Re: [computer-go] KGS connection

2007-11-11 Thread Stuart A. Yeates
On 10/11/2007, Nick Wedd <[EMAIL PROTECTED]> wrote:
> In message <[EMAIL PROTECTED]>,
> Chris Fant <[EMAIL PROTECTED]> writes
> >>  A beginner could easily run gnugo for a day or two, get a 7k rank for the
> >> gnugo account, then replace gnugo with an account that moves randomly for a
> >> few moves then resigns. Play this new robot as white with handicap 6, and
> >> you will soon get a dan-level account.
> >
> >On the surface, that sounds like a broken system.  That is only my
> >opinion based on my limited knowledge of the situation you describe.
>
> It isn't broken, in the sense that a beginner can't do that, because he
> won't be able to get the bot's account rated.
>
> It is broken in the sense that even as things stand, he can persuade his
> big brother to open an account, win games, get a 2-dan rating, and then
> throw games to him.  I don't see how any system could prevent this.

This can be done relatively easily using network algorithms.
Essentially your throttle how much of a contribution each other player
can make to a player's rank. This throttling would probably be done
relative difference in the rank between players and the square of the
size of the pool of players.

Such a metric would actually benefit all players, by encouraging them
to play as many different other players as possible and avoid the
formation of player cliques. One would have to ensure that you weren't
penalising player who always played at a certain time of day in a
certain timezone, however.

 cheers
stuart
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] KGS connection

2007-11-11 Thread Alain Baeckeroot
Le dimanche 11 novembre 2007, Stuart A. Yeates a écrit :
> On 10/11/2007, Nick Wedd <[EMAIL PROTECTED]> wrote:
> > In message <[EMAIL PROTECTED]>,
> > Chris Fant <[EMAIL PROTECTED]> writes
> > >>  A beginner could easily run gnugo for a day or two, get a 7k rank for 
> > >> the
> > >> gnugo account, then replace gnugo with an account that moves randomly 
> > >> for a
> > >> few moves then resigns. Play this new robot as white with handicap 6, and
> > >> you will soon get a dan-level account.

Nick Wedd
> > It is broken in the sense that even as things stand, he can persuade his
> > big brother to open an account, win games, get a 2-dan rating, and then
> > throw games to him.  I don't see how any system could prevent this.
[...]
> This can be done relatively easily using network algorithms.
I don't understand how any algorithm can prevent cheaters without using
some kind of trusted authentification. I think you have a gold mine in your
hand if you can do this. 

Hopefully KGS dot aim to be secured as a banking system, and won't ask
my finger prints before i can connect for a game :-)

> Essentially your throttle how much of a contribution each other player
> can make to a player's rank. This throttling would probably be done
> relative difference in the rank between players and the square of the
> size of the pool of players.
> 
> Such a metric would actually benefit all players, by encouraging them
> to play as many different other players as possible and avoid the
> formation of player cliques. One would have to ensure that you weren't
> penalising player who always played at a certain time of day in a
> certain timezone, however.
i suspect most people plays always at a certain time of the day, in their
timezone, so currently there might be 3 "cliques": Asia, Europe, and Americas.

Cheers
/Alain
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] KGS connection

2007-11-11 Thread steve uurtamo
> i suspect most people plays always at a certain time of the day, in
 their
> timezone, so currently there might be 3 "cliques": Asia, Europe, and
 Americas.

there are also two other cliques: blitz and non-blitz.

watching a randomly chosen game among very strong players on
kgs, most will be blitz.  people just don't play slow games that
often.

one thing about the system that works very well is that over time,
everyone's rank stabilizes to exactly where it should be.  you could
probably game the system with a small group of people for a little
while, but your rank would deteriorate rapidly once you started to
playing other people.  and there's a sense in which it makes absolutely
no difference if you have an arbitrarily inflated rank -- it certainly
wouldn't make you better in a tournament, for instance.  at best
it would gain you one or two games against strong players who
would crush you.  if you want that, just ask them.  they're much
more likely to offer a teaching game, which is more beneficial
overall.

likewise, any bot left up for more than a few hours per day which
accepts arbitrary challenges is likely to end up at exactly its
appropriate rank very quickly.  i think that concern about rating
inflation gives too much weight to the idea of a rank and not to
the ranking system itself.  the system itself works very well.

similarly, people can sandbag and get a low rank for the purposes
of getting extra handicap in a tournament.  but again, it would
serve very little purpose overall.

s.


