[computer-go] Black/White winning rates with random playout?

2009-01-08 Thread Isaac Deutsch
I ran some tests with 500k games each and came to this result: with komi 0.5, white has 47.5 winn. perc. with komi 1.5, white has 50.7 winn. perc. with komi 2.5, white has 50.9 winn. perc. with komi 3.5, white has 54.0 winn. perc. with komi 4.5, white has 53.8 winn. perc. <-- ? with komi

[computer-go] How to "properly" implement RAVE?

2009-01-09 Thread Isaac Deutsch
I'm a bit confused about the difference between AMAF and RAVE (if there's one). As far as I understand, with AMAF, you sample in each playout (after it leaves the tree) the moves played (by both players), but only the first move at any position, then you reward all moves played either by a win or l

Re: [computer-go] How to "properly" implement RAVE?

2009-01-09 Thread Isaac Deutsch
Hi Sylvain, Thanks for your quick answer. > in a nutshell RAVE is basically AMAF adapted for Monte Carlo Tree Search. > The original paper describing it is > http://www.machinelearning.org/proceedings/icml2007/papers/387.pdf and a > paper for "broader audience" can be found here: > http://www.lr

Re: [computer-go] How to "properly" implement RAVE?

2009-01-10 Thread Isaac Deutsch
Hi Sylvain, I think it's starting to make sense now. :-) > Sorry to be unclear. I wish we have a white board where we could discuss > and > that would sorted out in a few minutes :). Several results turn up in a google search ;p http://www.google.com/search?q=online+white+board > What I tried

Re: [computer-go] How to "properly" implement RAVE?

2009-01-14 Thread Isaac Deutsch
> Hi, > > I'm also interested at the same thing. Glad I'm not alone. ;) > > It sounds good but it seems to lack the check of whether a given move is > > first played in a given intersection. When you add that, it because a > little > > more tricky to update in the tree. I see, I missed that. I

Re: [computer-go] How to "properly" implement RAVE?

2009-01-17 Thread Isaac Deutsch
> Hi, > > Sorry for the slow reply. Hi I'd prefer quality over speed anytime. ;) Your pseudo code is excellent and helped me to understand some of the trickier things. Thanks again! I think I will now be able to implement my own version. :) Regards, Isaac -- Pt! Schon vom neuen GMX MultiM

[computer-go] RAVE and memory allocation considerations

2009-01-20 Thread Isaac Deutsch
Thanks again for your pseudo-implementation, Sylvain. At the moment I have a program that uses plain MCTS. With every genmove, it creates a certain number of threads (2), gives them some starting data, and lets them think for a while, then rejoins them, extracting the best move. During the think

Re: [computer-go] RAVE and memory allocation considerations

2009-01-20 Thread Isaac Deutsch
hat have been played in the playout). It really speeds up > things > a lot. > > Apart from that, I did the same as you, creating the thread after the > genmove and joining them at the end of the thinking time. > > Sylvain > > 2009/1/20 Isaac Deutsch > > > Tha

[computer-go] "bad"/"good" moves? How to prune? Heavy playouts.

2009-01-22 Thread Isaac Deutsch
Hello, There is lots of information about heavy (heavier) playouts on this mailing list. It looks like the main purpose of them is to make the evaluation better by killing dead groups with a high probability, connecting groups that are connected with high probability, etc. However, it looks like s

Re: [computer-go] How to "properly" implement RAVE?

2009-01-28 Thread Isaac Deutsch
ould get q_ur from the current UCT-RAVE mean value, and that it is used like that? Regards, Isaac Deutsch -- Pt! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger ___ computer-go mailin

Re: [computer-go] How to "properly" implement RAVE?

2009-01-30 Thread Isaac Deutsch
At the moment I'm also tuning this constant in the range 0.001-0.1. Given uniformly random (light) playouts, is the bias expected to be bigger than with heavy playouts, meaning the constant has to be bigger aswell? -- Pt! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit allen: http:/

Re: [computer-go] JFFoS + Criticality Heuristic + Parameter Optimization

2009-02-01 Thread Isaac Deutsch
Hi, The "criticality" stuff looks really interesting. Do you apply it with the offline knowledge, or as a RAVE prior value, or otherwise? It looks like you precalculate (before the MTCS) the ownership + criticality map, maybe it can be extracted from playouts in the MTCS as well? ibd O

Re: [computer-go] How to "properly" implement RAVE?

