[computer-go] MyungWan vs MoGo

2008-09-22 Thread Ingo Althöfer
Hello,

on September 21, there was a new exhibition match
between MyungWan (8p) and MoGo (on massive hardware).
They played two 19x19 games with 7 stones handicap,
first a short warm-up with 15 min per side, and then
a long one with 90 min per side.

The short one turned into a loose-ladder catastrophy
for MoGo, the longer one ran more or less "normal",
with the pro winning clearly in the end.

sgf of both games may be found at
http://www.gokgs.com/gameArchives.jsp?user=mogotitan

Some interesting analysis on the second (long) game has
been done by Thomas Redecker with the help of the
analysis/score- functions of "Many Faces of Go 11"
and "SmartGo 2.8".
He condensed the result into scoresheets, which you
can see at
http://www.althofer.de/thomas-redecker-on-myungwan-vs-mogo.gif

The diagram in the top is by MFgG, the lower one by SmartGo.
The fat red bars have been included by Thomas Redecker.

Ingo.

PS: Thx to Thomas for allowing me to hang in the gif on my homepage. 
Originally, it was posted in the (German language) forum of the
DGoB, but is a bit difficult to find there.
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread Mark Boon
Playing out that fake ladder in the first game meant an instant loss.
Surprising. And embarassing. Any information on the number of
processors used?

Mark


On Sun, Sep 21, 2008 at 10:29 PM,  <[EMAIL PROTECTED]> wrote:
> There is a discussion at godiscussions
> http://www.godiscussions.com/forum/showthread.php?t=7154
>  The sgf's for the two games played are on page 2
>
> Dave Hillis
>
> -Original Message-
> From: mingwu <[EMAIL PROTECTED]>
> To: [EMAIL PROTECTED]; computer-go 
> Sent: Sun, 21 Sep 2008 9:22 pm
> Subject: Re: [computer-go] MoGo v.s. Kim rematch
>
> Anyone knows the result, or better the game sgf?
>
>
> On Sat, Sep 6, 2008 at 6:57 AM, Don Dailey <[EMAIL PROTECTED]> wrote:
>>
>> Great news!   Look forward to seeing it happen.  I hope Mogo has some
>> great hardware.
>>
>> - Don
>>
>>
>> On Fri, 2008-09-05 at 15:54 -0700, David Doshay wrote:
>> > MoGo and Myungwan Kim will hold an exhibition rematch at the Cotsen
>> > Open on Saturday September 20. The exhibition will start at about 5pm
>> > Pacific Daylight time.
>> >
>> > As probably known by all on this list, MoGo won the last game, held at
>> > the US Go Congress in Portland Oregon, when it was given a 9 stone
>> > handicap and played with a one hour time limit.
>> >
>> > At this time the expected handicap will be 7, and it is not clear if
>> > there will be one game or two. It is not known at this time how many
>> > cores MoGo will be running on. Mr Kim has asked for MoGo to be given
>> > 90 minutes because he saw how much the increase in time from 15
>> > minutes to one hour increased its playing strength. Mr. Kim has also
>> > asked that there be only one or at most 2 blitz games at the start.
>> >
>> > The MoGo team also wants to have some 9x9 games, but Mr Kim does not
>> > feel familiar enough with 9x9 to play those games, but he is searching
>> > for an alternate strong player. MoGo has some new features for 9x9,
>> > and the team is anxious to see the newest code in action.
>> >
>> >
>> >
>> > Cheers,
>> > David
>> >
>> >
>> >
>> > ___
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>> > computer-go@computer-go.org
>> > http://www.computer-go.org/mailman/listinfo/computer-go/
>>
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread Magnus Persson

Quoting Mark Boon <[EMAIL PROTECTED]>:


Playing out that fake ladder in the first game meant an instant loss.
Surprising. And embarassing. Any information on the number of
processors used?



The interesting question is if there is a silly bug or something more  
sophisticated.


I have struggled with ladders in Valkyria and it is often really hard  
to tell what causes these problems. In Leksand most games on 19x19  
where lost in a ways similar to the recent mogo game. I could not find  
an obvious problem with the playouts at least not in terms of an  
easily fixable bug. Note that Valkyria reads out 99% of all ladders  
correctly both in the tree and in the playouts.


