Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-11-05 Thread Mark Boon
I've gotten to a point where it probably makes sense to expose it to actual users. The location of the project is at http://plug-and-go.dev.java.net It's new, so I wouldn't be surprised if there are a few little bumps in the road still. But for anyone who'd like to start a bot, and who wou

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-27 Thread Don Dailey
On Mon, 2008-10-27 at 17:19 -0200, Mark Boon wrote: > So I understand from the above that when a playout leads to a win > you > add 1 to the wins. > But in the code you subtract one when it leads to a loss. This is just semantics. In the literal code a win is 1 and a loss is -1 but when I act

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-27 Thread Michael Williams
Maybe Don built it that way so that the playouts could handle integer komi and the possibility of a draw. In that case, it would neither add one nor subtract one. Mark Boon wrote: A post from Michael Williams led me to review this mail below once more. I hadn't looked at the code of Don's re

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-27 Thread Mark Boon
A post from Michael Williams led me to review this mail below once more. I hadn't looked at the code of Don's reference bot very closely until now and instead relied on the description he gave below: On 23-okt-08, at 14:29, Don Dailey wrote: Let me give you a simple example where we set the

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-27 Thread Mark Boon
OK, after dicking about for a few hours with git and Mercurial I decided against using any of them. I keep getting errors or completely fail to understand how it works. It's just not intuitive enough to get going quickly. Moreover, if my goal is to get newcomers up and running quickly, I

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Don Dailey
On Mon, 2008-10-27 at 08:51 +0900, Darren Cook wrote: > >>... the average game-length played was 119 moves. ... > > ... > > 111 is for random games. What the bots actually do is far from random. > > Or perhaps, if they can make a 9x9 game last 119 moves, it is not *that* > far from random ;-). I

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Don Dailey
On Sun, 2008-10-26 at 21:19 -0200, Mark Boon wrote: > One more observation, something I found curious, is that according to > the statistics twogtp put together, the average game-length played > was 119 moves. I also noticed this was the number after the other two > runs I had of 1,000 games

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Don Dailey
On Sun, 2008-10-26 at 21:10 -0200, Mark Boon wrote: > When I look at CGOS right now my refbot TesujiRefBot has an ELO of > 1286, JRef has 1290 and Cref has 1269. So evidence is mounting that > my implementation, although completely different from yours, is > conforming the definition you put

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Darren Cook
>>... the average game-length played was 119 moves. ... > ... > 111 is for random games. What the bots actually do is far from random. Or perhaps, if they can make a 9x9 game last 119 moves, it is not *that* far from random ;-). Darren ___ computer-go

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Jason House
On Oct 26, 2008, at 7:19 PM, Mark Boon <[EMAIL PROTECTED]> wrote: One more observation, something I found curious, is that according to the statistics twogtp put together, the average game-length played was 119 moves. I also noticed this was the number after the other two runs I had of 1,00

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Mark Boon
One more observation, something I found curious, is that according to the statistics twogtp put together, the average game-length played was 119 moves. I also noticed this was the number after the other two runs I had of 1,000 games each. Since we made such a big deal about the average game

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Mark Boon
On 26-okt-08, at 20:38, Don Dailey wrote: If you ran 10,000 games your score is amazingly close - you won't be that close very often in 10,000 game samples. Of course I assume you are testing this against a fully conforming version. I don't know if it's so amazing. According to twogtp ther

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Don Dailey
If you ran 10,000 games your score is amazingly close - you won't be that close very often in 10,000 game samples. Of course I assume you are testing this against a fully conforming version. So what exactly are you doing here to save time? My understanding is that it has something to do with

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-26 Thread Mark Boon
On 25-okt-08, at 11:06, Don Dailey wrote: I would be interested to see if your biased version can pass my eventual conformance tests. If it can, more power to you, I might use the idea myself. I had it run 10,000 games over the weekend while away. The result is 49.9% (+/-0.5). I gue

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-25 Thread Don Dailey
I would be interested to see if your biased version can pass my eventual conformance tests. If it can, more power to you, I might use the idea myself. - Don On Sat, 2008-10-25 at 09:36 -0200, Mark Boon wrote: > > On 24-okt-08, at 21:19, Don Dailey wrote: > > > > > > > \ > > > I'm now runnin

