Re: [computer-go] language choices

2006-12-08 Thread Ray Tayek
At 07:53 PM 12/3/2006, you wrote: A note: we're working on converting Orego back from C++ to Java, ... this is probably a silly idea, but i was recalling how you defined location in some of your previous code. also, you had arrays of boards and neighbors. something like board[], north[], sou

RE: [computer-go] language choices

2006-12-07 Thread David Fotland
mputer-go > Subject: Re: [computer-go] language choices > > > On 12/6/06, Magnus Persson <[EMAIL PROTECTED]> wrote: > > Note that to get these data I deleted all games where > Valkyria lost on > > points, because close to 100% of those games were not scored > &

Re: [computer-go] language choices

2006-12-06 Thread Peter Drake
I'm getting about 98.2 for purely random games, but Orego has a turn limit that prevents a game from taking more than 162 moves on 9x9. Peter Drake Assistant Professor of Computer Science Lewis & Clark College http://www.lclark.edu/~drake/ On Dec 6, 2006, at 3:48 PM, Don Dailey wrote: Wh

Re: [computer-go] language choices

2006-12-06 Thread Don Dailey
When playing 9x9 games from the opening position, what is the average number of moves per game? Lazaurs reports about 107.3 but I'm porting over to the D programming language and I'm getting about 101.4. I think there is a bug. What are others getting here? I think most of us use the same eye

Re: [computer-go] language choices

2006-12-06 Thread Peter Drake
9x9, 2 GHz Intel Core Duo iMac. Peter Drake Assistant Professor of Computer Science Lewis & Clark College http://www.lclark.edu/~drake/ On Dec 6, 2006, at 2:59 PM, Don Dailey wrote: On Sun, 2006-12-03 at 19:53 -0800, Peter Drake wrote: A note: we're working on converting Orego back from C

Re: [computer-go] language choices

2006-12-06 Thread Don Dailey
On Sun, 2006-12-03 at 19:53 -0800, Peter Drake wrote: > A note: we're working on converting Orego back from C++ to Java, and > we're getting 5,000 (totally random at this point) simulated games > per second. We'll probably continue in this direction. Hi Peter, Which hardware is this on and

Re: [computer-go] language choices

2006-12-06 Thread Darren Cook
>> reserve(). But if you are allocating same-size blocks then there is a >> quality memory pool in boost. It is hidden in one of the "details" >> directories, but I've been using it for a long time for my Chain class. > > Here's a link to the documentation of that library: > http://boost.org/libs/

Re: [computer-go] language choices

2006-12-06 Thread Ray Tayek
At 07:53 PM 12/3/2006, you wrote: A note: we're working on converting Orego back from C++ to Java, great! and we're getting 5,000 (totally random at this point) simulated games per second. We'll probably continue in this direction. please keep us posted. thanks --- vice-chair http://ocju

Re: [computer-go] language choices

2006-12-06 Thread Urban Hafner
On 12/5/2006, "Darren Cook" <[EMAIL PROTECTED]> wrote: >> I think stl vector implementation on my linux box takes much more memory than >> necessary (I mean using a memory pool, and a big time against memory >> tradeoff), so perhaps being carefull, with 16 GB we could reach 20 minutes. > >The STL

Re: [computer-go] language choices

2006-12-06 Thread Chrilly
that's truly bizarre. i've never been cheated on kgs, and in fact think that with the right ruleset it would be very difficult to be cheated. anything about which there is any confusion can easily be settled by playing it out. One example: The other player made very strange moves building a pe

Re: [computer-go] language choices

2006-12-06 Thread steve uurtamo
> I think that humans tend to cheat also against other > humans. When I started > on KGS I was cheated several times very badly and I > have stopped to play. I > thought Go players have better manners than chess > players. This is probably > true in real-live, but on an unpersonal environment >

Re: [computer-go] language choices

2006-12-06 Thread Chrilly
On 12/6/06, Magnus Persson <[EMAIL PROTECTED]> wrote: Note that to get these data I deleted all games where Valkyria lost on points, because close to 100% of those games were not scored correctly. I do not know if it is incompetence or outright cheating, but it happens a lot. Fortunately Val

