Thanks for the suggestions, I will look into the cross compilation article.
But yeah, maybe in the end I have to use a gtp server, even though that
complicates scalability a bit.
Petr Baudis schrieb am Do., 17. März 2016 17:01:
> On Thu, Mar 17, 2016 at 09:47:15AM +0100, Gian-Carlo Pascutto wrot
Hi everyone,
for a Go beginner website I would like to have a bot that runs in
client-side javascript, it doesn't have to be that strong.
An option might be transpiling gnugo with emscripten, but I'm not very
familiar with that technology and the first google entry (
http://comments.gmane.org/gman
This is really cool. Now it just needs to learn 9x9 via reinforcement
learning ;-)
Josef Moudrik schrieb am Fr., 18. März 2016 10:21:
> Aha! Thanks for the clarification.
>
> Josef
>
> Dne pá 18. 3. 2016 9:59 uživatel Darren Cook napsal:
>
>> > If I remember correctly, it is not browser impleme
> is dynamic komi not also usefull for
>
> - early pass, (only play if a move is better than a pass)
Maybe, as you can define "better move" by "there is a dynkomi x where
one loses while the other wins". But you'd need O(log(x_max)) runs to
find it out.
> - preventing horizon effect. (pushing los
> I did try this myself but I don't have any data to show what I did. What
> I remember is that it's incredibly tricky - how do you actually know when
> and how much to adjust? If the score starts getting really low or really
> high, do you restart the search with a new komi? If you resta
> It's not up to me to prove anything. It's up to you.
You entered a discussion in which you gave arguments (that I believe
are nonsense) against this method, which I just meant to counter.
But I don't want to prove anything (well I might want, but I know I cannot).
I'm really just curious about
> You just hit the nail on the head. Dynamic komi does not encourage a
> program to overplay the position. Since you are starting from a losing
> position you HAVE to overplay a bit. You have to attack when it is futile.
That depends on the komi - if you're behind by fourty points and set
th
Hi,
I would like to know what exact experiments with "virtual komi" have
been made and why thay failed. To me, this idea seems very natural, as
it encodes the confidence of the stronger player that the weaker one
will eventually make more mistakes on his own. You don't need to catch
up a fourty-po
I believe it's not a good idea just to store the number of stones of a
conditionally alive string - what you really want is a good estimation
for the endgame value of capturing / escaping, which can be quite
different depending on how much points, influence or nearby weak
groups are effected by thi
Getting back to the CL vs. Scheme question, I think starting with
Scheme is a perfectly reasonable choice as it is much more
student-friedy (as long as you don't look at continuations too soon).
Personally, I now prefer CL because of the multiple namespaces for
different things (I can have a variab
Maybe this link is a bit more interesting..
http://shootout.alioth.debian.org/gp4/benchmark.php?test=all&lang=sbcl&lang2=gcc
On Nov 23, 2007 12:30 AM, Benjamin Teuber <[EMAIL PROTECTED]> wrote:
> Of course it's not easy
> to compare speed of different l
wrote:
> Stefan,
>
> What is the state of common lisp these days?What is fastest compiler
> for X86 and how does it compare to C code in performance?
>
> I was either going to experiment with Forth or lisp in the near
> future. I will get around to both eventually.
>
> - Don
How about this conclusion:
We all know that the choice of language depends on what you want to do with it.
There are dynamic, well-supported but slow languages with many
libraries like Ruby or Perl, which I'd want to use for something that
doesn't need too heavy computation like GUI or web applic
Full agreement - I'll write more later when I find the time :)
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Why should a super-sophisticated compiler with algebraic type
inference not be able to do this one day?
On Nov 22, 2007 12:36 AM, Dave Dyer <[EMAIL PROTECTED]> wrote:
>
> Arguments about the quality of compiler optimizations vs. hand coding
> are pointless, because programmers optimize programs in
Too bad this is true.
On the other hand, even Lisp is making progress in the field - SBCL
and maybe wxCL (wxWidgets for CL) might already be an option, though
it might be a bit of pain in the backside..
On Nov 21, 2007 11:42 PM, Dave Dyer <[EMAIL PROTECTED]> wrote:
>
> >
> >Maybe we should really
On Nov 21, 2007 10:22 PM, Stefan Nobis <[EMAIL PROTECTED]> wrote:
> Hmmm... you are just describing Common Lisp. :)
Man, we really need a complete Common Lisp Go Framework which also has
some fast low-level code to show all these C gurus its true power :)
Maybe we should really think of a projec
On Nov 17, 2007 12:28 PM, terry mcintyre <[EMAIL PROTECTED]> wrote:
> 1) are there any open-source computer Go efforts in lisp?
I started with http://sourceforge.net/projects/cl-go a while ago, but
I didn't work on it recently and I don't have a clue what the other
guys did with the code when I wa
You could use YAML/JSON to keep all information without all XML overhead..
> *: The first thing I do with most XML files that I need to do anything
> serious with is turn them into a csv file (unless the data is genuinely
> hierarchical, and collapsing it is unreasonable, but that is rare)
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On Nov 14, 2007 12:18 AM, Don Dailey <[EMAIL PROTECTED]> wrote:
> Common lisp? Does it have xml libraries?
>
> - Don
http://www.google.de/search?q=common+lisp+xml
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On Nov 13, 2007 10:18 PM, Nick Apperson <[EMAIL PROTECTED]> wrote:
> With the next generation of C++ with
> variadic templates I think C++ may overtake Lisp for metaprogramming, but I
> don't know enough to really make that claim.
