Engine Tournament
- pnprog
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Re: Engine Tournament
I am confident that at some point, somebody will show up and provide some help for linux, keep up the good work!zakki wrote:I usually use Windows, and Rn has no maintainer on Linux.
Pull requests is welcomed.
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as0770
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Re: Engine Tournament
Now in League A: Leela Zero 5773f44c (2018.01.26), it lost 5 games because of a ladder. Also Leela is updated to v0.11.0.
Leela vs. AQ
League A:
League B:
League C:
League D:
League E:
League F:
Configuration:
Links:
Best,
Alex
Leela vs. AQ
Code: Select all
1. AQ 2.0.3 12/16
2. Leela 0.11.0 Beta 11 4/16League A:
Code: Select all
1. Leela 0.11.0 18/20
2. Rayon 4.6.0 15/20
3. Oakfoam 0.2.1 NG-06 12/20
4. Leela Zero 0.11 5773f44c 7/20
5. Hiratuka 10.37B (CPU) 6/20
6. DarkForest v2 MCTS 1.0 2/20
League B:
Code: Select all
1. Leela Zero 0.11 c83e1b6e 15/20
2. Pachi DCNN 11.99 13/20
3. DarkGo 1.0 12/20
4. Dream Go 0.5.0 11/20
5. Ray 9.0.1 7/20
6. Mogo 4.86 2/20League C:
Code: Select all
1. MoGo 4.86 18/20
2. deltaGo 1.0.0 14/20
3. Fuego 1.1 13/20
4. Michi C-2 1.4.2 8/20
5. Orego 7.08 5/20
6. GNU Go 3.8 2/20League D:
Code: Select all
1. GNU Go 3.8 25/28
2. Hara 0.9 18/28
3. Matilda 1.25 16/28
4. Indigo 2009 16/28
5. Dariush 3.1.5.7 15/28
6. Aya 6.34 13/28
7. Fudo Go 3.0 7/28
8. JrefBot 081016-2022 2/28League E:
Code: Select all
1. JrefBot 081016-2022 16/20
2. Iomrascálaí 0.3.2 12/20
3. SimpleGo 0.4.3 11/20
4. Crazy Patterns 0008-13 7/20
5. Marcos Go 1.0 7/20
6. AmiGo 1.8 7/20League F:
Code: Select all
1. AmiGo 1.8 19/20
2. Beancounter 0.1 15/20
3. Stop 0.9-005 10/20
4. GoTraxx 1.4.2 7/20
5. CopyBot 0.1 6/20
6. Brown 1.0 3/20Configuration:
Links:
Best,
Alex
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q30
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Re: Engine Tournament
as0770 wrote:q30 wrote:as0770 wrote:You have no idea what you are talking about. Standard deviation doesn't change with the timecontrol.
It depends on game randomness, that changes with the time control...
Then we have to rewrite basic mathematical principles.
So, it will be good, if we will rewrite Your representations about basic mathematical principles...
For beginning, Standard deviation is square root of give right translation to English Yourself, that can be determined by next:
https://wikimedia.org/api/rest_v1/media/math/render/svg/1d1610b913011b6744f23f47e0920974b7f78f58,
where pi in our case depends among others on time control...
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as0770
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Re: Engine Tournament
q30 wrote:So, it will be good, if we will rewrite Your representations about basic mathematical principles...
For beginning, Standard deviation is square root of give right translation to English Yourself, that can be determined by next:
https://wikimedia.org/api/rest_v1/media/math/render/svg/1d1610b913011b6744f23f47e0920974b7f78f58,
where pi in our case depends among others on time control...
Nice you tried to understand my points. Of course the probability _can_ change _slightly_ with the time control. But the result in a 1h match and a 2h match will be more or less the same. What you claim is that the result of a 2h match will show the relative strength more accurate than a 1h match, and that is nonsense.
Two engines of equal strength will have a 50% chance for a 1-1, a 25%chance for a 0-2 and 25% chance for a 2-0. If you double the time control from 1h to 2h the over all winning probability will _maybe_ change to 51:49%. Experience in engine matches in chess is that you get basically the same results in 1min/game and 2h/game as long as there is no significant bug. The difference of 1h/game and 2h/game match is not measurable. There is no reason why it should be different in Go. Even if the probability changes to 55:45%, you would need hundreds of games to prove the difference in strength. What I do is a tournament with 20 or 30 games. If I run the tournament twice I can get completely different results. This won't change with 2h/games or pondering on (League A is 2h on 4 threads btw).