Re: [computer-go] language choices

2006-12-06 Thread Erik van der Werf
On 12/6/06, Magnus Persson <[EMAIL PROTECTED]> wrote: Note that to get these data I deleted all games where Valkyria lost on points, because close to 100% of those games were not scored correctly. I do not know if it is incompetence or outright cheating, but it happens a lot. Fortunately Valkyria

Re: [computer-go] language choices

2006-12-06 Thread Jacques Basaldúa
Dave Dyer wrote: Guys, keep your eyes on the prize. If your only problem is that you need to double your speed, all you have to do is wait 1.5 years. It is not twice as fast, if you write the critical parts in asm its more like 10 times. like assembly language (or C) is almost completely a

Re: [computer-go] language choices

2006-12-06 Thread Magnus Persson
Quoting [EMAIL PROTECTED]: > So that I can follow this discussion, how would be the "kgs level" of > this player (it is the only level I have access to when looking at the > results of game)? Wouldn't it be 1 dan on KGS? I don't know because some seem to say that the KGS level is not the "true

Re: [computer-go] language choices

2006-12-05 Thread John Tromp
hi Don, Why can't you just play it live on KGS? This is much more exciting. We would have no way to know if you were taking back moves or anything. (Although I believe you to be an honest person I still like to see for myself :-) If Sylvain provides me with a Mogo version that can connect t

Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
On Wed, 2006-12-06 at 02:24 +0100, Andrés Domínguez wrote: > 2006/12/5, Don Dailey <[EMAIL PROTECTED]>: > > > > I speak from experience. I know exactly how these things work. The > > match would begin, the human would probably be outplaying the computer > > and then make some error. The comput

Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
Hi John, Why can't you just play it live on KGS? This is much more exciting. We would have no way to know if you were taking back moves or anything. (Although I believe you to be an honest person I still like to see for myself :-) - Don On Wed, 2006-12-06 at 00:37 +0100, John Tromp wrote: >

Re: [computer-go] language choices

2006-12-05 Thread Andrés Domínguez
2006/12/5, Don Dailey <[EMAIL PROTECTED]>: I speak from experience. I know exactly how these things work. The match would begin, the human would probably be outplaying the computer and then make some error. The computer would win and everyone would cry it shouldn't have happened.The com

Re: [computer-go] language choices

2006-12-05 Thread alain Baeckeroot
Le mercredi 6 décembre 2006 00:04, [EMAIL PROTECTED] a écrit : > > > So that I can follow this discussion, how would be the "kgs level" of > > > this player (it is the only level I have access to when looking at the > > > results of game)? > > > > Wouldn't it be 1 dan on KGS? > I don't know because

Re: [computer-go] language choices

2006-12-05 Thread sylvain . gelly
> The machine is a central component of the Linux supercomputer cluster at > CWI, > where I used to work. Access is limited to CWI users I'm afraid:-( Ok I understand. > Can you compile it on any other Linux machine with an up to date gcc -O3 > -static -m64 ? I will try and send it to you. We'll

Re: [computer-go] language choices

2006-12-05 Thread Markus Enzenberger
On Tue December 5 2006 13:31, Don Dailey wrote: > On CGOS, gnugu_3.7.4 is rated 1720. MoGo is is in the 2100-2200, > presumably it's save to assume it is significantly stronger. > > But if we can assign an ELO rating to Gnugo 3.7.4, then we can add 300 > or 400 to get Mogo's current ELO rating.

