> One might consider heuristics like AMAF, pattern knowledge, etc. to be
> simply a more effective way to guide exploration. The UCB term has no
> domain-specific knowledge. It works surprisingly well but it should be
> no surprise that one can do better with domain-specific knowledge.
The problem
On Thu, Aug 14, 2008 at 12:00 AM, Gian-Carlo Pascutto <[EMAIL PROTECTED]> wrote:
> Mark Boon wrote:
>
>> Not an expert on AB-search or UCT search but there's a subtle
>> difference I think. In AB search, if some processors have been
>> searching in a branch that is subsequently cut off, the work is
On Wed, Aug 13, 2008 at 5:00 PM, Gian-Carlo Pascutto <[EMAIL PROTECTED]> wrote:
> The problem is that the optimal settings for UCT appear to be much stronger
> on the exploitation side than on the exploration side, making it much more
> likely that such work is really wasted.
I'm not sure it's tha
Mark Boon wrote:
Not an expert on AB-search or UCT search but there's a subtle
difference I think. In AB search, if some processors have been
searching in a branch that is subsequently cut off, the work is 100%
wasted. In UCT there's no such black-and-white cutting. If you do
sampling in what th
Magnus Persson: <[EMAIL PROTECTED]>:
>Quoting Hideki Kato <[EMAIL PROTECTED]>:
>
>> Yes, UCT does. From my recent experiments with a delay
>> line (a fixed size FIFO queue) between a UCTsearcher and an MC
>> simulator with RAVE against GNU Go 3.7.11 level 0 on 9x9 (single
>> thread):
>>
>> delay
steve uurtamo: <[EMAIL PROTECTED]>:
>this is interesting!
>
>perhaps i misunderstand the setup of the experiment -- what
>is the unit of measure for the delay, or how is delay being
>implemented?
>the FIFO queue is doing what, and where is the delay
>being introduced?
The UCT searcher pushes a po
Quoting Hideki Kato <[EMAIL PROTECTED]>:
Yes, UCT does. From my recent experiments with a delay
line (a fixed size FIFO queue) between a UCTsearcher and an MC
simulator with RAVE against GNU Go 3.7.11 level 0 on 9x9 (single
thread):
delay #po winsgames winning rateELO 1 sig
this is interesting!
perhaps i misunderstand the setup of the experiment -- what
is the unit of measure for the delay, or how is delay being
implemented?
the FIFO queue is doing what, and where is the delay
being introduced?
thanks,
s.
On Wed, Aug 13, 2008 at 9:20 AM, Hideki Kato <[EMAIL PROTE
Magnus Persson: <[EMAIL PROTECTED]>:
>Quoting Don Dailey <[EMAIL PROTECTED]>:
>
>> Yes, UCT is easier to use with multiple CPU's because with additional
>> processors alpha-beta programs do wasted work, unless you are talking
>> about theoretical programs with perfect move ordering, which you aren'
Not an expert on AB-search or UCT search but there's a subtle
difference I think. In AB search, if some processors have been
searching in a branch that is subsequently cut off, the work is 100%
wasted. In UCT there's no such black-and-white cutting. If you do
sampling in what then turns out
I don't know the answer, but it wouldn't surprise me if it turned out
that the same theoretical issues exist for most reasonable tree search
schemes. So it is possible that UCT has no superiority over alpha-beta
when it comes to making a parallel program. But I don't really know.
- Don.
On We
Quoting Don Dailey <[EMAIL PROTECTED]>:
Yes, UCT is easier to use with multiple CPU's because with additional
processors alpha-beta programs do wasted work, unless you are talking
about theoretical programs with perfect move ordering, which you aren't.
Nice that all is clear about alpha-beta p
lways does wasted work, and the more processors the more
> wasted work. It still always benefits from additional CPU's.
>
> - Don
>
>
>
>
> > David
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:com
Don Dailey wrote:
Here is an important snippet, but proofs follow in the paper:
The critical path length C is the time it would take for the program
to run on an infinite-processor machine with no scheduling overheads.
