Re: [computer-go] MC heuristics not working

2007-03-18 Thread Heikki Levanto
On Sat, Mar 17, 2007 at 02:12:21PM -0700, Christoph Birk wrote:
> 
> On Sat, 17 Mar 2007, Chris Fant wrote:
> >What does that have to do with it?  My engine does not play
> >multi-stone suicides, it only allows them in the playouts.  As a
> >result, it plays stronger.  This is desirable, no?
> 
> I doubt that it plays stronger against a reasonable opponent.
> How could that be? 

One plausible explanation is that the playouts are played against a
stupid random opponent. One that does not even try to capture stones,
etc. So allowing also the own random moves to work towards getting the
capturable stones captured, makes them look more weak, and thus gives a
bit better overall idea of the situation. 

The pure random playouts have other strange features too, like often
playing self-atari, because it might just be that the player got a
second move in the neighbourhood before the opponent happens to capture
the stone. That's why UCT or some other search is needed.

In spite of it weaknesses, it ia amazing how well MC ends up playing!

- Heikki

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

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Re: Re:[computer-go] MoGo

2007-03-18 Thread Magnus Persson

Quoting Don Dailey <[EMAIL PROTECTED]>:

Do you think any version of gnugo is suitable as an anchor?


My problem with Gnugo is that it might be too deterministic. It is in general
easier to overfit the parameters to gnugo than an MC-program. But perhaps the
gnugo team could make a version that at least in the opening plays as 
random as
possible? It does not matter if it becomes a little weaker as long as 
it become

unpredictable in the opening.

-Magnus
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Re: Re:[computer-go] MoGo

2007-03-18 Thread Sylvain Gelly

Hello Don, Nick, Magnus,

I here answer the 3 previous emails.


2007/3/18, Don Dailey <[EMAIL PROTECTED]>:

Another possible candidate is Mogo, running at 3K play-outs, like the
version running on CGOS right now.


I thought about that, the good thing is the resources taken (between
0.6 and 0.3 s per move), the problem is this limited version MoGo
seems to be too much "intransitive".


Do you think any version of gnugo is suitable as an anchor?

I think gnugo is a very good anchor and very difficult to overfit. It
is good that ggexp is always playing. Last version of gnugo would also
be good. As Magnus said, gnugo is maybe too deterministic, but this is
only an issue if someone try to "cheat" by creating an winning opening
against gnugo (I managed to find an opening which makes 100% against
gnugo). I don't believe it is a practical issue then.


On Sat, 2007-03-17 at 18:45 -0500, Nick Apperson wrote:
> one concern i have is that within a family of programs (such as MC)
> the estimated skill differences are overestimated.  I would really
> like to see an anchor that uses a different technique.  I'm not
> offering a solution.  Thoughts?

One idea is to measure this phenomenon to see how much we should
be concerned by it.

You are right. And the results you have so far in addition with the
results in cgos can assess if it is wrong or right.
I agree it is bad to have only MC programs running on cgos, but do we
have a program > 2000 ELO which is not MC? Maybe a "solution" would be
to take gnugo for example, and give it an advantage to make it at 2000
ELO (handicap or komi). This would however don't measure the level of
a program against a strong one, but the ability of a program to catch
up on a lost game.

There is also the perspective of the 13x13 and 19x19 servers where (1)
gnugo will be much stronger, (2) we can have easily handicaps.

Sylvain
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Re: Re:[computer-go] MoGo

2007-03-18 Thread Don Dailey
I'm not so sure we need to have a really strong Anchor.  The Anchor's
role is to prevent rating drift over the long term.It I turned 
CGOS lose without any anchor, it could inflate or deflate over time
and that was the only reason I wanted to have an anchor.

However, it makes sense for an Anchor to be close to the median
strength of the players, otherwise it becomes like an Anchor
attached to a long rubber band.   It still anchors but there
is too much wandering around.  

So I suggest that an upgrade is good, but it doesn't have to be
top strength.   

I just did a quck estimate of the average strength of all the
recent rated players and the average is close to 1600 if you
throw out the negative rated players.   This also coresponds
roughly to the median player.   I would still prefer favoring 
an Anchor that is more representative of stronger players as
opposed to the simple heuristic players - so that pushes it
up a bit more.

When AnchorMan started out it was well above the median, now
it's abot 100 ELO below give or take.   A 1600 would be
a big improvement and put it solidly into the median, but
I think we want a couple of hundred above that to represent
future improvements and build an Anchor around the stronger
half.   I think we need anything from 1800-2000 and this
might be a version of gnugo with an enhanced highly varied
opening book system.

