I noticed a few papers now mention Bayesian learning
techniques for mining for patterns and I am curious
where does one find libraries for this sort of thing
are there some commercially or free game libraries to
which the procedures described can be applied.
Regards,
Carter.
_
Hi,
I have been lurking around in this group for sometime and recently have become
interested in perhaps doing some coding and data gathering for constructing a
simple go bot. I have a few basic questions I was wondering if people in the
group could help me answer-
1) How typically do UCT bots
Thanks everyone for the responses. My go skills are somewhat limited (only
6-7kyu on KGS) so hopefully I am not belaboring the obvious.
I have a few followup questions-
1) What mathematically is a seki? I know this is a local draw but can it be
determined statically at some point in all cases
Sat, May 10, 2008 at 12:29 PM, Peter Drake
> <[EMAIL PROTECTED]> wrote:
> > On May 10, 2008, at 7:01 AM, Carter Cheng wrote:
> >
> > Thanks everyone for the responses. My go skills are
> somewhat limited (only
> > 6-7kyu on KGS) so hopefully I am not belaboring the
Thanks for the responses.
1) I guess for this seki question I was wondering if it was as easy to define
as liveness without seki. The reason I am interested in this is I am curious
about absolutely correct scoring functions and whether they currently cope well
with advanced seki situations or n
I have looked over the language specification for D and it has alot of nice
features however the maturity issue is a big one for me and unless there is a
huge gain in productivity I suspect I will stick to C++.
Admittedly C++ is not probably not the best language to prototype in and it
would be
I am curious about the eye rule situation since I am at that stage of my
implementation of the board/playout code. currently I have only implemented the
basic rules of the game so that no illegal moves are possible (no superko rule)
but undesirable stuff like filling your own eye spaces still ar
Thanks for all the comments so far. Hopefully you don't mind a few more
questions.
1) Do UCT bots check for atari and urgency? my understanding was that first
generation Mogo did this to some extent IIRC. I am curious if anyone does this
it seems like it might be important but so far I cannot
How do L&D modules generally function? Is this discussed in the literature
somewhere? The only open source L&D module I am aware of is the one in GNU-go
and I am not certain how good or bad it is since my own playing strength isn't
that good. I have found some papers on this topic but most do no
Thanks for the help with this. I suspect I will go directly for a heavy playout
implementation and avoid writing some of the trickier the light playout code so
I probably will be implementing this soon.
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computer-go
I assume this implies that there arent any open-source basic-UCT bots which
utilize the basic eye rule and a simple permute and retry scheme as described
by many ppl on the group? When we speak of these sorts of bots playing at about
10kyu I assume what is meant is 10kyu at 9x9 not 19x19.
---
I am having some difficulties deciding on a string management scheme which
copes gracefully with merging groups. A first glance for me this seems like it
is quite a slow operation akin to capture. The problem is how to have each
stone vertex know which chain record to look up for information. I
hat greater length to
> explain them. If you
> find C++ easier to read than Java, by all means use
> Lew's code.
>
> Orego is here (you'll have to download and unpack the
> latest .jar):
>
> http://www.lclark.edu/~drake/Orego.html
>
> Peter Drake
> http
Thanks for the help with this. I actually managed to figure most of the
remaining details out on my own. I guess the chain management scheme in Orego
and Libego is a bit more efficient than mine due to the lack of pointer
initialization/management costs so I elected to modify my code and use the
Hi,
I have been leafing through a book "Reinforcement Learning" by Sutton and
Barto. The book seems to serve as a decent introductory text to some of the
issues which are mentioned in parts of Sylvain Gelly's thesis.
The book however, is a decade old and I curious if there are resources which
I remember seeing this in the archive before but I forget the actual results of
the experiment. Does processing simulations in groups of say 5-10 have any
impact on the strength of the program?
Thanks in advance,
Carter.
___
computer-go mail
computer-go"
> Date: Friday, May 23, 2008, 1:47 PM
> On May 23, 2008, at 4:22 PM, Magnus Persson
> <[EMAIL PROTECTED]>
> wrote:
>
> > Quoting Carter Cheng <[EMAIL PROTECTED]>:
> >
> >> I remember seeing this in the archive before but I
> fo
I think I being was a bit unclear here. By UCT I meant the combination of
UCT+Simulation. I am just curious why simulation based methods of evaluation
are thus far found to be superior (are they on 19x19?) to traditional bots
which have a different form of evaluation function for a given positio
Thanks for the reply.
2) learned pattern weights are not learnt through
> TD(lambda). RLGO is not
> used in mogo. It was used a long time ago. Hand-designed
> heuristics are
> much more efficient (in particular after heavy
> cluster-based tuning of
> coefficients).