Note that it doesn't mention anything about useful WORK, because this is
On Tue, 2008-08-12 at 18:18 +0200, Gian-Carlo Pascutto wrote:
> Don Dailey wrote:
>
> > We need to define terms so we don't end up arguing about something we
> > probably agree on.
> >
> > Here is my assertion (which I admit needs to be checked):
> >
> > Given perfect move ordering, but not a-
ons [June 15, 1874]
>
>
>
> - Original Message
> From: Jason House <[EMAIL PROTECTED]>
> To: "[EMAIL PROTECTED]" <[EMAIL PROTECTED]>; computer-go
>
> Sent: Tuesday, August 12, 2008 8:17:35 AM
> Subject: Re: [computer-go] Re: mogo beats pro!
&
Jason House wrote:
Maybe the best method is to mix the top down
style of MTD(f) to drive localized alpha beta searches.
MTD(f) *is* a sequence of alpha-beta searches.
I definitely don't have all the answers.
MTD(f) doesn't parallelize any better than normal alpha-beta. The only
"advantag
tyranny in the nursery.”
Benjamin Disraeli, Speech in the House of Commons [June 15, 1874]
- Original Message
From: Jason House <[EMAIL PROTECTED]>
To: "[EMAIL PROTECTED]" <[EMAIL PROTECTED]>; computer-go >
Sent: Tuesday, August 12, 2008 8:17:35 AM
Subject: Re: [comput
Don Dailey wrote:
We need to define terms so we don't end up arguing about something we
probably agree on.
Here is my assertion (which I admit needs to be checked):
Given perfect move ordering, but not a-priori knowledge of this, a
parallel program will search more nodes on average than a
PROTECTED]" <[EMAIL PROTECTED]>; computer-go
Sent: Tuesday, August 12, 2008 8:17:35 AM
Subject: Re: [computer-go] Re: mogo beats pro!
On Aug 12, 2008, at 10:44 AM, Don Dailey <[EMAIL PROTECTED]> wrote:
> We need to define terms so we don't end up arguing about som
On Aug 12, 2008, at 10:44 AM, Don Dailey <[EMAIL PROTECTED]> wrote:
We need to define terms so we don't end up arguing about something we
probably agree on.
Here is my assertion (which I admit needs to be checked):
Given perfect move ordering, but not a-priori knowledge of this, a
parallel pr
I wrote the evaluation in the early 1980s. Multicore and threads was far
from a consideration. The big issue was how to fit all the core data in 400
KB and make it fast enough to run well on an x286 processor at about 20 MHz.
:(
I wrote the playout code in April.
David
>
> This doesn't reall
We need to define terms so we don't end up arguing about something we
probably agree on.
Here is my assertion (which I admit needs to be checked):
Given perfect move ordering, but not a-priori knowledge of this, a
parallel program will search more nodes on average than a serial
program. And
On Tue, 2008-08-12 at 15:40 +0200, Gian-Carlo Pascutto wrote:
> > On Tue, 2008-08-12 at 09:15 +0200, Gian-Carlo Pascutto wrote:
> >>
> >> Aside from that, it's not theorethically necessary for alpha-beta to do
> >> wasted work (although it will in practise), and more CPUs can make the
> >> program
> On Tue, 2008-08-12 at 15:40 +0200, Gian-Carlo Pascutto wrote:
>> Even in the theorethical case of a perfectly ordered game tree?
>
> I'll have to check my facts, but I remember seeing actual numbers on
> this. It has something to do with the minimial tree and it was a proof
> think that alpha-b
On Tue, 2008-08-12 at 15:40 +0200, Gian-Carlo Pascutto wrote:
> > On Tue, 2008-08-12 at 09:15 +0200, Gian-Carlo Pascutto wrote:
> >>
> >> Aside from that, it's not theorethically necessary for alpha-beta to do
> >> wasted work (although it will in practise), and more CPUs can make the
> >> program
> On 12-aug-08, at 10:40, Gian-Carlo Pascutto wrote:
>
> Well... no. Because if you have a perfectly ordered tree, in theory,
> you don't need to search at all.
