y weak - < 500 ELO)
>
>
> s.
>
>
> - Original Message
> From: Jason House <[EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]>>
> To: computer-go <mailto:computer-go@computer-go.org>>
> Sent: Thursday, Septem
On Sep 27, 2007, at 15:52 , Jason House wrote:
Three more AMAF bots exist (that I'm aware of), but the author(s)
have not joined into the discussions
ego_allfirst2 (> 1400 ELO)
libEGO_AMAF
libEGO-AMAF is based on libEGO (v0.114). The way it works is like this:
1. Find all legal moves and r
y, September 27, 2007 9:33:14 AM
> Subject: Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS
>
> I've kicked off another all moves as first variant. I think it matches
> all recommendations on how to improve the all moves as first performance,
>
Are you getting the same number of playouts as
everyone else?
s.
- Original Message
From: Jason House <[EMAIL PROTECTED]>
To: computer-go
Sent: Thursday, September 27, 2007 9:33:14 AM
Subject: Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS
I've kicked off
I've kicked off another all moves as first variant. I think it matches all
recommendations on how to improve the all moves as first performance, but
still appears to be quite weak.
http://cgos.boardspace.net/9x9/cross/hb-amaf2.html
Here's all the variants that have now run on CGOS. Descriptions
On Fri, 21 Sep 2007, Jason House wrote:
Are you using AMAF, UCT, or something else?
Nothing at all. Really pure random playouts.
I am working on an AMAF version for comparison ...
If it's no trouble to you, it
would be nice to see them running online while all of this AMAF stuff is
going on.
On 9/21/07, Christoph Birk <[EMAIL PROTECTED]> wrote:
>
> It might be hard to compare your AMAF-bots with Don's since he
> uses quite some tricks to improve their performance. I suggest
> you compare with some plain-vanilla program I keep for comparison
> on CGOS
>
> myCtest-10k (ELO ~1050)
> m
On 9/21/07, Don Dailey <[EMAIL PROTECTED]> wrote:
>
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Jason,
>
> I noticed from several emails that you are probably doing a lot of
> little things differently and assuming they make no difference.
This thread has certainly helped highlight the
On Fri, 21 Sep 2007, Jason House wrote:
I guess it really depends on what the point of the test is. I'm trying to
understand the performance gap between my AMAF bot(s) and Don's AMAF bots.
For comparison, here's the ratings and # of simulations:
ELO
1434 - ControlBoy- 5000 simulations per
illis
>
>
>
> -Original Message-
> From: Cenny Wenner <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>
> To: computer-go <mailto:computer-go@computer-go.org>>
> Sent: Tue, 18 Sep 2007 3:33 pm
> Subject: Re: [Housebot-developers
ED]>
> To: computer-go
> Sent: Tue, 18 Sep 2007 3:33 pm
> Subject: Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS
>
> By the data in your upper table, the results need to uphold their mean
> for 40 times as many trials before you even get a significant*
&
rom: Cenny Wenner <[EMAIL PROTECTED]>
To: computer-go
Sent: Tue, 18 Sep 2007 3:33 pm
Subject: Re: [Housebot-developers] [computer-go] ReadyFreddy on CGOS
By the data in your upper table, the results need to uphold their mean
for 40 times as many trials before you even get a significant*
diffe
Another alternatives for testing the performance would be
1. replay a game and count the number of right/near guesses. This
could be pro games, games againt fairly good players, or games played
by the bot before. The benefit of this is that you might be able to
estimate the strength on every few mo
Christoph Birk wrote:
// Loop to do #1 above
while (p != singletonSimplePass){
if (numMoves < keepMax)
moves[numMoves] = p;
workingCopy.play(c,p);
c = c.enemyColor();
On 9/18/07, Jason House <[EMAIL PROTECTED]> wrote:
>
> Don't play in that spot if the "4" neighbors match your color
>
To avoid the questions about corners and edges, the reason the four is in
quotes is because it's usually 4, but can be 3 on the edge and 2 in the
corner. I tend to call stuff 4-
Method #1 - Don't play in that spot if the "4" neighbors match your color
and it'd be a suicide play for the opponent to play in that spot.
Method #2 - Don't play in that spot if the "4" neighbors match your color
and either...