There are many versions of gnugo floating around.  Which one
is ggexp?   Is is a version about to be released, part of the
development cycle of gnugo?   Or is there is a stronger version
available?

I could also put together a fixed version of Lazarus.  Not the
2100 strength version but a version playing at a fixed level
that would play the same strength on any computer.   I could
not run it on the server and I could not run it all the time
from my home, but me might let 2 or 3 people run clones as
Anchors.It would probably play about 1900 strength.  In
fact I could start preparing and testing a version that will
hit this target strength.


- Don


On Sun, 2007-03-18 at 13:09 +0100, Sylvain Gelly wrote:
> Hello Don, Nick, Magnus,
> 
> I here answer the 3 previous emails.
> 
> 
> 2007/3/18, Don Dailey <[EMAIL PROTECTED]>:
> > Another possible candidate is Mogo, running at 3K play-outs, like the
> > version running on CGOS right now.
> 
> I thought about that, the good thing is the resources taken (between
> 0.6 and 0.3 s per move), the problem is this limited version MoGo
> seems to be too much "intransitive".
> 
> > Do you think any version of gnugo is suitable as an anchor?
> I think gnugo is a very good anchor and very difficult to overfit. It
> is good that ggexp is always playing. Last version of gnugo would also
> be good. As Magnus said, gnugo is maybe too deterministic, but this is
> only an issue if someone try to "cheat" by creating an winning opening
> against gnugo (I managed to find an opening which makes 100% against
> gnugo). I don't believe it is a practical issue then.
> 
> > On Sat, 2007-03-17 at 18:45 -0500, Nick Apperson wrote:
> > > one concern i have is that within a family of programs (such as MC)
> > > the estimated skill differences are overestimated.  I would really
> > > like to see an anchor that uses a different technique.  I'm not
> > > offering a solution.  Thoughts?
> >
> > One idea is to measure this phenomenon to see how much we should
> > be concerned by it.
> You are right. And the results you have so far in addition with the
> results in cgos can assess if it is wrong or right.
> I agree it is bad to have only MC programs running on cgos, but do we
> have a program > 2000 ELO which is not MC? Maybe a "solution" would be
> to take gnugo for example, and give it an advantage to make it at 2000
> ELO (handicap or komi). This would however don't measure the level of
> a program against a strong one, but the ability of a program to catch
> up on a lost game.
> 
> There is also the perspective of the 13x13 and 19x19 servers where (1)
> gnugo will be much stronger, (2) we can have easily handicaps.
> 
> Sylvain
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Re: Re:[computer-go] MoGo

2007-03-18 Thread Heikki Levanto
On Sun, Mar 18, 2007 at 01:09:27PM +0100, Sylvain Gelly wrote:
> There is also the perspective of the 13x13 and 19x19 servers where (1)
> gnugo will be much stronger, (2) we can have easily handicaps.

Where are those? Are they used the same way as cgos? I would like to see
what my MC does on a larger board.

  - Heikki

-- 
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Re: Re:[computer-go] MoGo

2007-03-18 Thread Sylvain Gelly

Hello Heikki,

2007/3/18, Heikki Levanto <[EMAIL PROTECTED]>:

On Sun, Mar 18, 2007 at 01:09:27PM +0100, Sylvain Gelly wrote:
> There is also the perspective of the 13x13 and 19x19 servers where (1)
> gnugo will be much stronger, (2) we can have easily handicaps.

Where are those? Are they used the same way as cgos? I would like to see
what my MC does on a larger board.


I was talking about the future, as some already talked about some
newer cgos server in 13x13 and/or 19x19 board sizes.

Sylvain
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Re: Re:[computer-go] MoGo

2007-03-18 Thread Sylvain Gelly

2007/3/18, Don Dailey <[EMAIL PROTECTED]>:

I'm not so sure we need to have a really strong Anchor.  The Anchor's
role is to prevent rating drift over the long term.

You are right about this Anchor's role. However, to be able to
accurately rate players, there is a need of opponents not too far from
their strength. Of course there are already quite a lot of players on
cgos, but they are not always connected, it is why I suggested the add
of an strong "anchor" (maybe here the name is badly chosen), always
connected.



I could also put together a fixed version of Lazarus.  Not the
2100 strength version but a version playing at a fixed level
that would play the same strength on any computer.   I could
not run it on the server and I could not run it all the time
from my home, but me might let 2 or 3 people run clones as
Anchors.


I think it would not too difficult to find volunteers to run it. For
the next few months, I am sure I can find some computer with some CPU
time for that.

