[Computer-go] Semeais

Kahn Jonas jonas.kahn at math.u-psud.fr
Thu Jan 13 03:52:58 PST 2011


By the way, has anybody tried the most basic way to settle semeais in
playouts? I mean:
* Spot semeais (not basic at all, but probably necessary for almost all
approaches).
* Play all the moves in the semeai before going to usual playouts.

Of course this would primarily be for semeais with one-tempo difference.

This gives a systematic advantage to the player who wins the
semeai. But I don't know if it would have that much influence on the
playouts. After all, they do not take ko threats into account.

Jonas, for the barbaric why-don't-you-use-this-way that really does not
work association.


> Hi Petr and Jean-loup,
>  
> I think Erica might drop to 2d if using the same time setting of Pachi2
> (over 20mins SD).
> The semeai in the bottom-left of this game is very interesting:
> http://files.gokgs.com/games/2011/1/13/pachi2-BOThater36.sgf
>  
> I believe, we must solve this kind of long-semeai to make our programs
> reach high dan.
>  
> Aja
>       ----- Original Message -----
> From: Jean-loup Gailly
> To: computer-go at dvandva.org
> Sent: Thursday, January 13, 2011 7:20 PM
> Subject: Re: [Computer-go] pachi2
> 
> Here is some preliminary information on the distributed version of
> pachi.
> Petr (pasky) and I will publish all the details later, this is just
> to give
> you an idea of what we are doing. Pasky is the main author of pachi
> and
> wrote most of the single machine code. I wrote the distributed code
> and
> some other improvements.
> 
> All the code, including the distributed code, is GPL and available
> at
> http://repo.or.cz/w/pachi.git/
> 
> The distributed pachi uses simple tcp/ip sockets, not MPI. This
> makes it
> portable to many environments. A master process receives stats
> updates
> regularly from all the slaves and distributes the aggregated
> updates back
> to all slaves. The master-slave protocol is specific to pachi but
> it is
> rather simple. It is fault tolerant: if a slave dies, the master
> will send
> again the whole game to the new slave that will replace it. If the
> master
> dies, I ignore the current game and restart a new one when doing
> test
> runs. If the master dies when running for KGS, I kill the kgsGtp
> program
> and start a new one; KGS then sends again the partial game and we
> continue
> from there.
> 
> I measured scalability both on a single machine and in distributed
> mode. All the details will be published, but here is a summary.  In
> single
> machine mode, doubling the number of cores gains roughly 100 elo or
> one
> stone. (I measured one stone to be approximately 100 elo).  This is
> true up
> to the number of cores I can test (20 per machine, other cores are
> reserved
> for the OS and other apps).
> 
> In distributed mode doubling the number of machines initially gains
> approximately 50 elo (half a stone) up to 8 machines.  Above this
> we
> quickly hit a scalability limit and the best result so far is with
> 64
> machines; this is the configuration used for the KGS tournament
> (starting
> at round 4) and on KGS right now. 128 machines are currently much
> worse
> than 64.
> 
> Preliminary analysis of the lost games shows that the current code
> has inherent scalability limits because the playouts are biased.
> When the playouts incorrectly judge the life status of a group,
> the results will be bad no matter how many cores and machines
> work on it. We are of course working on this to eliminate these
> scalability limits.
> 
> Pachi has benefited enormously from ideas published on the
> computer-go
> mailing list and in many papers.  By making its source completely
> open we
> hope to encourage further progress in this area.
> 
> Petr and Jean-loup
> 
> ________________________________________________________________________________
> 
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> 
> 
>



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