2009-02-01 Thread Isaac Deutsch
By the way, I got about 75 ELO points (1650->1720) with light playouts out of RAVE. Do you think this is in the expected range? It's not really similar to the 20%->60% win rate rise vs. GnuGo described in some papers... > At the moment I'm also tuning the bias in the range 0.001-0.1. Given > uni

Re: [computer-go] How to "properly" implement RAVE?

2009-02-02 Thread Isaac Deutsch
Wow, thanks for all the answers! You're being really helpful. "Do you use UCT with a too large exploration term?" That's a good idea. I actually use a rather big value for c=0.5. I might try lowering it. Thanks! (Precisely, the formula is c*sqrt(log(p)/c).) "My first (braindead) multi-threaded UC

Re: [computer-go] How to "properly" implement RAVE?

2009-02-02 Thread Isaac Deutsch
I have about 200-300k games/move, so maybe the effect is even less. But, maybe I still have a grave bug somewhere. I will check again. Cheers, ibd > On Feb 2, 2009, at 9:57 AM, Isaac Deutsch wrote: > > > They are not pattern based playouts, but as I said uniformly random. >

Re: [computer-go] How to "properly" implement RAVE?

2009-02-02 Thread Isaac Deutsch
> Hi Issac, > You should be more in the range of +200-300 ELO, at least with pattern > based > playouts. > > Sylvain Isaac. They are not pattern based playouts, but as I said uniformly random. I reckon the effect of RAVE is less with these? "How many playouts per second do you get with each ver

Re: [computer-go] How to "properly" implement RAVE?

2009-02-03 Thread Isaac Deutsch
I actually tried leaf parallelization first, but after reading the mentioned paper I switched to an implementation of root parallelization (as described). I'm not sure if I implemented it correctly (like in my description), but after testing a 2-core-version against a single- core-version with a fe

Re: [computer-go] How to "properly" implement RAVE?

2009-02-03 Thread Isaac Deutsch
Hi Jason, Thanks for your numbers. I might try to limit my bot to 50k playouts and 1 core, but I usually simulate as long as time permits. Do you suspect my pure UCT version has bugs, too, judging from its rating? I find it hard to find good tests for the correctness of a program depending on "ran

Re: [computer-go] How to "properly" implement RAVE?

2009-02-05 Thread Isaac Deutsch
Thanks Christoph. I've changed my bot to play 50k games. I know the results aren't very statistically meaningful yet, but the 2 bots look close to each other already. ;-) I will let it run for some more days if I can. http://img145.imageshack.us/img145/3586/bild3bk3.png -ibd > I have started t

Re: [computer-go] How to "properly" implement RAVE?

2009-02-06 Thread Isaac Deutsch
The rating of the bot still seems to be drifting upwards, but I think I can conclude my UCT implementation is OK afterall. Many thanks to the bots provided. Does someone have a bot that does 50k light playouts + RAVE? I would be most grateful if you could put them online for a few days of testing.

Re: [computer-go] How to "properly" implement RAVE?

2009-02-07 Thread Isaac Deutsch
> I'm currently tied up but you can get my MCTS implementation, which > includes RAVE, and set it up to play 50K playouts. It's only a matter > of setting the right number in the configuration file. > > You can also use it to play through two-gtp, that way you can test an > awful lot faster. > >

Re: [computer-go] How to "properly" implement RAVE?

2009-02-07 Thread Isaac Deutsch
ed yet. But I won't be able to commit that for a few > more days as I'm not at home. But if you implemented RAVE correctly > your bot should do at least as well as this one. > > Hopefully it's any help. > > Mark > > > On Sat, Feb 7, 2009 at 7:18 AM, Isa

Re: [computer-go] How to "properly" implement RAVE?

2009-02-08 Thread Isaac Deutsch
No hurry, I will be away for a week next week. :-) > Isaac, > > I haven't looked at this stuff for a while. I'm not at home so I can't > look at it now. > > >>From the error I understand that tesuji/games/general/MoveIterator is > missing. It is there in the Subversion source-tree however. So I

Re: [computer-go] How to "properly" implement RAVE?