Sylvain




- Don


On Sun, 2007-03-18 at 13:09 +0100, Sylvain Gelly wrote:
> Hello Don, Nick, Magnus,
>
> I here answer the 3 previous emails.
>
>
> 2007/3/18, Don Dailey <[EMAIL PROTECTED]>:
> > Another possible candidate is Mogo, running at 3K play-outs, like the
> > version running on CGOS right now.
>
> I thought about that, the good thing is the resources taken (between
> 0.6 and 0.3 s per move), the problem is this limited version MoGo
> seems to be too much "intransitive".
>
> > Do you think any version of gnugo is suitable as an anchor?
> I think gnugo is a very good anchor and very difficult to overfit. It
> is good that ggexp is always playing. Last version of gnugo would also
> be good. As Magnus said, gnugo is maybe too deterministic, but this is
> only an issue if someone try to "cheat" by creating an winning opening
> against gnugo (I managed to find an opening which makes 100% against
> gnugo). I don't believe it is a practical issue then.
>
> > On Sat, 2007-03-17 at 18:45 -0500, Nick Apperson wrote:
> > > one concern i have is that within a family of programs (such as MC)
> > > the estimated skill differences are overestimated.  I would really
> > > like to see an anchor that uses a different technique.  I'm not
> > > offering a solution.  Thoughts?
> >
> > One idea is to measure this phenomenon to see how much we should
> > be concerned by it.
> You are right. And the results you have so far in addition with the
> results in cgos can assess if it is wrong or right.
> I agree it is bad to have only MC programs running on cgos, but do we
> have a program > 2000 ELO which is not MC? Maybe a "solution" would be
> to take gnugo for example, and give it an advantage to make it at 2000
> ELO (handicap or komi). This would however don't measure the level of
> a program against a strong one, but the ability of a program to catch
> up on a lost game.
>
> There is also the perspective of the 13x13 and 19x19 servers where (1)
> gnugo will be much stronger, (2) we can have easily handicaps.
>
> Sylvain
> ___
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[computer-go] UCT and optimization

2007-03-18 Thread compgo123
UCT, alpha-beta, Monte-Carlo, and many others (not related to game playing) are 
all methods of optimization. In college we all did it countless times to find 
the maximum or minimum of a function. It's the simplest form of optimization. 
In an optimization two things are usually required: the accuracy and the 
efficiency in time and resources.
 
To address the efficiency problem one thing can be used. That is an early 
indication which direction the optimization should go. Most analytical methods 
use the first and the second order derivatives as indicators. In UCT the values 
of the top level nodes are used as indicators.
 
Then there is another problem in an optimization. It's the local maximum or 
minimum which may not be the overall optimum value. Many methods implemented 
ways to get out of local maxima or minima.
 
When come to the real world problems, another problem appears. It's the noise 
in the measured data. This problem can more or less be treated with the same 
method of treating local maxima or minima. 
 
In the real world there are other optimization problems. The function one seek 
to optimize could be a random function with a known or unknown probability 
distribution. It's the extreme case of the noise problem mentioned earlier, 
except that the probability distribution may be different. It can also be 
treated as an extreme case oflocal maxima or minina.
 
In UCT the term exploitation vs exploration (EvE) is just refering to the 
method of treating this (though extreme here) local maxima or minima. It does 
this by discounting the values obtained by examine its child nodes. Thus, UCT 
not only does exploitation and exploration, it also does probability 
distribution analysis of the values. The main method used is the averaging. 
From this understanding one improvement of the UCT applied to Go can 
immediately be made. That is the values of the higher level nodes should be 
averaged more and less for deep level nodes. Or the values of deeper level 
nodes should be weighed more in the averaging. This is because the MC 
evaluation becomes more and more accurate in deeper levels.
 
Is this effect already included in UCT? Probably not. Because UCT is derived 
for the 'Bandit problem'. In the 'bandit problem' the value of the reward has 
the same distribution at any level of nodes. However, I have not go through the 
mathematics of UCT in detail. This effect could be already included even though 
'Bandit problem' doesn't require it.
 
 
 
Daniel Liu

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Re: [computer-go] MoGo

2007-03-18 Thread compgo123
There is the possibility of more than one anchor.
 
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Sun, 18 Mar 2007 7:42 AM
Subject: Re: Re:[computer-go] MoGo


I'm not so sure we need to have a really strong Anchor.  The Anchor's
role is to prevent rating drift over the long term.It I turned 
CGOS lose without any anchor, it could inflate or deflate over time
and that was the only reason I wanted to have an anchor.