You need to search it to *prove* that it's perfectly ordered :-)
--
GCP
___
computer-go mai
On 12-aug-08, at 10:40, Gian-Carlo Pascutto wrote:
On Tue, 2008-08-12 at 09:15 +0200, Gian-Carlo Pascutto wrote:
Aside from that, it's not theorethically necessary for alpha-beta
to do
wasted work (although it will in practise), and more CPUs can
make the
program worse on any practical ar
> On Tue, 2008-08-12 at 09:15 +0200, Gian-Carlo Pascutto wrote:
>>
>> Aside from that, it's not theorethically necessary for alpha-beta to do
>> wasted work (although it will in practise), and more CPUs can make the
>> program worse on any practical architecture (mostly due to locking and
>> memory
On Tue, 2008-08-12 at 09:15 +0200, Gian-Carlo Pascutto wrote:
> > On Mon, 2008-08-11 at 20:39 -0700, David Fotland wrote:
> >> Uct also has the advantage that it is much easier to use with multiple
> >> CPUs. I know parallel alpha-beta exists, but my evaluation function is
> >> not designed to be
> On Mon, 2008-08-11 at 20:39 -0700, David Fotland wrote:
>> Uct also has the advantage that it is much easier to use with multiple
>> CPUs. I know parallel alpha-beta exists, but my evaluation function is
>> not designed to be thread safe. If I put a big lock around it, there
>> will be almost n
> Uct also has the advantage that it is much easier to use with multiple
> CPUs. I know parallel alpha-beta exists, but my evaluation function is
> not designed to be thread safe. If I put a big lock around it, there will
> be almost no SMP scaling, since almost all the time is in the evaluation
Darren Cook: <[EMAIL PROTECTED]>:
>> It does not change the fact MoGo was developped by the programmers.
>> And the fact the programmers spent many resources, like the people
>> fighting at Beijing right now, to develop MoGo.
>
>And Kim was developed by his parents, his go teachers, go books, an
s benefits from additional CPU's.
- Don
> David
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:computer-go-
> > [EMAIL PROTECTED] On Behalf Of Don Dailey
> > Sent: Monday, August 11, 2008 8:31 PM
> > To: computer-go
> > Subject:
earch.
David
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Don Dailey
> Sent: Monday, August 11, 2008 8:31 PM
> To: computer-go
> Subject: RE: [computer-go] Re: mogo beats pro!
>
> On Mon, 2008-08-11 at 20:
On Mon, 2008-08-11 at 20:10 -0700, David Fotland wrote:
> Sorry, but I can’t let this statement go past. The go programs in the
> 90s did local search, but not much global search. For example Many
> Faces did a one ply global search, with a variable depth quiescence
> search. I added an alpha-be
Sorry, but I can't let this statement go past. The go programs in the 90s
did local search, but not much global search. For example Many Faces did a
one ply global search, with a variable depth quiescence search. I added an
alpha-beta search to Many Faces last year, and it made a huge improvemen
> It does not change the fact MoGo was developped by the programmers.
> And the fact the programmers spent many resources, like the people
> fighting at Beijing right now, to develop MoGo.
And Kim was developed by his parents, his go teachers, go books, and
each opponent he has played against a
No offense at all taken by your words. I only meant to say that I
have had personal experience with how reporters and journalists
turn what they hear into what they write. It is my opinion that
we could try very hard to "fix our words" and they will either
change them back or make up something eve
David,
I didn't intend to offend any person in this list, sorry for short
of my words. I'm just trying to prevent people misunderstand the
truth.
Hideki
David Doshay: <[EMAIL PROTECTED]>:
>It is of no consequence what words WE use to describe this. Journalists
>will ALWAYS print it that way.
Hi Darren,
Darren Cook: <[EMAIL PROTECTED]>:
>> I have a question. Why do you all call the game as "human vs.
>> computer"? It's obviously a match between Kim 8p and MoGo, a program
>> developped by MoGo team, running on a supercomputer.
