Re: [computer-go] Anchor Player

2006-12-28 Thread Sanghyeon Seo

2006/12/26, Don Dailey <[EMAIL PROTECTED]>:

There are many other ways to take advantage of your opponent in
chess that I consider sound if applied in a very measured and
careful way.   None of them call for making truly unsound moves,
especially when you consider that in a losing position, all moves
are unsound in some sense.Now you are in a situation of
"risk management",  you are looking for moves that give you the
best chances of winning (a lost game) and usually, it requires
a move that makes it the most difficult for your opponent.  This
is not quite the same as moves that make it easiest for you, which
is what you look for in WON positions.


There's one easy way I found to do this in Go. In handicap Go,
if you're behind, set up a ko. :)

Ko does complicate a game, and almost by definition, you will play it
better and gain something.

--
Seo Sanghyeon
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Re: [computer-go] Interesting problem

2006-12-28 Thread Chris Fant

I haven't really paid much attention to the previous few emails, but
if it is an effort at making a weak player (as the thread started
out), I shouldn't have to.  Why not just randomly chose (with a
programmable distribution) between making a move based on a simulation
and a completely random move?  This will give you adjustable play
quality somewhere between the two.


On 12/28/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:




  A more detailed version.

   1|  208  110   63   89   93  104  106   98  117  139  117   98  106  104
 93   89   63  110  208
2|  110   18868   12   17   17   22   39   22   17   17   12
   868   18  110
3|   638...266454662
   ...8   63
4|   896..2555444555
   2..6   89
5|   938.276   10   12   12   18   12   12   106
   72.8   93
6|  104   12256   11   14   16   17   23   17   16   14   11
   652   12  104
7|  106   1765   10   14   27   22   21   35   21   22   27   14
  1056   17  106
8|   98   1765   12   16   22   39   29   35   29   39   22   16
  1256   17   98
9|  117   2244   12   17   21   29   35   37   35   29   21   17
  1244   22  117
   10|  139   3954   18   23   35   35   37  178   37   29   35   23
  1845   39  139
   11|  117   2244   12   17   21   29   35   37   35   29   21   17
  1244   22  117
   12|   98   1765   12   16   22   39   29   35   29   39   22   16
  1256   17   98
   13|  106   1765   10   14   27   22   21   35   21   22   27   14
  1056   17  106
   14|  104   12256   11   14   16   17   23   17   16   14   11
   652   12  104
   15|   938.276   10   12   12   18   12   12   106
   72.8   93
   16|   896..2555444555
   2..6   89
   17|   638...266454662
   ...8   63
   18|  110   18868   12   17   17   22   39   22   17   17   12
   868   18  110
   19|  208  110   63   89   93  104  106   98  117  139  117   98  106  104
  93   89   63  110  208


 Dave Hillis
 -Original Message-
 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Cc: computer-go@computer-go.org
 Sent: Wed, 27 Dec 2006 11:58 PM
 Subject: Re: [computer-go] Interesting problem


Thanks Dave,

- Don

On Wed, 2006-12-27 at 23:50 -0500, [EMAIL PROTECTED] wrote:
> File attached. And also inline below Dave Hillis antminder on KGS



 
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Re: [computer-go] Interesting problem

2006-12-28 Thread Aloril
On Wed, 2006-12-27 at 21:34 -0500, Don Dailey wrote:
> I'm having an interesting problem - my hope is to set
> a random legal move making player (who doesn't fill
> 1 point eyes) at ELO zero. 
> 
> I feel this would define a nice standard that is
> easy to reproduce and verify experimentally and 
> at least would be a known quantity even 100 years
> from now.
> 
> But I'm having a difficult time creating players
> who are slightly better than this at 19x19.  I need
> incrementally better and better players.

I suspect this is quite hard problem. On 9x9 we have some of this and I
suspect even there "do not fill eyes random" (PythonBrown) has not yet
settled (maybe 100-200 ELO overrated). Probably too few weak players ;-)
On 19x19 I think problem is much harder and required amount of
intermediate players is much bigger. I'm of course interested in hearing
your experimentation results. Maybe I'm wrong and it is actually
feasible.

