Oh, I didn't notice at first that the player-to-move was encoded
seperatly from the pattern shape.

On Dec 6, 2007 9:53 AM, Álvaro Begué <[EMAIL PROTECTED]> wrote:
>
>
>
> 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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