Search found 30 matches

by flok
Wed Mar 15, 2023 6:45 pm
Forum: Go AI
Topic: New gogui release is coming
Replies: 3
Views: 401

Re: New gogui release is coming

The 1.5.2 release is online: https://github.com/Remi-Coulom/gogui Don't use Quaqua anymore, which should fix some crashes on macOS (issue #18). Support for large boards up to 52x52. Support for games with moving pieces such as chess or ataxx Drag-and-drop of sgf files (thanks to @zakki) Fix wrong p...
by flok
Wed Mar 08, 2023 10:40 am
Forum: Go AI
Topic: Python version of CGOS by Zakki
Replies: 19
Views: 1024

Re: Python version of CGOS by Zakki

@zaki: any idea why my program 'DellaBaduckf6497eb' on cgos 9x9 is not matched against stop-0.9? It played 209 games sofar and none of them were against stop.
by flok
Fri Mar 03, 2023 12:09 am
Forum: Go AI
Topic: Plenty of weak networks on CGOS 9x9
Replies: 13
Views: 201

Re: Plenty of weak networks on CGOS 9x9

Rémi Coulom wrote: Tue Feb 28, 2023 5:56 pm
flok wrote: Tue Feb 28, 2023 5:10 pmEventually I'll move onto mcts and friends :-)
Well, the idea can be useful in an alpha-beta search as well. If you give a bonus to a group with eyes, your search will work better.
Yes. Currently I have for eval the end-score (including komi).
by flok
Tue Feb 28, 2023 5:10 pm
Forum: Go AI
Topic: Plenty of weak networks on CGOS 9x9
Replies: 13
Views: 201

Re: Plenty of weak networks on CGOS 9x9

Rémi Coulom wrote: Tue Feb 28, 2023 4:03 pm I see. One very important heuristic is that you must somehow recognize eyes, and not fill them up. It is easy to detect an eye shape by looking at a 3x3 square around a point.
Eventually I'll move onto mcts and friends :-)
by flok
Tue Feb 28, 2023 3:35 pm
Forum: Go AI
Topic: Plenty of weak networks on CGOS 9x9
Replies: 13
Views: 201

Re: Plenty of weak networks on CGOS 9x9

How does your program work? Weaker than random should not be very difficult to improve. Simple Monte Carlo evaluation should help you. Oh I'm experimenting with all kinds of algorithms. DellaBaduck is currently a simple a/b search (reaching depth 4 on a threadripper...) with some things bolted on l...
by flok
Tue Feb 28, 2023 11:28 am
Forum: Go AI
Topic: Plenty of weak networks on CGOS 9x9
Replies: 13
Views: 201

Re: Plenty of weak networks on CGOS 9x9

I also run test-matches at home with my homegrown matcher (stats generated with ordo): # PLAYER : RATING POINTS PLAYED (%) 1 GnuGO level 0 : 3879.9 31492.0 31684 99 2 AmiGo : 3271.6 25484.5 31661 80 3 Stop : 2293.4 17685.5 31705 56 4 Daffy Baduck : 1997.6 11963.0 31657 38 5 dellabaduck_0e55ae0_1th :...
by flok
Tue Feb 28, 2023 12:10 am
Forum: Go AI
Topic: Plenty of weak networks on CGOS 9x9
Replies: 13
Views: 201

Re: Plenty of weak networks on CGOS 9x9

Something goes wrong: 2023-02-27 23:08:15,119: Starting game against net_12k(1661). Local engine ("DellaBaduckce07ab0", rated 1726?) is playing black. 2023-02-27 23:08:15,119: This is a restart. Catching up 1 moves 2023-02-27 23:09:11,291: Game over. Result: B+Time 2023-02-27 23:09:11,291:...
by flok
Mon Feb 27, 2023 11:34 pm
Forum: Go AI
Topic: Plenty of weak networks on CGOS 9x9
Replies: 13
Views: 201

Re: Plenty of weak networks on CGOS 9x9

As I told earlier, I connected plenty of weak networks to CGOS: http://www.yss-aya.com/cgos/9x9/standings.html These are the weak networks I use for the Crazy Stone app. They were trained to imitate KGS game records. The kyu level is the KGS rating of human players of the training set. I plan to le...
by flok
Thu Feb 16, 2023 3:28 pm
Forum: Go AI
Topic: time control
Replies: 3
Views: 151

Re: time control

Do you mean you lose on time when playing on CGOS? Exactly. And maybe in the future on kgs or so. I noticed it is necessary to take a very large security margin with respect to time control on CGOS, because of the performance problems of the server. For instance, if you try to connect with the tk v...
by flok
Thu Feb 16, 2023 2:04 pm
Forum: Go AI
Topic: time control
Replies: 3
Views: 151

time control

What is the most common way of time-control in Go AIs? I'm now doing: double useTime = (timeLeft / 2.) * (p2dim - nEmpty) / p2dim * 0.95; with: timeLeft: from time_left p2dim: board dimension ^2, e.g. 19 * 19 nEmpty: how many empty crosses there are on the board but that gives out-of-time-lost const...