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-25 Thread Mark Boon
On 24-okt-08, at 21:19, Don Dailey wrote: \ I'm now running a twogtp test against your ref-bot. After 1,000 games my bot has a winning percentage of 48.8% (+/- 1.6) according to twogtp. That is well within 2 standard deviations so I don't think there is a problem. In fact it is within 1 sta

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-24 Thread Don Dailey
On Fri, 2008-10-24 at 20:56 -0200, Mark Boon wrote: > Hi Don, > > I fixed another bug and now I get an average game-length of 111.05, > which seems to be closer again to what you have. A million > simulations now takes about 35 seconds. Is it a kind of bug that others might make? I wan

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-24 Thread Mark Boon
Hi Don, I fixed another bug and now I get an average game-length of 111.05, which seems to be closer again to what you have. A million simulations now takes about 35 seconds. I'm now running a twogtp test against your ref-bot. After 1,000 games my bot has a winning percentage of 4

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
On Thu, 2008-10-23 at 16:04 -0200, Mark Boon wrote: > OK, if the following is not the reason, then I don't know anything > anymore :) > > > My playouts allow multiple suicide. I believe Orego does the same. I > found that not checking for that actually made things faster overall. > But I bet that

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
By the way Mark, If you find you are not doing one of the things below exactly the same as I am, I would be willing to change my bot temporarily to see if it makes the result match yours (assuming it's trivial to make the change.) - Don On Thu, 2008-10-23 at 13:53 -0400, Don Dailey wrote: > On

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Mark Boon
OK, if the following is not the reason, then I don't know anything anymore :) My playouts allow multiple suicide. I believe Orego does the same. I found that not checking for that actually made things faster overall. But I bet that accounts for the longer average game-length. If suicide i

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
On Thu, 2008-10-23 at 18:46 +0100, Claus Reinke wrote: > > Thanks again for more explanations. I think the AMAF is clear to me now. > > For what it is worth: I read the AMAF section as indicating that the bots > are to play using AMAF heuristics - random playouts, followed by playing > the AMAF-sc

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
Just to be clear, the average length of the playout is what we are looking for, not the average length of games that might be played from genmove commands. - Don On Thu, 2008-10-23 at 15:00 -0200, Mark Boon wrote: > Thanks again for more explanations. I think the AMAF is clear to me now. > > >

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
On Thu, 2008-10-23 at 15:00 -0200, Mark Boon wrote: > Thanks again for more explanations. I think the AMAF is clear to me now. > > > >> When you say you count all the playouts starting from an empty board, > >> then > >> I have no idea how our outcome can be different by 3-4 moves, > >> which i

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Claus Reinke
> Thanks again for more explanations. I think the AMAF is clear to me now. For what it is worth: I read the AMAF section as indicating that the bots are to play using AMAF heuristics - random playouts, followed by playing the AMAF-scored winning move, rinse and repeat. Which is why I thought I sho

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Weston Markham
On Thu, Oct 23, 2008 at 1:00 PM, Mark Boon <[EMAIL PROTECTED]> wrote: > This is still something I don't understand. Are there others who implemented > the same thing and got 111 moves per game on average? I tried to look > through some posts on this list but didn't see any other numbers published.

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Mark Boon
Thanks again for more explanations. I think the AMAF is clear to me now. When you say you count all the playouts starting from an empty board, then I have no idea how our outcome can be different by 3-4 moves, which is coincidentally the average depth of a uniform tree of 1,000,000 moves on

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
On Thu, 2008-10-23 at 13:33 -0200, Mark Boon wrote: > Don, > > You're probably right and I'm misunderstanding how it's supposed to > work. > > Let me quote te original description: > >6. Scoring for game play uses AMAF - all moves as first. In the >play-outs, statistics are

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Mark Boon
Don, You're probably right and I'm misunderstanding how it's supposed to work. Let me quote te original description: 6. Scoring for game play uses AMAF - all moves as first. In the play-outs, statistics are taken on moves played during the play-outs. Statistics are t

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Don Dailey
On Thu, 2008-10-23 at 09:38 -0200, Mark Boon wrote: > Don, > > I have figured out the discrepancy in the average game length. As > playout length I count from the start of the game, which gives me > 114-115. I believe you count from the starting position where the > playout starts. Because w

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-23 Thread Mark Boon
Don, I have figured out the discrepancy in the average game length. As playout length I count from the start of the game, which gives me 114-115. I believe you count from the starting position where the playout starts. Because when I modify my code to do that I also get 111 moves per game