What I realized was that AMAF in combination with heavy playouts  
causes some serious biases, for some kinds of very bad moves such that  
AMAF completely misevaluate them.


In the case of the ladders the heavy playouts of Valkyria correctly  
prunes playing out ladders for the loser. But sometimes in the  
playouts the ladder is broken and after that there is a chance that  
the stones escape anyway. This means that almost always when the  
escaping move is played it is a good move! Thus AMAF will assign a  
very good score to this move


My solutions to this was simply to turn off AMAF-eval for all shapes  
commonly misevaluated for ladders. But I think this problem is true  
for many shapes
in general. What makes ladders special is that the problem repeats it  
self and the effect get stronger and thus even more likely the larger  
the ladder gets.


I think a better solution would be to modify AMAF in some way to avoid  
these problems, or perhaps change the playouts in a way to balance the  
problem. Does anyone know something to do about it or have any ideas?


-Magnus


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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread Don Dailey
I'm curious about a couple of things in particular.   Is this a bug and
how much time would be required for Mogo to have played the correct move
if it wasn't. 

Of course I'm also interested in ways to solve this with less deep
searches or better play-outs.

- Don
 

On Mon, 2008-09-22 at 13:59 +0200, Magnus Persson wrote:
> Quoting Mark Boon <[EMAIL PROTECTED]>:
> 
> > Playing out that fake ladder in the first game meant an instant loss.
> > Surprising. And embarassing. Any information on the number of
> > processors used?
> 
> 
> The interesting question is if there is a silly bug or something more  
> sophisticated.
> 
> I have struggled with ladders in Valkyria and it is often really hard  
> to tell what causes these problems. In Leksand most games on 19x19  
> where lost in a ways similar to the recent mogo game. I could not find  
> an obvious problem with the playouts at least not in terms of an  
> easily fixable bug. Note that Valkyria reads out 99% of all ladders  
> correctly both in the tree and in the playouts.
> 
> What I realized was that AMAF in combination with heavy playouts  
> causes some serious biases, for some kinds of very bad moves such that  
> AMAF completely misevaluate them.
> 
> In the case of the ladders the heavy playouts of Valkyria correctly  
> prunes playing out ladders for the loser. But sometimes in the  
> playouts the ladder is broken and after that there is a chance that  
> the stones escape anyway. This means that almost always when the  
> escaping move is played it is a good move! Thus AMAF will assign a  
> very good score to this move
> 
> My solutions to this was simply to turn off AMAF-eval for all shapes  
> commonly misevaluated for ladders. But I think this problem is true  
> for many shapes
> in general. What makes ladders special is that the problem repeats it  
> self and the effect get stronger and thus even more likely the larger  
> the ladder gets.
> 
> I think a better solution would be to modify AMAF in some way to avoid  
> these problems, or perhaps change the playouts in a way to balance the  
> problem. Does anyone know something to do about it or have any ideas?
> 
> -Magnus
> 
> 
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread terry mcintyre
 Consider this as tentative, since I heard it about 3rd-hand, but I believe the 
number of processors used to have been 3000.


Congratulations to the Mogo team; good luck improving your program to deal with 
the ladder and life-and-death issues.

Looking forward to further information!

I have always wondered if AMAF is a feature or a bug. There are many situations 
where the order of moves is crucial; A before B wins, B before A loses; ladders 
are a classic example where the ordering of moves is utterly important. AMAF 
seems to assume that order doesn't matter. Of course, there are many other 
positions where this assumption is true; that is why it sometimes yields an 
improvement in processing speed, but it seems risky.

Ladders are also a classic case where two patterns can look very similar, but 
be very different. When you capture a ladder, you are in a very good position. 
But if the stones under attack have just one extra liberty, the position may 
"look like" a ladder, but your target will escape, and your stones will be full 
of cutting points; the proper evaluation for that position would be much 
harsher. More generally, whenever I see a Monte Carlo program lose, it is 
usually a semeai where being one liberty behind or one ahead makes all the 
difference. We call these "capturing races" in English for a reason; being 
ahead or behind by one liberty matters a great deal. To make life interesting, 
there are "loose ladder" constructs where an extra liberty does not help the 
fleeing stones; they still get corraled and captured.