However, it makes sense for an Anchor to be close to the median
strength of the players, otherwise it becomes like an Anchor
attached to a long rubber band.   It still anchors but there
is too much wandering around.  

So I suggest that an upgrade is good, but it doesn't have to be
top strength.   

I just did a quck estimate of the average strength of all the
recent rated players and the average is close to 1600 if you
throw out the negative rated players.   This also coresponds
roughly to the median player.   I would still prefer favoring 
an Anchor that is more representative of stronger players as
opposed to the simple heuristic players - so that pushes it
up a bit more.

When AnchorMan started out it was well above the median, now
it's abot 100 ELO below give or take.   A 1600 would be
a big improvement and put it solidly into the median, but
I think we want a couple of hundred above that to represent
future improvements and build an Anchor around the stronger
half.   I think we need anything from 1800-2000 and this
might be a version of gnugo with an enhanced highly varied
opening book system.

There are many versions of gnugo floating around.  Which one
is ggexp?   Is is a version about to be released, part of the
development cycle of gnugo?   Or is there is a stronger version
available?

I could also put together a fixed version of Lazarus.  Not the
2100 strength version but a version playing at a fixed level
that would play the same strength on any computer.   I could
not run it on the server and I could not run it all the time
from my home, but me might let 2 or 3 people run clones as
Anchors.It would probably play about 1900 strength.  In
fact I could start preparing and testing a version that will
hit this target strength.


- Don


On Sun, 2007-03-18 at 13:09 +0100, Sylvain Gelly wrote:
> Hello Don, Nick, Magnus,
> 
> I here answer the 3 previous emails.
> 
> 
> 2007/3/18, Don Dailey <[EMAIL PROTECTED]>:
> > Another possible candidate is Mogo, running at 3K play-outs, like the
> > version running on CGOS right now.
> 
> I thought about that, the good thing is the resources taken (between
> 0.6 and 0.3 s per move), the problem is this limited version MoGo
> seems to be too much "intransitive".
> 
> > Do you think any version of gnugo is suitable as an anchor?
> I think gnugo is a very good anchor and very difficult to overfit. It
> is good that ggexp is always playing. Last version of gnugo would also
> be good. As Magnus said, gnugo is maybe too deterministic, but this is
> only an issue if someone try to "cheat" by creating an winning opening
> against gnugo (I managed to find an opening which makes 100% against
> gnugo). I don't believe it is a practical issue then.
> 
> > On Sat, 2007-03-17 at 18:45 -0500, Nick Apperson wrote:
> > > one concern i have is that within a family of programs (such as MC)
> > > the estimated skill differences are overestimated.  I would really
> > > like to see an anchor that uses a different technique.  I'm not
> > > offering a solution.  Thoughts?
> >
> > One idea is to measure this phenomenon to see how much we should
> > be concerned by it.
> You are right. And the results you have so far in addition with the
> results in cgos can assess if it is wrong or right.
> I agree it is bad to have only MC programs running on cgos, but do we
> have a program > 2000 ELO which is not MC? Maybe a "solution" would be
> to take gnugo for example, and give it an advantage to make it at 2000
> ELO (handicap or komi). This would however don't measure the level of
> a program against a strong one, but the ability of a program to catch
> up on a lost game.
> 
> There is also the perspective of the 13x13 and 19x19 servers where (1)
> gnugo will be much stronger, (2) we can have easily handicaps.
> 
> Sylvain
> ___
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Re: [computer-go] MC heuristics not working

2007-03-18 Thread Chris Fant

Just curious: in the playout, what happens when you allow it to play a
multi-stone suicide?  Does the group die, or do the stones remain on
the board with no liberties?  What happens to the final score?


Group dies.  I don't know what you mean about final score.  It's
Chinese scoring.
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Re: [computer-go] MoGo

2007-03-18 Thread Don Dailey
On Sun, 2007-03-18 at 10:48 -0400, [EMAIL PROTECTED] wrote:
> There is the possibility of more than one anchor.

At the moment, CGOS doesn't support more than 1 anchor player,
but that is easily solved.

However, I am in the testing stage of a new CGOS server.  It
does support as many anchors as you want.  It comes with a 
number of improvements that I think many of the programmers
will appreciate - mainly in terms of better feedback about
what is going on.

- Don


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Re: Re:[computer-go] MoGo

2007-03-18 Thread Don Dailey
Hi Sylvain,

I think what you are looking isn't a strong Anchor player, but
strong players who are always available.