2009-02-08 Thread Isaac Deutsch
u may have to experiment a little to find the > optimal settings. > > Mark > > > On Feb 8, 2009, at 7:06 AM, Isaac Deutsch wrote: > > > No hurry, I will be away for a week next week. :-) > > > > > >> Isaac, > >> > >> I haven&#x

Re: [computer-go] The Zen Program

2009-03-31 Thread Isaac Deutsch
> Probably the most original part of Zen is in the playout. I don't think MC > simulations must be always fast, so it has a lot of hard-coded Go > knowledge. > Yamato Hello Are your playouts simple enough so you could publish the exact algorithm in (pseudo) source code? I'm sure many will be

[computer-go] Pseudo liberties: Detect 2 unique liberties?

2009-04-01 Thread Isaac Deutsch
Hi I'm currently using the method described here to detect if a group is in atari (1 real liberty): http://computer-go.org/pipermail/computer-go/2007-November/012350.html Thus I store the number of pseudo libs, the sum and the sum of squares for each group. Now for heavy playouts, it would be u

Re: RE: [computer-go] Pseudo liberties: Detect 2 unique liberties?

2009-04-02 Thread Isaac Deutsch
> Many Faces also counts real liberties, and is quite fast enough. > > > I can confirm, with a bit of optimization, counting real liberties is > > only marginally slower than counting pseudo-liberties. So there's > > really no benefit that I can see from using pseudo liberties. > > > > Mark > >

Re: RE: [computer-go] Pseudo liberties: Detect 2 unique liberties?

2009-04-03 Thread Isaac Deutsch
> On Thu, Apr 2, 2009 at 5:14 AM, wrote: > > Isaac, > > > > I implemented about 6 way to track liberties, > > a couple years ago, and measured the running > > performance, and by far the best is also the > > simplest: keep an array of liberties for each > > chain, and do a simple linear search

Re: [computer-go] Pseudo liberties: Detect 2 unique liberties?

2009-04-06 Thread Isaac Deutsch
I made some artificial tests where I do x inserts, 1 delete, 10 counts and 1 merge. For x=4 inserts, linear arrays are about 4 times faster. For x=8 inserts, linear arrays are about 3 times faster. From your data I calculated an average liberty count of 2.8 (which seems low to me). This means that

Re: [computer-go] Pseudo liberties: Detect 2 unique liberties?

2009-04-06 Thread Isaac Deutsch
I actually found a bug in my test, and corrected it. The gap is far less large now. I found that for 10 inserts (and 1 delete, so 9 total libs), The arrays are faster by a small amount. For 11 inserts (10 libs), bit arrays are faster. This leads us to the question if groups in average have <=10 or

Re: [computer-go] Pseudo liberties: Detect 2 unique liberties?

2009-04-08 Thread Isaac Deutsch
Hi Lukasz, I think I understand the way it is done for storing the stones; I do it exactly the same way. For the liberties: Does the index of the direction (NWSE) state where the chain is in respect to the liberty? So if you place a single stone on the board at "position", you add 4 liberties and

[computer-go] Zobrist hashing

2009-04-08 Thread Isaac Deutsch
> Yep. > I'm thinking about implementing it in libego with heavy playouts for > demonstration. > Maybe It will get libego some attention. :) Thanks for your answers. I'm impressed with the speed of your library. > I use zobrist hashing as well. But the random base is separated from > board and

Re: [computer-go] Zobrist hashing

2009-04-08 Thread Isaac Deutsch
> Like any hash function, multiple board positions can hash to the same > value. The idea is that the probability of encountering two board > positions in the same game that have the same hash value is so low, > that if you get a duplicate hash value you are practically guaranteed > that it's a s

Re: [computer-go] Infinite loop between CGOS and cgosGtp.kit

2009-04-19 Thread Isaac Deutsch
> Does my session on > CGOS eventually time out? Yes, you'll have to wait until it times out before you can log in again. This is a bit annoying because you can't immediately reconnect after a disconnect. -- Neu: GMX FreeDSL Komplettanschluss mit DSL 6.000 Flatrate + Telefonanschluss für nur 17

[computer-go] Choosing moves in playouts.

