Re: [computer-go] New list member

2009-11-02 Thread Petr Baudis
Welcome on the list, Trevoke. :-)

On Sun, Nov 01, 2009 at 08:20:15PM -0500, Aldric Giacomoni wrote:
> terry mcintyre wrote:
> > 
> > In general, the time taken to run 1000-game tests hinders research.
> > That's one avenue to explore better solutions, perhaps.
> > 
> > Warm Regards,
> > Terry McIntyre 
> > 
> 
> Rene, Terry,
> 
> Thanks for the warm welcome and the information!
> Terry, I'll have to explore that, but it seems to be a corollary of The Way
> Things Are more than anything else, isn't it?

Well, it would be interesting to find a metric that is quicker to
compute and shown to be strongly correlated to game tests in wide
variety of conditions... It would be of immense practical value
especially since it would enable much quicker and thus better tuning
of various constants and such. However, the task itself seems quite hard
to me and kind of "janitorial" in the field.

> Someone did send me a link to the Go Library - there is now tons of stuff to
> read in there.
> Most of the programs out there now are Neural Networks, it seems. Are there 
> any
> who tried to play with knowledge hard-wired in there, such as Smart Go
> (http://www.smart-games.com/knowpap.txt) ? And if so, what is that knowledge?

GNUGO is a prime example of popular program with hard-wired knowledge,
though it's quite a few stones weaker than the strongest MCTS programs
nowadays. I think more work on integrating MCTS in GNUGO in a smart way
could make for a very interesting project.

> On the topic of academia.. While I would love to actually do graduate studies
> around the game of go, I may have to do something boring, like solving a
> real-world problem that would make people's lives better (gasp). Does anyone
> have an idea of real-world problems which could be correlated to go as far as 
> AI
> goes (besides developing my own brew of Psychohistory) ?

That depends on the particular method you choose to research, I guess.
MCTS is generally usable for wide variety of planning tasks with
difficult-to-create evaluation function and very wide search space, and
MCTS Go research is often sold as a precursor of such. I'd be very
interested in some concrete application examples as well, though.

> Does anybody here use Ruby at all for coding? Or is everyone using lower-level
> languages like C++ ?

Java is somewhat popular, but most people use some variant of C I think,
mainly since MCTS is performance-critical task. If you'd choose a
different approach than MCTS, different language choices might make
sense as well.

-- 
Petr "Pasky" Baudis
A lot of people have my books on their bookshelves.
That's the problem, they need to read them. -- Don Knuth
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Re: [computer-go] Neural networks

2009-11-02 Thread Daniel Burgos
Well, at its esence a computer is an universal Turing Machine. If you
organize the program as a neural network or as a MC algorithm is just
cosmetics.

You can see the circuits of your computer as neurons simulating a Von
Neumann architecture that is simulating a neural network or a MC or
whatever. An may be your whatever is simulating another thing.

2009/11/2 Álvaro Begué 

> On Sun, Nov 1, 2009 at 7:50 PM, Aldric Giacomoni 
> wrote:
> > Álvaro Begué wrote:
> >> 2009/10/31  :
> >>> Present day MC Go programs are neural networks. The playout is the
> trainng
> >>> process.
> >>
> >> What?
> >> ___
> >> computer-go mailing list
> >> computer-go@computer-go.org
> >> http://www.computer-go.org/mailman/listinfo/computer-go/
> >
> > Go programs using the Monte-Carlo algorithms are neural networks. The
> actual
> > fact of playing games is what trains them to play better.
> >
> > ... I'm pretty sure that's what it means, anyway.
>
> Except they don't fit any definition of "neural network" that I've
> been able to find. For starters, they don't have neurons.
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[computer-go] November KGS bot tournament: 19x19 boards, fast

2009-11-02 Thread Nick Wedd
The November 2009 KGS computer Go tournament will be this Sunday, 
November 8th, in the Asian night, European evening, and American 
morning, starting at 16:00 UTC/GMT and ending at 21:00 UTC/GMT.


There will only be one division.  It will be a 10-round Swiss with 19x19 
boards, 14 minutes each of main time, and a fast "Canadian Overtime", of 
25 moves in 30 seconds.  It will use Chinese rules with 7.5 points komi. 
There are details at http://www.gokgs.com/tournInfo.jsp?id=487.


Registration is now open.  To enter, please read and follow the 
instructions at http://www.weddslist.com/kgs/how/index.html. The rules 
are given at http://www.weddslist.com/kgs/rules.html. Your bot need not 
be strong to enter, indeed weak and new bots are particularly welcome.


Please send your registration email (with the words "KGS Tournament 
Registration" in the title) to me at maproom at gmail dot com (converted 
to a valid address in the obvious way).


Nick
--
Nick Weddn...@maproom.co.uk
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