Re: [Computer-go] Machine for Deep Neural Net training

2016-04-27 Thread Mark Boon
Looks like you're making good progress. Apart from the time gained training, you'll probably get a similar speed up when using the DNN during play? I'm curious when you'll see improvement in play outweigh the extra computational cost. Mark > On Apr 26, 2016, at 9:55 PM, David Fotland wrote: >

Re: [Computer-go] Numenta

2015-03-01 Thread Mark Boon
Somehow reading this list has fallen off my radar... I looked at the Numenta stuff some years ago. Jeff Hawkins' book "On Intelligence" is an inspiring read and has some really good insights. So when he started Numenta I had considerable expectations. However, what I thought were the most inter

Re: [computer-go] Re: Open source real time Go server

2010-01-19 Thread Mark Boon
2010/1/19 terry mcintyre : ( I recall a pro making > such an observation; I was willing to accept his expertise on the matter. ) Any pro making such a comment at move 10 is just grand-standing. I have experienced pros making such comments too. You can let such a remark pass out of politeness of c

Re: [computer-go] Gongo: Go in Go

2009-12-15 Thread Mark Boon
The relative values look about right. But I remember getting much higher numbers. Did you run the Java versions with or without the -server parameter? Mark On Mon, Dec 14, 2009 at 11:00 PM, Brian Slesinsky wrote: > Okay, I added a few more timings (playouts / second, very rough): > > Plug-and-Go

Re: [computer-go] Reference Montecarlo TreeDecision Bot.

2009-12-15 Thread Mark Boon
I took AMAF as the process to consider all the moves regardless when they were played in the sequence (although a slight discount for later in the sequence seems to help a little) whereas RAVE is using an undefined method to favour some nodes over others prior to expanding them. The reason (as far

[computer-go] Fuego and XCode

2009-12-14 Thread Mark Boon
This was discussed a little while back. I'd like to tinker with some ideas but I have at most a few hours available at a time. I do have some spare computing power. If there was an XCode project that contains everything needed to run Fuego within the IDE I think I'd be tempted to do some experiment

Re: [computer-go] Reference Montecarlo TreeDecision Bot.

2009-12-14 Thread Mark Boon
> I've found that AMAF gives very little boost with light playouts, > you really need something fairly meaningful already to get any kind > of real boost. To have at least 10% chance of beating GNUGo with > reasonable time per game (to be able to play-test your bot), I think > you can't avoid doing

Re: [computer-go] Reference Montecarlo TreeDecision Bot.

2009-12-14 Thread Mark Boon
ient program automatically connects your engine to 9x9 CGOS. If nothing changed in CGOS over the past year that is. Let me know if that works for you. Mark On Sun, Dec 13, 2009 at 7:28 PM, Brian Slesinsky wrote: > That's why I decided to say something :-) > > 2009/12/13 Mark Boon : &

Re: [computer-go] Reference Montecarlo TreeDecision Bot.

2009-12-13 Thread Mark Boon
On Dec 13, 2009, at 3:31 PM, Brian Slesinsky wrote: > I probably won't have time to look at it much, but it would be good to > have another Java refbot to compare against. I did look at Plug-and-Go > but the install seems a bit tricky since I don't use Eclipse or > Spring. Ideally, each engine sh

Re: [computer-go] Reference Montecarlo TreeDecision Bot.

2009-12-13 Thread Mark Boon
On Dec 13, 2009, at 8:08 AM, Denis fidaali wrote: > > So it would certainly be usefull, if people could agree on a reference monte > carlo tree bot (and provide some reference implementations in popular > langages). > It would obviously be based on the reference light-bot. This is what I att

Re: [computer-go] Kinds of Zobrist hashes

2009-12-09 Thread Mark Boon
On Tue, Dec 8, 2009 at 8:37 PM, David Fotland wrote: > I use two values.  I never even occurred to me to use three. > I use one, it never occurred to me to use two :) At the time I'd never heard of Zobrist, but I used to use a single value for each point to look up Joseki. By using white-value =

Re: [computer-go] KCC won the 3rd UEC Cup

2009-11-30 Thread Mark Boon
Well, I suppose this is a lesson that every computer-Go programmer learns one day or another: always have a way to accept any move, no matter whether your bot thinks it's legal or not. I don't see how this is an indictment, the rules are what they are. For every player. It's not as if this was a l