These corner cases are tough, but many games hinge on correctly reading out the 
exact consequences of life-and-death struggles.

Terry McIntyre <[EMAIL PROTECTED]>


"Go is very hard. The more I learn about it, the less I know." -Jie Li, 9 dan

> On Mon, 2008-09-22 at 13:59 +0200, Magnus Persson wrote:
> > Quoting Mark Boon :
> > 
> > > Playing out that fake ladder in the first game meant an instant loss.
> > > Surprising. And embarassing. Any information on the number of
> > > processors used?


  
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread Don Dailey
I think AMAF is a feature not a bug.   It's only a matter of how
judiciously it's applied.   

Also, almost any evaluation feature in a game playing program is a bug -
meaning it is an imperfect approximation of what you really want.  

Of course it could turn out that AMAF got them in trouble in this game.
The Mogo team will probably analyze the reason for the problem.But
as long as they are playing strong professional players they are going
to have something to debug and analyze!

- Don


 
On Mon, 2008-09-22 at 06:06 -0700, terry mcintyre wrote:
> Consider this as tentative, since I heard it about 3rd-hand, but I believe 
> the number of processors used to have been 3000.
> 
> 
> Congratulations to the Mogo team; good luck improving your program to deal 
> with the ladder and life-and-death issues.
> 
> Looking forward to further information!
> 
> I have always wondered if AMAF is a feature or a bug. There are many 
> situations where the order of moves is crucial; A before B wins, B before A 
> loses; ladders are a classic example where the ordering of moves is utterly 
> important. AMAF seems to assume that order doesn't matter. Of course, there 
> are many other positions where this assumption is true; that is why it 
> sometimes yields an improvement in processing speed, but it seems risky.
> 
> Ladders are also a classic case where two patterns can look very similar, but 
> be very different. When you capture a ladder, you are in a very good 
> position. But if the stones under attack have just one extra liberty, the 
> position may "look like" a ladder, but your target will escape, and your 
> stones will be full of cutting points; the proper evaluation for that 
> position would be much harsher. More generally, whenever I see a Monte Carlo 
> program lose, it is usually a semeai where being one liberty behind or one 
> ahead makes all the difference. We call these "capturing races" in English 
> for a reason; being ahead or behind by one liberty matters a great deal. To 
> make life interesting, there are "loose ladder" constructs where an extra 
> liberty does not help the fleeing stones; they still get corraled and 
> captured.
> 
> These corner cases are tough, but many games hinge on correctly reading out 
> the exact consequences of life-and-death struggles.
> 
> Terry McIntyre <[EMAIL PROTECTED]>
> 
> 
> "Go is very hard. The more I learn about it, the less I know." -Jie Li, 9 dan
> 
> > On Mon, 2008-09-22 at 13:59 +0200, Magnus Persson wrote:
> > > Quoting Mark Boon :
> > > 
> > > > Playing out that fake ladder in the first game meant an instant loss.
> > > > Surprising. And embarassing. Any information on the number of
> > > > processors used?
> 
> 
>   
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[computer-go] MFG 12 and Cotsen Tournament

2008-09-22 Thread terry mcintyre
David Fotland graciously permitted me to enter a development version of Many 
Faces of Go in the Cotsen Tournament.

It played five games, losing the first three to 3 kyu players, and winning the 
last two against 4 and 5 kyu players.

I also played a 9x9 game, where I was able to create a seki, robbing MFG of a 
few points of territory, thereby defeating it. 

This 9x9 game is attached. I'd be interested to see programs which correctly 
handle such situations. 

 
David, many thanks! I am looking forward to the new improved version of MFG, 
and hope these games help.

Terry McIntyre <[EMAIL PROTECTED]>


"Go is very hard. The more I learn about it, the less I know." -Jie Li, 9 dan



  

make_seki.sgf
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[computer-go] Analysis of 6x6 Go

2008-09-22 Thread Ingo Althöfer
Stefan Reisz is the author of the website
http://www.reisz.de/gohome.htm

There he claims to have a solution for 6x6-Go
with Japanese rules. The outcome of his handmade 
analysis is that komi=3 would be fair.
The analysis may be downloaded from the site, 
as sgf file.

Does someone here know of other (documented) attempts 
to solve 6x6 Go?