__
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around 
http://mail.yahoo.com 
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] KGS connection

2007-11-11 Thread Stuart A. Yeates
On 11/11/2007, Alain Baeckeroot <[EMAIL PROTECTED]> wrote:
> Le dimanche 11 novembre 2007, Stuart A. Yeates a écrit:

> > Such a metric would actually benefit all players, by encouraging them
> > to play as many different other players as possible and avoid the
> > formation of player cliques. One would have to ensure that you weren't
> > penalising player who always played at a certain time of day in a
> > certain timezone, however.
> i suspect most people plays always at a certain time of the day, in their
> timezone, so currently there might be 3 "cliques": Asia, Europe, and Americas.
>

You're right, of course.

It's merely a matter of ensuring that your mathematically definition
of clique is appropriate. OTOH, I wouldn't lose any sleep over a
metric that rewarded players who played occasionally played outside of
their usual weekday evening slot.

cheers
stuart
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Solving Go

2007-11-11 Thread Don Dailey
I am definitely interested in this.The approach that might be
interesting is a hybrid solver.   I do not think the endgame database
approach is very useful beyond 4x4 or possibly 5x5.Even if it's
possible it's not particularly interesting except as an engineering feat.  

5x5 was solved with a massive brute force search approach.   Memory was
used for large hash tables and endgames were scored early using Bensons
algorithm, otherwise it would not have been feasible from what I
understand.  

Although that's interesting,  it's just a search.   I would like to try
something a little more clever (I'm just not clever enough to figure out
what that should be!)

I'm thinking perhaps in terms of a database assist.   It would be
interesting if we could come up with a small board scoring system that
is very accurate.   A database system might identify rules and
exceptions that can be applied. For example, we have the eye rule in
our monte carlo programs - although that is extremely powerful it's not
100% admissible - there are some exceptions although they probably occur
only a fraction of a percent of the time. The eye rule would be
powerful in a hybrid system because it is a fairly large class of
positions where we can say, "never move to that point - it will never be
the best move."

A trivial way to include it in a hybrid system is to just put an entry
in a table for the few times that is wrong.   Or even better, try to
determine the exact context where it's wrong.Perhaps it's never
wrong in a 5x5 game?

Tables like this can be stored compactly with bloom filters.   

Here is a question.  How do you determine what a final board looks
like?   If you are actually building an endgame table, you start with
all the final positions.   But seki seems to be very difficult to
identify.   

I'm doing a little experiment right now with small boards and a table
with a few million hashed entries.   I'm trying to store only perfect
scores in this table but my definition is weak.I search a position
using alpha/beta and if several iterations consecutively return the same
score,  I consider it a perfect score. I know this definition is
subject to error.

To handle ko,  I ignore everything except simple ko.   I don't store
positions where the previous move was a single stone capture since it
might be a simple ko. My hope is that long superko loops will be
avoiding by some winning side.This is probably not a correct
assumption, but I have read that it works on 5x5 and less - it's always
better for one side to break the loop.

The evaluation function is to consider every stone alive, and any empty
intersection that touches only one color to belong to that color.The
evaluation function is not really used though - except to identify
perfect scores (where several search iterations return the same
results.) 

In all the 4x4 examples I've seen,  I've never seen a 3 iterations in a
row return the same score unless it was correct.   However, I'm using 4
in a row to determine that a score for a position is exact. If the
last 4 iterations return the same score, I put the root position in the
hash table as a perfect score.  I sample the space randomly by
making a random move after searching some position, so that it explores
the full space eventually. This is not very systematic, but it's
just for fun right now. 


- Don



Harri Salakoski wrote:
> > Has anyone did this before or has anybody thoughts about this?
> I have done that for 4*4 and 3*3, my code is not in shape that it
> could be used 5*5 but have high believes it is anyway possible used
> for 6*6 some day. But this was discussed in this group earlier and
> nothing new has occurred since then.
> 7*7 is solved in ten years ... hahaa no need to reply that. You need
> very good solver to proof that in this particular "middle" position
> Black or White can archieve better than optimal score and no reason to
> continue search. Bigger cut better..
>  
> Doing investigations in http://sourceforge.net/projects/narugo 
> project and happy to co-operate.
>  
> t. hArri
>
> - Original Message -
> *From:* Ben Lambrechts 
> *To:* 'computer-go' 
> *Sent:* Wednesday, November 07, 2007 9:03 PM
> *Subject:* [computer-go] Solving Go
>
> I want to create a perfect player on board sizes 3x3, 5x5 and
> maybe 7x7 and beyond.
>
> But I have no idea how to start. How do I create the move database
> and how do I select the perfect move for every position?
>
>  
>
> I know Go is solved on boards 5x5 and smaller, but there is no
> program that plays by this perfect moves.
>
>  
>
> Has anyone did this before or has anybody thoughts about this?
>
>  
>
> Ben
>
> 
> ___
> computer-go mailing l