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Re: [Bug-gnubg] python module available?


From: Mark Higgins
Subject: Re: [Bug-gnubg] python module available?
Date: Fri, 01 Jan 2010 09:15:52 -0500

Thx for the pointers!

I'm afraid my bg simulator won't interest you that much. I'm trying to learn a bit about neural networks and implementing/training the standard TD gammon neural net seems like an interesting way to do that. And maybe it'll help improve my unimpressive bg game at the same time. :)



On Jan 1, 2010, at 7:09 AM, Øystein Johansen wrote:

On Thu, Dec 31, 2009 at 10:33 PM, Mark Higgins <address@hidden> wrote:
I'm coding up my own little backgammon simulator in python and want to benchmark it against gnubg. I was hoping there's a gnubg python module I can install and import that would expose the underlying engine so I can pass my generate boards and dice rolls into it, and have it return the set of possible moves ordered by what it thinks expected point scores are - that sort of thing.

Does such a module exist? I googled around a bit but didn't find anything.

Hi!

I would strongly suggest that you use the benchmark databases from Josephs work. The benchmark databases can be found here:

(Plain ascii files)

The classify positions like gnubg main code, and we therefore also use the same benchmark (We mainly focus on the contact class). I believe this is the ideal way to check the strength of a bot, since it is quite fast and accurate enough. If you like this idea, look at Josephs code. I can also provide you come C code (depending on glib) which runs through a benchmark.

The other way of finding strength of a bot is to play long sessions against each other. Was that more of what you where thinking?

-Øystein

PS: Can you tell us more about your project? What's the AI technology? Neural net? What's the state? Can it do deeper searches? Cube evaluations etc? We're curious here.


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