>
>Quick answer: it is the established term. ("human-mac
> I have a question. Why do you all call the game as "human vs.
> computer"? It's obviously a match between Kim 8p and MoGo, a program
> developped by MoGo team, running on a supercomputer.
Quick answer: it is the established term. ("human-machine" is perhaps
even more common?)
Longer answer:
It is of no consequence what words WE use to describe this. Journalists
will ALWAYS print it that way. If you use too many big words or ideas
that are accurate but convoluted, you will either not get the publicity
or the journalist will make up something even more absurd.
Sorry if I am a bit ove
We are in agreement on the general nature of things, but seeing it in
person was just so amazing. I did see comments about the quality of
the pro, but it may have been in the game chat rather than here. I
slept very little over the 10 days in Portland, so things are all
mixed up in my head.
On Mon, 2008-08-11 at 17:29 -0400, Robert Waite wrote:
> Okay... congratulations... you are right... if you are able to
> generate a completely pruned tree using alpha/beta pruning... you
> don't have to generate the whole game tree. But exactly how are you
> going to do this? In chess... you can l
> You clearly don't understand the principles of alpha/beta pruning. It
> is an "admissible" technique which means it guarantee's the same result
> as searching the entire tree, but only requires a very tiny subset of
> the entire tree.
Okay... congratulations... you are right... if you are able
> You clearly don't understand the principles of alpha/beta pruning. It
> is an "admissible" technique which means it guarantee's the same result
> as searching the entire tree, but only requires a very tiny subset of
> the entire tree.
Okay... congratulations... you are right... if you are able
On Mon, 2008-08-11 at 15:21 -0400, Robert Waite wrote:
> > You don't need to know the whole tree, you only need to know some of the
> > tree and it's a very small fraction of the whole. That's what
> > alpha/beta pruning is all about.
>
> Certainly we are seeing gains by looking at smaller por
> You don't need to know the whole tree, you only need to know some of the
> tree and it's a very small fraction of the whole. That's what
> alpha/beta pruning is all about.
Certainly we are seeing gains by looking at smaller portions of the tree.
Perfect play and the question of God however see
On Mon, 2008-08-11 at 12:23 -0400, Robert Waite wrote:
> > Yes, but "exhausitve search" does not improve your player by 63% (eg.)
> > for a doubling in CPU time.
> > This part was done in an empirical scalability study. Please check the
>
> > archives of the list.
>
> > In the (inifinite) limit m
> Yes, but "exhausitve search" does not improve your player by 63% (eg.)
> for a doubling in CPU time.
> This part was done in an empirical scalability study. Please check the
> archives of the list.
> In the (inifinite) limit minimax+evaluation-function would find the
> perfect move
> too, but UC
On 10-aug-08, at 17:24, Don Dailey wrote:
Of course there is also the possibility of some exciting new hardware
breakthrough around the corner that doesn't just extend Moore's law, but
blows it out of the water. From: Mark Boon <[EMAIL PROTECTED]>
>Of course there's that possibility. But I'm act
Hi all,
I'd like to say first "Congratulations!" to MoGo team.
I have a question. Why do you all call the game as "human vs.
computer"? It's obviously a match between Kim 8p and MoGo, a program
developped by MoGo team, running on a supercomputer.
As both MoGo and the supercomputer were develop
On Mon, 2008-08-11 at 10:19 -0300, Mark Boon wrote:
>
> On 10-aug-08, at 17:24, Don Dailey wrote:
>
> > Of course there is also the possibility of some exciting new
> > hardware
> >
> > breakthrough around the corner that doesn't just extend Moore's law,
> > but
> >
> > blows it out of the wate
On 10-aug-08, at 17:24, Don Dailey wrote:
Of course there is also the possibility of some exciting new hardware
breakthrough around the corner that doesn't just extend Moore's
law, but
blows it out of the water.
Of course there's that possibility. But I'm actually wondering if we
wouldn'
How long will it be until a computer system reach pro level play ?
(answering Bob Hearn
question)
Maybe that rather than taking the raw speed of hardware as a reference, we
could use the raw number of simulation (per second) as a base of speculation.