Ingo Althofer.

PS: After some hours of interactive analysis with Leela my impression
is that in case of Chinese rules the value of 6x6-Go might be +2.
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RE: [computer-go] MFG 12 and Cotsen Tournament

2008-09-22 Thread David Fotland
Thanks Terry.  Let people know what hardware you were running on.  This
version is a little weaker than the ManyFaces on KGS that has a strong 3 Kyu
KGS rating.

David

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of terry mcintyre
> Sent: Monday, September 22, 2008 6:43 AM
> To: computer go
> Subject: [computer-go] MFG 12 and Cotsen Tournament
> 
> David Fotland graciously permitted me to enter a development version of
> Many Faces of Go in the Cotsen Tournament.
> 
> It played five games, losing the first three to 3 kyu players, and
> winning the last two against 4 and 5 kyu players.
> 
> I also played a 9x9 game, where I was able to create a seki, robbing
> MFG of a few points of territory, thereby defeating it.
> 
> This 9x9 game is attached. I'd be interested to see programs which
> correctly handle such situations.
> 
> 
> David, many thanks! I am looking forward to the new improved version of
> MFG, and hope these games help.
> 
> Terry McIntyre <[EMAIL PROTECTED]>
> 
> 
> "Go is very hard. The more I learn about it, the less I know." -Jie Li,
> 9 dan
> 
> 
> 
> 

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RE: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread David Fotland
AMAF certainly helps to do move ordering when there is little other
information.  With good prior heuristics or enough actual playouts, it
should not be weighted very highly.  AMAF finds good moves, but it often
bias heavily for or against moves.  In ManyFaces, AMAF (actually RAVE) is
worth between 5% and 10% wins against gnugo.

I've seen similar ladder problems, and it is not AMAF, it's caused by the
playouts, when they can't read ladders.  It's easy to add various hacks to
prevent playing out simple ladders, but the one in this game had an extra
liberty (if I remember correctly).  A general solution is a little tricky.

David

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Don Dailey
> Sent: Monday, September 22, 2008 6:23 AM
> To: computer-go
> Subject: Re: [computer-go] MoGo v.s. Kim rematch
> 
> I think AMAF is a feature not a bug.   It's only a matter of how
> judiciously it's applied.
> 
> Also, almost any evaluation feature in a game playing program is a bug
> - meaning it is an imperfect approximation of what you really want.
> 
> Of course it could turn out that AMAF got them in trouble in this game.
> The Mogo team will probably analyze the reason for the problem.But
> as long as they are playing strong professional players they are going
> to have something to debug and analyze!
> 
> - Don
> 
> 
> 
> On Mon, 2008-09-22 at 06:06 -0700, terry mcintyre wrote:
> > Consider this as tentative, since I heard it about 3rd-hand, but I
> believe the number of processors used to have been 3000.
> >
> >
> > Congratulations to the Mogo team; good luck improving your program to
> deal with the ladder and life-and-death issues.
> >
> > Looking forward to further information!
> >
> > I have always wondered if AMAF is a feature or a bug. There are many
> situations where the order of moves is crucial; A before B wins, B
> before A loses; ladders are a classic example where the ordering of
> moves is utterly important. AMAF seems to assume that order doesn't
> matter. Of course, there are many other positions where this assumption
> is true; that is why it sometimes yields an improvement in processing
> speed, but it seems risky.
> >
> > Ladders are also a classic case where two patterns can look very
> similar, but be very different. When you capture a ladder, you are in a
> very good position. But if the stones under attack have just one extra
> liberty, the position may "look like" a ladder, but your target will
> escape, and your stones will be full of cutting points; the proper
> evaluation for that position would be much harsher. More generally,
> whenever I see a Monte Carlo program lose, it is usually a semeai where
> being one liberty behind or one ahead makes all the difference. We call
> these "capturing races" in English for a reason; being ahead or behind
> by one liberty matters a great deal. To make life interesting, there
> are "loose ladder" constructs where an extra liberty does not help the
> fleeing stones; they still get corraled and captured.
> >
> > These corner cases are tough, but many games hinge on correctly
> reading out the exact consequences of life-and-death struggles.
> >
> > Terry McIntyre <[EMAIL PROTECTED]>
> >
> >
> > "Go is very hard. The more I learn about it, the less I know." -Jie
> > Li, 9 dan
> >
> > > On Mon, 2008-09-22 at 13:59 +0200, Magnus Persson wrote:
> > > > Quoting Mark Boon :
> > > >
> > > > > Playing out that fake ladder in the first game meant an instant
> loss.
> > > > > Surprising. And embarassing. Any information on the number of
> > > > > processors used?
> >
> >
> >
> > ___
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> > computer-go@computer-go.org
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Re: [computer-go] MFG 12 and Cotsen Tournament