Re: [computer-go] Rated bots on KGS

2009-11-19 Thread Mark Boon
On Nov 19, 2009, at 1:24 AM, Nick Wedd wrote: So a bot which appears on KGS, gets rated as 25k, plays hundreds of games, and then improves to 15k, is going to do a lot of damage to the rating system. What happens when all those beginners that start at 25k improve, many of them well beyon

Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-29 Thread Mark Boon
2009/10/29 terry mcintyre : > That sounds to me like "a dumb human with a smart algorithm can beat a fast > computer with a dumb algorithm" -- which speaks more to Penrose's reluctance > to improve algorithms in his dumbed-down computer models than it does to any > quantum-physical effects. > > Sti

Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-29 Thread Mark Boon
Roger Penrose thinks the human brain can do things a Turing machine cannot. (Note: I don't say 'computer'.) He claims it's due to some quantum-physical effects used by the brain. I doubt his ideas are correct, but he did have a few interesting chess-positions to support his theory. Typicall

Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-27 Thread Mark Boon
On Oct 27, 2009, at 7:41 PM, Hideki Kato wrote: IMHO, Jeff's idea is still very interesting while the implementation by the staff in Numenta have been going to not right direction. That was also my opinion. What I thought was strange is that Numenta's implementation doesn't have feed-back

Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-27 Thread Mark Boon
On Oct 27, 2009, at 3:39 AM, Hideki Kato wrote: I strongly believe that such patterns must not be only spatial (static) but also temporal, ie, dynamic or sequence of pattens which allow the player quickly remember the results of local fights or L&D. I think that's exactly right. At least for

Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-26 Thread Mark Boon
2009/10/26 Don Dailey : > Yes, you understood me right.   I disagree with Olivier on this one.    To > me it is self-evident that humans are more scalable than computers because > we have better heuristics.   When that is not true it is usually because the > task is trivial, not because it is hard.

Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-26 Thread Mark Boon
2009/10/26 Don Dailey : > > > 2009/10/26 Richard J. Lorentz > > Yes,  this group does not have a consensus at all on this.   On the one hand > we hear that MCTS has reached a dead end and there is no benefit from extra > CPU power, and on the other hand we have these developers hustling around > f

Re: [computer-go] OT: AI article I found interesting

2009-10-26 Thread Mark Boon
2009/10/24 Dave Dyer : > At 10:12 AM 10/24/2009, Joshua Shriver wrote: > > Came across this today, and since this is also an AI oriented list thought > some of you might enjoy it too. > > http://www.techradar.com/news/world-of-tech/future-tech/the-past-present-and-future-of-ai-643838 > > I won't be

Re: [computer-go] Great Wall Opening by Bruce Wilcox

2009-10-19 Thread Mark Boon
On Oct 19, 2009, at 7:04 PM, Petri Pitkanen wrote: Not really a compuetr Go issue, but I do not think that great wall is superior even when completed. It is not too bad but it needs a definite strategy from wall owner. I.e building side moyos using wall as a roof and hoping that the other

Re: [computer-go] Pattern matching

2009-10-16 Thread Mark Boon
On Wed, Oct 14, 2009 at 9:53 PM, Stefan Kaitschick wrote: > Very Cool. The mysterious part was "more interesting than programming go". > That seemed almost impossible. > > Stefan > By the way, if anyone is curious you can sign up for a beta version here: http://www.bluemarsonline.com/ Beta is th

Re: [computer-go] Pattern matching

2009-10-14 Thread Mark Boon
On Sat, Oct 10, 2009 at 5:32 PM, Álvaro Begué wrote: > Are you not going to tell us what this new job is about? > I almost forgot to answer this, I had no intention to sound mysterious. My job is to make autonomous avatars (also called NPCs or 'bots') for a new MMO platform called Blue Mars. The

Re: [computer-go] Neural networks - numenta

2009-10-14 Thread Mark Boon
Also not Remi, but... Numenta is a startup funded by Palm founder Jeff Hawkins. He started it following up on his book 'On Intelligence', which I think is a very interesting read. I'd suggest it as a reading to anyone considering applying some form of Neural simulation to Go or any other problem.