My vague recollection was that random player is maybe 200 kuy, "do not
fill eyes" adds 60 stones, atari detection adds about 20-30 stones,
idiotbot is maybe 100 kuy, weakbot50k maybe 50 kuy. However differences
between computers tend to be much bigger than when they play against
humans! For example GNU Go 2.0 can give Liberty 1.0 easily 9 stones and
win more than 50% of games (based on few ha9 test games), but at KGS
they are rated at 10k and 14k. Even WeakBot50k is rated at 20k while
latest GNU Go rated at 6k can give it numerous handicap stones (much
more than 14 stones, I think it's more than 40 stones).

Here is my proposal for anchor player: Use GNU Go 3.7.10 (or any enough
recent with super-ko support) at level 0 and use well defined
randomization on top of moves it returns. Ie. ask all_move_values (lists
only moves that gnugo considers positive) and add remaining moves and
then apply slight randomization so that it still plays close to original
strength but is much more unpredictable than GNU Go.

Example program (by blubb and me): 
http://londerings.cvs.sourceforge.net/londerings/go/gtpTuner/

Reasons:
- reasonably strong, no need for huge amount of intermediate players
- source code available
- well known entity
- with some randomization should be unpredictable

I suspect that GNU Go without randomization is too predictable. This is
very clearly case on 9x9 board and possibly on 19x19 too.

-- 
Aloril <[EMAIL PROTECTED]>
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Re: [computer-go] Interesting problem

2006-12-28 Thread Nick Apperson

This is an interesting problem.  It seems to me that the reality is that
when you are talking about non-ideal play, ranking systems aren't linear.
Program A could beat B which could beat C which could beat A.  How would you
rank those?  Clearly there is going to have to be some degree of arbitrary
selection.  I propose convenience as the best reason for picking one anchor
over another.  I think a completely random player is the only other choice
from a theoretically perfect player that doesn't have arbitrariness.  But,
by defining players relative to that anchor, we would really be measuring
how effectively a program exploits a weak player rather than how good the
program is.

It is my opinion that it is more important to have a relative ranking system
than an absolute system.

- Nick

On 12/28/06, Aloril <[EMAIL PROTECTED]> wrote:


On Wed, 2006-12-27 at 21:34 -0500, Don Dailey wrote:
> I'm having an interesting problem - my hope is to set
> a random legal move making player (who doesn't fill
> 1 point eyes) at ELO zero.
>
> I feel this would define a nice standard that is
> easy to reproduce and verify experimentally and
> at least would be a known quantity even 100 years
> from now.
>
> But I'm having a difficult time creating players
> who are slightly better than this at 19x19.  I need
> incrementally better and better players.

I suspect this is quite hard problem. On 9x9 we have some of this and I
suspect even there "do not fill eyes random" (PythonBrown) has not yet
settled (maybe 100-200 ELO overrated). Probably too few weak players ;-)
On 19x19 I think problem is much harder and required amount of
intermediate players is much bigger. I'm of course interested in hearing
your experimentation results. Maybe I'm wrong and it is actually
feasible.

My vague recollection was that random player is maybe 200 kuy, "do not
fill eyes" adds 60 stones, atari detection adds about 20-30 stones,
idiotbot is maybe 100 kuy, weakbot50k maybe 50 kuy. However differences
between computers tend to be much bigger than when they play against
humans! For example GNU Go 2.0 can give Liberty 1.0 easily 9 stones and
win more than 50% of games (based on few ha9 test games), but at KGS
they are rated at 10k and 14k. Even WeakBot50k is rated at 20k while
latest GNU Go rated at 6k can give it numerous handicap stones (much
more than 14 stones, I think it's more than 40 stones).

Here is my proposal for anchor player: Use GNU Go 3.7.10 (or any enough
recent with super-ko support) at level 0 and use well defined
randomization on top of moves it returns. Ie. ask all_move_values (lists
only moves that gnugo considers positive) and add remaining moves and
then apply slight randomization so that it still plays close to original
strength but is much more unpredictable than GNU Go.

Example program (by blubb and me):
http://londerings.cvs.sourceforge.net/londerings/go/gtpTuner/

Reasons:
- reasonably strong, no need for huge amount of intermediate players
- source code available
- well known entity
- with some randomization should be unpredictable

I suspect that GNU Go without randomization is too predictable. This is
very clearly case on 9x9 board and possibly on 19x19 too.