2009-05-04 Thread Isaac Deutsch
Hello, I'm about to work on heavy playouts, and I'm not sure how to choose a move during the playout. I intend to have weights for various features. I thought about 3 versions: 1. In a position, calculate all the weights and the total weight. Then, play one move i with the probability weight_i/to

Re: [computer-go] Congratulations to Fuego, the new champion!

2009-05-13 Thread Isaac Deutsch
Wow, you're fast to congratulate. ;) Congratulations from me, too. Isaac -- Neu: GMX FreeDSL Komplettanschluss mit DSL 6.000 Flatrate + Telefonanschluss für nur 17,95 Euro/mtl.!* http://dslspecial.gmx.de/freedsl-surfflat/?ac=OM.AD.PD003K11308T4569a _

[computer-go] UCT tree pruning

2009-06-01 Thread Isaac Deutsch
Hi. I've been thinking about pondering, and the way the tree has to be built to support pondering. Because with pondering, the thinking time for a move can be very big theoretically, I would like to handle automatic pruning of the tree to avoid running out of memory. Right now I have a fixed size

Re: [computer-go] UCT tree pruning

2009-06-01 Thread Isaac Deutsch
> In dimwit we simply increase the number of visits to a node before it > is added to the UCT tree, to slow down its growth. I wasn't too happy > about how selective the tree got with a long time to think, but it's > unclear if this particular hack had anything to do with that. > > Álvaro. I al

Re: [computer-go] UCT tree pruning

2009-06-01 Thread Isaac Deutsch
> No. We use a threshold that is a function of how large the tree > already is. It starts at 5 and then we increase it as the tree grows > larger. I think the exact formula scaled with something like the > log(tree_size)^2, but I would have to check when I get home. > > Álvaro. Ah, now I underst

Re: [computer-go] UCT tree pruning

2009-06-01 Thread Isaac Deutsch
> Well, I'll take that over crashing with an out-of-memory error. :) Still, pruning seems better to me and has the same effect. ;p -- Nur bis 31.05.: GMX FreeDSL Komplettanschluss mit DSL 6.000 Flatrate und Telefonanschluss nur 17,95 Euro/mtl.!* http://portal.gmx.net/de/go/dsl02

Re: [computer-go] UCT tree pruning

2009-06-01 Thread Isaac Deutsch
> But is it better? I think it's not so obvious without thorough testing. > - Don OK. It seems difficult to find a good rule to prune moves/nodes. I just had an additional idea. You could make the treshold for expanding a node a function of the tree size AND the depth the node is at in the t

Re: [computer-go] Congratulations to Steenvreter!

2009-06-02 Thread Isaac Deutsch
Congrats to stv. > But I would prefer more, and would like to know what I > might do to attract more entrants. > > Nick What about a Rengo tournament? :) I don't know how feasible that would be, but it could be fun to have programs cope with someone else on their team. -- GMX FreeDSL mit DSL

[computer-go] multithread performance

2009-06-06 Thread Isaac Deutsch
Hi, I did some tests with my program about how well it does using 2 threads instead of using only 1 thread. I played 200 games of 9x9 with 5 min SD using gogui's twogtp. Here's the results: rango (my program), 1 thread vs. gnugo: 46.7 +-3.5% wins rango, 2 threads vs. gnugo: 54.5 +-3.5% wins rango

Re: [computer-go] UCT tree pruning

2009-06-08 Thread Isaac Deutsch
> Pebbles prunes least recently used nodes. This eliminates nodes > from previous searches first, and then nodes from the current search. Why do you keep nodes from previous searches? By search, do you mean a "genmove"? How do you store which nodes are oldest (queue, heap)? -- GRATIS für alle GM

Re: [computer-go] UCT tree pruning

2009-06-09 Thread Isaac Deutsch
Thanks for the input. It is a very interesting idea. Since I don't have a transposition table but only a stupid tree, I can't apply the same mechanic. I can image that with a transposition table, nodes are very equally distri- buted, so pruning one of the 16 moves almost always is a good choice. B

Re: [computer-go] New CGOS - need your thoughts.

