Hi.
 First things first : i think the specification is enougth as it is.
 I hope that we can end up with something useable by anyone,
 even non go people as a final goal. We'll have to get non-go experienced 
 people to beta-read it (and criticized) for us, i suppose. And we'll probably
 have to get a HTML version with some fancy illustration (wich i won't be 
helpfull for)
 
 I really look forward to be able to get involved non go people easily :)
 I'm pretty sure a lot of them accepting this contest would end up
 being very valuable for the community :)

We'll probably have to get a bit deeper in the gtp-part ultimately.
-------------------------------------------------------------------------- 

===
   5.  Scoring is Chinese scoring.  When a play-out completes, the 
      score is taken accounting for komi and statistics are kept.  
      
I think i would like it if we just gave how it should be done.
Using the eye definition we impose anyway.

-------------
 I propose : 
-------------
  5. Scoring is done at the end of a game (two consecutive pass)
   , in the following way :
   each stone on the board gives a point to the player who
   owns it. An empty intersection gives a point to the player (if any) who
   has a stone on each orthogonal intersection around it.
   If black's score is greater than 0.0 then it is scored as a black win. 
Otherwise
   it is scored as a white win.
 
 
 ===
   1. Must be able to play complete games for comprehensive conformity
     testing.
 
 I do not quite understand the point. But it can't really hurt either .. :)
 
 ===
   2. In the play-out phase, the moves must be chosen in a "uniformly
     random" way between legal moves that do not fill 1 point eyes and
     obey the simple-ko restriction.

     When a move in the play-out is not possible, a pass is given.
     
I'd like that we got more descriptive on the simple-ko restriction, if possible.
(i'll try to propose something, but i'm getting low on time right now)

===
  3. Play-outs stop after 2 consecutive pass moves, OR when N*N*3
     moves have been completed, except that at least 1 move gets tried
     where N is the size of the board.  So if the board is 9x9 then
     the game is stopped after 9*9*3 = 81*3 = 243 move assuming at
     least one move has been tried in the play-outs.
     
I don't quite get the point of the "except that at least 1 move gets tried"
part

===
   ref-nodes -> return total moves executed in play-outs
               (including both pass moves at end of each
               play-out.)

   ref-score -> return total win fraction for black.  
   
i do not find ref-nodes that much descriptive for "return total moves executed 
in play outs"
Maybe it is quite standard to call that number ref-nodes ? As it's only amaf,
there are no node per-se are there. what about a ref-numberOfMove command ?
--------------------------------------------------------------------------
Here are the data you requested for with the implementation i want
to use as a reference. I'm not able to get value for integer komi.
(my system do no account for draws ..)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
Komi 0.5
mean score =0.5244261847821416
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
komi 5.5
mean score =0.44674397181685754
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
Komi 6.5
mean score =0.4467712426921182
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
Komi 7.5
mean score =0.42132957622630574
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
87317.15777498983 Playout/sec
Time=11.461321297
Number of playout=1000770.0
Mean moves per sim 111.06128680915695
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

It uses the mersene twister for random-generation.
But this is a 4 thread test. I use nanotime as an help
to set up the (per thread) seed, combined with thread number.

I think it's interesting to give the Playout/sec score.
Then your reference bot "can" be used as a refence benchmark.
That is not perfect of course, but that gives something to chew.
(I get quite a large variation in speed from run to run
with 1000 000 simulations. Ranging from less than 80k/s to close to 90k/s
with 4 threads over my 4 cores.

My implementation is in java too, and has nothing fancy to it,
so i might as well publish it later on. I probably should clean it
up a bit. And make a few optimisation (by refactoring).




----------------------------------
Don said :
----------------------------------
I made a reference bot and I want someone(s) to help me check it out
with equivalent data from their own program.  There are no guarantees
that I have this correct of course.

Doing 1 million play-outs from the opening position I get the following
numbers for various komi:

  playouts:    1,000,000
      komi:    5.5
     moves:  111,030,705
     score:  0.445677

  playouts:    1,000,000
      komi:    6.0
     moves:  111,066,273
     score:  0.446729

  playouts:    1,000,000
      komi:    6.5
     moves:  111,040,546
     score:  0.447138

  playouts:    1,000,000
      komi:    7.0
     moves:  111,029,204
     score:  0.4333795

  playouts:    1,000,000
      komi:    7.5
     moves:  111,047,843
     score:  0.421281

(I also get a score of 0.524478 for 0.0 komi)
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