--
Aloril <[EMAIL PROTECTED]>
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Re: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread Rémi Coulom

Don Dailey wrote:

I'll take a final poll - speak now or forever hold your peace!

Should we:

  1.  Give white N-1 stones at end of game.  (where N = handicap)
  2.  Give white N stones at end of game.  (N = handicap)
  3.  Give white N stones except handicap 1 case.
  4.  Not worry about giving white anything but the appropriate
  handicap stones.

Option 4 seems a lot cleaner and is WYSIWYG at end of game along
with komi of course.

  
I vote for 2 because that is what KGS does, and that is how I have 
implemented handicap in my program.


It has already been said already, but I insist: what we need is a GTP 
command to tell the program what are the rules of the game. I would be 
glad to implement such a command, and would not care about the 
compensation method, then.


Rémi
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Re: [computer-go] 2007 KGS bot tournament schedule

2006-12-28 Thread sylvain . gelly
Hi Don,

adding silently 0.5 second per move to the clock seems a good idea and simple 
enough. In 9x9 10 minutes, the communication time is not really a problem as 
you can take 30 s security and games are quite short, but for 19x19 it can be 
important. Of course in a 1 minute game, you can't take a 30 s security :).

Sylvain

> Hi Sylvain,
>
> Do you think it would be useful to add 1/2 second for CGOS games?
> I have long considered doing that.   I would still consider it fixed
> time games - I would just silently add 1/2 second to the clock for
> each move as a kind of internal benefit of the doubt factor - it's
> clear that some time is lost automatically even under the best
> conditions.
>
> - Don
>
> On Wed, 2006-12-27 at 18:41 +0100, [EMAIL PROTECTED] wrote:
> > Hi Nick,
> >
> > > I plan to hold another Slow tournament, once the KGS "five-minute rule"
> > > but has been fixed.
> >
> > Good idea, this tournament have been popular.
> >
> > > I am also considering having a Fast tournament, with maybe a minute
> > > each for 9x9, or four minutes each for 19x19.  Would there be interest
> > > in such an event?  What board size, and time limit, would be popular?
> >
> > This is a good idea. Of course for the board size and time limits we have
> > to test. 1 minute for 9x9 seems well suited. 4 minutes for 19x19 seems
> > very quick, at least I think that MC programs would not play better than
> > random at this speed :).
> > I have one concern about communication time. It appeared to me that on
> > KGS, MoGo can only play 4 (random) moves a second (of course it is not
> > CPU time... :)). I saw that because on 19x19 one human is happy to beat
> > MoGo on time simply by making the game as long as possible (almost 800
> > moves). With one minute left at the "real" end of the game, and playing
> > random moves, MoGo can't manage to play the hundred moves that the human
> > manages to create (by killing its one groups filling all eyes, then
> > creating big empty spaces).
> >
> > Perhaps the duration of the game could be x minutes for the game+1 second
> > per move to take into account the communication time?
> >
> > Anyway I think slow and fast tournaments are fun and also bring unusal
> > problems which teach us interesting things. By the way, I find that the
> > "normal" 19x19 tournaments with 18 minutes are already fast tournaments
> > :).
> >
> > Sylvain
> >
> > ___
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>
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Re: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread Urban Hafner

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1


On Dec 28, 2006, at 10:28 , Rémi Coulom wrote:


Don Dailey wrote:

I'll take a final poll - speak now or forever hold your peace!

Should we:

  1.  Give white N-1 stones at end of game.  (where N = handicap)
  2.  Give white N stones at end of game.  (N = handicap)
  3.  Give white N stones except handicap 1 case.
  4.  Not worry about giving white anything but the appropriate
  handicap stones.

Option 4 seems a lot cleaner and is WYSIWYG at end of game along
with komi of course.


I vote for 2 because that is what KGS does, and that is how I have  
implemented handicap in my program.


I'd vote for 2, too. Because that's the way (apparently) KGS does it  
so it seems like a good idea not to have two different ways to handle  
things out there.