2008-09-22 Thread terry mcintyre
I was runing on an Athlon 64x2 laptop. Unfortunately, I could not get MFG to 
work under Wine on my quad Intel; would love to see how well it does with 
better hardware. Regrettably, I have no Windows installation media for the 
quadcore.

 Terry McIntyre <[EMAIL PROTECTED]>


"Go is very hard. The more I learn about it, the less I know." -Jie Li, 9 dan



- Original Message 
> From: David Fotland <[EMAIL PROTECTED]>
> To: computer-go 
> Sent: Monday, September 22, 2008 8:02:20 AM
> Subject: RE: [computer-go] MFG 12 and Cotsen Tournament
> 
> Thanks Terry.  Let people know what hardware you were running on.  This
> version is a little weaker than the ManyFaces on KGS that has a strong 3 Kyu
> KGS rating.
> 
> David
> 
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:computer-go-
> > [EMAIL PROTECTED] On Behalf Of terry mcintyre
> > Sent: Monday, September 22, 2008 6:43 AM
> > To: computer go
> > Subject: [computer-go] MFG 12 and Cotsen Tournament
> > 
> > David Fotland graciously permitted me to enter a development version of
> > Many Faces of Go in the Cotsen Tournament.
> > 
> > It played five games, losing the first three to 3 kyu players, and
> > winning the last two against 4 and 5 kyu players.
> > 
> > I also played a 9x9 game, where I was able to create a seki, robbing
> > MFG of a few points of territory, thereby defeating it.
> > 
> > This 9x9 game is attached. I'd be interested to see programs which
> > correctly handle such situations.
> > 
> > 
> > David, many thanks! I am looking forward to the new improved version of
> > MFG, and hope these games help.
> > 
> > Terry McIntyre 
> > 
> > 
> > "Go is very hard. The more I learn about it, the less I know." -Jie Li,
> > 9 dan
> > 
> > 
> > 
> > 
> 
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread Jason House
On Sep 22, 2008, at 7:59 AM, Magnus Persson <[EMAIL PROTECTED]>  
wrote:


In the case of the ladders the heavy playouts of Valkyria correctly  
prunes playing out ladders for the loser. But sometimes in the  
playouts the ladder is broken and after that there is a chance that  
the stones escape anyway. This means that almost always when the  
escaping move is played it is a good move! Thus AMAF will assign a  
very good score to this move


My solutions to this was simply to turn off AMAF-eval for all shapes  
commonly misevaluated for ladders. But I think this problem is true  
for many shapes
in general. What makes ladders special is that the problem repeats  
it self and the effect get stronger and thus even more likely the  
larger the ladder gets.


I think a better solution would be to modify AMAF in some way to  
avoid these problems, or perhaps change the playouts in a way to  
balance the problem. Does anyone know something to do about it or  
have any ideas?


My RAVE formulation includes a per-move parameter for RAVE confidence.  
This allows heuristics to fix situations like above. Sadly, my bot  
isn't mature enough to take advantage yet :(


The concept I used for the derivation is simple. I treat everything as  
gaussian estimators. It's easy to find the max of the distribution. I  
then use the same trick as bayeselo to estimate variance. I then add a  
Gaussian noise term to represent RAVE bias.








The results of the math are most easilly expressed in terms of inverse  
variance (iv=1/variance)


Combined mean = sum( mean * iv )
Combined iv = sum( iv )

I'll try to do a real write-up if anyone is interested.
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread David Doshay
It was 800, just like last time, but the networking had been upgraded  
from ethernet to infiniband. Olivier said that this should have been a  
good improvement because he felt that communication overhead was  
significant.