Re: [computer-go] Pattern matching

2009-10-13 Thread Mark Boon
Someone commented on it, so it must have come across OK. Is it possible that your e-mail provider or e-mail reader decided to not include the attachment? At least that's what 'skipped content' seems to indicate. If I need to repost or publish it in another way I'd be happy to do so. Mark On Tu

Re: [computer-go] Generalizing RAVE

2009-09-26 Thread Mark Boon
On Sat, Sep 26, 2009 at 6:11 AM, Brian Sheppard wrote: > In my dream, I went on to overcome these difficulties and solve the problem. > But when I woke up I couldn't remember how I did it... That's too bad. I get almost all my good ideas in my sleep. I think because the brain is more relaxed and

Re: [computer-go] Stone-Age

2009-09-14 Thread Mark Boon
On Mon, Sep 14, 2009 at 10:55 AM, Stefan Kaitschick wrote: > Stone-Age - spooky concept :-) > I suppose it has some relationship to generally lighter playouts deeper in > the tree. > Have you experimented some more with this? No, I didn't have time to explore this further. > Perhaps the cutoff p

Re: [computer-go] string criticality?

2009-09-14 Thread Mark Boon
Maybe from a different angle, but maybe you remember me writing about 'stone-age'. Basically what it did was assuming strings created during the playout are less critical than existing strings. I used this to limit my tactical search by a great deal by not doing any search on 'new' strings. This di

Re: [computer-go] CUDA and GPU Performance

2009-09-09 Thread Mark Boon
Thank you Christian, for taking the time to write an extensive reply. I still don't understand how you come to conclude that the CPU, at 94K playouts with two cores, is twice as fast as the GPU doing 170K playouts per second. Sounds like the reverse to me. Or you meant to say "more than half the s

Re: [computer-go] CUDA and GPU Performance

2009-09-09 Thread Mark Boon
I'm trying to understand your conclusion. The GPU is more than 3 times faster than the CPU, yet you don't think it's worth it. You also say the card has only 9% occupancy. I know next to nothing about GPU programming, so take my questions in that stride. >>Optimal speed was at 80 threads per bloc

Re: [computer-go] any mac programmers out there?

2009-09-07 Thread Mark Boon
Just being curious I decided to give it a swing to see if Fuego would compile on a Mac. The configure scripts stops saying 'boost' is not installed. So I downloaded the latest version of that (it's huge!) and set a BOOST_ROOT environment variable, but it still says it can't find it. Anyon

Re: [computer-go] any mac programmers out there?

2009-09-07 Thread Mark Boon
On Sep 6, 2009, at 4:20 AM, Don Dailey wrote: I tried both llvm-gcc and CLANG. I did not have any trouble getting them to work for my 64 bit chess program. I didn't try too hard, but neither is producing executables as fast as gcc. llvm-gcc is the slowest about 20% slower than gcc and

Re: [computer-go] any mac programmers out there?

2009-09-05 Thread Mark Boon
On Sep 5, 2009, at 4:41 AM, terry mcintyre wrote: Found an interesting article on Snow Leopard at Ars Technica ... 20- some pages. http://arstechnica.com/apple/reviews/2009/08/mac-os-x-10-6.ars Of interest to Computer Go programmers: the addition of blocks to C, which allow closures and ot

Re: [computer-go] MoGo policy: capture stones anywhere?

2009-09-01 Thread Mark Boon
2009/9/1 Peter Drake : > On Sep 1, 2009, at 8:11 AM, David Fotland wrote: > > I don’t think any of the strong programs use pseudoliberties. > > Interesting! Can those involved with other strong programs verify this? > My board code is descended from my Java re-implementation of libEGO. I tried > wr

Re: [computer-go] Bitmap Go revisited and mockup implementation

2009-08-25 Thread Mark Boon
2009/8/25 René van de Veerdonk : > Nonetheless, bitmap-go as a topic keeps resurfacing on this > mailing list every once in a while and nobody ever put solid data and a > reference implementation behind it. That is what I wanted to accomplish with > my mockup. I think this is interesting informati

Re: [computer-go] Mercy rule position

2009-08-18 Thread Mark Boon
On Tue, Aug 18, 2009 at 10:24 AM, Brian Sheppard wrote: > What do you do in your program? Not using the mercy-rule. I believe you can gain 10%-20% performance on 9x9 using a mercy-rule. But in its most simple form I don't see how it can be used reliably. I don't know if the gain in performance o

Re: [computer-go] representing liberties

2009-08-15 Thread Mark Boon
On Aug 15, 2009, at 8:52 AM, wrote: You will just have to jump in and read some code or write your own to fully understand. I recommend reading the gnugo source, which is pretty darn good. But that's exactly the kind of work you'd want to avoid if there's no reasonable grounds for believi