2009-06-16 Thread Isaac Deutsch
I'm voting for 2 time settings: One normal and one fast (so maybe 5 min and 1 min on 9x9). -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ computer-go mailing list computer-go

Re: [computer-go] building a combinatorial game theory bot

2009-06-16 Thread Isaac Deutsch
Sounds interesting. Have you considered learning these "temperatures" from pro games? -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ computer-go mailing list computer-go@comp

[computer-go] Monte-Carlo Simulation Balancing

2009-06-22 Thread Isaac Deutsch
Has anyone tried this algorithm improvement on bigger boards and can give us a result? Link to original message: http://computer-go.org/pipermail/computer-go/2009-April/018159.html Thanks, ibd > > So maybe I could get 600 more Elo points > > with your method. And even more on 19x19. > > I notice

Re: [computer-go] Hash tables

2009-07-06 Thread Isaac Deutsch
Okay, I've almost got it. I'm also looking into implementing a transposition table. Some things are still unclear to me. If you're hashing by chaining, you presumably go to the appropriate slot in the table, then traverse the (short) linked list of nodes hanging from that slot. If the

[computer-go] Keep lists of stones in a group?

2009-07-11 Thread Isaac Deutsch
Hello, I'm thinking about wether it's better to keep a list of stones for each group in the board state or not. I'm keeping a linked list of liberties like Lukasz suggested and it is useful in many cases, but the only case that access to all stones in a group is handy is when removing it

Re: [computer-go] Keep lists of stones in a group?

2009-07-11 Thread Isaac Deutsch
Isn't 4. similar to doubly linked lists? You have to keep almost as many pointers as there are points on the board at most. How do you effectively store the pointers to only use as few as possible? I don't see how 5) is good for removing groups. Are there other uses for the bitmaps? Am 11

Re: [computer-go] Basic question concerning the edges of the board

2009-07-13 Thread Isaac Deutsch
Am 13.07.2009 um 17:36 schrieb Carter Cheng: 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

Re: [computer-go] gtp which version to implement?

2009-07-15 Thread Isaac Deutsch
For KGS, there is kgsgtp.jar, CGOS provides scripts that connect your engine to the server, too. Am 15.07.2009 um 15:41 schrieb Carter Cheng: Where can I find information on these bridging protocols or are libraries provided for this (to the 9x9 & 19x19 servers)? --- On Wed, 7/15/09, Hell

Re: [computer-go] Random weighted patterns

2009-07-20 Thread Isaac Deutsch
I'm about to implement this. Since I have multiple features (patterns, is in atari, is adjacent to last play, etc.), the weight is the product of the weight of all matching features. I'm thinking about having a table of weights, storing the sum of each row and the total (like Rémi suggested

Re: [computer-go] Random weighted patterns

2009-07-20 Thread Isaac Deutsch
In my example, #=border/edge of the board, not black. I was just trying to come up with an example feature that might have weight zero to illustrate my problem. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailm

Re: [computer-go] Random weighted patterns

2009-07-20 Thread Isaac Deutsch
Thanks to both for the elaborate feedback! I was wondering about pattern symmetry, too, and I also had a lookup table in mind since there are only about 65000 combinations (and only a fraction of them legal). I had another idea for the zero weight problem: Keep a counter of how many times

[computer-go] Computating ELO ratings, again.

2009-07-24 Thread Isaac Deutsch
Hello, I have a question regarding the paper by Rémi Coulom. There is a link to it here: http://computer-go.org/pipermail/computer-go/2007-December/012557.html My first question also relates to that mailing list post. Rémi says: "My suggestion would be to test your code with very small amoun

Re: [computer-go] Computating ELO ratings, again.

2009-07-24 Thread Isaac Deutsch
Am 24.07.2009 um 16:25 schrieb Jason House: Adding a prior through a 3rd player should alter your results. There's minimal data on how A compares to B, so since the data for dummy says they're equal, you should expect results closer to one. You could do priors that simply set the initial g

Re: [computer-go] Computating ELO ratings, again.