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lightvector
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Re: Engine Tournament
as0770 wrote:q30 wrote:So, it will be good, if we will rewrite Your representations about basic mathematical principles...
For beginning, Standard deviation is square root of give right translation to English Yourself, that can be determined by next:
https://wikimedia.org/api/rest_v1/media/math/render/svg/1d1610b913011b6744f23f47e0920974b7f78f58,
where pi in our case depends among others on time control...
Nice you tried to understand my points. Of course the probability _can_ change _slightly_ with the time control. But the result in a 1h match and a 2h match will be more or less the same. What you claim is that the result of a 2h match will show the relative strength more accurate than a 1h match, and that is nonsense.
Two engines of equal strength will have a 50% chance for a 1-1, a 25%chance for a 0-2 and 25% chance for a 2-0. If you double the time control from 1h to 2h the over all winning probability will _maybe_ change to 51:49%. Experience in engine matches in chess is that you get basically the same results in 1min/game and 2h/game as long as there is no significant bug. The difference of 1h/game and 2h/game match is not measurable. There is no reason why it should be different in Go. Even if the probability changes to 55:45%, you would need hundreds of games to prove the difference in strength. What I do is a tournament with 20 or 30 games. If I run the tournament twice I can get completely different results. This won't change with 2h/games or pondering on (League A is 2h on 4 threads btw).
Although, it's best not to take this heuristic too seriously, because a nontrivial change is possible. I haven't read it that closely, but my skim of the following thread https://github.com/gcp/leela-zero/issues/667 suggested that that Leela Zero has sometimes got noticeably different results between very small numbers of playouts, like 5, and a larger number number of playouts, like 1600, where the relative strength difference and even sometimes the ordering of strength would change between the neural nets.
It's not actually not surprising at all to me that Leela Zero in some cases could have quite a large difference in strength between tiny numbers of playouts and large numbers of playouts, enough to change the ordering between nets. For example new candidate nets often appear to vary in strength on the order of multiple hundreds of Elos, so training is very noisy, and there's no reason to expect that the quality of the policy part of the neural net and the value part of the neural net always vary together in the same way. And thinking in those terms, it's pretty obvious that you're measuring something fairly different at 5 playouts vs at 1600 playouts. With very few playouts you rely on the policy net more heavily.
I agree that if you're only running 20 or 30 games, then of course none of this matters, the noise in 20 to 30 games still dwarfs this.
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q30
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Re: Engine Tournament
as0770 wrote:q30 wrote:
So, it will be good, if we will rewrite Your representations about basic mathematical principles...
For beginning, Standard deviation is square root of give right translation to English Yourself, that can be determined by next:
https://wikimedia.org/api/rest_v1/media ... 74b7f78f58,
where pi in our case depends among others on time control...
Nice you tried to understand my points. Of course the probability _can_ change _slightly_ with the time control. But the result in a 1h match and a 2h match will be more or less the same. What you claim is that the result of a 2h match will show the relative strength more accurate than a 1h match, and that is nonsense.
Two engines of equal strength will have a 50% chance for a 1-1, a 25%chance for a 0-2 and 25% chance for a 2-0. If you double the time control from 1h to 2h the over all winning probability will _maybe_ change to 51:49%. Experience in engine matches in chess is that you get basically the same results in 1min/game and 2h/game as long as there is no significant bug. The difference of 1h/game and 2h/game match is not measurable. There is no reason why it should be different in Go. Even if the probability changes to 55:45%, you would need hundreds of games to prove the difference in strength. What I do is a tournament with 20 or 30 games. If I run the tournament twice I can get completely different results. This won't change with 2h/games or pondering on (League A is 2h on 4 threads btw).
You are quite right, if there is the same engine sparring. But even if there will be 2 simple MC engines (which will in sparring demonstrate mentioned by You chances with time on move --> 0), it may be difference in strength (i.e. in chances) dependent on time control because of difference in best move choice algorithm (and especially more complex engines with more complex algorithms).