Urban
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Re: [computer-go] Interesting problem

2006-12-28 Thread alain Baeckeroot
Le jeudi 28 décembre 2006 03:34, Don Dailey a écrit :
> I'm having an interesting problem - my hope is to set
> a random legal move making player (who doesn't fill
> 1 point eyes) at ELO zero. 
Hmm maybe i misunderstand. It seems to me that a random player
cannot have a fixed rating  (except -infinity) as it will lose
all his games against non random player. 
Or if it is set at zero ELO all other non random bot will slowly
drift toward +infinity.

> 
> I feel this would define a nice standard that is
> easy to reproduce and verify experimentally and 
> at least would be a known quantity even 100 years
> from now.
Any GPL go engine fulfill the above requirements :)

Aloril did gtp patch for old gnugo, so it is possible to
use gnugo-1.2 and 2.0 as weak players, and gnugo 3.7.10 at default
level for stronger anchor (lower level are very poor in reading).

Alain
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Re: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread Łukasz Lew

>>   2.  Give white N stones at end of game.  (N = handicap)


I vote for 2.
But my reason is that 2 is the closest to some future international Go rules.
I.e it allows for smooth integration of area and territory scoring.

Łukasz


On 12/28/06, Urban Hafner <[EMAIL PROTECTED]> wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1


On Dec 28, 2006, at 10:28 , Rémi Coulom wrote:

> Don Dailey wrote:
>> I'll take a final poll - speak now or forever hold your peace!
>>
>> Should we:
>>
>>   1.  Give white N-1 stones at end of game.  (where N = handicap)
>>   2.  Give white N stones at end of game.  (N = handicap)
>>   3.  Give white N stones except handicap 1 case.
>>   4.  Not worry about giving white anything but the appropriate
>>   handicap stones.
>>
>> Option 4 seems a lot cleaner and is WYSIWYG at end of game along
>> with komi of course.
>>
>>
> I vote for 2 because that is what KGS does, and that is how I have
> implemented handicap in my program.

I'd vote for 2, too. Because that's the way (apparently) KGS does it
so it seems like a good idea not to have two different ways to handle
things out there.





Urban
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Re: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread Jacques Basaldúa

Markus Enzenberger wrote:

would it make sense to treat players with handicap 
as completely different players? For example, GNU 
Go giving one handicap stone would be a different 
player and get a rating independent of GNU Go in 
an even game?


I like that !! It would give very valuable information.

Don Dailey wrote:

Actually,  1 program would have at most 10 entries 
if I allow up to 9 handicap stones.


I don't think its necessary. Two entries would be 
enough: handicap and even. Or maybe three, at most: 
given handicap, taken handicap and even.


E.g. xxBot, xxBotH+, xxBotH-

Jacques.

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Re: [computer-go] Interesting problem

2006-12-28 Thread steve uurtamo
anyone
who plays by the rules qualifies as 30kyu.

s.



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Re: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread steve uurtamo
sorry, i just realized how out of context that was.

in response to "X is 50kyu, Y is 300kyu", etc.

30kyu is a good bottom end.  the bottom has to be 
somewhere, and 30kyu humans are easily beaten by
most anything stronger than random play.  more than
39 levels is asking quite a bit of the ranking
system, given that handicap stones are expected to
act somewhat linearally for small differences between 
ranks.

the reality is that 30kyu is often just a way to refer

to someone who has only minutes before learned the 
rules.  nobody is expected to stay at 30kyu for more 
than, say, 2 or 3 games.

a random player that doesn't fill its own eyes is a 
great 30kyu player in my mind.

if ELO suppression is needed, a fixed anchor near
the high end could always be estimated from a
public-domain program that plays at, say, KGS.

s.

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RE: [computer-go] Anchor Player

2006-12-28 Thread House, Jason J.
 

>> One question I have - is compensation normally given in the 1 stone
>> case?
>
>I believe, no.
>
>> Also, in the case of NO handicap,  what komi is normally 
>given in 19x19
>> Chinese?   6.5,  7.5 ???
>
>It's 7.5


As best I understand it, a "one stone" game is actually normal play
without komi (0.5 given to white to break ties)
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Re: [computer-go] Interesting problem

2006-12-28 Thread Don Dailey


On Wed, 2006-12-27 at 22:53 -0500, Don Dailey wrote:
> It turns out that I did not turn off all of the stuff
> that strengthened the random player - so hopefully I
> have much weaker players now.
> 
> (There was a bug that made the program too strong :-)
> 
> - Don 

Addendum:

However,  there still is a large gap between purely random
and 1 simulation MC.   Well over 100 ELO points. 

