> I like your program and I actually tested it against yours during
> developement. But I didn't test Go169, what is that?
>
I changed the name from Go81 to Go169 at the time I switched from
PalmOS4 to PalmOS5. It also includes some 5x5 patterns which help with
boards larger than 9x9=81. (
On Wed, 2007-02-28 at 10:12 +0100, Heikki Levanto wrote:
> On Wed, Feb 28, 2007 at 09:28:37AM +0100, Magnus Persson wrote:
> > >I have never really understood the idea in all-in-first.
> >
> > Actually early in the game the order of random moves does not matter. The
> > Sequence AbCdE... have sam
On Wed, 2007-02-28 at 10:22 +0200, Tapani Raiko wrote:
> > "Ownership map" is a good term!
> >
> >
> Go81 (and Go169) also uses the ownership map (since 2002). In Palm
> handhelds, I can afford to do just two playouts, so the ownership map is
> much more informative than the first moves. I look
On Wed, 2007-02-28 at 09:01 +0100, Heikki Levanto wrote:
> > 2. I use a hybrid form of all-moves-as-first and others have
> > reported no improvement. The behavior I get is that it
> > plays much stronger at low simulations and in extensive
> > testing I could not find a high
On Wed, Feb 28, 2007 at 09:28:37AM +0100, Magnus Persson wrote:
> >I have never really understood the idea in all-in-first.
>
> Actually early in the game the order of random moves does not matter. The
> Sequence AbCdE... have same result if for example A and C switch order for
> CbAdE... If the
> "Ownership map" is a good term!
>
>
Go81 (and Go169) also uses the ownership map (since 2002). In Palm
handhelds, I can afford to do just two playouts, so the ownership map is
much more informative than the first moves. I look for large neutral
areas (especially moves that are close to both w
Quoting Heikki Levanto <[EMAIL PROTECTED]>:
I have never really understood the idea in all-in-first. That seems to
fly in the face of the common sense idea that the order of moves is
important. But perhaps I have got it wrong in my mind. I will have to
study more.
Actually early in the game th
On Tue, Feb 27, 2007 at 05:13:12PM -0500, Don Dailey wrote:
> This is very similar to what AnchorMan on CGOS does. At the end of
> each random simulation I keep the same statistcs on each point of
> the board and I use it to improve the move selection algorithm. I
> call this special board an "o
I wonder whether you could save time by not doing this during the
opening? It seems like ownership maps will be meaningless for opening
moves and gradually become more important the closer you get to the
end. It would be interesting to see how many moves into the game you
have to be before it be
On Tue, 2007-02-27 at 14:46 -0800, terry mcintyre wrote:
> From: Don Dailey <[EMAIL PROTECTED]>
>
> >I have an older program (which I cannot find) that was quite
> >interesting, it evolved a playing strategy using PBIL,
>
> What is PBIL?
(P)opulation (B)ased (I)ncremtal (L)earning. It rela
rry mcintyre <[EMAIL PROTECTED]>
> To: computer go
> Sent: Tuesday, February 27, 2007 2:46:27 PM
> Subject: Re: [computer-go] Slightly improved MC algorithm
>
> From: Don Dailey <[EMAIL PROTECTED]>
>
> >I have an older program (which I cannot find) that wa
thanks to clusty.com:
http://computer-go.org/pipermail/computer-go/2005-November/003918.html
- Original Message
From: terry mcintyre <[EMAIL PROTECTED]>
To: computer go
Sent: Tuesday, February 27, 2007 2:46:27 PM
Subject: Re: [computer-go] Slightly improved MC algorithm
Fro
From: Don Dailey <[EMAIL PROTECTED]>
>I have an older program (which I cannot find) that was quite
>interesting, it evolved a playing strategy using PBIL,
What is PBIL?
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Heikki,
This is very similar to what AnchorMan on CGOS does. At the end of
each random simulation I keep the same statistcs on each point of
the board and I use it to improve the move selection algorithm. I
call this special board an "ownership map" for obvious reasons. I
just divide each valu
Hi,
I thought I'd report a small change I have made to the plain MC
algorithm. I have been unhappy with the fact that the result of the game
gets pressed into one bit (win/loose), and all other information is
discarded. This leads to silly endgame moves, since the algorithm sees
no difference betw
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