You can try to compare 2 engines (with close strength levels) results with time and thread control, that You have used for league B-F, and results of these engines sparring with 2' per move and 4 threads...
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as0770
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Re: Engine Tournament
q30 wrote:You are quite right, if there is the same engine sparring. But even if there will be 2 simple MC engines (which will in sparring demonstrate mentioned by You chances with time on move --> 0), it may be difference in strength (i.e. in chances) dependent on time control because of difference in best move choice algorithm (and especially more complex engines with more complex algorithms).
You can try to compare 2 engines (with close strength levels) results with time and thread control, that You have used for league B-F, and results of these engines sparring with 2' per move and 4 threads...
You don't get the point. The statistical fluctuation is way too high to meassure little differences in strength. I won't play hundreds of games to prove you wrong.
Once again: This are two matches with the same engines and the same conditions:
as0770 wrote:Pachi vs. Hiratuka 8:8
Pachi vs. Hiratuka 2:14
This discussion doesn't make any sense. No more replies by me.
- pnprog
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Re: Engine Tournament
as0770 wrote:Now in League A: Leela Zero 5773f44c (2018.01.26), it lost 5 games because of a ladder. Also Leela is updated to v0.11.0.
Thanks for running the tournament and sharing the result. It's nice also to have the list of internet links
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as0770
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Re: Engine Tournament
lightvector wrote:Although, it's best not to take this heuristic too seriously, because a nontrivial change is possible. I haven't read it that closely, but my skim of the following thread https://github.com/gcp/leela-zero/issues/667 suggested that that Leela Zero has sometimes got noticeably different results between very small numbers of playouts, like 5, and a larger number number of playouts, like 1600, where the relative strength difference and even sometimes the ordering of strength would change between the neural nets.
It's not actually not surprising at all to me that Leela Zero in some cases could have quite a large difference in strength between tiny numbers of playouts and large numbers of playouts, enough to change the ordering between nets. For example new candidate nets often appear to vary in strength on the order of multiple hundreds of Elos, so training is very noisy, and there's no reason to expect that the quality of the policy part of the neural net and the value part of the neural net always vary together in the same way. And thinking in those terms, it's pretty obvious that you're measuring something fairly different at 5 playouts vs at 1600 playouts. With very few playouts you rely on the policy net more heavily.
I agree that if you're only running 20 or 30 games, then of course none of this matters, the noise in 20 to 30 games still dwarfs this.
Of course with 5 playouts there will be different results, but we are talking about 1h/game vs 2h/game what is 7000 vs. 14000 playouts on my system.
It is also funny to follow the history when I replace or remove some engines, look at Ray:
Code: Select all
1. Ray 9.0.1 29/32
2. Pachi DCNN 11.99 28/32
3. Leela Zero 0.9 (2018.01.01) 19/32
4. MoGo 4.86 18/32
5. deltaGo 1.0.0 17/32
6. Fuego 1.1 15/32
7. Michi C-2 1.4.2 8/32
8. Orego 7.08 8/32
9. GNU Go 3.8 2/32Code: Select all
1. Leela Zero 0.11 c83e1b6e 15/20
2. Pachi DCNN 11.99 13/20
3. DarkGo 1.0 12/20
4. Dream Go 0.5.0 11/20
5. Ray 9.0.1 7/20
6. Mogo 4.86 2/20And at DreamGo:
Code: Select all
1. DreamGo 0.5.0 15/20
2. DarkForest v2 MCTS 1.0 12/20
3. Pachi DCNN 11.99 12/20
4. DarkGo 1.0 10/20
5. Ray 9.0.1 9/20
6. Mogo 4.86 2/20It do not replay the whole tournament, I just remove the old engines and add the new ones.
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as0770
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Re: Engine Tournament
Updates: DarkForrest is relegated to League B and Dream Go made it into League A. Also the Leela vs AQ match was replayed with the latest versions. Surprisingly (for me) Leela 0.11 was able to strike back after Leela 0.11 Beta lost 4-12 against AQ 2.0.1.
