On Dec 6, 2007 9:31 AM, Chris Fant <[EMAIL PROTECTED]> wrote:

> But then you lose information on player-to-move, right?


No. What I am saying is that it is as urgent for black to play on

. . .
. . X
X O .

as it is for white to play in

. . .
. . O
O X .

Precisely one way of implementing what I said is by only storing patterns
with black to move. If it is white's turn, make turn the 01s into 10s and
the 10s into 01s in the pattern and then do the lookup.

Some code like this would do:

unsigned switch_players_in_pattern(unsigned x){
  return ((x&0x2aaaa)>>1) | ((x&0x15555)<<1);
}

Álvaro.



>
>
> On Dec 6, 2007 7:18 AM, Álvaro Begué <[EMAIL PROTECTED]> wrote:
> > Oh, I see you have applied the symmetries, but not the swapping of
> roles.
> > Still, this should probably be done and cut the number of gamma values
> in
> > half.
> >
> > Álvaro.
> >
> >
> >
> >
> > On Dec 6, 2007 7:13 AM, Álvaro Begué < [EMAIL PROTECTED]> wrote:
> > > Thanks for the file! This should be very helpful when I try to
> reproduce
> > results.
> > >
> > > It looks like you are not taking advantage of symmetries. For
> instance,
> > > 88|0|17.033168
> > > 88|1|12.263955
> > > and
> > > 164|0|17.388714
> > >
> > > 164|1|25.862695
> > > Are identical except for swapping the roles of white and black (88 ==
> 1120
> > in base 4, 164 == 2210 in base 4), and therefore they should have the
> same
> > scores. If you do take symmetries of this type into consideration,
> you'll
> > reduce the number of gamma values you have to compute by a factor of
> almost
> > 16 (8 symmetries in the D4 group, times 2 colors). This should result in
> > faster learning and better estimates.
> > >
> > > Álvaro.
> > >
> > >
> > >
> > >
> > >
> > >
> > > On Dec 6, 2007 4:28 AM, Lars <[EMAIL PROTECTED] > wrote:
> > >
> > > > While you can find the gamma-values of non-shape patterns in the
> paper
> > > > of Remi, I can give you the list of shape-pattern gamma-values.
> > > >
> > > > The source-code is mixed with my engine-code, which i don't like to
> > > > publish. But the algorithm is more or less easy to implement..
> > > >
> > > > I'll try to attach the file to this mail, if it don't work I send it
> to
> > > > your address.
> > > >
> > > > The file have the following coding:
> > > > It's a text-file with one pattern each line.
> > > > Lines look as:
> > > > Pattern-ID|Move-right(0=black, 1=white)|gamma-value\n
> > > >
> > > > The Pattern-IDs have the following coding:
> > > > In the binary representation of the ID you have 2 Bits for every
> field.
> > > > So you have 18 Bits at all.
> > > > 00 = Empty, 01 = Black, 02 = White, 03 = Edge
> > > > The pairs are ordered as:
> > > > 1 2 3
> > > > 4 5 6
> > > > 7 8 9
> > > > in the ID it is
> > > > 123456789
> > > >
> > > > While you can rotate and mirror the patterns only one
> respresentation of
> > > > the various possible representations is contained in the file.
> > > >
> > > > >
> > > > > On Dec 5, 2007 3:17 PM, Lars <[EMAIL PROTECTED]> wrote:
> > > > >         Thank you for your explanations!
> > > > >         You were right, it was a bug, and now it works really
> fine.
> > > > >
> > > > > Are you (or Remi) willing to publish any of the following?
> > > > > 1. Source code for extracting ELO ratings for moves
> > > > > 2. Full list of gamma values, including patterns
> > > > >
> > > > >
> > > > > Either of those would help kick start those of us that are just
> > > > > starting to go down a similar road.
> > > > > _______________________________________________
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> > > >
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> > > >
> > >
> > >
> >
> >
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> >
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