sorry to be pedantic, but: 13. Chinese scoring.
s. On Sat, Oct 11, 2008 at 9:11 AM, Don Dailey <[EMAIL PROTECTED]> wrote: > On Sat, 2008-10-11 at 13:33 +0100, Claus Reinke wrote: >> I have a rough idea of what that might be. And I suspect that keeping >> this >> "de facto standard" implicit has been hiding some actual differences >> in what >> different people think that standard is. Some of my questions arise >> from trying >> to pin down where and why different authors have different ideas of >> what "the" >> standard is. If there has been some explicit standardisation since >> those papers >> were published, I'd be interested in a pointer to that standard and >> its rationale. > > I'm going to publish a real simple java reference program and some docs > to go with it and a program to "test" it for black box conformance. > (Actually, it will test 2 or more and compare them.) I would like to > get someone who writes better than I do to write up the standard in less > casual language but it goes something like this: > > 1. A complete game playing program so it can also be tested in real > games. > > 2. Play uniformly random moves except to 1 pt eyes and avoiding simple > ko. When a move is otherwise not possible, pass. > > 3. Playout ends after 2 consecutive pass moves (1 for each side.) > > 4. 1 pt eye is an empty point surrounded by friendly stones for the > side to move. Additionally, we have 2 cases. If the stone is NOT on > any edge (where the corner is an edge) there must be no more than one > diagonal enemy stone. If the point in question is on the edge, there > must be NO diagonal enemy stones. > > 5. In the playouts, statistics are taken on moves played during the > playouts. If the move is played FIRST (during the playout) by the side > to move it is one data point and the win loss record is maintained. > > 6. The move with the highest statistical win rate is the one selected > for move in the actual game. > > 7. In the case of moves with even scores a random selection is made. > > 8. Pass move are never selected as the final move to play unless no > other non-eye filling move is possible. > > 9. Random number generator is unspecified - your program should > simply pass the black box test and as a further optional test your > program should score close to 50% against other "properly implemented" > programs. > > 10. Suicide not allowed in the playouts or in games it plays. > > 11. When selecting moves to play in the actual game (not playouts) > superko is checked and forbidden. > > 12. If a move has NO STATS taken (which is highly unlikely unless you > do very few playouts) it is ignored for move selection. > > Did I miss anything? I would like to get feedback and agreement on > this. > > Please note - a few GTP commands will be added in order to instrument > any conforming programs. Haven't figured those out yet, but it will > be designed so that it can report number of nodes, number of playouts, > average score of playouts, etc. So the tester may set up some position > and a ko, and ask for statistics based on the number of specified > playouts. > > - Don > > > > > > > > > > _______________________________________________ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ > _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/