I don't know about variadic templates, but in general it is almost
On Nov 13, 2007 5:10 PM, William Harold Newman
<[EMAIL PROTECTED]> wrote:
> Also Prolog may be in a higher obscurity class than the others: unlike
> even the most obscure languages listed above, I don't know any serious
> applications which are maintained in Prolog today.
I think at least one rout
For scoring, you could use integral instead of boolean outcomes again, which
would solve some of the problems you descibed...
This might be a great idea for programs that must deal with Japanese
scoring, but for our reseach the best thing is just to stick to Chinese
rules :)
On 11/5/07, Don Dailey
Just found the corresponding paper at
http://www.cs.ualberta.ca/~mmueller/ps/aaai05-tsumego.pdf
and some Japanese slides (maybe someone could translate parts different from
the paper?) at http://www.fun.ac.jp/~kishi/ppt_file/invited_talk_UT.ppt
The algorithm claims to be more efficient than alpha-
Yeah, this is one of the many pitfalls when trying to implement this stuff..
A clean reference implementation of all important algorithms in an
easy-to-read language like e.g. python or ruby (don't think you guys want to
read my Lisp-stuff *gg*) would really be neat (and damned slow, but that's
ano
On 11/3/07, Jason House <[EMAIL PROTECTED]> wrote:
>
>
>
> On Fri, 2007-11-02 at 22:28 +0100, Benjamin Teuber wrote:
> > I don't think there's something different at different depths in the
> > tree..
> > To update RAVE after a simulation, for ea
I store it in the normal uct tree,
so that each node has variables raveVisits and raveWins besides uctVisits
and uctWins.
So a node in the UCT-DAG can either represent a position or a move.
On 11/2/07, Christoph Birk <[EMAIL PROTECTED]> wrote:
>
> On Fri, 2 Nov 2007, Benjamin Teuber
I don't think there's something different at different depths in the tree..
To update RAVE after a simulation, for each child of a node you visited
during that simulation, you update if the move leading to the child was
played later (until the end of the playout).
Then, always when you calculate th
Hi everybody - especially Sylvain =)
I'm wondering whether the formula to determine the balance between RAVE and UCT,
beta = sqrt(c / 3 * parentVisits + c),
has any mathematical background - or is it just a best guess for something that
starts at 1 and is 1/2 after a certain number of visits?
A
Quite interesting, but after all, it completely neglects the difficulties to
a) determine the life status of groups
b) build an evaluation function out of this
Benjamin
Joshua Shriver schrieb:
Found this link and thought you all might find it interesting.
http://www.spectrum.ieee.org/oct07/555
I think we already had that discussion once...
These rules completely screw up the notion of territory, as e.g. three single
points are better than one three-point-block.
My proposal would be a fifth rule that instead of moving you are allowed to
return one prisoner.
But then, you could as well
I guess once superko really matters for programs, this paper might
become interesting for us:
http://www.fun.ac.jp/~kishi/pdf_file/AAAI04KishimotoA.pdf
Regards,
Benjamin
I use the simple ko position as part of the hash key, and generally
ignore positional superko and situational superko when do
I know that might sound crazy, but it is working towards the eventual
goal of creating feature extractors for Go positions. By learning to
map Go positions as an array of stones to Go positions as graphs of
strings (instead of just mapping them with a hand coded algorithm) I
can take interme
But you can improve the prior probabilities of your search function by
remembering shapes (hopefully more abstract ones in the future,
including more knowledge about the neighbourhood) that seemed like good
moves before, so I don't share your opinion.
Whether or not this knowledge shout also be
And how much would generating patterns from pro games be cheating? How
about a system that gives a reward to shapes it actually played in a
game, the pro games are then used as seed to start the system..
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I have build just for fun a simple BackGammon engine. [...]
Interesting - did you also try it for chess, or do you think there's no
point in this?
Regards,
Benjamin
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I don't think so - with a basic time x and a per-more time y you can
freely adjust the fischer time setting to both short games and games
where there's more time in the beginning.
Regards,
Benjamin
Antonin Lucas schrieb:
(I agree that Fischer time is superior for go, but it may take a
Hi,
So this is all about flexibility -- nearly all web forum software are
really jails with no easy alternative access, but with mailing lists
you have plenty of alternatives (including your own web server with
your forum software into which you can inject all these mails).
I agree. Setting up
Funny thing, I also just thought about this as a friend of mine had an
idea similiar to Dave's.
I guess it might be a good idea to make your zone-partitioning (or
zone-merging, when you start from 1x1-boards) dependant of the current
board configuration. That is, some clever algorithm (probably
Peter Drake wrote:
The author is presumably Chris Lydgate, who interviewed me on this.
(Did he interview other people on this list.)
He asked about my experience playing against Mogo, as I mentioned my
losses here - but he didn't react to my answer, which seems a bit
strange to me.
It's intere
I just lost my first game against MoGo on KGS, 9x9, 0.5 komi, I was white.
Impressing!
But as a human, you don't like the useless endgame-moves MC-programs
play against you when they know they win anyways.
In order to make these programs more attractive for humans, I would like
them to play the
To me, computer go programming means basic research for now, as I don't
believe the existing algorithms get you very far (I may be too
ambitious, but I cant help it..).
Thus, I would program in a way that let's me explore everything very
fast, without caring too much about performance. This is w
Hi,
Why not just the sizes 9, 13 and 19?
I don't think so many different sizes are helpful in any way - besides,
there's enough work to be done to improve 9x9...
Scaling algorithms to massive parallel clusters is of more interest to
me, no matter on what board-size.
Regards,
Benjamin
David D
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