Assuming it's a fixed game time with the sam
> How do you know what [complexity] class go belongs in?
Hi Robert,
If these topics interest you, you probably want to start by reading the
papers [1] about the complexity of go. Then if you still disagree take
up a specific point with the paper authors.
Both minimax and UCT solve go simply becau
> there are no problems that "would take infinite time" or "infinite
> space". there are problems that cannot be solved no matter
> how much space or time you give a computer, but that's a
> different matter altogether, and go isn't one of those problems.
How do you know what class go belongs in?
again, not true.
there are an infinite number of complexity classes beyond
P that do not require "infinite space" or "infinite time".
exptime would just take exponential time instead of polynomial
time, and pspace would just be able to reuse its available
polynomial space (and thus use at worst e
On Sun, 2008-08-10 at 17:06 -0300, Mark Boon wrote:
>
> On 10-aug-08, at 13:11, David Doshay wrote:
>
> > As an aside, the pro in question won the US Open, so comments about
> > him being a weak pro seem inappropriate.
> >
>
>
> I don't see where anybody questioned the level of the pro. As far
On 10-aug-08, at 13:11, David Doshay wrote:
As an aside, the pro in question won the US Open, so comments about
him being a weak pro seem inappropriate.
I don't see where anybody questioned the level of the pro. As far as
I'm concerned I consider a Korean (is that correct?) 8-dan pro to be
On 10, Aug 2008, at 8:27 AM, Mark Boon wrote:
So although I think this match was a good mile-stone, I don't see it
as if 9 stones of progress has been made in just a few years. 3-5
stones in ten years on hardware many thousands of times as powerful is
a bit closer to the truth.
My estimate is
I'm sure you can find quotes from 'experts' claiming really wild
things on just about any subject.
I think generally that reaching 1-dan in computer-Go was thought to be
attainable with today's hardware but that it would still take
considerable work. I don't think MoGo's recent success suddenly
in
Yes, for the first time I do think that on the 10 year time scale
computers will play against pros on an even basis. I am not
ready to predict that they will routinely beat the best of the
pros.
They play (or rather it played) at amateur 1-dan now ... that is
what just happened.
Cheers,
David
At 01:50 AM 8/10/2008, you wrote:
Yeah, I am really on a roll ... ...
On 9, Aug 2008, at 9:34 PM, terry mcintyre wrote:
I was present; David Doshay said that in ten years, it would be
reasonable to expect computers to play even games with pros.
david d, do you *really* think that they will p
At 04:46 AM 8/9/2008, you wrote:
...
Which reminds me: the Cotsen tournament is coming up in late
September. I'm not sure whether computers are allowed to play or not.
they are allowed to enter. afaik, the hardware must be on-site. the
prize is a trophy (no cash).
thanks
---
vice-chair htt
Yeah, I am really on a roll ... first I am misquoted as saying it is
going to be "all over" for humans in go "very soon," and then they say
I wrote GNU Go.
Sigh ...
I guess that now I need to expect requests for the next release of GNU
Go source, or Windows versions, or whatever.
Cheers,
e implicit
obedience is to commence tyranny in the nursery.”
Benjamin Disraeli, Speech in the House of Commons [June 15, 1874]
- Original Message
From: David Doshay <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]; computer-go
Sent: Saturday, August 9, 2008 10:04:05 AM
Subject: Re: [
Don Dailey wrote:
> Matthew Woodcraft wrote:
>> Don Dailey wrote:
>>> Much the same as in GO, where 10 -15 years ago the idea of Dan level
>>> play was so far off it was considered completely unattainable by
>>> pessimists, and even optimists viewed it as a century away.
>> Where did you get that
I tried to explain this to Chris Garlock about his misquote of what I
said, but he kind of shrugged it of in the name of "getting the article
out on deadline." The mini-interview with me that he mentions in his
article was what happened when he asked me to proofread an earlier
draft and then we ga
-Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Ian Osgood
> Sent: Saturday, August 09, 2008 8:50 AM
> To: computer-go
> Subject: Re: [computer-go] Re: mogo beats pro!