However, I do want to upgrade the Anchor player too, perhaps putting
up 2 Anchors.  I will prepare a version of Lazarus - it will take a
few days.  I'm not sure what my goal rating is - I want it to play
as strong as possible but still capable of being set up to run on
modest computing systems.   So I will have to experiment.  I think
it will easily be at least 1800 - perhaps as strong as 1900.   

You will of course need opponents who are as strong as possible in
order to get accurate ratings.  Unfortunately, you seem to have
a monopoly on the strong programs!   I haven't seen anything yet
get beyond 2100 or so except versions of Mogo - which go all the
way to well over 2400 assuming the ratings are relatively accurate.

However, I'm sure that strong programs will follow.

Meanwhile,  Lazarus will be on and off - I'll try to keep it mostly
on.   I think there are at least 2 or 3 other programs in the same
range that are not playing.   Perhaps they will come back, perhaps
with improvements.

I think some of these programs are stronger than Lazarus, it's just
that they are running on less hardware.  Lazarus is running on a
core 2 duo 6700 and it benefits from thinking on the opponents time.
Some of these other programs are running on much slower pentiums and
still approaching similar levels (without pondering.)  Yes, all that
stuff helps.  

- Don


On Sun, 2007-03-18 at 15:10 +0100, Sylvain Gelly wrote:
> 2007/3/18, Don Dailey <[EMAIL PROTECTED]>:
> > I'm not so sure we need to have a really strong Anchor.  The Anchor's
> > role is to prevent rating drift over the long term.
> You are right about this Anchor's role. However, to be able to
> accurately rate players, there is a need of opponents not too far from
> their strength. Of course there are already quite a lot of players on
> cgos, but they are not always connected, it is why I suggested the add
> of an strong "anchor" (maybe here the name is badly chosen), always
> connected.
> 
> 
> > I could also put together a fixed version of Lazarus.  Not the
> > 2100 strength version but a version playing at a fixed level
> > that would play the same strength on any computer.   I could
> > not run it on the server and I could not run it all the time
> > from my home, but me might let 2 or 3 people run clones as
> > Anchors.
> 
> I think it would not too difficult to find volunteers to run it. For
> the next few months, I am sure I can find some computer with some CPU
> time for that.
> 
> Sylvain
> 
> 
> >
> > - Don
> >
> >
> > On Sun, 2007-03-18 at 13:09 +0100, Sylvain Gelly wrote:
> > > Hello Don, Nick, Magnus,
> > >
> > > I here answer the 3 previous emails.
> > >
> > >
> > > 2007/3/18, Don Dailey <[EMAIL PROTECTED]>:
> > > > Another possible candidate is Mogo, running at 3K play-outs, like the
> > > > version running on CGOS right now.
> > >
> > > I thought about that, the good thing is the resources taken (between
> > > 0.6 and 0.3 s per move), the problem is this limited version MoGo
> > > seems to be too much "intransitive".
> > >
> > > > Do you think any version of gnugo is suitable as an anchor?
> > > I think gnugo is a very good anchor and very difficult to overfit. It
> > > is good that ggexp is always playing. Last version of gnugo would also
> > > be good. As Magnus said, gnugo is maybe too deterministic, but this is
> > > only an issue if someone try to "cheat" by creating an winning opening
> > > against gnugo (I managed to find an opening which makes 100% against
> > > gnugo). I don't believe it is a practical issue then.
> > >
> > > > On Sat, 2007-03-17 at 18:45 -0500, Nick Apperson wrote:
> > > > > one concern i have is that within a family of programs (such as MC)
> > > > > the estimated skill differences are overestimated.  I would really
> > > > > like to see an anchor that uses a different technique.  I'm not
> > > > > offering a solution.  Thoughts?
> > > >
> > > > One idea is to measure this phenomenon to see how much we should
> > > > be concerned by it.
> > > You are right. And the results you have so far in addition with the
> > > results in cgos can assess if it is wrong or right.
> > > I agree it is bad to have only MC programs running on cgos, but do we
> > > have a program > 2000 ELO which is not MC? Maybe a "solution" would be
> > > to take gnugo for example, and give it an advantage to make it at 2000
> > > ELO (handicap or komi). This would however don't measure the level of
> > > a program against a strong one, but the ability of a program to catch
> > > up on a lost game.
> > >
> > > There is also the perspective of the 13x13 and 19x19 servers where (1)
> > > gnugo will be much stronger, (2) we can have easily handicaps.
> > >
> > > Sylvain
> > > ___
> > > computer-go mailing list
> > > computer-go@computer-go.org
> > > http://www.computer-go.org/mailman/listinfo/c

Re: Re:[computer-go] MoGo

2007-03-18 Thread Sylvain Gelly

Hi Don,


I think what you are looking isn't a strong Anchor player, but
strong players who are always available.