Re: [computer-go] representing liberties

2009-08-15 Thread Mark Boon
On Aug 15, 2009, at 6:24 AM, Heikki Levanto wrote: You can also use board-sized bitmaps. Merging is a trivial OR operation. I've seen bit-maps mentioned many times, but is there any evidence it's faster than a 'traditional' implementation? Mark _

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread Mark Boon
2009/8/12 Don Dailey : > > If the program makes decisions about the best way to win N points,   there > is no guarantee that this is ALSO the best way to win N+1 points. Although this is obviously true, that doesn't automatically mean it's not the best approach. Because there's a hidden assumption

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread Mark Boon
2009/8/12 Don Dailey : > > I disagree about this being what humans do.   They do not set a fake komi > and then try to win only by that much. I didn't say that humans do that. I said they consider their chance 50-50. For an MC program to consider its chances to be 50-50 you'd have to up the komi.

Re: [computer-go] Dynamic komi at high handicaps

2009-08-12 Thread Mark Boon
I started to write something on this subject a while ago but it got caught up in other things I had to do. When humans play a (high) handicap game, they don't estimate a high winning percentage for the weaker player. They'll consider it to be more or less 50-50. So to adjust the komi at the beginn

[computer-go] Random weighted patterns

2009-07-15 Thread Mark Boon
When using patterns during the playout I had improvised some code to select patterns randomly, but favour those with higher weights more or less proportionally to the weight.. I was wondering though if there's an established algorithm for something like this. To be a little more precise, if I have

Re: [computer-go] memory management for search trees(basic question)

2009-07-14 Thread Mark Boon
There are many ways to skin a cat. I allocate them dynamically, but recycle the nodes no longer needed for performance. And I use 'aspect programming' that optionally (after a recompile) checks for dangling pointers. Mark On Jul 14, 2009, at 5:06 AM, Carter Cheng wrote: This is somethin

Re: [computer-go] Basic question concerning the edges of the board

2009-07-13 Thread Mark Boon
On Mon, Jul 13, 2009 at 7:54 AM, David Doshay wrote: > My personal opinion is that way too much effort is put into optimizations > that used to be very important when memory was small, but now is nice but > not really needed. My bias is that efficiency is a good thing as long as it > does not get i

Re: [computer-go] Another odd seki

2009-07-11 Thread Mark Boon
I have thought about this kind of thing a bit, but it's hard to formulate a general solution. What happens is when you prohibit certain 'bad' moves is that you slant the result in favour of the side with more 'bad' moves. This gets to be a problem in situations where there are few moves to

Re: [computer-go] 11'th Annual Malibu Go Party

2009-07-06 Thread Mark Boon
On Fri, Jul 3, 2009 at 7:28 PM, Ray Tayek wrote: > please join us for an afternoon of surf, sand, and go. > > saturday, august 22'nd 2009, from 11 a.m. to 6 p.m or so, at 26918 malibu > cove colony drive Sounds good. If the earth wasn't curved maybe we could wave at each other :) _

Re: [computer-go] Complicated seki with Ko

2009-07-05 Thread Mark Boon
You always need to be extremely careful about these kind of heuristics. Especially in MC programs they can be detrimental very easily. But I believe you can come up with a reasonable rule to prevent some self-atari's. I have one which is something along the following lines: - puts itself into ata

Re: [computer-go] opening book structure

2009-06-17 Thread Mark Boon
On Wed, Jun 17, 2009 at 9:17 AM, David Fotland wrote: > Many Faces uses position value collection.  Positions are hashed and looked > up in the position table (with a hash invariant to rotations and > reflections).  Each node has information about the position (wins, losses, > strongest players at

Re: [computer-go] New CGOS - need your thoughts.

2009-06-15 Thread Mark Boon
On Mon, Jun 15, 2009 at 4:02 PM, Brian Sheppard wrote: > > One thing I would *really* like to know is how to make something > 10 times quicker using only 90 man hours. :-) > In my experience, the first ten times faster takes about the same time extra as programming the original idea. It's the next

Re: [computer-go] MCTS, 19x19, hitting a wall? moore's law limits

2009-06-12 Thread Mark Boon
2009/6/10 David Fotland : > I think we will get another 64x to 256 x density then it will stop, for > single chips.  We should eventually get desktop machines with thousands of > cores, but probably never with millions of cores.  There really are limits > built into physics L > How about the cores