- Don


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Re: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread nando

On 12/28/06, Urban Hafner <[EMAIL PROTECTED]> wrote:
(...)

>> Should we:
>>
>>   1.  Give white N-1 stones at end of game.  (where N = handicap)
>>   2.  Give white N stones at end of game.  (N = handicap)
>>   3.  Give white N stones except handicap 1 case.
>>   4.  Not worry about giving white anything but the appropriate
>>   handicap stones.
>>
> I vote for 2 because that is what KGS does, and that is how I have
> implemented handicap in my program.

I'd vote for 2, too. Because that's the way (apparently) KGS does it
so it seems like a good idea not to have two different ways to handle
things out there.


Just to be precise: KGS does option 2 if you select chinese rules, and
it also does option 1 when you select AGA rules.

-- nando
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Re: [computer-go] Interesting problem

2006-12-28 Thread dave . devos


I don't think it is possible to determine the weakest possible level. One could make a program that plays much worse than random. It would for instance rather fill its eyes than pass. I don't think any handicap will be enough to allow such a player to win. Especially when the (human) opponent knows the anti-tactics that were built into the program.
Dave
- Oorspronkelijk bericht -
Van: Don Dailey <[EMAIL PROTECTED]>
Datum: donderdag, december 28, 2006 4:23 pm
Onderwerp: Re: [computer-go] Interesting problem

> > > On Wed, 2006-12-27 at 22:53 -0500, Don Dailey wrote: > > It turns out that I did not turn off all of the stuff > > that strengthened the random player - so hopefully I > > have much weaker players now. > > > > (There was a bug that made the program too strong :-) > > > > - Don > > Addendum: > > However, there still is a large gap between purely random > and 1 simulation MC. Well over 100 ELO points. > > - Don > > > ___ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ > 
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Re: [computer-go] Interesting problem

2006-12-28 Thread Don Dailey
Yes,

Someone mentioned random as being infinitely weak but there is no
such thing.Resigning on the first move is as weak as you can
get.

The random player isn't really random, it doesn't fill it's eyes.
There are strategies to play MUCH worse than random as you
point out.

I don't believe the random player is particularly easy to take
advantage of.  Of course it's very easy to beat, but it has 
no special "quirks" compared to more deterministic algorithms.

That's part of the reason I feel it's a good baseline.

- Don



On Thu, 2006-12-28 at 18:19 +0100, [EMAIL PROTECTED] wrote:
> I don't think it is possible to determine the weakest possible level.
> One could make a program that plays much worse than random. It would
> for instance rather fill its eyes than pass. I don't think any
> handicap will be enough to allow such a player to win. Especially when
> the (human) opponent knows the anti-tactics that were built into the
> program.
> 
> Dave
> 
> - Oorspronkelijk bericht -
> 
> Van: Don Dailey <[EMAIL PROTECTED]> 
> 
> Datum: donderdag, december 28, 2006 4:23 pm 
> 
> Onderwerp: Re: [computer-go] Interesting problem 
> 
> > 
> > 
> > On Wed, 2006-12-27 at 22:53 -0500, Don Dailey wrote: 
> > > It turns out that I did not turn off all of the stuff 
> > > that strengthened the random player - so hopefully I 
> > > have much weaker players now. 
> > > 
> > > (There was a bug that made the program too strong :-) 
> > > 
> > > - Don 
> > 
> > Addendum: 
> > 
> > However, there still is a large gap between purely random 
> > and 1 simulation MC. Well over 100 ELO points. 
> > 
> > - Don 
> > 
> > 
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Re: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread Don Dailey
On Thu, 2006-12-28 at 16:32 +0100, nando wrote:
> On 12/28/06, Urban Hafner <[EMAIL PROTECTED]> wrote:
> (...)
> > >> Should we:
> > >>
> > >>   1.  Give white N-1 stones at end of game.  (where N = handicap)
> > >>   2.  Give white N stones at end of game.  (N = handicap)
> > >>   3.  Give white N stones except handicap 1 case.
> > >>   4.  Not worry about giving white anything but the appropriate
> > >>   handicap stones.
> > >>
> > > I vote for 2 because that is what KGS does, and that is how I have
> > > implemented handicap in my program.
> >
> > I'd vote for 2, too. Because that's the way (apparently) KGS does it
> > so it seems like a good idea not to have two different ways to handle
> > things out there.
> 
> Just to be precise: KGS does option 2 if you select chinese rules, and
> it also does option 1 when you select AGA rules.

