I created the project "javago" in SourceForge.
(http://sourceforge.net/projects/javago)
I uploaded a bunch of base game classes, gtp, sgf,
gametrees, etc. And a full set of tests (around 200
tests right now).
The most interesting thing, the MC stuff is still not
uploaded. :-D (neither data mini
- the winners of last Sundays tournament on KGS. My report is at
http://www.weddslist.com/kgs/past/27/index.html. I expect people will
soon report the many misprints in it, as usual :)
Nick
--
Nick Wedd[EMAIL PROTECTED]
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Nick Wedd wrote:
- the winners of last Sundays tournament on KGS. My report is at
http://www.weddslist.com/kgs/past/27/index.html. I expect people will
soon report the many misprints in it, as usual :)
Nick
Hi,
Thanks Nick for your report.
Here is what I found after analyzing the blund
I don't have specific information, but I worked on GGP with that group for
the last two years, and I think I can probably get in touch with them. I'll
see what they're up to and get back to you.
-Nick
On 6/3/07, Peter Drake <[EMAIL PROTECTED]> wrote:
I don't know, but I'd like to try it on the
While there is a bias in theory, I suspect that you are right that it
is not significant in practice if you maintain a list of vacant
points (as Orego now does), because almost all vacant points are legal.
In any case, switching to your technique (generating one random
starting point in the
On Tue, 2007-06-05 at 10:23 -0700, Peter Drake wrote:
> While there is a bias in theory, I suspect that you are right that it
> is not significant in practice if you maintain a list of vacant points
> (as Orego now does), because almost all vacant points are legal.
>
>
> In any case, switching to
On 6/5/07, Peter Drake <[EMAIL PROTECTED]> wrote:
On a multithreaded program like Orego (running on a multicore machine), it
moves the nontrivial random number generation out of the synchronized part
of the program and into the threads.
I'm surprised to hear this. Do you have a single random
On 6/5/07, Don Dailey <[EMAIL PROTECTED]> wrote:
But if you are taking the vacant points out it is probably not
too biased as you say.
But what I do is pretty fast. Always choose a random point but
keep shrinking the list. When a point is occupied move it out
of the way so it's never selected
On Jun 5, 2007, at 11:57 AM, Don Dailey wrote:
But if you are taking the vacant points out it is probably not
too biased as you say.
Yes, that's the key point -- almost all vacant points are legal.
But what I do is pretty fast. Always choose a random point but
keep shrinking the list. When
But if you are taking the vacant points out it is probably not
too biased as you say.
But what I do is pretty fast. Always choose a random point but
keep shrinking the list. When a point is occupied move it out
of the way so it's never selected again. You have to do some
simple bookeeping - ba
Oddly, there doesn't seem to be much effect on speed whether I use a
single random number generator (i.e., instance of java.util.Random)
or one for each thread.
Peter Drake
http://www.lclark.edu/~drake/
On Jun 5, 2007, at 11:59 AM, Jason House wrote:
On 6/5/07, Peter Drake <[EMAIL PROT
Don't maintain the list of legal moves -- maintain the list of vacant
points (almost all of which are legal). When it's time to pick a
move, pick a random point in the list and iterate through checking
each move for legality. As soon as you find a legal one, play it.
(My "legality" check do
On Tue, 2007-06-05 at 15:18 -0400, Jason House wrote:
> Do you eliminate all illegal/stupid positions? Filling eyes? Suicide
> plays? Disallowing suicides likely means you need a list for each
> color. Sadly, if a move was rejected because it was an illegal
> suicide and then the enemy chain put
On Tue, 2007-06-05 at 12:28 -0700, Peter Drake wrote:
> Don't maintain the list of legal moves -- maintain the list of vacant
> points (almost all of which are legal). When it's time to pick a move,
> pick a random point in the list and iterate through checking each move
> for legality. As soon as
On Tue, 2007-06-05 at 15:58 -0400, Don Dailey wrote:
> You might improve the bias by "shuffling on the fly", perhaps when you
> find a legal move in the un-occupied point section of the list you
> could
> do a swap with the first move and a random move. I'm wondering if
> the
> biased ordering of
On Tue, 2007-06-05 at 13:12 -0700, Peter Drake wrote:
> > So I'm only temporarily maintaining a list of illegal but unoccupied
> > points - this list gets "discarded" as soon as a legal move is
> tried.
>
> Does that mean you have to regenerate the list every move?
I keep the list of un-occupied
On Jun 5, 2007, at 12:58 PM, Don Dailey wrote:
On Tue, 2007-06-05 at 12:28 -0700, Peter Drake wrote:
Don't maintain the list of legal moves -- maintain the list of vacant
points (almost all of which are legal). When it's time to pick a
move,
pick a random point in the list and iterate through
I have a request for the programmers of the weaker than 1800 programs
on the 19x19 CGOS (eg. ControlBoy, Explorer, Dog, AverageLib):
Please run your program overnight (PDT) once in a while to allow
for more precise ratings below 1800.
Thanks,
Christoph (myCtest)
__
-ansi -Wall -pedantic
Why not add -Werror so gcc rejects to compile code with warnings ?
Regards
Martin
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I have tried it on Othello. Very preliminary. The paper will be
presented at CEC'07, the special session on games, in Singapore.
Associate Professor Philip Hingston
School of Computer and Information Science
Edith Cowan University
(+61 8) 9370 6427
CRICOS Institution Provider Code 00279B
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