In some sense you are right. In fact, I was not talking about anchor
with fixed rating, but "floating" anchor, which would be a player with
fixed strength, always connected. It is an anchor in the sense that
the rating of other players then depend less on which programs are
running.
And this is quite important as the rating of a player depends mainly
on the players which has a level close to it.

So it is in this meaning I used the word "anchor", sorry for the
confusion if any.

Sylvain
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Re: [computer-go] libego questions on playout

2007-03-18 Thread Łukasz Lew

Hi,

On 3/17/07, Peter Christopher <[EMAIL PROTECTED]> wrote:

Hi LL or any others who know,

I've been playing with libego.  Nice work, thanks for distributing it.
 I am working on understanding some of the details of uct.cpp, in
particular how it does playouts in life-death and ko situations.  I
will try to add some helpful comments to the code once I have it
figured out, so that others can more quickly understand it.


You can also ask question (to me) and I will answer in form of comments.
I found this a quite effective way of putting comments in proper places .
( to avoid: i++; // increases i :-] )



Perhaps you could help me out with a few basic questions.

Does the board code (board.cpp) currently treat ko, suicide, multiple
ko, etc, according to standard go rules or is there work remaining to
be done for it to be precisely correct?


simple ko is supported in board.cpp

board.cpp::play_no_pass returns play_ko
when illegal move (due to simple ko) was tried.



Does the playout code (playout.cpp run() ) follow the board code
exactly in examining the legality of "all possible moves"?


Unfortunately, I do not understand Your question.

simple_playout::run uses
simple_playout::play_one

which look for move that is not simple ko and not *single stone suicide*

Best Regards,



Thanks,
Peter
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Re: [computer-go] libego documentation

2007-03-18 Thread Łukasz Lew

On 3/18/07, Peter Christopher <[EMAIL PROTECTED]> wrote:

Hi,

I plan to do some basic work documenting libego.  My plan is as follows.

1) I will write what I have figured out and also the open issues on
the sensei.xmp.net wiki.  Anyone else obviously welcome to contribute,
especially fix my errors and fill the gaps.

2) I will add some comments in the code & possibly modify the package
to be more readily usable as a library as well as a hacking toybox.

Any comments?


Maybe it's a good idea to include Your documentation to libego.



Sorry if my questions are somewhat newbie, I am still coming up to
speed in this domain.

Peter

ps here again are several of my initial questions, please feel free to
email me your response privately if you don't want to write publicly,
and I will put it on the wiki.

Perhaps you could help me out with a few basic questions.

Does the board code (board.cpp) currently treat ko, suicide, multiple
ko, etc, according to standard go rules or is there work remaining to
be done for it to be precisely correct?


I forgot to add that there is a stack_board, which take cares of superko.



Does the playout code (playout.cpp run() ) follow the board code
exactly in examining the legality of "all possible moves"?
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Re: Re:[computer-go] MoGo

2007-03-18 Thread Don Dailey
On Sun, 2007-03-18 at 19:09 +0100, Sylvain Gelly wrote:
> Hi Don,
> 
> > I think what you are looking isn't a strong Anchor player, but
> > strong players who are always available.
> 
> In some sense you are right. In fact, I was not talking about anchor
> with fixed rating, but "floating" anchor, which would be a player with
> fixed strength, always connected. It is an anchor in the sense that
> the rating of other players then depend less on which programs are
> running.
> And this is quite important as the rating of a player depends mainly
> on the players which has a level close to it.

Yes, it's almost impossible to get an accurate rating if all your
opponents are several hundred points stronger or weaker.  

That reminds me of another issue.  The new CGOS will have a new pairing
algorithm.   Players will be selected who are close in strength and 
there will be less variety, but less mis-matched games.  It's pretty
much a waste of time to pair Mogo vs Random for instance and that
won't happen on the new CGOS unless there just isn't enough players
close to your strength. 

In fact, it will work more like a ladder system - but not quite as
restrictive.   The new pairing algorithm works like this:

   1.  A random value is added to each players rating for pairing.
   2.  Players to be scheduled are sorted according to this pseudo
rating.
   3.  Pairings are matched pairwise in order, from top to bottom.  