>
>
> On Aug 9, 2008, at 8:30 AM, David Fotland w
On Aug 9, 2008, at 8:30 AM, David Fotland wrote:
Unfortunately the Cotsen conflicts with the Taizhou tournament this
year.
David
Could you share some more details about this tournament?
Ian
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computer-go@computer-go.o
sen tournament rules -- I'll get that information.
>
> Terry McIntyre <[EMAIL PROTECTED]>
>
>
> - Original Message
>
> From: Don Dailey <[EMAIL PROTECTED]>
> To: steve uurtamo <[EMAIL PROTECTED]>
> Cc: computer-go
> Sent: Friday, A
On Sat, 2008-08-09 at 12:21 +0100, Matthew Woodcraft wrote:
> Don Dailey wrote:
> > Much the same as in GO, where 10 -15 years ago the idea of Dan level
> > play was so far off it was considered completely unattainable by
> > pessimists, and even optimists viewed it as a century away.
>
> Where di
On Sat, 2008-08-09 at 03:49 -0700, terry mcintyre wrote:
> From: David Doshay <[EMAIL PROTECTED]>
>
> >One point not discussed much in this thread is the consistency issue.
> >I think that if Kim were able to play a dozen games against mogo with
> >this same handicap he would win the last 6 ..
ommons [June 15, 1874]
>
>
>
> - Original Message ----
> From: Don Dailey <[EMAIL PROTECTED]>
> To: computer-go
> Sent: Friday, August 8, 2008 10:16:35 AM
> Subject: Re: [computer-go] Re: mogo beats pro!
>
> I think events like this are great. They ge
PROTECTED]>
- Original Message
From: Don Dailey <[EMAIL PROTECTED]>
To: steve uurtamo <[EMAIL PROTECTED]>
Cc: computer-go
Sent: Friday, August 8, 2008 11:38:57 AM
Subject: Re: [computer-go] Re: mogo beats pro!
It could probably be arranged using a modern quad processor
Don,
Regarding usage of time and computers and blitz games: human players in blitz
games tend to pick opening plays with good chances of success very rapidly from
their repertoire. Mogo seems to recreate opening theory from scratch for every
game; this makes it harder to win blitz games against
Don Dailey wrote:
> Much the same as in GO, where 10 -15 years ago the idea of Dan level
> play was so far off it was considered completely unattainable by
> pessimists, and even optimists viewed it as a century away.
Where did you get that impression?
I've recently spent some time reading the ar
---
From: Peter Drake <[EMAIL PROTECTED]>
To: computer-go
Sent: Friday, August 8, 2008 1:48:23 AM
Subject: Re: [computer-go] Re: mogo beats pro!
Yes, MoGo gained much more from the longer time setting than Mr. Kim did. Note
that Mr. Kim used very little of his time in the one-hour game. He said
From: David Doshay <[EMAIL PROTECTED]>
>One point not discussed much in this thread is the consistency issue.
>I think that if Kim were able to play a dozen games against mogo with
>this same handicap he would win the last 6 ... people manage to adapt
>and the computers do not.
>But that mu
est way to insure implicit
obedience is to commence tyranny in the nursery.”
Benjamin Disraeli, Speech in the House of Commons [June 15, 1874]
- Original Message
From: Don Dailey <[EMAIL PROTECTED]>
To: computer-go
Sent: Friday, August 8, 2008 10:16:35 AM
Subject: Re: [computer-
> At worst we will just have to wait until robots take over the world in 20
> years.
I would hope there wouldn't be a war... I'll join the robots. No need
for a body.
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computer-go@computer-go.org
http://www.computer-go.org/mai
>
> I flipped memory and time there. If pspace-complete is not in p, then it
> will be a big problem trying to solve it without infinite time. That doesn't
> seem like an ideal situation for solving it.
>
You only need an infinite amount of time for undecidable problems.
np-complete, pspace, expti
>>> * Besides... solving a
> *>>* pspace-complete problem would require infinite memory... isn't
> that correct?
