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RE: [computer-go] Computer Go Test Collection 2.0
For Many Faces I have about 1500 simple life and death problems, and
about 200 fuseki and endgame problems. The hardest part to test is
middle game attacking/reducing/surrounding strategy.
David
> -----Original Message-----
> From: computer-go-bounces@xxxxxxxxxxxxxxxxx
> [mailto:computer-go-bounces@xxxxxxxxxxxxxxxxx] On Behalf Of
> Gunnar Farnebdck
> Sent: Thursday, June 10, 2004 8:00 PM
> To: computer-go
> Subject: Re: [computer-go] Computer Go Test Collection 2.0
>
>
> Markus wrote:
> > Version 2.0 of the Computer Go Test Collection has been released.
> > [...] We welcome feedback on the test set: modifications
> and additions
> > to the test cases, alternative good (or bad) moves, and
> comments about
> > which types of tests are most useful.
>
> I won't comment too much on this specific collection. I have
> looked at it quickly but for GNU Go it is somewhat redundant
> since we already have our own very big test collection. Let's
> note however that the format used in this collection is
> exactly the same as GNU Go is using and that the analysis
> tool in GoGui is interchangeable with the tools in GNU Go.
>
> If you don't already have a testing framework in place for
> your engine, I warmly recommend using this one. For GNU Go it
> has been invaluable and pretty much a prerequisite for the
> strength increase over the last four years.
>
> When it comes to which types of tests are *most* useful, my
> experience is that those can be found in two categories: 1.
> Systematic and serious errors your own engine insists on
> doing. 2. Systematic collections of specific types of
> problems, preferrably
> in artificial settings without any distractions.
>
> The reason why I prefer artificial settings over real-game
> positions in the latter category is that it allows you to
> concentrate on a specific part of the engine and makes
> debugging/tuning as efficient as possible. They also tend to
> be faster to run, which does become an issue once your test
> suite becomes big. The reason for a systematic collection is
> that you can get a good idea of what is needed to solve a
> whole class of problems by analyzing the failures in many
> more or less closely related situations.
>
> The main difficulty with category 2 is that it takes a lot of
> effort to create such collections. It is much easier to
> identify mistakes in games your engine is playing and adding
> those to the test suite. In GNU Go the following two test
> files are (mostly) of category 2:
>
> ld_owl.tst:
> Life and death tests, mostly basic corner shapes, including a
> big section with variations on the tripod shape. A drawback
> of this collection is that it uses GNU Go specific GTP
> commands to query life and death status of groups, which are
> not necessarily easy to emulate in other engines.
>
> seki.tst:
> Corner formations which can be invaded to make seki, plus
> followup moves. Uses only standardized commands except for a
> few tests at the end.
>
> You can find those files in the regression directory of e.g.
> the GNU Go 3.5.8 distribution.
>
> I know that there is ongoing work (outside of GNU Go) on a
> semeai test suite of this kind, which I hope will be released
> to the public. If somebody knows of other collections of a
> similar nature, I would be very interested in seeing them.
>
> /Gunnar
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