The amount of randomness added to each players rating (for pairing
purposes only) is determined dynamically.   It will be a value that
still guarantees a chance to get paired with at least 3 or 4 opponents
on either side of your rank.   Of course this algorithms also 
introduces a bias - you are more likely to get paired with a player
next to you than with a player 2 or 3 ranks away.The gap may
be greater for some players than others, as it is computed based on 
all available players at pairing time.   But the bias is based on
strength more than rank - if an opponent is only 1 rating point
stronger, you are more likely to get paired against him than you
are another opponent right next to you - but 150 ELO weaker.

A minor enhancement is that colors against a specific opponent are
no longer chosen randomly - they are equalized.  So if you play
white against Foo, the next time you will get black.   Even if they
get out of whack the server will work to correct this,  but that
should never happen unless the database is tampered with.

Another feature is that if an opponent disconnects by accident (or
on purpose), the game can continue by reconnecting.   Of course the
clock keeps running - there is no resuming of games the next day.

The SGF files contain all the timing information for each move and
the time each player takes for a given game will be reported on the
web pages.   

The opponents name and rating will be reported to the client and 
passed on to the engine if it supports an extended GTP command
to do this.(Any ideas on what to call this command?)

Some of these features will require client support and may not
immediately appear until I enhance the client versions.   For instance 
the client can be made to produce SGF files so they do not need to
be downloaded - the information needed is available to construct
a clone of the SGF record stored on CGOS.

- Don










> So it is in this meaning I used the word "anchor", sorry for the
> confusion if any.
> 
> Sylvain

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[computer-go] computer go documentation issues

2007-03-18 Thread Peter Christopher
Taking a look at computer go documentation, I see that there are (at 
least) three pages that exist in wiki format for top level "computer go" 
 wiki pages-


wikipedia.org - computer go
sensei - computer go
sensei - computer go programming

It seems obvious that these are redundant.  It seems prudent to combine 
them in one location.  Which location?  I am thinking that wikipedia 
would be the main page.  The other two (sensei pages) would temporarily 
just get a big heading on top saying "THIS PAGE IS FOR HISTORICAL 
REFERENCE ONLY.  OFFICIAL WIKI COMPUTER GO PAGE IS AT WIKIPEDIA.ORG. 
FOLLOW THIS LINK."


On a related note, should *any* computer go documentation be at sensei?
Maybe everything other than the main page? Or maybe everything in 
computer go should be moved to wikipedia?


At the very least, we ought to make prominent notes on the wikipedia and 
sensei pages of the existence of the other.


Any opinions?

Peter
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Re: [computer-go] computer go documentation issues

2007-03-18 Thread Nick Apperson

I fully agree with your plan.  Merging it all onto wikipedia seems like a
good plan to me.  Certainly forwarding the others is a must too.

On 3/18/07, Peter Christopher <[EMAIL PROTECTED]> wrote:


Taking a look at computer go documentation, I see that there are (at
least) three pages that exist in wiki format for top level "computer go"
  wiki pages-

wikipedia.org - computer go
sensei - computer go
sensei - computer go programming

It seems obvious that these are redundant.  It seems prudent to combine
them in one location.  Which location?  I am thinking that wikipedia
would be the main page.  The other two (sensei pages) would temporarily
just get a big heading on top saying "THIS PAGE IS FOR HISTORICAL
REFERENCE ONLY.  OFFICIAL WIKI COMPUTER GO PAGE IS AT WIKIPEDIA.ORG.
FOLLOW THIS LINK."

On a related note, should *any* computer go documentation be at sensei?
Maybe everything other than the main page? Or maybe everything in
computer go should be moved to wikipedia?

At the very least, we ought to make prominent notes on the wikipedia and
sensei pages of the existence of the other.

Any opinions?

Peter
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[computer-go] average length of 9x9 MC playout

2007-03-18 Thread John Tromp

I've seen the number 107.3... reported earlier
for the average length, without the 2 final passes.
Is this allowing multi stone suicides or not?
And what's the outcome in the other case?
Thanks!


regards,
-John
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Re: [computer-go] computer go documentation issues

2007-03-18 Thread Brian Slesinsky

I think they serve different purposes.  Wikipedia has its "no original
research" policy meaning that theoretically everything in a Wikipedia
article should be backed up by a citation.  That's certainly not true
now, but it should be a goal.  So it seems like there will be lots of
details (such as the change history of individual computer go
programs) that don't belong at Wikipedia and would be more welcome at
Sensei.

- Brian

On 3/18/07, Nick Apperson <[EMAIL PROTECTED]> wrote:

I fully agree with your plan.  Merging it all onto wikipedia seems like a
good plan to me.  Certainly forwarding the others is a must too.