Cheers,
David



On 22, Sep 2008, at 6:06 AM, terry mcintyre wrote:

Consider this as tentative, since I heard it about 3rd-hand, but I  
believe the number of processors used to have been 3000.


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Re: [computer-go] Re: sgf format for non-quadratic board sizes?

2008-09-22 Thread steve uurtamo
every point having 4 liberties would seem to make the opening
much more about influence.  my guess is that it's an easier game.
(but that's just wild speculation).

s.

On Fri, Sep 19, 2008 at 2:30 PM, David Doshay <[EMAIL PROTECTED]> wrote:
> First move is easy, but depending upon ratio of diameter to length
> of torus, ladders can get complicated.
>
> Cheers,
> David
>
>
>
> On 19, Sep 2008, at 10:48 AM, Álvaro Begué wrote:
>
>> On Fri, Sep 19, 2008 at 1:29 PM, Don Dailey <[EMAIL PROTECTED]> wrote:
>>>
>>> Would go on a torus be interesting?  There are not corners or edges, the
>>> sides of the board simply wrap around.
>>>
>>> - Don
>>
>> Yes, it's probably similar in spirit to regular go, except everything
>> feels like the center of the board. It would also make the first move
>> easy. :)
>>
>> Álvaro.
>>
>>
>>>
>>> On Fri, 2008-09-19 at 09:52 -0700, Ross Werner wrote:

 Urban Hafner wrote:
>
> Ah, right. I thought you were talking about implementing this feature
> for your own program. Personally I don't know of any program that
> supports rectangular boards.

 There was a recent thread on GoDiscussions about this topic:
 http://www.godiscussions.com/forum/showthread.php?t=6960

 Not much information there, but maybe enough to be useful.

 ~ Ross
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Re: [computer-go] Analysis of 6x6 Go

2008-09-22 Thread Robert Jasiek

Ingo Althöfer wrote:

Stefan Reisz is the author of the website
http://www.reisz.de/gohome.htm

There he claims to have a solution for 6x6-Go
with Japanese rules.


This is not a "solution" in a mathematical sense because
- it is not specified which Japanese rules are used
- during the scoring, the rules are applied without showing exactly that
- during the scoring, the number of studied hypothetical-sequences is 
zero instead of huge or infinite
- in every move-sequence, the game is not ended by successive passes 
properly
- MANY other possible moves are missing (and my manual study of some 
simplistic (but arcane) positions under some particular Japanese 
rulesets has convinced me that there are more unexpected but correct 
plays or passes than one fears)


Too often the word solution is abused. "preliminary study" is more 
appropriate.


The largest board for that I could solve Go under Japanese 2003 Rules 
manually was 1x1. Already 1x2 was too tough: While it is still possible 
to denote all hypothetical-sequences, listing all 
hypothetical-strategies is clearly no fun. Possible if one spends 
several days or weeks. But if somebody or a program claims to have 
solved under some Japanese ruleset, I am more than sceptical and want to 
see mathematical proofs. Although I have done preliminary studies of how 
to formulate and prove useful propositions, this is work for months. It 
doesn't matter whether proving scoring propositions is done manually or 
by algorithm. Only those board sizes that allow killing all are simpler 
because all you have to do is to prove just that. There are exceptional 
tiny board sizes that allow other types of elegant proofs, but they 
won't help much for bigger boards.


Solving(!) Go under whichever Japanese ruleset is for the rules experts 
rather than for computer go.


Does someone here know of other (documented) attempts 
to solve 6x6 Go?


Didn't Erik van der Werf do it under his rules?

--
robert jasiek
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[computer-go] Analysis of 6x6 Go

2008-09-22 Thread Ingo Althöfer
Hello Robert,

thx for the feedback.


>> Does someone here know of other (documented) attempts 
>> to solve 6x6 Go?
>
> Didn't Erik van der Werf do it under his rules?

He did it for 5x5-Go, see at
http://erikvanderwerf.tengen.nl/5x5/5x5solved.html

Ingo.
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Re: [computer-go] Analysis of 6x6 Go

2008-09-22 Thread Erik van der Werf
On Mon, Sep 22, 2008 at 7:14 PM, "Ingo Althöfer" <[EMAIL PROTECTED]>
wrote:
>>> Does someone here know of other (documented) attempts
>>> to solve 6x6 Go?
>>
>> Didn't Erik van der Werf do it under his rules?
>
> He did it for 5x5-Go, see at
> http://erikvanderwerf.tengen.nl/5x5/5x5solved.html
>

Several 6x6 positions were solved, but not the empty board. E.g., for the
following position we could prove a Black win by at least 2 points (which
took about 13 days in 2002).