2009-07-24 Thread Isaac Deutsch
An overall drift in the numbers might be nothing. Some pattern (sub)sets can be multiplied by a constant value without affecting overall prediction accuracy. Fixing one or more gamma values may fix your drift issue. I think Remí's paper forced the average gamma to be 1 after each itera

Re: [computer-go] Computating ELO ratings, again.

2009-07-24 Thread Isaac Deutsch
To answer exactly, I need to know more about how you set up your patterns. If every point gets one, and exactly one 3x3 pattern, then fixing one 3x3 pattern is required. If some points have no 3x3 pattern, then you're implicitly fixing an "other" pattern to a value of 1 and then no fixing

Re: [computer-go] Computating ELO ratings, again.

2009-07-24 Thread Isaac Deutsch
It sounds to me like your 3x3 patterns are an orthogonal set relative to everything else. Because of that, you must pin on 3x3 gamma. You may need to pin a few more... Note that any set of features where you don't pick one for every legal move doesn't require pinning because you implicitly

Re: [computer-go] Global RAVE

2009-07-24 Thread Isaac Deutsch
My program performed worse with this (about 50 elo), but I didn't combine it with RAVE (just pure UCT with this). Am 25.07.2009 um 00:38 schrieb Peter Drake: Is anyone also using a global table of moves made after ALL nodes in the search, a sort of global RAVE table? It would be noisier st

Re: [computer-go] Global RAVE

2009-07-25 Thread Isaac Deutsch
24, 2009, at 3:50 PM, Isaac Deutsch wrote: My program performed worse with this (about 50 elo), but I didn't combine it with RAVE (just pure UCT with this). Am 25.07.2009 um 00:38 schrieb Peter Drake: Is anyone also using a global table of moves made after ALL nodes in the search, a so

Re: [computer-go] new kid on the block

2009-07-29 Thread Isaac Deutsch
Welcome. :) Consider implementing GTP so that your program can be used with nice GUIs such as GoGui. Regards, Isaac Am 29.07.2009 um 13:49 schrieb Folkert van Heusden: I started yesterday to create a new Go program. It is called 'Stop' and is written in Java. The .jar-file can be found o

Re: [computer-go] Double/Triple Ko situation

2009-08-06 Thread Isaac Deutsch
I planned to enter the august tournament but development progressed slower than expected. I plan to enter the september tournament. You'll have 1 weak bot more ;) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mai

[computer-go] Crazystone-like playouts

2009-08-09 Thread Isaac Deutsch
I only use the 3x3 patterns for eye knowledge. Thanks and regards, Isaac Deutsch ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] O-Meien vs Zen

2009-08-10 Thread Isaac Deutsch
Congrats for a good 19x19 game and a won 9x9 game. -ibd ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] O-Meien vs Zen

2009-08-10 Thread Isaac Deutsch
Did you think the bot would not benefit much from additional time usage? Am 10.08.2009 um 15:46 schrieb Yamato: Thank you all for watching the games against O Meien 9p. He was very strong. I am sorry that Zen did not play very good. Ingo Althöfer wrote: Why did Zen play so quickly in the 19x1

Re: [computer-go] new kid on the block

2009-08-12 Thread Isaac Deutsch
Congrats for breaking the 1000 elo mark on cgos. ;) Some things I noticed when watching 2 games: -stop plays on the first line/corner in the beginning. maybe this helps: http://computer-go.org/pipermail/computer-go/2008-December/017340.html or this: http://computer-go.org/pipermail/computer-

Re: [computer-go] Monte-Carlo Simulation Balancing

2009-08-13 Thread Isaac Deutsch
I admit I had trouble understanding the details of the paper. What I think is the biggest problem for applying this to bigger (up to 19x19) games is that you somehow need access to the "true" value of a move, i.e. it's a win or a loss. On the 5x5 board they used, this might be approximated

Re: [computer-go] Dynamic komi at high handicaps

2009-08-13 Thread Isaac Deutsch
With crazystone-like playouts, you can just put "noise" over the possibilites. the more noise, the more random the playout is, which is weaker. The best move in the tree is then the one that requires the least amount of noise for the other player to reach 50% win chance if behind, or the on

Re: [computer-go] any mac programmers out there?

2009-09-05 Thread Isaac Deutsch
Yes, I'm one. Haven't upgraded to SL yet, though. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] IGS?