> *
>> nope.
>
> I flipped memory and time there. If pspace-complete is not in p, then it
> will be a big problem trying to solve it without infinite time. That doesn't
> seem like an i
>>* Besides... solving a
*>>* pspace-complete problem would require infinite memory... isn't
that correct?
*
> nope.
I flipped memory and time there. If pspace-complete is not in p, then it
will be a big problem trying to solve it without infinite time. That doesn't
seem like an ideal situation f
> Besides... solving a
> pspace-complete problem would require infinite memory... isn't that correct?
nope.
s.
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Yes, I know about Chinook and Jonathan Schaeffer is a friend of mine.
The PC programs also come with endgame databases, I think 6 piece is
real common and you can get up to 8 piece databases for your PC or
perhaps even more.
There is still a little life left in the top PC programs. Once in a
g
2008/8/9 Don Dailey <[EMAIL PROTECTED]>:
> This HAS (or is) happening in checkers. The best programs have only
> tiny room for improvement. Play 100 games to get a score of 2 wins, 1
> loss 97 draws (or something like that.) A major improvement is being
> able to win 1 more game in 100. It's
On Fri, 2008-08-08 at 17:19 -0400, Robert Waite wrote:
> If you mean that beating all human opponents would be solving go...
> then I think it is certain that we will.
I would think the distance between perfect play and top human play is
quite far off.Beating the best human players is a good g
> go is worse than np-complete, it's pspace-complete.
Well.. it would really depend on what you mean by solve go. If you mean to
solve it like they have with 5x5 for all possible moves... I don't know if
it is clear that 19x19 has the same properties. Ole Wikipedia, which very
well may be wrong..
On Fri, Aug 8, 2008 at 11:07 PM, steve uurtamo <[EMAIL PROTECTED]> wrote:
> i don't think that it's known to be exptime-complete.
http://www.ics.uci.edu/~eppstein/cgt/hard.html
E.
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i don't think that it's known to be exptime-complete.
certainly there was a joke here that i'm missing. :)
s.
On 8/8/08, Imran Hendley <[EMAIL PROTECTED]> wrote:
>
>
> > go is worse than np-complete, it's pspace-complete.
> >
> >
> > s.
> >
>
> I thought it was even worse than that ;)
>
>
> __
> go is worse than np-complete, it's pspace-complete.
>
> s.
>
I thought it was even worse than that ;)
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go is worse than np-complete, it's pspace-complete.
s.
On 8/8/08, Robert Waite <[EMAIL PROTECTED]> wrote:
> > well, in opposition to the p neq np problem, this is a fixed
> > boardsize. it's an engineering, optimization, and special-purpose
> > algorithm issue at this point. no need for any solu
> well, in opposition to the p neq np problem, this is a fixed
> boardsize. it's an engineering, optimization, and special-purpose
> algorithm issue at this point. no need for any solution to work
> for "all boardsizes" in some measurable, scalable way.
I don't necessarily think that go is np-co
well, in opposition to the p neq np problem, this is a fixed
boardsize. it's an engineering, optimization, and special-purpose
algorithm issue at this point. no need for any solution to work
for "all boardsizes" in some measurable, scalable way.
s.
On 8/8/08, Robert Waite <[EMAIL PROTECTED]> w
I might come off as being strongly opinionated on the topic.. but I have
been of the opinion for a while that maybe playing go is a problem that
can't be solved by computers. I kinda want p != np and for us to be confined
by mathematics (sorry).The general taunt from my side is that "A computer
can
Well.. I disagree that too much significance is being made of it.
It is quite clearly a record. Handicap stones are a fundamental part of go.
It is uninteresting for human players to play an even game where one player
is incredibly stronger. There might be some recreational value.. but
generally..
Yes, I agree with you.
I would love to see it's true skill against humans clearly established,
with lots of games. Even if we only had confidence within 1 dan in
either direction it would be useful.
It could probably be arranged using a modern quad processor or perhaps
an 8 processor machine
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