And to be more precise,  here is how it might work:

  Handicap 
  
  0- komi is 7.5 and either player plays black.
  1- komi is 0.5 and weaker player plays black.
  2- komi is 0.5, weaker player gets black, white gets 2 points.
  3- komi is 0.5, weaker player gets black, white gets 3 points.

At 2 handicap and beyond, the net effect is as if komi was increased by
the number of stones handicap (but it won't be implemented that way.)

Is this how everyone else understands it?

- Don



 



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RE: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread House, Jason J.
 

>And to be more precise,  here is how it might work:
>
>  Handicap 
>  
>  0- komi is 7.5 and either player plays black.
>  1- komi is 0.5 and weaker player plays black.
>  2- komi is 0.5, weaker player gets black, white gets 
>2 points.
>  3- komi is 0.5, weaker player gets black, white gets 
>3 points.
>
>At 2 handicap and beyond, the net effect is as if komi was increased
by
>the number of stones handicap (but it won't be implemented that way.)
>
>Is this how everyone else understands it?
>
>- Don

It might be better to ask who doesn't agree rather than who does ;)
What you describe is how I understand this discussion.
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Re: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread Don Dailey
On Thu, 2006-12-28 at 15:36 -0500, Don Dailey wrote:
> 
> And to be more precise,  here is how it might work:
> 
>   Handicap 
>   
>   0- komi is 7.5 and either player plays black.
>   1- komi is 0.5 and weaker player plays black.
>   2- komi is 0.5, weaker player gets black, white gets 2
> points.
>   3- komi is 0.5, weaker player gets black, white gets 3
> points.
> 
> At 2 handicap and beyond, the net effect is as if komi was increased
> by
> the number of stones handicap (but it won't be implemented that way.)
> 
> Is this how everyone else understands it?
> 
> - Don

And your programs must be set up to "just understand this" if it
matters.

So if it is asked to play  a fixed_handicap game on CGOS
of 2 stones and a komi of 0.5,  it will know where to put the
stones initially,   it will understand that at the end of the 
game, the score it calculated the normal way, and that  0.5 
is added to white for komi and an additional 2 points is added
to white for handicap stone compensation. 

If the handicap is 1 stone,  it is the same as a game played on
CGOS today except komi is set to 0.5.   Nothing else changes in
this case.

- Don




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RE: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread House, Jason J.
> And your programs must be set up to "just understand this" if it
> matters.
> ...
> it will know where to put the
> stones initially,

I disagree with this portion.  One of the handicap options has the
server explicitly tell the client where to put the handicap stones.
For the sanity of everyone, the server should just tell the bots where
to put the stones.  If you meant that the engine should accept and
understand that command, then I agree.
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RE: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread Don Dailey
There are 3 gtp commands for handling this:

  fixed_handicap
  place_free_handicap
  set_free_handicap

You are arguing that fixed_handicap, even though it's quite
explicit, is the wrong one to use in this situation?

set_free_handicap would also work - the server just specifies
the points and tells both engines.

It doesn't matter which we use but I would use the one I thought
would avoid the most confusion.

Which command does KGS use? 

- Don



On Thu, 2006-12-28 at 15:56 -0500, House, Jason J. wrote:
> > And your programs must be set up to "just understand this" if it
> > matters.
> > ...
> > it will know where to put the
> > stones initially,
> 
> I disagree with this portion.  One of the handicap options has the
> server explicitly tell the client where to put the handicap stones.
> For the sanity of everyone, the server should just tell the bots where
> to put the stones.  If you meant that the engine should accept and
> understand that command, then I agree.

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RE: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread House, Jason J.
 