2009-09-05 Thread Isaac Deutsch
I watched a game of your bot, and it still fills its own eyes, killing alive groups. I suggest you strictly forbid eye-filling moves until the bot is much stronger (I think it is needed in very few cases to kill groups). Also it plays many, many bad self-atari moves into the tiger mouth sha

Re: [computer-go] any mac programmers out there?

2009-09-05 Thread Isaac Deutsch
The article is a very good read! GDC, blocks and OpenCL sound exciting. When I tried LLVM, I got a performance drop, too (but still not using Snow Leopard, and the new versions might be better). -ibd ___ computer-go mailing list computer-go@computer

Re: [computer-go] Dead stones in KGS tournaments

2009-09-09 Thread Isaac Deutsch
That's only possible in free games, but not possible in rated games. Am 09.09.2009 um 11:56 schrieb Erik van der Werf: Last time I tried my program on kgs human players could simply declare all bot stones dead and win regardless of the position. Did this change? Erik On Wed, Sep 9, 2009 at 8

Re: [computer-go] CUDA implementation of the per-intersection GPGPU approach

2009-09-10 Thread Isaac Deutsch
maybe some divide & conquer algorithm? Am 10.09.2009 um 14:43 schrieb Petr Baudis: On Thu, Sep 10, 2009 at 08:29:31AM -0400, Jason House wrote: I've thought of something similar in the past, but with a twist: pre-compute a subset of moves that could be safely played in parallel. Even if you c

[computer-go] CGOS "Engine does NOT use time control commands"

2009-09-10 Thread Isaac Deutsch
I always see this message when booting up CGOS. However, my program supports "time_left" and I also state this in "list_commands". Time control would be much better if I got feedback from the server. How can I use it? Is there a special command I'm missing? Thanks, Isaac ___

Re: [computer-go] CGOS "Engine does NOT use time control commands"

2009-09-10 Thread Isaac Deutsch
thanks, it works! Am 10.09.2009 um 18:49 schrieb Go Fast: I think it needs time_settings On Thu, Sep 10, 2009 at 12:37 PM, Isaac Deutsch wrote: I always see this message when booting up CGOS. However, my program supports "time_left" and I also state this in "list_commands&q

[computer-go] pure 3x3 pattern playouts weaker than light playouts?

2009-09-12 Thread Isaac Deutsch
I now have playouts based on 3x3 pattern weights. When I tested it on CGOS it seemed to be weaker than my old engine which used light playouts only. I used a comparable setup, and the elo difference is about 100 after more than 150 games. I can also seem some weird RAVE value patterns (not

Re: [computer-go] pure 3x3 pattern playouts weaker than light playouts?

2009-09-12 Thread Isaac Deutsch
50k playouts. they apply globally. Am 13.09.2009 um 01:22 schrieb Jason House: Same number of playouts? What are your pattern weights? Do they apply around the last move played or for all board areas? ___ computer-go mailing list computer-go@computer

Re: [computer-go] pure 3x3 pattern playouts weaker than light playouts?

2009-09-12 Thread Isaac Deutsch
Did you learn weight for every possible pattern using the crazystone algorithm, or are you just using the basic mogo patterns? No, all 1000 and something weights are learned using the algorithm. Are you using global patterns as UCT priors, or to choose moves during playouts? During playout

Re: [computer-go] kgsGtp has changed

2009-12-27 Thread Isaac Deutsch
It looks like zengg19 on KGS has to be restarted with the new version, it keeps crashing, or so it seems. Am 27.12.2009 um 13:09 schrieb Hiroshi Yamashita: > It seems KGS client has changed. > > Old kgsGtp does not work. > Latest version (kgsGtp-3.3.27) is ok. > > kgsGtp-3.3.27.zip > http://

Re: [computer-go] Dynamic Komi at 9x9 ?

2010-02-17 Thread Isaac Deutsch
Fuego_9x9_1h (or a variation of this name) played on OGS a couple of handicap 9x9 games. It used dynamic komi. I think it was manually adjusted after every move, and worked well. -ibd Am 17.02.2010 um 22:51 schrieb Ingo Althöfer: > Hello, > > I informed the German go scene that there is (some