I fixed the problem by going back to the tcl script that does the ping.
On 2/6/07, Chris Fant <[EMAIL PROTECTED]> wrote:
This is happening everyday for me. My IP is not changing. I don't
think it's a lag issue. But I could be wrong. Is it possible that
there is a bug in the Windows TCL inte
This is happening everyday for me. My IP is not changing. I don't
think it's a lag issue. But I could be wrong. Is it possible that
there is a bug in the Windows TCL interpreter? How many other people
out there are running TCL on Windows for cgos?
On 2/6/07, Magnus Persson <[EMAIL PROTECTED
I have the problem that my DSL provider disconnects me and give me a new
IP-adress. When that happens my programs lose on time in a similar to your
problem description. My solution is to disconnect/connect my Internet and CGOS
connection manually often enough. I also had some problems with lag but
I was allowing single-stone suicide. I fixed it in the Stonedxk_a
bots. Their ratings should be better. And they are faster since the
playouts are shorter. I wasn't sure if it would be worth it to check
for multi-stone suicides. I'm not tracking actual liberty counts,
only pseudo-liberties.
3/154 games have been lost on time and I confirmed that each of those
3 games only had zero or one moves made in the game SGF. So it is
probably not affecting my rating much, but I still need to fix it so
that my bots can play continuously without me having to notice this,
ctrl-C the tcl script a
On Mon, 2007-02-05 at 19:29 -0500, Chris Fant wrote:
> It seems that some of my games are being lost on time after only a
> single move (for instance
> http://cgos.boardspace.net/public/SGF/2007/02/06/465927.sgf)
>
> But my engine is never being told that a game has started and it needs
> to gene
I'm pretty sure you're doing something wrong - I just don't
know what it is.
Stoned100k 1286
GenericMC_100K 1453
These should be about the same.
- Don
On Mon, 2007-02-05 at 19:23 -0500, Chris Fant wrote:
> > for each move you play in the random games:
> >
> > 1. Choose a
It seems that some of my games are being lost on time after only a
single move (for instance
http://cgos.boardspace.net/public/SGF/2007/02/06/465927.sgf)
But my engine is never being told that a game has started and it needs
to generate a move. And after this happens, my engine is no longer
conn
for each move you play in the random games:
1. Choose a move randomly from the whole list.
2. if the move is legal play it.
3. If the move is illegal - put it away so it doesn't
get selected again and repeat at step 1.
Yeah, that's what I do.
_
There must be no bias in the selection of the moves (unless of course
this is purposeful and you know what you are doing), they must be
uniformly random - no particular move being more likely than another
to be chosen.
Do something simple to start with to make sure it is working
correctly, then o
Yes, it should be (ws + wt) not (ws - wt), thanks for catching
that.
- Don
On Mon, 2007-02-05 at 16:30 -0600, Nick Apperson wrote:
> question:
>
> should " if ( (bs + bt) - (ws - wt) > komi ) then black_wins else
> white_wins." be " if ( (bs + bt) - (ws + wt) > komi ) then black_wins
> else w
On 2/5/07, Don Dailey <[EMAIL PROTECTED]> wrote:
Did you look at the games? Sometimes there is something obvious.
For instance does it pass too early or lose games on forfeit?
Although I can't see your code, I would suspect the following
problems:
1. Is the eye avoid routine 100% correct?
question:
should " if ( (bs + bt) - (ws - wt) > komi ) then black_wins else
white_wins." be " if ( (bs + bt) - (ws + wt) > komi ) then black_wins else
white_wins." ? or maybe you meant "if ( (bs + bt - ws - wt) > komi ) then
black_wins else white_wins." ?
and floats are rounded down when conver
Did you look at the games? Sometimes there is something obvious.
For instance does it pass too early or lose games on forfeit?
Although I can't see your code, I would suspect the following
problems:
1. Is the eye avoid routine 100% correct?
2. Are the moves actually uniformly random? Yo
I notice that SlugGo can move up or down almost 100 points,
depending upon how many games it has played and who else
is playing at the time. Your 10k numbers look close to me for
how many games you have played.
Cheers,
David
On 5, Feb 2007, at 1:57 PM, Chris Fant wrote:
I must still have som
I must still have some bugs. Here's my current numbers:
Stoned100k 1286
Stoned10k 1009
Stoned1k755
On 2/5/07, Christoph Birk <[EMAIL PROTECTED]> wrote:
On Sat, 3 Feb 2007, Don Dailey wrote:
> GenericMC_300K 1455.0
> GenericMC_200K 1391.6
> GenericMC_11142.9
On Sat, 3 Feb 2007, Don Dailey wrote:
GenericMC_300K 1455.0
GenericMC_200K 1391.6
GenericMC_11142.9
GenericMC_100K 1453.9
I run theses once a week for a few hours to keep them on the CGOS list.
myCtest1 10k 1075
myCtest5 50k 1385
myCtest25250k1445
Ok, so let's get some 3000 rated bots on CGOS so Chris can get
his bot rated.
- Don
On Sun, 2007-02-04 at 12:05 -0500, Chris Fant wrote:
> 3000
>
> On 2/3/07, Don Dailey <[EMAIL PROTECTED]> wrote:
> > On Sat, 2007-02-03 at 19:43 -0500, Chris Fant wrote:
> > > I don't see how my bots are going t
3000
On 2/3/07, Don Dailey <[EMAIL PROTECTED]> wrote:
On Sat, 2007-02-03 at 19:43 -0500, Chris Fant wrote:
> I don't see how my bots are going to get ratings if all the existing
> logged-in bots are rated much higher than the level that mine appear
> to be performing at. We need more low-qualit
On Sat, 2007-02-03 at 19:43 -0500, Chris Fant wrote:
> I don't see how my bots are going to get ratings if all the existing
> logged-in bots are rated much higher than the level that mine appear
> to be performing at. We need more low-quality cgos players.
Mabye someone will see this and put ther
I don't see how my bots are going to get ratings if all the existing
logged-in bots are rated much higher than the level that mine appear
to be performing at. We need more low-quality cgos players.
On 2/3/07, Don Dailey <[EMAIL PROTECTED]> wrote:
GenericMC_300K 1455.0
GenericMC_200K 1
GenericMC_300K 1455.0
GenericMC_200K 1391.6
GenericMC_11142.9
GenericMC_100K 1453.9
In my implementation I do 10,000 play-outs from the root so
they are not perfectly distributed between moves.
I do check for simple ko in the simulations but when the
simulations are don
Don,
I put new player (StonedAgain) on cgos and although it didn't
establish a rating, it won very few games. So I'm going to try and
make it do basically the same thing as some other program on cgos and
see what happens. I'll try to replicate GenericMC_1, (which you
discussed on this list
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