On 3/18/07, Peter Christopher <[EMAIL PROTECTED]> wrote:
> Taking a look at computer go documentation, I see that there are (at
> least) three pages that exist in wiki format for top level "computer go"
>   wiki pages-
>
> wikipedia.org - computer go
> sensei - computer go
> sensei - computer go programming
>
> It seems obvious that these are redundant.  It seems prudent to combine
> them in one location.  Which location?  I am thinking that wikipedia
> would be the main page.  The other two (sensei pages) would temporarily
> just get a big heading on top saying "THIS PAGE IS FOR HISTORICAL
> REFERENCE ONLY.  OFFICIAL WIKI COMPUTER GO PAGE IS AT WIKIPEDIA.ORG.
> FOLLOW THIS LINK."
>
> On a related note, should *any* computer go documentation be at sensei?
> Maybe everything other than the main page? Or maybe everything in
> computer go should be moved to wikipedia?
>
> At the very least, we ought to make prominent notes on the wikipedia and
> sensei pages of the existence of the other.
>
> Any opinions?
>
> Peter
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Re: [computer-go] average length of 9x9 MC playout

2007-03-18 Thread Don Dailey
On Sun, 2007-03-18 at 22:33 -0400, John Tromp wrote:
> I've seen the number 107.3... reported earlier
> for the average length, without the 2 final passes.
> Is this allowing multi stone suicides or not?
> And what's the outcome in the other case?
> Thanks!

This does not allow multi-stone suicide.   I don't
know the number in the other case.   

I just checked Lazarus again and it's getting
about 104.63 moves per random game from the 
opening.There are some minor implementation
differences such as how suicide is handled,
the exact eye rule used, etc.

The heavy play-out version of Lazarus gets
almost the same number, but it's consistently
about 1/10 of move lower for some reason.

Are you trying to make a Monte Carlo program?

- Don



> regards,
> -John
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Re: [computer-go] average length of 9x9 MC playout

2007-03-18 Thread Nick Apperson

heavy playouts should yeild a lower number of moves because moves are
slightly more efficient bringing the end of the game sooner.  I'm actually
surprised it isn't a larger difference.

On 3/18/07, Don Dailey <[EMAIL PROTECTED]> wrote:


On Sun, 2007-03-18 at 22:33 -0400, John Tromp wrote:
> I've seen the number 107.3... reported earlier
> for the average length, without the 2 final passes.
> Is this allowing multi stone suicides or not?
> And what's the outcome in the other case?
> Thanks!

This does not allow multi-stone suicide.   I don't
know the number in the other case.

I just checked Lazarus again and it's getting
about 104.63 moves per random game from the
opening.There are some minor implementation
differences such as how suicide is handled,
the exact eye rule used, etc.

The heavy play-out version of Lazarus gets
almost the same number, but it's consistently
about 1/10 of move lower for some reason.

Are you trying to make a Monte Carlo program?

- Don



> regards,
> -John
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Re: [computer-go] average length of 9x9 MC playout

2007-03-18 Thread Don Dailey
On Sun, 2007-03-18 at 22:34 -0500, Nick Apperson wrote:
> heavy playouts should yeild a lower number of moves because moves are
> slightly more efficient bringing the end of the game sooner.  I'm
> actually surprised it isn't a larger difference.

I never tested it until now - but I expected it to drop at least a
couple of
moves.  I did not expect a huge drop because the game is played to the
bitter
end in either case.  


- Don


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Re: [computer-go] average length of 9x9 MC playout

2007-03-18 Thread Don Dailey
John,

Did that 107.3 number come from me?  I seem to remember
that I used to get that - if I'm remembering correctly.

But I remember making a little change, that addressed
what appeared to be a minor implementation bug.   One
of the speed enhancements is to "put away" moves you
already tried which occupy points on the board.  When
a capture is made I would bring these back into play.

But the bug was that I was putting away the  moves that
filled the 1 point eyes, even though they might be legal
on the next move or later.   However they would all come
back to life when a capture was made.   I don't think
this bug had a huge affect on the quality of the play.

But apparently, it did add about 3 moves to the length
of the play-outs.  

So I think the more correct number is what I just 
reported on the previous email,  very close to
about 104.63.

I am now curious about what others are getting.

- Don



On Sun, 2007-03-18 at 22:33 -0400, John Tromp wrote:
> I've seen the number 107.3... reported earlier
> for the average length, without the 2 final passes.
> Is this allowing multi stone suicides or not?
> And what's the outcome in the other case?
> Thanks!
> 
> 
> regards,
> -John
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