. . . . . .
. . . # O .
. . # O . .
. . # O . .
. . . # O .
. . . . . .


Optimal play on 6x6 under Chinese rules is expected to give a Black win by 4
points.

Erik
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Re: [computer-go] semeai

2008-09-22 Thread Gunnar Farnebäck

terry mcintyre wrote:
>> On Thu, 2008-09-04 at 18:07 +0200, Rémi Coulom wrote:
>>> When the playouts evaluate a critical semeai the wrong way, then no
>>> supercomputer can help, even at long time control. Semeais require a
>>> better algorithm, because no computing power can search them out with
>>> a
>>> tree, and playouts have to be extremely intelligent in order to
>>> evaluate
>>> them correctly.
>
> Has anyone tried implementing the ideas in Richard Hunter's "Counting 
Liberties" in a manner which can be used to guide the playouts?

>

Static analysis is hopeless. Local search may work with some level of
precision but you will have to read much further ahead than in Richard
Hunter's model positions before you can even reliably recognize them.
In particular I wouldn't advise trying to cancel outside liberties
without playing out the moves in some order, otherwise detecting the
need for approach moves is extremely difficult.

GNU Go makes an attempt at reading semeais but has trouble already
differentiating between outside liberties, inside liberties, and
eyespace, not to speak about weird interactions with the tactical
reading (which mostly doesn't understand semeai) in low liberty
situations.

If you think this should be simple, have a look at e.g. page 53,
diagram 17, in Hunter's book or try to do a static evaluation of the
semeai in upper left corner at

http://trac.gnugo.org/regression/regress.plx?nngs2:150

Things to think about for the latter position:

* How big eye does black have around F19?
* What can white do around E9?
* How to handle white sacrificing the C11 tail?
* Is there a liberty to be gained by playing A14?
* Does white need an approach move at M18?
* Does black need an approach move at B10?
* What is A16? Eyespace, some other kind of liberty, or neither?

For some more semeai fun I can recommend
http://trac.gnugo.org/regression/regress.plx?semeai:133
(which has an incorrect solution in GNU Go's test suite).

/Gunnar
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread Hideki Kato

David Doshay: <[EMAIL PROTECTED]>:
>It was 800, just like last time, but the networking had been upgraded  
>from ethernet to infiniband. Olivier said that this should have been a  
>good improvement because he felt that communication overhead was  
>significant.

Really previous Huygens used Ethernet?  It's hard to believe...

Hideki

>Cheers,
>David
>
>
>
>On 22, Sep 2008, at 6:06 AM, terry mcintyre wrote:
>
>> Consider this as tentative, since I heard it about 3rd-hand, but I  
>> believe the number of processors used to have been 3000.
>
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Re: [computer-go] MoGo v.s. Kim rematch

2008-09-22 Thread David Doshay

On 22, Sep 2008, at 10:50 PM, Hideki Kato wrote:



David Doshay: <[EMAIL PROTECTED]>:

It was 800, just like last time, but the networking had been upgraded
from ethernet to infiniband. Olivier said that this should have  
been a

good improvement because he felt that communication overhead was
significant.


Really previous Huygens used Ethernet?  It's hard to believe...

Hideki


I thought so as well, but Olivier wrote to me:

Begin forwarded message:


From: Olivier Teytaud <[EMAIL PROTECTED]>
Date: 6, September 2008 2:07:42 AM PDT
To: David Doshay <[EMAIL PROTECTED]>
Subject: Re: [computer-go] yet a mogo vs human game

Hi David,
...

We will have at least the same number of cores, probably more, and  
we will very likely have a better hardware -
the infiniband network should be available, and this makes a big  
difference.


...
Best regards,
Olivier



So, perhaps Huygens has both and they were not using it last time,
or maybe they brought Huygens up with E-net and then upgraded.

But Mogo did not use it for the Portland exhibition, but did use
infiniband for the rematch.

Cheers,
David
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