Re: [computer-go] Tweak to MCTS selection criterion

2009-06-08 Thread Mark Boon
I did this, stopping search if other moves mathematically couldn't catch up. I found that the savings in percentage of total nodes depended on how many playouts the program did. The larger the number of playouts, the larger the savings. I also made a rule where after a certain percentage of the tot

Re: [computer-go] Negative result on using MC as a predictor

2009-06-05 Thread Mark Boon
I've also tried a variety of ways to use point-ownership in combination with RAVE. By no means was it an exhaustive study, but I failed to find an intuitive way to improve play this way. I didn't try enough to be able to come to hard conclusions, but at the very least it didn't turn out to be obvi

Re: [computer-go] Go + code + environment

2009-05-28 Thread Mark Boon
On Wed, May 27, 2009 at 7:33 PM, David Fotland wrote: > GPL is not infectious through looking at source code, but I didn't want any > appearance of wrongdoing.  And I was put off a little by Stallman's > rhetoric. > > David > I have mostly stayed away from GPL projects for the same reasons. Inste

Re: [computer-go] Re: Implications of a CPU vs Memory trend on MCTS

2009-05-13 Thread Mark Boon
I'm a bit late reading this thread and the discussion seems to have veered from the original topic a bit. As to the CPU vs. memory discussion, it's not so clear-cut to me that CPU speeds are improving faster than memory. Twenty years ago you had CPUs in the 4-8Mhz range and around 1Mb of memory. T

Re: [computer-go] Value of capture (atari?) heuristic.

2009-04-27 Thread Mark Boon
last move gains little for me, as it is covered in the first case. (I.e. the ladder heuristic will escape a stone in atari by capturing the last move.) David Fotland said he has a low probability on capture, but I don't think he ever gave specific numbers. Mark 2009/4/27 Łukasz Lew : &

Re: [computer-go] Value of capture (atari?) heuristic.

2009-04-27 Thread Mark Boon
On Sun, Apr 26, 2009 at 11:54 PM, Łukasz Lew wrote: > Hi, > > Have any one of you tried uct + capture heuristic? > Is it stronger? How much? > >From memory I'd say it was winning about 80% against plain UCT. But only capture if it can escape (which means it can make three liberties.) Mark __

Re: [computer-go] Pseudo liberties: Detect 2 unique liberties?

2009-04-06 Thread Mark Boon
On Mon, Apr 6, 2009 at 10:54 AM, Isaac Deutsch wrote: This leads us to the question if groups in average have > <=10 or >10 liberties... :) Without actually having done any tests or measurements, I'd guess it's much less than 10. More like 4. Mark ___

Re: RE: [computer-go] Pseudo liberties: Detect 2 unique liberties?

2009-04-02 Thread Mark Boon
On Thu, Apr 2, 2009 at 5:14 AM, wrote: > Isaac, > > I implemented about 6 way to track liberties, > a couple years ago, and measured the running > performance, and by far the best is also the > simplest: keep an array of liberties for each > chain, and do a simple linear search. > > This may seem

Re: [computer-go] Pseudo liberties: Detect 2 unique liberties?

2009-04-01 Thread Mark Boon
I can confirm, with a bit of optimization, counting real liberties is only marginally slower than counting pseudo-liberties. So there's really no benefit that I can see from using pseudo liberties. Mark On Wed, Apr 1, 2009 at 8:49 AM, Álvaro Begué wrote: > When John Tromp and I were thinking ab

Re: [computer-go] MC and Japanese rules

2009-03-23 Thread Mark Boon
2009/3/23 Yamato : > Sorry for responding to the old topic. > > Mark Boon wrote: >>Other than that, I'd take a different approach: >> >>- play out as usual. Instead of counting stones + eyes on the board, >>you count eyes + prisoners + nr-opponent's pa

Re: [computer-go] Presentation of my personnal project : evolution of an artificial go player through random mutation and natural selection

2009-02-24 Thread Mark Boon
On Feb 24, 2009, at 4:40 AM, Daniel Burgos wrote: I worked on this some time ago. I did not use neural networks but patterns with feedback. The problem with feedback is that it is difficult to know when it reaches its final state. Usually you get oscillations and that state never happens

Re: [computer-go] Re: static evaluators for tree search

2009-02-17 Thread Mark Boon
On Tue, Feb 17, 2009 at 8:35 PM, George Dahl wrote: > Really? You think that doing 20-50 uniform random playouts and > estimating the win probability, when used as a leaf node evaluator in > tree search, will outperform anything else that uses same amount of > time? You'll probably find a variet

