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
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
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
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
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
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
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.
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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
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-
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
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
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
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.
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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
>
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
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