It's a corner/edge and no diagonals are an enemy stone
Or it's a c
By the data in your upper table, the results need to uphold their mean
for 40 times as many trials before you even get a significant*
difference between #1 and #2.
Which are the two methods you used?
On 9/18/07, Jason House <[EMAIL PROTECTED]> wrote:
> original eye method = 407 ELO
> alt eye meth
original eye method = 407 ELO
alt eye method #1 = 583 ELO
alt eye method #2 = 518 ELO
While both alternate methods are probably better than the original, I'm not
convinced there's a significant difference between the two alternate
methods. The cross-tables for both are fairly close and could
On 9/17/07, Don Dailey <[EMAIL PROTECTED]> wrote:
>
> Another way to test this, to see if this is your problem, is for ME to
> implement YOUR eye definition and see if/how much it hurts AnchorMan.
>
> I'm pretty much swamped with work today - but I may give this a try at
> some point.
>
I'd be in
On Mon, 2007-09-17 at 08:50 -0400, Jason House wrote:
>
> won't you miss any comb shape?
>
>
> I would. I've started experimenting with some alternatives.
Another way to test this, to see if this is your problem, is for ME to
implement YOUR eye definition and see if/how much it hurts
On 9/17/07, steve uurtamo <[EMAIL PROTECTED]> wrote:
>
> >> Yeah. An eye point is defined as an empty point where all four
> >> neighbors are the same chain.
>
> where "all four" gets modified to "all three" or "all two" on the first
> line
> or corner respectively?
Right
won't you miss any
>> Yeah. An eye point is defined as an empty point where all four
>> neighbors are the same chain.
where "all four" gets modified to "all three" or "all two" on the first line
or corner respectively?
won't you miss any comb shape?
o
oo##o
##.#o
#.##o
o###o
o
s.
Thi
On Sat, 2007-09-15 at 23:55 -0400, Jason House wrote:
> > 3. Are you sure the eye rule isn't somehow broken?
> >
>
> Yeah. An eye point is defined as an empty point where all four
> neighbors are the same chain. This prevents weak combos of false
> eyes,
> but does allow it to miss one kin
> > ? This sounds like a really very very bad idea. But I may have
> > misunderstood.
> Nah, you understood correctly.
ouch. it seems like you're forcing your eyes to be on the 2nd line
or above and all living groups to have stones on the 3rd
line or above.
right?
s.
steve uurtamo wrote:
? This sounds like a really very very bad idea. But I may have
misunderstood.
Nah, you understood correctly.
ouch. it seems like you're forcing your eyes to be on the 2nd line
or above and all living groups to have stones on the 3rd
line or above.
right?
Rémi Coulom wrote:
Jason House wrote:
Yeah. An eye point is defined as an empty point where all four
neighbors are the same chain. This prevents weak combos of false
eyes, but does allow it to miss one kind of life.
Do you mean that your program would fill black eyes there:
#.#O.
.##OO
##O
elife wrote:
> 2. Do you include passes in the random games? You should not.
>
No passes are allowed in the random games. If the random move
generator
says to pass it means no legal moves are available and the game
gets scored.
Hi,
I am confused with why passed a
> Yeah. An eye point is defined as an empty point where all four
> neighbors are the same chain. This prevents weak combos of false eyes,
> but does allow it to miss one kind of life.
corner life is worth quite a few points, generally, and doesn't need to satisfy
these conditions. in fact, it
Jason House wrote:
Yeah. An eye point is defined as an empty point where all four
neighbors are the same chain. This prevents weak combos of false
eyes, but does allow it to miss one kind of life.
Do you mean that your program would fill black eyes there:
#.#O.
.##OO
##OO.
O
? This sou
>
>
> > 2. Do you include passes in the random games? You should not.
> >
>
> No passes are allowed in the random games. If the random move generator
> says to pass it means no legal moves are available and the game gets
> scored.
>
>
Hi,
I am confused with why passed are not allowed in the ra
Don Dailey wrote:
This appears to be my exact logic.
That's a good start :)
Also, before we get too deep into this stuff, thanks for your help.
I can imagine many places where you might be doing something wrong.
1. Are you sure you are scoring the final game correctly including
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