I am not entirely sure what
I am actually relatively nearby (Hong Kong) and would like to attend but I may
not have a competitive program at this time. Is it possible to attend without
a program and machine?
Regards,
Carter.
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computer-go@co
Thanks Remi. Are standard accommodations being provided by the site organizers
or will we have to for the most part make our own arrangements? I guess I have
a few more days to decide whether or not to submit a basic program which most
likely will not win any games given how stiff the competitio
I hope you don't mind me chiming in here. I think I asked this question quite
recently on the mailing list and the reply I received from Magnus Persson (I
hope I am not misquoting him) was that Valkyria adjusts the probability
distribution based on a simple ladder readout which is a function whi
Hi,
I have again been considering trying my hand at implementing a simple go
program. The question I have pertains to checking for the edge of the board in
capture situations and so on. For a modern CPU (given what limited information
I have on this) the extra branches might result in pipeline
. This is enough to have
> points off the edge on
> all sides and diagonals.
>
> David
>
> -Original Message-
> From:
> computer-go-boun...@computer-go.org [mailto:computer-go-
> boun...@computer-go.org]
> On Behalf Of Carter Cheng
> Sent: Monday, July 13,
>
o.org
> [mailto:computer-go-
> > boun...@computer-go.org]
> On Behalf Of Carter Cheng
> > Sent: Monday, July 13, 2009 10:27 AM
> > To: computer-go
> > Subject: Re: [computer-go] Basic question concerning
> the edges of the
> board
> >
> >
>
This is something I have been curious about since I am somewhat new to writing
code in languages which require explicit memory management (as opposed to have
some sort of garbage collector do it for you). The question is how do most
programs manage memory w.r.t. the search nodes? Is the memory
; slowdown.
>
> Another option is to use the Hans Boehm garbage collector,
> a library you simple link to in your C programs. It
> will do the automated garbage collection for you - but I
> think you will see a slowdown and I think there is a memory
> overhead penality for using
I have a good number of C++ books but strangely though I use to own Meyers'
first 2 books I have sort of misplaced them. Perhaps I should get a couple new
copies. I will study the Boost Pool source and see what I can glean from it.
The only custom allocator design I have on hand in a book is the
Thanks everyone for the help thus far. I have been looking at the GTP protocol
page and I am curious which version of the protocol I should try to implement
if I want to communicate with the servers. Should I be looking at the GTP 2.0
draft version?
Thanks in advance,
Carter.
> Date: Wednesday, July 15, 2009, 2:44 AM
> On Wed, 2009-07-15 at 11:24 +0200,
> Urban Hafner wrote:
> > Carter Cheng wrote:
> > > Thanks everyone for the help thus far. I have
> been looking at the GTP
> > protocol page and I am curious which version of t
Thanks all for the input.
--- On Wed, 7/15/09, Don Dailey wrote:
> From: Don Dailey
> Subject: Re: [computer-go] gtp which version to implement?
> To: "computer-go"
> Date: Wednesday, July 15, 2009, 9:39 AM
>
>
> On Wed, Jul 15, 2009 at 9:41 AM,
> Carte
I have been considering experimenting with Erlang as a means of prototyping
certain aspects of a computer go program and I was curious if anyone has tried
this already. How does a system like Erlang compare performance wise to writing
something in say C/C++ (fastest) or Java?
Thanks in advance,
> On Fri, Aug 14, 2009 at 22:16, Carter
> Cheng
> wrote:
> > I have been considering experimenting with Erlang as a
> means of prototyping certain aspects of a computer go
> program and I was curious if anyone has tried this already.
> How does a system like Erlang co
I have been having difficulties selecting a good representation for liberty
sets for strings of stones. I am curious how other people might be doing this.
I suspect that for heavier playouts one would like to know not only the count
of the liberties but also where precisely they might be relativ
I have been having difficulties selecting a good representation for liberty
sets for strings of stones. I am curious how other people might be doing this.
I suspect that for heavier playouts one would like to know not only the count
of the liberties but also where precisely they might be relativ
ley
> Subject: Re: [computer-go] representing liberties
> To: "computer-go"
> Date: Friday, August 14, 2009, 2:33 PM
>
>
> On Fri, Aug 14, 2009 at 5:13 PM,
> Carter Cheng
> wrote:
>
> I have been having difficulties selecting a good
> representation for libe
es you will need to hit every stone.
> I use a recursive flood fill type of routine to do this.
> I know that some programs keep linked lists of stones -
> I'm not sure if that is worth the trouble and extra
> space. Mabye it is. I think I figured out that you
> rarely
How do these link list of liberties and array of liberties variants work? Are
they sorted lists/arrays?
I considered bitmaps but it seemed in many ways a bit wasteful i.e. in most
cases for a given group the bitmap probably is extremely sparse. Also if you
are trying to identify individual bit
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