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Don Dailey
On Wed, 2008-10-22 at 20:29 -0200, Mark Boon wrote: > On Wed, Oct 22, 2008 at 6:07 PM, Don Dailey <[EMAIL PROTECTED]> wrote: > > > > For one thing, komi is different. I used 0.5 for running this test. > > > > I would have use 0.0 but some implementations don't like even komi's. > > > > But the

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Mark Boon
On Wed, Oct 22, 2008 at 6:07 PM, Don Dailey <[EMAIL PROTECTED]> wrote: > > For one thing, komi is different. I used 0.5 for running this test. > > I would have use 0.0 but some implementations don't like even komi's. > But the komi should have no effect on the playout length. I started out wit

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Don Dailey
On Wed, 2008-10-22 at 23:07 +0200, Denis fidaali wrote: > [computer-go] From zero to playing on CGOS in 10 minutes > --- > Don Dailey drdailey at cox.net > --- > For one

[computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Denis fidaali
[computer-go] From zero to playing on CGOS in 10 minutes --- Don Dailey drdailey at cox.net --- For one thing, komi is different. I used 0.5 for running this test. I would have use 0.0 but

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Don Dailey
I use subversion and git. Git mostly for just my own personal repository but it rocks and is my preference. - Don On Wed, 2008-10-22 at 20:28 +0200, Urban Hafner wrote: > Mark Boon wrote: > > I'm getting close to something I'd like to show people and get feedback. > > > > One thing to decide i

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Don Dailey
On Wed, 2008-10-22 at 16:16 -0200, Mark Boon wrote: > When I run my playouts 1,000,000 times I get the > following stats: > > Komi 7.5, 114.749758 moves per position and Black wins 43.8657%. > > That's a bit different from the 111 moves and 42% Don got in his > reference bot. I haven't looked

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Gunnar Farnebäck
Mark Boon wrote: > I'm getting close to something I'd like to show people and get feedback. > > One thing to decide is how to make it public. Previously I used > dev.java.net to host my project. But I stopped using it because I had a > very slow internet connection and I was getting annoyed with t

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Ian Osgood
On Oct 22, 2008, at 11:16 AM, Mark Boon wrote: I'm getting close to something I'd like to show people and get feedback. One thing to decide is how to make it public. Previously I used dev.java.net to host my project. But I stopped using it because I had a very slow internet connection an

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Urban Hafner
Mark Boon wrote: > I'm getting close to something I'd like to show people and get feedback. > > One thing to decide is how to make it public. Previously I used > dev.java.net to host my project. But I stopped using it because I had a > very slow internet connection and I was getting annoyed with t

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-22 Thread Mark Boon
I'm getting close to something I'd like to show people and get feedback. One thing to decide is how to make it public. Previously I used dev.java.net to host my project. But I stopped using it because I had a very slow internet connection and I was getting annoyed with the time it took to c

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-21 Thread Don Dailey
Of course the server code is available on sourceforge, so you can set up your own test site. But I think all of that can be simulated with a smarter client. The only think missing is the actual connection to the server. But this is for debugging the bots mostly. - Don On Tue, 2008-10-21

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-21 Thread Mark Boon
On 21-okt-08, at 23:11, Michael Williams wrote: You could have a copy of CGOS running on a different port that pairs up anything that connects to it against itself and starts a new game as soon as the first game ends. I don't know if it's a good idea to have it run against itself. I'm

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-21 Thread Michael Williams
You could have a copy of CGOS running on a different port that pairs up anything that connects to it against itself and starts a new game as soon as the first game ends. Don Dailey wrote: Hi Mark, Very good ideas. I have actually been intending for a long time to give the client a test mod

Re: [computer-go] From zero to playing on CGOS in 10 minutes

2008-10-21 Thread Don Dailey
Hi Mark, Very good ideas. I have actually been intending for a long time to give the client a test mode - it would test the bot and and find if there were any problems with your bot as far as GTP or legal moves are concerned. Or perhaps it would even play a random game or two locally as if it w

[computer-go] From zero to playing on CGOS in 10 minutes

2008-10-21 Thread Mark Boon
Prompted by a few requests I had very recently with regards to the computer-Go framework I once started, plus some free time between a project I just finished and waiting for a visa to start my next, I have started on a project probably best described by the title of this message. Wheneve