[computer-go] Numbering of MC-players

2007-02-19 Thread Heikki Levanto
Hi,

I have been playing with Lukas Lew's go library, and created my own
version of a pure MC player. I see there are a few on cgos, with a
number appended to the name, like Mogo_xxx-3k. I take that to be the
number of playouts the program plays. But my program plays (say) 1000
playouts from each possible move on the board. Should I call it xxx_1k,
or xxx_81k, when playing on a 9x9 board?

- Heikki

P.S. The program is called Halgo-1. I will need to test a bit more
before I announce any results. But I will do so.



-- 
Heikki Levanto   "In Murphy We Turst" heikki (at) lsd (dot) dk

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Re: [computer-go] Numbering of MC-players

2007-02-19 Thread Don Dailey
On Mon, 2007-02-19 at 11:16 +0100, Heikki Levanto wrote:
> Hi,
> 
> I have been playing with Lukas Lew's go library, and created my own
> version of a pure MC player. I see there are a few on cgos, with a
> number appended to the name, like Mogo_xxx-3k. I take that to be the
> number of playouts the program plays. But my program plays (say) 1000
> playouts from each possible move on the board. Should I call it xxx_1k,
> or xxx_81k, when playing on a 9x9 board?

If a program says, "xyz-10k", it means it plays exactly 10K play-outs
and they are divided between all the moves.   

- Don


> - Heikki
> 
> P.S. The program is called Halgo-1. I will need to test a bit more
> before I announce any results. But I will do so.
> 
> 
> 

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Re: [computer-go] Numbering of MC-players

2007-02-19 Thread Heikki Levanto
On Mon, Feb 19, 2007 at 09:12:39AM -0500, Don Dailey wrote:
> If a program says, "xyz-10k", it means it plays exactly 10K play-outs
> and they are divided between all the moves.   

Thanks. I'll change my program to behave that way, and give it a number.

-H

-- 
Heikki Levanto   "In Murphy We Turst" heikki (at) lsd (dot) dk

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[computer-go] CGOS

2007-02-19 Thread Don Dailey
I made a few minor fixes/changes to CGOS, nothing major.

  1.  There is a condition where a program can disconnect but
  CGOS doesn't always  get this right and you can never
  log back in until the server is restarted.I cannot
  easily test this, because I have been unable to actually
  reproduce the bug,  but I now trap that error and try to
  gracefully recover from it.   I believe it has been 
  fixed.   We will see 

  2.  I silently add 1/2 second to the time control for each move.
  This is to help programs on slow internet connections and 
  other timming ambiguities.   The amount of time your program
  takes for a given move is never allowed to be reckoned as
  negative due to this change - so the least amount of time a
  move can take, even with the 1/2 bonus, is 0.0 seconds.

  This is not designed to deal with network lag in a "fair"
  way,  if your program is running on a fast reliable network
  it will still have an advantage, however this should improve
  the situation where a program on a slow network continues to
  lose time on the clock even when it's playing instantly.  

  The idea is to try to guarantee that your programs internal
  clock is a lower bound on the time actually used from CGOS
  point of view.  

  I would be interested in any reports on time usage vs what
  CGOS reports.  I know that  some programs log the discrepancy.

  This may also benefit programs with aggressive time control
  algorithms.  


  3.  The SGF files are formatted slightly different.  

  3.1  The rules are "Chinese" instead of "TT--" to make it more
   compatble with game readers.

  3.2  Instead of placing 1 move per line in the SGF file, I place
   several moves per line.This makes it appear more compact
   if you are looking at the SGF file manually (and it
eliminates
   several line-feeds, so it's actually slightly more compact in
   reality.)

- Don


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[computer-go] a superfast random number generator

2007-02-19 Thread terry mcintyre
I love these comix: http://xkcd.com/c221.html

 
Terry McIntyre
UNIX for hire
software development / systems administration / security

[EMAIL PROTECTED]




 

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[computer-go] Re: CGOS

2007-02-19 Thread Don Dailey
On Mon, 2007-02-19 at 11:25 -0500, Don Dailey wrote:
> 
>   The idea is to try to guarantee that your programs internal
>   clock is a lower bound on the time actually used from CGOS
>   point of view.   

Actually, I said that backwards.   The idea is that if your program
thinks it used 3.64 seconds,  the server believes it used NO MORE
than 3.64 seconds.

- Don


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[computer-go] Big board

2007-02-19 Thread Chris Fant

Here is a completed game of Go between two random players... on a very
large board.

For ascetics, the eyes have been filled after both players passed.

http://fantius.com/RandomGo1600x1200.png

Sorry, no SGF available   :)
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[computer-go] More than one Surrounding Block

2007-02-19 Thread Phil G
I have a question for the group: How is a miai connection strategy created for 
a color enclosed region when their are multiple enclosing blocks involved with 
one or more interior defender blocks? Martin Muller's paper "Recognizing Secure 
Territories in Computer Go By Using Static Rules and Search" doesn't go in 
sufficient detail for my understanding. At first it seems obvious, especially 
given the example; however, given a different example where there are more than 
one possible miai strategy, does it matter which one is used before generating 
another miai strategy for protecting interior defender blocks? I hope the 
answer is no. But if so, is there an optimal way to generate the miai 
connection strategy? I'd appreciate any references to other papers on the 
subject.

- Phil___
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