code logs -> 2011 -> Sat, 15 Jan 2011< code.20110114.log - code.20110116.log >
--- Log opened Sat Jan 15 00:00:51 2011
00:05 You're now known as TheWatcher[T-2]
00:11 You're now known as TheWatcher[zZzZ]
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05:33 McMartin [mcmartin@Nightstar-5d6d0af3.pltn13.sbcglobal.net] has quit [Ping timeout: 121 seconds]
05:33 McMartin [mcmartin@Nightstar-5d6d0af3.pltn13.sbcglobal.net] has joined #code
05:33 mode/#code [+o McMartin] by Reiver
05:34 * McMartin adds move logging to Hex Inverter.
05:36 * McMartin then decides to put it under version control.
05:47
<@McMartin>
Hm
05:48
<@McMartin>
Maybe if I'm going to prototype minimax search I should do it for *real* Othello.
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08:36 mode/#code [+o AnnoDomini] by Reiver
09:43
<@McMartin>
It's time for a real AI war!
09:43 * McMartin sets his robots against one another.
09:48
<@McMartin>
Yeah, OK, that was pretty dramatic.
09:52 You're now known as TheWatcher
09:54
<@McMartin>
I think we have our winner.
09:54
<@McMartin>
This guy only lost one game ever against any other of the AI candidates.
09:54
<@McMartin>
This is our Novice.
09:54
<@McMartin>
All of the other ones struggled to even beat random play.
09:57 Vornicus is now known as Vornicus-Latens
09:57
<@Vornicus-Latens>
nice.
09:57
<@Vornicus-Latens>
So what are your various AIs?
09:57
<@McMartin>
Random Play, Maximum Grabby, and then zero- and one-ply minimax AIs that value hexes based on how hard they are to attack.
09:58
<@McMartin>
Based on how incredibly successful the one-ply was there I think this is a reasonable evaluation heuristic.
09:58
<@McMartin>
One-ply is kind of silly, though
09:58
<@McMartin>
But the zero-one-infinity rule is in full force here, so...
09:58 * McMartin reorganizes his game resources and prepares to do another update.
10:01
<@McMartin>
Hex Inverter punishes thoughtless grabby so hard it only beats Random 60% or so of the time, apparently.
10:02
<@Vornicus-Latens>
Grabby lost to /antigrabby/ when I tried it.
10:03
<@Vornicus-Latens>
Literally: I had white playing "choose randomly among those moves that give the most immediate tiles" and black playing "choose randomly among those moves that give the /fewest/ immediate tiles" and black one.
10:03
<@Vornicus-Latens>
won*
10:03
<@Vornicus-Latens>
and making /that/ error means it's time for sleep.
10:04
<@Vornicus-Latens>
The final outcome was like 70/30 all told.
10:05
<@Vornicus-Latens>
(or its equivalent in the right number of tiles)
10:09
<@McMartin>
Yeah, OK
10:09
<@McMartin>
My first human game against the novice AI and I only managed to eke out a win by 2 points.
10:15
<@McMartin>
http://hkn.eecs.berkeley.edu/~mcmartin/GM8/inverter.exe
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17:36
<@ToxicFrog>
McMartin: "zero-one-infinity"?
17:50 Derakon[AFK] is now known as Derakon
18:25
<@Vornicus-Latens>
Zero, One, and Infinity are the only three quantities that matter.
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23:15
<@McMartin>
In particular, a zero-ply AI is just "pick the max value of this evaluation function", a one-ply AI is "pick the max value of your evaluation function after simulating the other guy running your zero-ply AI", and anything 2+ involves producing an actual search algorithm and building up a tree and such.
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23:37
< RichardBarrell>
The definition is inductive, isn't it? An n-ply AI is, "maximise this function, after simulating that the other guy ran the (n-ply) algorithm and then made a move." and a 0-ply AI is, "maximise this function."
23:40
<@McMartin>
Yes, but 0 and 1 are both nonrecursive and you can bang them out in 10 minutes.
23:49
< RichardBarrell>
Good plan.
23:52
<@McMartin>
I did that last night
23:52
<@McMartin>
Now I have to figure out what the fanout actually is and how it's going to interact with my nonthreaded windowing-system event pump.
23:55
<@McMartin>
Also, it isn't really until you hit 2-ply that things like alpha-beta pruning actually have an effect.
--- Log closed Sun Jan 16 00:00:52 2011
code logs -> 2011 -> Sat, 15 Jan 2011< code.20110114.log - code.20110116.log >