Re: [computer-go] language choices

2006-12-05 Thread Darren Cook
> I think stl vector implementation on my linux box takes much more memory than > necessary (I mean using a memory pool, and a big time against memory > tradeoff), so perhaps being carefull, with 16 GB we could reach 20 minutes. The STL vector is fairly efficient, especially if you are using res

Re: [computer-go] language choices

2006-12-05 Thread John Tromp
hi Sylvain, This could be very interesting! If by anyway I can have an user account on this machine, I can try to compile MoGo and launch it on KGS so that you can easily play, and everyone can watch the games. What do you think? The machine is a central component of the Linux supercomputer

Re: [computer-go] language choices

2006-12-05 Thread sylvain . gelly
Le Mardi 5 Décembre 2006 21:15, John Tromp a écrit : > On 12/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > How long would it take Mogo to fill up 16GB of memory on a quad core > > > opteron machine? > > > > It depends on the speed of your opteron :). Perhaps something like 10 > > minutes

Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
On Wed, 2006-12-06 at 00:04 +0100, [EMAIL PROTECTED] wrote: > > > So that I can follow this discussion, how would be the "kgs level" of > > > this player (it is the only level I have access to when looking at the > > > results of game)? > > > > Wouldn't it be 1 dan on KGS? > I don't know because so

Re: [computer-go] language choices

2006-12-05 Thread sylvain . gelly
> > So that I can follow this discussion, how would be the "kgs level" of > > this player (it is the only level I have access to when looking at the > > results of game)? > > Wouldn't it be 1 dan on KGS? I don't know because some seem to say that the KGS level is not the "true" level? If so, MoGo

Re: [computer-go] language choices

2006-12-05 Thread sylvain . gelly
Le Mardi 5 Décembre 2006 22:03, Don Dailey a écrit : > Sylvain, > > You can extend this pretty easily by doing 2 or more simulations at a > time. > > The trade-off is very good for doing this although not 100%.I HAVE > to do this for Lazarus because I have very little memory in my machine. > I

Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
Sylvain, You can extend this pretty easily by doing 2 or more simulations at a time. The trade-off is very good for doing this although not 100%.I HAVE to do this for Lazarus because I have very little memory in my machine. I believe I'm doing 8 simulations at a time in order to use about 1

Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
On Tue, 2006-12-05 at 21:15 +0100, John Tromp wrote: > On 12/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > How long would it take Mogo to fill up 16GB of memory on a > quad core > > opteron machine? > > It depends on the speed of your op

Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
On Tue, 2006-12-05 at 12:09 -0800, steve uurtamo wrote: > an i think that if you were to perform these > experiments one at a time (i.e. give yourself > 10x more time, and see if you can beat an 6kyu, > then 100x more time and see if you can beat a 4kyu, > etc.), many of which are reasonable (we al

Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
On Tue, 2006-12-05 at 20:40 +0100, [EMAIL PROTECTED] wrote: > > On Tue, 2006-12-05 at 09:51 -0800, steve uurtamo wrote: > > > > I'll bet Mogo would give a dan level player fits at > > > > 9x9 if 1 week of > > > > thinking time per move could be compressed enough to > > > > play a 30 minute > > > >

Re: [computer-go] language choices

2006-12-05 Thread John Tromp
On 12/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > How long would it take Mogo to fill up 16GB of memory on a quad core > opteron machine? It depends on the speed of your opteron :). Perhaps something like 10 minutes. I think stl vector implementation on my linux box takes much more me

Re: [computer-go] language choices

2006-12-05 Thread steve uurtamo
not to be overly critical here, but... > Mogo would also have a memory problem. then the proposed gendankenexperiment (if it could run for a week in only a few minutes' time) doesn't even make sense -- if it couldn't make use of all of the extra time (compressed or otherwise), then it can't make

Re: [computer-go] language choices

2006-12-05 Thread sylvain . gelly
Le Mardi 5 Décembre 2006 20:50, John Tromp a écrit : > On 12/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > Mogo would also have a memory problem. The UCT programs build trees > > > in memory. My own program cannot think more than a few minutes > > > without running out of memory - so

Re: [computer-go] language choices

2006-12-05 Thread John Tromp
On 12/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > Mogo would also have a memory problem. The UCT programs build trees in > memory. My own program cannot think more than a few minutes without > running out of memory - so even the experiment you propose cannot be > done. Yes you are r

Re: [computer-go] language choices

2006-12-05 Thread sylvain . gelly
> On Tue, 2006-12-05 at 09:51 -0800, steve uurtamo wrote: > > > I'll bet Mogo would give a dan level player fits at > > > 9x9 if 1 week of > > > thinking time per move could be compressed enough to > > > play a 30 minute > > > game. > > > > you could always get a dan player to volunteer for > > suc

Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
On Tue, 2006-12-05 at 13:57 -0500, Don Dailey wrote: > In fact, in honor of Chrilly's laws I will call this "Don's law". > "What really counts is how bad your bad moves are." By the way, this principle is true in just about every aspect of life. A few years ago I lived in Florida and played tenni

Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
On Tue, 2006-12-05 at 09:51 -0800, steve uurtamo wrote: > > I'll bet Mogo would give a dan level player fits at > > 9x9 if 1 week of > > thinking time per move could be compressed enough to > > play a 30 minute > > game. > > you could always get a dan player to volunteer for > such a game. he wo

Re: [computer-go] language choices

2006-12-05 Thread steve uurtamo
> I'll bet Mogo would give a dan level player fits at > 9x9 if 1 week of > thinking time per move could be compressed enough to > play a 30 minute > game. you could always get a dan player to volunteer for such a game. he would promise not to spend more than 1/2 hour on the game, and mogo would

Re: [computer-go] language choices

2006-12-05 Thread Eduardo Sabbatella
> I'll bet Mogo would give a dan level player fits at > 9x9 if 1 week of > thinking time per move could be compressed enough to > play a 30 minute > game. If you think so, go and try it! Its quite important to know that. You can play a game with some dan level at http://itsyourturn.com/ __

Re: [computer-go] language choices

2006-12-05 Thread Don Dailey
On Tue, 2006-12-05 at 06:11 -0800, steve uurtamo wrote: > > Give me a program that beats a dan level taking less > > than a week to process. I'll bet Mogo would give a dan level player fits at 9x9 if 1 week of thinking time per move could be compressed enough to play a 30 minute game. - Don >

Re: [computer-go] language choices

2006-12-05 Thread steve uurtamo
> Give me a program that beats a dan level taking less > than a week to process. > > I will code it in assembler if necesary to make it > efficient for a competition. (parallel if necesary) > > The first part difficult. > The second one is just engineering. > > 20 minutes or 20 hours is the same

Re: [computer-go] language choices

2006-12-05 Thread Eduardo Sabbatella
Give me a program that beats a dan level taking less than a week to process. I will code it in assembler if necesary to make it efficient for a competition. (parallel if necesary) The first part difficult. The second one is just engineering. 20 minutes or 20 hours is the same in this problem. h

Re: [computer-go] language choices

2006-12-05 Thread Benjamin Teuber
To me, computer go programming means basic research for now, as I don't believe the existing algorithms get you very far (I may be too ambitious, but I cant help it..). Thus, I would program in a way that let's me explore everything very fast, without caring too much about performance. This is w

Re: [computer-go] language choices

2006-12-04 Thread Don Dailey
On Mon, 2006-12-04 at 19:30 -0200, Mark Boon wrote: > The object pooling is the only thing I'd rather do without. But for > speed that's not possible, unfortunately. However it hardly affects > cleanliness or readability as there's not such a big difference > between a constructor call and a

Re: [computer-go] language choices

2006-12-04 Thread steve uurtamo
> I don't see the > logic why you > can't do in Java something that performance gurus do > in C. Just > because it's Java? Because it makes sense? the garbage collector might make you a little bit more afraid of churning through objects, and the difference between a new() and a malloc() is sig

Re: [computer-go] language choices

2006-12-04 Thread Mark Boon
Don, I disagree rather strongly with some of your statements. On 4-dec-06, at 18:35, Don Dailey wrote: This isn't a Java issue, it's most if not all computer languages - if you really go all out to optimize your code for performance, you will sacrifice readability, clarity, etc. In princ

Re: [computer-go] language choices

2006-12-04 Thread Don Dailey
On Mon, 2006-12-04 at 17:37 -0200, Mark Boon wrote: > > On 4-dec-06, at 15:23, Don Dailey wrote: > > > But it seems like more of a travesty in Java. > > > > > Well, this may be subjective. What may seem like travesty to one may > appear completely normal to someone else. > > > I'm curious