Re: [computer-go] Presentation of my personnal project : evolution of an artificial go player through random mutation and natural selection

2009-02-13 Thread Mark Boon
Just curious, did you ever read 'On Intelligence' by Jeff Hawkins? After reading that I got rather sold on the idea that if you're ever going to attempt making a program with neural nets that behaves intelligently then it needs to have a lot of feed-back links. Not just the standard feed-fo

Re: [computer-go] GPGPU

2009-02-10 Thread Mark Boon
I don't know if that's what you're already looking at, but recently Apple announced their new version of OS X called 'Snow Leopard' which supposedly focuses mostly on improvements in the use of multiple processing. And that includes the GPU. The module that binds it all together is called '

Re: [computer-go] How to "properly" implement RAVE?

2009-02-08 Thread Mark Boon
On Sun, Feb 8, 2009 at 3:02 PM, Isaac Deutsch wrote: > Hi, > > Can you explain what minimumNrNodes and nrSimulations do? In my program I > play 50k games regardless of the number of nodes, so I would like to adjust > this accordingly. > minimumNrNodes is the number of games played out. Originally

Re: [computer-go] How to "properly" implement RAVE?

2009-02-08 Thread Mark Boon
I had a little spare time to look at it. It seems indeed I forgot to update the GoEngineGTP.jar file last time I made some changes. This was easy to fix even from here and I think it should work now. Just as a note, if you want to change the number of playouts to 50K, you need to change the

Re: [computer-go] How to "properly" implement RAVE?

2009-02-07 Thread Mark Boon
; [/Users/ibd/Desktop/computer go/Rango/CGOS/TesujiRefBot.xml]: Instantiation > of bean failed; nested exception is java.lang.NoClassDefFoundError: > tesuji/games/general/MoveIterator > > > Original-Nachricht >> Datum: Sat, 7 Feb 2009 09:30:53 -0200 >> V

Re: [computer-go] How to "properly" implement RAVE?

2009-02-07 Thread Mark Boon
You can get everything here: http://plug-and-go.dev.java.net The MCTS program description is under 'Derived Projects'. You don't really need the source-code. You can just get the 'binaries & scripts' and then copy the files 'TesujiRefBot.jar' and 'TesujiRefBot.xml' to the directory where you put

Re: [computer-go] How to "properly" implement RAVE?

2009-02-06 Thread Mark Boon
I'm currently tied up but you can get my MCTS implementation, which includes RAVE, and set it up to play 50K playouts. It's only a matter of setting the right number in the configuration file. You can also use it to play through two-gtp, that way you can test an awful lot faster. Mark On Fri, F

Re: [computer-go] MC and Japanese rules

2009-02-05 Thread Mark Boon
I think as long as you don't count passes during exploration (or game- play) but only count passes during playout as points for the opponent, I don't see why you would need any adjustment. As to unsettled groups, that's what the second phase is for. Playout acts as the second phase in this c

Re: [computer-go] time measurement

2009-02-03 Thread Mark Boon
On Feb 3, 2009, at 2:34 PM, Heikki Levanto wrote: All in all, I think this is a messy and unreliable solution to a problem I have not seen happening. For what it is worth I vote against client-side time controls. Maybe you haven't seen it. That doesn't mean it doesn't exist. I've lost gam

Re: [computer-go] MC and Japanese rules

2009-02-02 Thread Mark Boon
On Feb 2, 2009, at 2:19 PM, Rémi Coulom wrote: Mark Boon wrote: I think I've seen people post about playing with Japanese rules in relation to MC programs. Correct me if I'm wrong, but I think I saw people do some adjustment in that case. Does that mean they actually use Chine

[computer-go] MC and Japanese rules

2009-02-02 Thread Mark Boon
I think I've seen people post about playing with Japanese rules in relation to MC programs. Correct me if I'm wrong, but I think I saw people do some adjustment in that case. Does that mean they actually use Chinese scoring internally? Mark ___ c

Re: [computer-go] How to "properly" implement RAVE?

2009-02-02 Thread Mark Boon
On Feb 2, 2009, at 9:57 AM, Isaac Deutsch wrote: They are not pattern based playouts, but as I said uniformly random. I reckon the effect of RAVE is less with these? My MCTS implementation sees a gain of 200-400 ELO from RAVE using uniformly random moves. 400 gain (90% win-rate) for 2K play

[computer-go] stone-age and patterns

2009-02-02 Thread Mark Boon
I haven't gotten very far yet in incorporating many of the suggestions published on this mailing-list into the MCTS ref-bot. As such I feel I still have a lot of catching up to do when it comes to MC programs, mostly due to lack of time. But I had an idea I wanted to share as I haven't seen

Re: [computer-go] Rules for remote play at the Computer Olympiad

2009-02-01 Thread Mark Boon
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 of what is happening. Especially for remote play I think this is needed becaus

Re: [computer-go] How to "properly" implement RAVE?

