Ingo Althöfer" <3-hirn-ver...@gmx.de> wrote:
> Nick Wedd explained:
>> stv is Steenvreter. Its creator is indeed Erik van der Werf,
>> whose KGS account is evdw. Its name is Dutch for "stone eater"...
>
> Congratula
rst move. Maybe you are
> remebering some interesting lines that starts with (3,2) and (2,2):
>
>> Subject: computer-go: 5x5 Go is solved
>> Date: Sun, 20 Oct 2002 15:27:04 -0100
>> From: Erik van der Werf
>> To: COMPUTER GO MAILING LIST
>>
>> Yesterday
On Wed, Apr 1, 2009 at 5:28 PM, Ian Osgood wrote:
> The remaining strong classical programs you're missing are KCC Igo (Silver
> Star), Haruka, and Go Intellect (Goddess on Windows). I think Wulu is also
> still available for purchase.
FYI At least on 9x9 Go Intellect already used UCT in 2007.
E
On Wed, Apr 1, 2009 at 9:03 PM, Matthew Woodcraft
wrote:
> Erik van der Werf wrote:
>> >> Jonas Kahn wrote:
>>> No there is no danger. That's the whole point of weighting with N_{s,a}.
>>>
>>> N_{s,a} = number of times the node s has been visited, st
On Tue, Mar 31, 2009 at 10:16 PM, Jonas Kahn wrote:
> On Tue, 31 Mar 2009, Matthew Woodcraft wrote:
>
>> Jonas Kahn wrote:
>>>
>>> You might be interested by this article, for a very complete and tested
>>> answer. Plus the idea of grouping, but a good part of the effect seems
>>> to me to be givi
On Tue, Feb 17, 2009 at 8:23 PM, George Dahl wrote:
> It is very hard for me to figure out how good a given evaluator is (if
> anyone has suggestions for this please let me know) without seeing it
> incorporated into a bot and looking at the bot's performance. There
> is a complicated trade off b
On Mon, Feb 2, 2009 at 11:25 AM, Nick Wedd wrote:
> 1.) A neural net cannot explain its "thinking process" because it does not
> have any.
I have used artificial neural nets a lot in my go programs; it is
trivial to display predictions, but understanding them is of course
not always easy. Still
On Sun, Feb 1, 2009 at 2:54 PM, Rémi Coulom wrote:
> Erik van der Werf wrote:
>>
>> Hi Remi,
>>
>> There is a simpler solution: do not allow remote play at all.
>>
>
> I would be in favor of this solution. But this has no chance to make
> unanimity. Ev
On Sun, Feb 1, 2009 at 3:03 PM, Mark Boon wrote:
> On Feb 1, 2009, at 11:29 AM, Erik van der Werf wrote:
>> Something else for the discussion. I would like to have a rule about
>> mandatory displaying the thinking process of the program so that both
>> operators have an idea
Hi Remi,
There is a simpler solution: do not allow remote play at all.
Something else for the discussion. I would like to have a rule about
mandatory displaying the thinking process of the program so that both
operators have an idea of what is happening. Especially for remote
play I think this i
>> >> When White is the first player to pass than komi is changed
>> >> from 6.5 to 7.5 .
On Sat, Dec 6, 2008 at 11:02 PM, David Fotland <[EMAIL PROTECTED]> wrote:
> It should make almost no difference, since on odd sized boards with area
> counting the game result will be the same unless there is
When unspecified always assume the natural logarithm.
For UCT this does not really matter; only a different tuning constant.
log10(x) == ln(x) / ln(10)
Erik
On Mon, Dec 1, 2008 at 3:22 PM, Mark Boon <[EMAIL PROTECTED]> wrote:
> Just now I realized that I'm using the standard Java Math.log() fu
IIRC under official Japanese rules at the end of the game all groups
with liberties shared between opposing colours are by definition in
seki. Therefore eventually (before counting) all dame have to be
filled.
Further, playing dame points is almost equally bad under Chinese rules
as it is under Ja
On Mon, Oct 27, 2008 at 8:22 PM, Gian-Carlo Pascutto <[EMAIL PROTECTED]> wrote:
> Ian Osgood wrote:
>> (For that matter,
>> it isn't a foregone conclusion that they are better; GNU Go won the 2008
>> US computer go tournament against a field MC programs.)
>
> Believe me, in match long enough to exc
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