Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-15 Thread Don Dailey
On Sun, 2006-10-15 at 12:40 +0100, Jacques Basaldúa wrote: > >Another question is how many illegal board configurations are > there ... > >by assigning each point on the board a random state of > (white,black,empty) > > That does not represent real game positions. All positions have about > 7x7x

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-15 Thread David Doshay
On 14, Oct 2006, at 11:57 PM, Vlad Dumitrescu wrote: Hi, On 10/14/06, Don Dailey <[EMAIL PROTECTED]> wrote: On Sat, 2006-10-14 at 20:33 +, Vlad Dumitrescu wrote: > I think there are legal positions that > can be reached only by passing - these could also be skipped in a > database, I think

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-15 Thread David Doshay
What you are suggesting is quite similar to what human players do. The problem is that Don is trying to bias for speed with a hash-table like evaluation to quickly identify the board. I think that if there were a fast dependable algorithm for the identification of "irrelevant" stones prior to

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-15 Thread Jacques Basaldúa
Don Dailey wrote: >Another question is how many illegal board configurations are there ... >by assigning each point on the board a random state of (white,black,empty) That does not represent real game positions. All positions have about 7x7x2/3 = 33 stones. (A normal distribution assuming the st

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-14 Thread Vlad Dumitrescu
Hi, On 10/14/06, Don Dailey <[EMAIL PROTECTED]> wrote: On Sat, 2006-10-14 at 20:33 +, Vlad Dumitrescu wrote: > I think there are legal positions that > can be reached only by passing - these could also be skipped in a > database, I think. I don't see how I can avoid passing moves. You mus

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-14 Thread Don Dailey
On Sat, 2006-10-14 at 14:21 -0700, Dave Dyer wrote: > If the search was depth first, and you seeded the search with some > well played games, then alpha beta pruning ought to result in some > truely enormous reductions in the search space. Hi Dave, I want the hybrid system to be able to evaluate

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-14 Thread Dave Dyer
If the search was depth first, and you seeded the search with some well played games, then alpha beta pruning ought to result in some truely enormous reductions in the search space. ___ computer-go mailing list computer-go@computer-go.org http://www.com

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-14 Thread Don Dailey
On Sat, 2006-10-14 at 20:33 +, Vlad Dumitrescu wrote: > The actual number of states that represent legal go position is > smaller than that. Even more, I think there are legal positions that > can be reached only by passing - these could also be skipped in a > database, I think. I don't see ho

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-14 Thread Luke Gustafson
afson - Original Message - From: "Don Dailey" <[EMAIL PROTECTED]> To: "David Doshay" <[EMAIL PROTECTED]> Cc: "computer-go" Sent: Saturday, October 14, 2006 4:16 PM Subject: Re: [computer-go] A plan for building a 7x7 GO solver. On Sat, 2006-10-

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-14 Thread Vlad Dumitrescu
Hi, On 10/12/06, Don Dailey <[EMAIL PROTECTED]> wrote: I want to build a 7x7 omniscience database so I can "solve" 7x7 GO. I did some calculations and come up with the following: There are 239299329230617529590083 possible board states which is calculated as 3^49. You can eliminate a large fr

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-14 Thread Don Dailey
On Sat, 2006-10-14 at 11:49 -0700, David Doshay wrote: > I don't understand this ... isn't the number 8? The number is 16 if you consider canonical states because every position has a canonically equivalent position with stone colors reversed. But for a database-like application, one must also co

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-14 Thread Luke Gustafson
I think you're right, there's the 8 board symmetries and white/black symmetry, but the latter symmetry is broken since you need to know which player's turn it is. Btw, the number of positions that must be considered is also multiplied by ko considerations. --Luke Gustafson I don't understa

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-14 Thread David Doshay
I don't understand this ... isn't the number 8? Cheers, David On 12, Oct 2006, at 11:38 AM, Don Dailey wrote: 1 canonical position per 16 equivalent states. The actual number is less than 16. ___ computer-go mailing list computer-go@computer-go.

Re: [computer-go] A plan for building a 7x7 GO solver.

2006-10-13 Thread Eduardo Sabbatella
Wise idea.. Perhaps we can mix a couple of bloom filters to store knowledge extracted from MC. Many thanks! Eduardo --- Don Dailey <[EMAIL PROTECTED]> escribió: > > One possibility is the creative use of a bloom > filter. A bloom filter > is like a super compact hash table that cannot prove >

[computer-go] A plan for building a 7x7 GO solver.

2006-10-12 Thread Don Dailey
I want to build a 7x7 omniscience database so I can "solve" 7x7 GO. I did some calculations and come up with the following: There are 239299329230617529590083 possible board states which is calculated as 3^49. You can eliminate a large fraction of them by considering a canonical representation o