I've written dozens of games with alpha-beta searches, so I think
it's fair to say that I have a basic understanding of the process.
Your description is correct but incomplete. Alpha beta is good at eliminating
lines of play once a strong outcome is known somewhere in the tree, but much
weaker be
On Sat, May 23, 2009 at 4:01 AM, Dave Dyer wrote:
> I've written dozens of games with alpha-beta searches, so I think
> it's fair to say that I have a basic understanding of the process.
>
> Your description is correct but incomplete. Alpha beta is good at
> eliminating
> lines of play once a st
2009/5/22 Andrés Domínguez :
> 2009/5/22 Robert Jasiek :
>> Don Dailey wrote:
>>> Is the 5x5 claim the one you are skeptical about?
>>
>> IIRC, I am sceptical about both 5x5 (esp. first move not at tengen) and 6x6.
>
> AFAIK the claimed solution is tengen the first move. Maybe you are
> remebering
I know with the Chess community, it's looked down upon to use others code w/
respect to competing in tournaments. I'm curious, how is it with Go?
>From my understanding, many projects are inter-linked, and even some of the
highest programs are derivatives of other engines. In the chess world that
Joshua Shriver wrote:
> Perhaps I'm mistaken in my reading, but isn't Mogo a clusterized and
> highly tuned version of gnugo? Things like that made me want to make
> this post. As I find the Go programming community more open to sharing
> ideas and code than my chess world counter part.
You are m
Hi,
I have just updated the computer-go bibliography with a few papers:
http://www.citeulike.org/group/5884
You can automatically follow additions to the bibliography thanks to the
RSS feed:
http://www.citeulike.org/rss/group/5884
I believe some recent papers are still missing. I would like t
On May 23, 2009, at 3:17 AM, Joshua Shriver wrote:
I know with the Chess community, it's looked down upon to use
others code w/ respect to competing in tournaments. I'm curious,
how is it with Go?
Even more so. A decade ago, a couple of North Korean programs were
alleged to have been pl
MoGo was inspired by Crazy Stone? I've never heard that before.
Ian Osgood wrote:
On May 23, 2009, at 3:17 AM, Joshua Shriver wrote:
I know with the Chess community, it's looked down upon to use others
code w/ respect to competing in tournaments. I'm curious, how is it
with Go?
Even more
On May 23, 2009, at 8:21 AM, Michael Williams wrote:
MoGo was inspired by Crazy Stone? I've never heard that before.
From Sensei's Library:
Warm thanks to Rémi Coulom who participated in Yizao's internship.
MoGo's early development benefited a lot from his sharing the
experience of pr
>My general impression (also based on experiences from chess):
>Distributing time rather balanced over the moves is a stable
>strategy.
Reasoning on the basis of experience in chess is OK, but you must
account for the differences between the domains.
Chess is more or less uniformly difficult acro
On 23, May 2009, at 4:03 AM, Gunnar Farnebäck wrote:
Joshua Shriver wrote:
> Perhaps I'm mistaken in my reading, but isn't Mogo a clusterized and
> highly tuned version of gnugo?
You are mistaken.
You may have mixed things up with SlugGo, which at least at some time
could be loosely described
On Sat, May 23, 2009 at 12:34 PM, Brian Sheppard wrote:
> >My general impression (also based on experiences from chess):
> >Distributing time rather balanced over the moves is a stable
> >strategy.
I have found in Chess that you also want to spend more time up front. Part,
but not all of the r
I agree with Don.
On 19x19 it is much less critical to put a lot of time up front, since there
are many moves in most positions with nearly equal value. 9x9 games can
easily be lost in the first 5 moves, so up front time or a good book are
critical. On 19x19 it's important to spend a lot of
Many Faces was also inspired by CrazyStone, in that I decided to switch to
MCTS in December 1997 when CrazyStone won the UEC cup. At the time I was
putting the finishing touches on my full board alpha-beta searcher (the 4
kyu and weaker levels in the shipping Many Faces), and planning to release
i
This time management business is quite interesting. I looked into this
in some detail a while ago and came up with something I think is
reasonable for 9x9. I'd love to hear what you all think about it.
My algorithm relies on two key parameters: the time left (which is
either reported by a se
Doh. And just because typing mathematics in a mail from handwritten
notes had to go wrong: the initial formula was time(current move) / x ^
(1 / n), not 1 / x ^ (1 / n), otherwise it obviously cannot be solved
for the time in the second step.
Christian
On 23/05/2009 21:26, Christian Nentwic
How have you tested your time management code? CGOS is very bad for
testing time management because it gives a gift of time on every move
(to compensate for assumed network lag)
I think you might be missing a factor of two in your computations.
Only half the moves in a game count against yo
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