2009-01-21 Thread Mark Boon
On Jan 21, 2009, at 11:53 AM, Olivier Teytaud wrote: Here, we have a non-zero initialization of the number of wins, of the numbere of simulations, of the number of Rave-wins, of the number of Rave-losses. We have then a 0 constant for exploration, but also an exploratory term which is very

Re: [computer-go] How to "properly" implement RAVE?

2009-01-21 Thread Mark Boon
On Jan 21, 2009, at 10:23 AM, Magnus Persson wrote: Quoting Thomas Lavergne : - the best play is a good only if played immediatly and very bad if played later in the game : - the first playout for this play resulted in a lost. score and RAVE score will be very low and this play will neve

Re: [computer-go] How to "properly" implement RAVE?

2009-01-18 Thread Mark Boon
On Jan 18, 2009, at 5:38 PM, Magnus Persson wrote: In Valkyria I solved this by playing out the ladder on the playout board, and store all changes on a stack. When the ladder undos moves it just pop changes from the stack. In this way I can also use the rich board representation of Valkyri

Re: [computer-go] How to "properly" implement RAVE?

2009-01-18 Thread Mark Boon
On Jan 18, 2009, at 4:11 PM, David Fotland wrote: I think it is too expensive to read ladders during playouts. I remember that you have faster ladders search code so it might not cost you as much. My playout code has no ability to undo a move or do any kind of lookahead. Yes, my ladder

Re: [computer-go] How to "properly" implement RAVE?

2009-01-17 Thread Mark Boon
On Jan 17, 2009, at 5:41 PM, Sylvain Gelly wrote: For the first difference you mention, as far as I remember it makes a small but significant difference and is one of the main reason I was talking about "tricky details". OK, I ran a test and after 1,000 games with 2K semi-light playouts I

Re: [computer-go] How to "properly" implement RAVE?

2009-01-17 Thread Mark Boon
Thanks for taking the time Sylvain. I took a quick look to see how your pseudo-code compared to the reference implementation I made. There are a few small differences, and I think the place(s) where I deviated is exactly what confused Daniel Waeber. The first difference is that when I check

Re: [computer-go] How to "properly" implement RAVE?

2009-01-15 Thread Mark Boon
On Jan 15, 2009, at 12:33 PM, Daniel Waeber wrote: yes, but the weight/color maps stay the same for all updated nodes. I think the first playoutNode (the one most deep inside the tree) only should get amaf values for the random playout, the next one form random playout + from the first play

Re: [computer-go] How to "properly" implement RAVE?

2009-01-15 Thread Mark Boon
On Jan 15, 2009, at 10:47 AM, Daniel Waeber wrote: Thanks you. I think that I understand it now :) On 23:21 Wed 14 Jan , Mark Boon wrote: You have to understand that the 'start' variable really starts at the root from the position for which we do the search. So all the moves &

Re: [computer-go] How to "properly" implement RAVE?

2009-01-14 Thread Mark Boon
On Jan 14, 2009, at 10:55 PM, Daniel Waeber wrote: Accessing the AMAF values depends on your implementation. The following is a code-snippet from my MCTS reference implementation that updates the AMAF values in the tree: if (_useAMAF) { IntStack playoutMoves = _searchAdministratio

Re: [computer-go] Re: Hardware limits

2009-01-14 Thread Mark Boon
On Jan 14, 2009, at 8:39 PM, David Doshay wrote: Saving energy is a fine thing. Lets leave that to various hardware engineers in the semiconductor industry. Or, if you think this is such a grand idea then you should offer up the prize money and then we can all see who comes to compete for it.

