uPWarrior wrote:$$B
$$ -------------
$$ | . . X . O O |
$$ | . . X O O O |
$$ | X X X O O O |
$$ | X X O O O O |
$$ | X X O . . O |
$$ | X X O . . O |
$$ -------------
- Click Here To Show Diagram Code
[go]$$B
$$ -------------
$$ | . . X . O O |
$$ | . . X O O O |
$$ | X X X O O O |
$$ | X X O O O O |
$$ | X X O . . O |
$$ | X X O . . O |
$$ -------------[/go]
No idea. Same situation?
Can we just say that if the eye is bigger than or equal to 3 spaces, then it's alive?
These are simple positions, I might post a few more complicated ones.
$$B
$$ -------------
$$ | . 2 X 4 O O |
$$ | 3 6 X O O O |
$$ | X X X O O O |
$$ | X X O O O O |
$$ | X X O 5 . O |
$$ | X X O 1 . O |
$$ -------------
- Click Here To Show Diagram Code
[go]$$B
$$ -------------
$$ | . 2 X 4 O O |
$$ | 3 6 X O O O |
$$ | X X X O O O |
$$ | X X O O O O |
$$ | X X O 5 . O |
$$ | X X O 1 . O |
$$ -------------[/go]
(black has to play 3, otherwise white plays it himself)
You guys are missing the point. The correct answer to the question is 0 points, in all cases.
It doesnt matter what could've been, it matters what the players agree on. If they agree its seki, its 0 points under japanese rules, and the territory is counted as points in chinese rules (+all the stones).
typohh wrote:I would gladly provide you with a ranking system, BUT.. never programmed ruby not used GIT. Long time since I did any open source stuff. Ill at very least take a look at GIT however. In the meantime maybe I could draw your attention to this post..
viewtopic.php?f=10&t=4743Based on the analysis a ranking system could be designed, where players can choose whatever komi and handi they want to, and the system can accurately estimate the probability of each player winning. Based on this probability you can then adjust their ranking. Also based on these probabilities you can deduce how accurate a players rank is by calculating mean square error for his recent games. This number could then be used as a multiplier when changing his rank, and conversely its reverse should be used when adjusting opponents rank based on the game result. And the same in pseudo code.
rank_weight=( 1 - mean_square_error( last_few_games ) ) ** cool_constant
if( won_game ) {
rank+= ( 1 - probability_of_winning ) * ( 1 - rank_weight ) * opponents_rank_weight
} else {
rank-= probability_of_winning * ( 1 - rank_weight ) * opponents_rank_weight
}
That should produce a ranking system where rank changes fast when its uncertain and becomes accurate when players result look consistent.
I scanned over the post, and it would be great to be able to compare what you did to our current win-by-walk-over champion, Yoyoma's Glicko.
Specially, if you have your dataset in a comfortable format, we would really appreciate it. I got my hands on some chess results, but Go ones should be better as we can calculate with handi/komi.
It is not so difficult to use git for this purpose: you have to Fork the project( you can do that online), work on it, and then make a pull request. I will receive that and see your changes: after i review them, i merge them to the official branch (master).
All that you should be able to do online. Then, from the command line you have to do :
git clone
git@github.com:conanbatt/OpenKaya.git
#work on your stuff
git add files_you_changed_or_created
git commit -m "i just made something really cool"
git push
There are several GUI's if you are a windows guy, but i cant recommend you one by experience.
Regarding Ruby, for such mathematically intensive code, you shouldn't have that many issues adapting yourself to it. You can see under rating/strategies/glicko to see how yoyoma implemented his ,its fairly straight forward.
If you need pointers or help, don't hesitate to ask. I'm available to help code-contributors. You can join #kaya.gs channel on FreeNode.