>There are 3 gtp commands for handling this:
>
>  fixed_handicap
>  place_free_handicap
>  set_free_handicap
>
>You are arguing that fixed_handicap, even though it's quite
>explicit, is the wrong one to use in this situation?
>
>set_free_handicap would also work - the server just specifies
>the points and tells both engines.
>
>It doesn't matter which we use but I would use the one I thought
>would avoid the most confusion.
>
>Which command does KGS use? 

In my experimentation with bots on kgs, I think KGS uses
place_free_handicap and set_free_handicap.  I didn't even
realize/remember there was a fixed_handicap command.
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Re: [computer-go] Interesting problem

2006-12-28 Thread alain Baeckeroot
Le jeudi 28 décembre 2006 18:47, Don Dailey a écrit :
> Yes,
> 
> Someone mentioned random as being infinitely weak but there is no
> such thing.Resigning on the first move is as weak as you can
> get.
> 
> The random player isn't really random, it doesn't fill it's eyes.
> There are strategies to play MUCH worse than random as you
> point out.

Ok maybe one can build worst than random program, they will converge faster 
toward -infinity :)

> 
> I don't believe the random player is particularly easy to take
> advantage of. Of course it's very easy to beat, but it has  
> no special "quirks" compared to more deterministic algorithms.

On CGOS 9X9 "GNUGo-1.2" is nearly 1000 ELO stronger than "Random",
and on kgs gnugo1pt2 is ranked 22k, this is incredibly weak.
10-games-beginner is stronger than this !

I think it would be totally useless to try to use such a randombot for
reference. The only use of random bot is for bug squashing in other engines,
and test for time limit.

Alain
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Re: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread John Tromp

On 12/28/06, Don Dailey <[EMAIL PROTECTED]> wrote:


> Just to be precise: KGS does option 2 if you select chinese rules, and
> it also does option 1 when you select AGA rules.

And to be more precise,  here is how it might work:

  Handicap
  
  0- komi is 7.5 and either player plays black.
  1- komi is 0.5 and weaker player plays black.
  2- komi is 0.5, weaker player gets black, white gets 2 points.
  3- komi is 0.5, weaker player gets black, white gets 3 points.

At 2 handicap and beyond, the net effect is as if komi was increased by
the number of stones handicap (but it won't be implemented that way.)

Is this how everyone else understands it?



That makes little sense to me. If you want to give white extra points at the
end
of the game, then put it in the komi. That's what it's for!
So above, for 2hcap, komi will be 2.5, and for 3hcap, it will be 3.5...
Why introduce 2 different komi's that need to be added?

-John
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Re: [computer-go] Fw: Compensation for handicap plays?

2006-12-28 Thread Don Dailey
To be honest, it seems very ugly to me but it seems to be what the
majority
like.

Apparently KGS handles it this way,  the program just has to magically
know what the compensation is.   But that's true of any handicap system,
the program has to have the correct understanding.

I think we had this discussion before, but there appears to be no
concise way to state the rules with the myriads of variations they
entail.

- Don


On Fri, 2006-12-29 at 01:57 +0100, John Tromp wrote:
> 
> 
> On 12/28/06, Don Dailey <[EMAIL PROTECTED]> wrote:
> > Just to be precise: KGS does option 2 if you select chinese
> rules, and
> > it also does option 1 when you select AGA rules.
> 
> And to be more precise,  here is how it might work:
> 
>   Handicap
>    
>   0- komi is 7.5 and either player plays black.
>   1- komi is 0.5 and weaker player plays black.
>   2- komi is 0.5, weaker player gets black, white gets
> 2 points.
>   3- komi is 0.5 , weaker player gets black, white
> gets 3 points.
> 
> At 2 handicap and beyond, the net effect is as if komi was
> increased by
> the number of stones handicap (but it won't be implemented
> that way.)
> 
> Is this how everyone else understands it?
> 
> That makes little sense to me. If you want to give white extra points
> at the end
> of the game, then put it in the komi. That's what it's for!
> So above, for 2hcap, komi will be 2.5, and for 3hcap, it will be
> 3.5...
> Why introduce 2 different komi's that need to be added?
> 
> -John
> 
> 
> 
> 

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