Re: [computer-go] language choices

2006-12-04 Thread Stuart A. Yeates
On 12/4/06, Peter Drake <[EMAIL PROTECTED]> wrote: The three most important things seem to be: 1) Run java in -server mode. This appears to double speed for no effort I understand this is largely the old optimize for processing or optimize for interactivity trade off. It's almost as old as m

Re: [computer-go] language choices

2006-12-04 Thread Phil G
uter-go Sent: Sunday, December 3, 2006 7:53:15 PM Subject: Re: [computer-go] language choices A note: we're working on converting Orego back from C++ to Java, and we're getting 5,000 (totally random at this point) simulated games per second. We'll probably continue in this directi

Re: [computer-go] language choices

2006-12-04 Thread Mark Boon
On 4-dec-06, at 15:23, Don Dailey wrote: But it seems like more of a travesty in Java. Well, this may be subjective. What may seem like travesty to one may appear completely normal to someone else. I'm curious though. If you have the time, could you point out in the code in my public p

Re: [computer-go] language choices

2006-12-04 Thread Eduardo Sabbatella
> "avoiding object creation" in a object oriented Only at inner cycles / loops. Of course you have to create a lot of objects and complex structures / object relationships. But on inner cycles / loops, just modify pre-created ones, do not create new ones. That is idea of my posting. Creating

Re: [computer-go] language choices

2006-12-04 Thread Don Dailey
> 3) Algorithmic improvements are always more important that fine-tuning. It depends on what you mean by algorithmic improvements. Do you mean performance improvements or do you mean conceptually cleaner code? Sometimes you get both, but other times you have to write difficult to understand code

Re: [computer-go] language choices

2006-12-04 Thread steve uurtamo
> Similarly, > instead of > > Foo x = y.clone(); > > do something like > > x.copyDataFrom(y); > > where of course you have to write copyDataFrom(). in C you can do something like: (toward the beginning of your code) CovZ= (double *)calloc(p*p*K,sizeof(double)); (and then inside so

Re: [computer-go] language choices

2006-12-04 Thread Peter Drake
The three most important things seem to be: 1) Run java in -server mode. This appears to double speed for no effort. 2) As you say, avoid creating objects. For example, instead of creating a new array each time a method is invoked, make the array a field and just clear it out when you need a

Re: [computer-go] language choices

2006-12-04 Thread Don Dailey
I would forgive weak optimization if the actual performance difference was small and it wasn't painful to get close, like it is in java. But from what I've read, you can interface C code directly, no special gymnastics. In fact any external libraries are supposed to work as is, just link them in.

RE: [computer-go] language choices

2006-12-04 Thread House, Jason J.
I've debating trying to switch over to D with my project, but have not yet done it. I use http://www.boost.org for a number of missing features of C++ and worry about simply not having such things available if I did switch over. I also worry that using D would scare away developers. -Origin

Re: [computer-go] language choices

2006-12-04 Thread Eduardo Sabbatella
Would you like to share some experiences on tunning up Java code ? Yesterday I left my machine profilling the code. (takes ages with TPTP). I didn't research too much the results, but as far I could see, creating objects is almost FORBIDDEN. The "clone" method on game class which is used for cre

Re: [computer-go] language choices

2006-12-04 Thread Łukasz Lew
Agner Fog, in his well known optimization guide, claims that Digital Mars compilers are rather weak optimizers. But the features of D language are indeed admirable. I would be grateful to see direct performance comparison on MC Go program (or on anything else) http://www.agner.org/ BTW Does any

Re: [computer-go] language choices

2006-12-04 Thread Chrilly
A note: we're working on converting Orego back from C++ to Java, and we're getting 5,000 (totally random at this point) simulated games per second. We'll probably continue in this direction. Peter Drake Assistant Professor of Computer Science Lewis & Clark College http://www.lclark.edu/~drak

Re: [computer-go] language choices

2006-12-03 Thread Peter Drake
A note: we're working on converting Orego back from C++ to Java, and we're getting 5,000 (totally random at this point) simulated games per second. We'll probably continue in this direction. Peter Drake Assistant Professor of Computer Science Lewis & Clark College http://www.lclark.edu/~drake