Re: [computer-go] CGOS ELO questions

2009-01-14 Thread Mark Boon
On Jan 14, 2009, at 3:40 PM, Don Dailey wrote: However, the best thing to do is to ignore that page and go the "Bayes Rated" link which is updated every day. This is the total performance rating over all time of any player on CGOS. Everything is rated together, even if you have only play

Re: [computer-go] CGOS ELO questions

2009-01-14 Thread Mark Boon
On Jan 14, 2009, at 2:15 PM, Rémi Coulom wrote: Mark Boon wrote: I'm not so knowledgeable about the ELO system and had a few questions about how it's used by the CGOS server. Firstly, on the CGOS server page there's an explanation of how it works with a table of e

[computer-go] CGOS ELO questions

2009-01-14 Thread Mark Boon
I'm not so knowledgeable about the ELO system and had a few questions about how it's used by the CGOS server. Firstly, on the CGOS server page there's an explanation of how it works with a table of expected winning percentages vs. difference in ELO ratings: http://cgos.boardspace.net/ (t

Re: [computer-go] Re: GCP on ICGA Events 2009 in Pamplona

2009-01-14 Thread Mark Boon
On Jan 14, 2009, at 12:43 PM, Thomas Lavergne wrote: Couting xiangqi and shogi players as chess players is a bit unfair... Sorry if I caused confusion, I didn't mean to count those as Chess- players. I just stated that to show that despite large population- numbers in say China, most of tho

Re: [computer-go] Re: GCP on ICGA Events 2009 in Pamplona

2009-01-14 Thread Mark Boon
It's difficult to get hard data about this. Go is only the most popular game in Korea. In other countries like Japan and China it comes second by far to a local chess variation. Possibly Chess is more ingrained in Western culture than Go is in Asia, I don't know really. But Chess has the po

Re: [computer-go] How to "properly" implement RAVE?

2009-01-14 Thread Mark Boon
On Jan 14, 2009, at 9:36 AM, Daniel Waeber wrote: I have a question about the the part were the stats are updated. (l.15-25). having an array of amaf-values in every node seems very memory intensive and I don't get how you would access these values. You are right, it is memory intensive. I

Re: [computer-go] Re: Hardware limits

2009-01-10 Thread Mark Boon
On Jan 10, 2009, at 8:16 AM, Gian-Carlo Pascutto wrote: Dave Dyer wrote: I think general hardware limits are good, because they will permit more teams to be competitive without altering the nature of the competition. So in effect, it's an admission that the strength of some teams should be

[computer-go] Strange Ko

2009-01-09 Thread Mark Boon
The attached game played on CGOS was awarded a win for white due to an illegal move. Black tried to play J3, which according to the game- record is a ko. Nothing could be further from the truth... Rather shocking really. What happened here? Mark 684276.sgf Description: Binary data __

Re: [computer-go] UEC cup

2008-12-17 Thread Mark Boon
On Wed, Dec 17, 2008 at 6:39 PM, Michael Goetze wrote: > this is actually a rather complicated topic because you can have different > definitions for "professional strength". For instance, I could make an > argument that S. Shikshina 3p does not have "professional strength", AFAIK > she did not be

Re: [computer-go] UEC cup

2008-12-16 Thread Mark Boon
On Tue, Dec 16, 2008 at 8:52 PM, Michael Goetze wrote: > I wish people would stop spreading such incorrect information. The > correlation between professional ranks and playing strength is quite bad, > and EGF 7dans are not, generally speaking, professional strength. I'm not claiming to be an aut

Re: [computer-go] RefBot (thought-) experiments

2008-12-16 Thread Mark Boon
- Show quoted text - On Tue, Dec 16, 2008 at 11:35 PM, Weston Markham wrote: > On Wed, Dec 17, 2008 at 1:32 AM, Mark Boon wrote: >> By the way, what does scratch100k.sh look like? > > ../gogui-1.1.3/bin/gogui-twogtp -auto -black "java -jar jrefgo.jar 10" &g

Re: [computer-go] RefBot (thought-) experiments

2008-12-16 Thread Mark Boon
By the way, what does scratch100k.sh look like? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] RefBot (thought-) experiments

2008-12-16 Thread Mark Boon
On Tue, Dec 16, 2008 at 12:20 PM, Jason House wrote: > When thinking about the apparent strength loss, I came up with a potential > theory: consistency. With more simulations, noise has less of an impact. I'm > going to guess that the known bias of AMAF leads to blunder that is played > more consi

Re: [computer-go] RefBot (thought-) experiments

2008-12-15 Thread Mark Boon
Weston, Although those result sound intriguing, it also looks like a convoluted experiment. I wouldn't call gnu-go an expert judge, although it is an impartial one. The fact that it says that the 5K ref-bot is ahead after 10 moves 46% of the time alone makes it suspect in my eyes. But it is curiou

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