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RE: [computer-go] how to use GTP in place of GMP



The commercial programs all struggled to complete a tournament game in the 1
hour time limit.

Most of the commercial programs were written back in the days of the Ing
contest with the
$1 Million prize.  A program that completed all it's moves in an hour back
then on a 166 MHz
Pentium will seem very fast today.  I don't know anyone who is trying to
make a program
move in less than a second.  My tactician was designed to answer all the
interesting tactical
questions in one hour per game, on a 66 MHz computer.  I don't see any need
to recode it to
run slower now :)  The strategic questions can't be solved by any amount of
search.  I would use
more time if I knew how to use it to make the program stronger.

If I use the extra time to do extra searching on moves that the programs
knows are stretegically
weak, there is a chance that some anomaly in the evaluation or the search
will pick a worse move.

Can your program beat Many Faces of Go with a 1000 to 1 time advantage on a
19 line board?

Regards,

David



> -----Original Message-----
> From: computer-go-bounces@xxxxxxxxxxxxxxxxx 
> [mailto:computer-go-bounces@xxxxxxxxxxxxxxxxx] On Behalf Of Don Dailey
> Sent: Friday, August 13, 2004 7:18 PM
> To: computer-go@xxxxxxxxxxxxxxxxx
> Cc: computer-go@xxxxxxxxxxxxxxxxx
> Subject: Re: [computer-go] how to use GTP in place of GMP
> 
> 
> 
> Hi David,
> 
> I  agree, playing well  should be  the goal.   Computer Go  has always
> seemed odd to  me because it seems like all the  programs are 
> fixed up to play really  quickly.  Everyone complains how 
> abouot  how much they stink, but they  whip out moves 
> instantly, almost as  if they know all they need to know to 
> play a move.
> 
> There  is a  different mentality  about this  than in  
> computer chess, probably because  computer chess responds  
> very naturally to  a highly scalable algorithm (called global search.)
> 
> So if  your program  plays just slightly  better than mine,  
> but yours takes 100 times longer to  compute, is your program 
> really better?  In computer chess the  answer is no, but in 
> computer  go the answer seems to be YES.
> 
> My  program takes  a  very long  to play  a  good move  (good 
> being  a relative term of  course :-) It's very scalable, so 
> I  can lose to any program and beat  any program if we can 
> simply  ignore the clock.
> 
> Go programs  care a lot  about time,  but it seems  to be 
> only  in the sense that it is a sin to take more than a 
> second to move.
> 
> Of course I'm not familiar with  all programs.  I am curious 
> about the commercial programs, do they all play "hair on 
> fire" speed go?
> 
> - Don
> 
> 
> 
>    Programs are already disqualified for being slow: it is 
> now the norm 
>    that
>    a program must play a game in an hour and I cannot get my 
> code to do
>    that even though I run on a cluster of very fast CPUs. So 
> at this time I
>    cannot participate in any competition. But given the 
> present paranoid
>    climate, I cannot compete anyway because I am not even going to
>    consider packing up my cluster for transport to a 
> tournament site. The
>    only solution I can think of is to host a tournament at my site.
> 
>    With the present state of Go programming I think that just 
> being able to
>    play well should be the goal, not to play well and fast, 
> but that is 
>    just me.
> 
>    I view the biggest security issue to be sneak attacks on the other 
>    computer.
>    For this a referee program in the middle to inspect and buffer the 
>    communication
>    stream seems like the best idea. Our group has just 
> (today) started  on
>    such a program. If it proves of interest, and I imagine it 
> might given 
>    the
>    volume of email on these subjects the last few days, we 
> will gladly make
>    our code available in the normal GNU public license sense.
> 
>    Cheers,
>    David
> 
> 
>    On Aug 13, 2004, at 2:39 PM, Richard Brown wrote:
> 
>    > William Harold Newman wrote:
>    >
>    >> Another possibility, perhaps only marginally practical now,
>    >> but probably more practical in ten years, might be to 
> play games with
>    >> an average time allowance so short (perhaps 250 
> milliseconds per move?
>    >> 150?) that humans can't react fast enough to be helpful.
>    >
>    > Hmmm.   Not merely impractical, but highly unfair to my program,
>    > which has to do some disk access, because the pattern database is
>    > too large to fit into memory.  That disk access makes my program
>    > slow, and your proposal punishes me for that.
>    >
>    > Is such a program to be disqualified, just because it's "slow"
>    > in your opinion?
> 
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