Unfortunately AQ doesn't work with Rayon and Oakfoam. One of the engines will crash wenn running on one GPU. So for now AQ can't play in League A.
Leela vs. AQ
League A:
League B:
League C:
League D:
League E:
League F:
Configuration:
Links:
Best,
Alex
Unfortunately AQ doesn't work with Rayon and Oakfoam. One of the engines will crash wenn running on one GPU. So for now AQ can't play in League A.
Leela vs. AQ
Code: Select all
1. Leela 0.11.0 9/16
2. AQ 2.1.1 7/16League A:
Code: Select all
1. Leela 0.11.0 18/20
2. Rayon 4.6.0 15/20
3. Oakfoam 0.2.1 NG-06 12/20
4. Hiratuka 10.37B (CPU) 7/20
5. Leela Zero 0.11 5773f44c 6/20
6. DreamGo 0.5.0 2/20
League B:
Code: Select all
1. DreamGo 0.5.0 15/20
2. DarkForrest MCTS 1.0 12/20
3. Pachi 11.99 12/20
4. DarkGo 1.0 10/20
5. Ray 9.0.1 9/20
6. Mogo 4.86 2/20League C:
Code: Select all
1. MoGo 4.86 18/20
2. deltaGo 1.0.0 14/20
3. Fuego 1.1 13/20
4. Michi C-2 1.4.2 8/20
5. Orego 7.08 5/20
6. GNU Go 3.8 2/20League D:
Code: Select all
1. GNU Go 3.8 25/28
2. Hara 0.9 18/28
3. Matilda 1.25 16/28
4. Indigo 2009 16/28
5. Dariush 3.1.5.7 15/28
6. Aya 6.34 13/28
7. Fudo Go 3.0 7/28
8. JrefBot 081016-2022 2/28League E:
Code: Select all
1. JrefBot 081016-2022 16/20
2. Iomrascálaí 0.3.2 12/20
3. SimpleGo 0.4.3 11/20
4. Crazy Patterns 0008-13 7/20
5. Marcos Go 1.0 7/20
6. AmiGo 1.8 7/20League F:
Code: Select all
1. AmiGo 1.8 19/20
2. Beancounter 0.1 15/20
3. Stop 0.9-005 10/20
4. GoTraxx 1.4.2 7/20
5. CopyBot 0.1 6/20
6. Brown 1.0 3/20Configuration:
Links:
Best,
Alex
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q30
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Re: Engine Tournament
as0770 wrote:q30 wrote:You are quite right, if there is the same engine sparring. But even if there will be 2 simple MC engines (which will in sparring demonstrate mentioned by You chances with time on move --> 0), it may be difference in strength (i.e. in chances) dependent on time control because of difference in best move choice algorithm (and especially more complex engines with more complex algorithms).
You can try to compare 2 engines (with close strength levels) results with time and thread control, that You have used for league B-F, and results of these engines sparring with 2' per move and 4 threads...
You don't get the point. The statistical fluctuation is way too high to meassure little differences in strength. I won't play hundreds of games to prove you wrong.
Once again: This are two matches with the same engines and the same conditions:as0770 wrote:Pachi vs. Hiratuka 8:8
Pachi vs. Hiratuka 2:14
This discussion doesn't make any sense. No more replies by me.
This result only proves, that time control was very small for these (or one of these) engines, so games were very randomness...
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as0770
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Re: Engine Tournament
Yet another Leela Zero Update in League A with a network from last Sunday. Although its learning progress seems to decrease, it made a big step in the last two weeks, it was even able to win one of four game against Leela 0.11.0:
Leela vs. AQ
League A:
League B:
League C:
League D:
League E:
League F:
Configuration:
Links:
Best,
Alex
Leela vs. AQ
Code: Select all
1. Leela 0.11.0 9/16
2. AQ 2.1.1 7/16League A:
Code: Select all
1. Leela 0.11.0 17/20
2. Leela Zero 0.11 cde9c8d4 13/20
3. Rayon 4.6.0 13/20
4. Oakfoam 0.2.1 NG-06 12/20
5. Hiratuka 10.37B (CPU) 4/20
6. DreamGo 0.5.0 1/20
League B:
Code: Select all
1. DreamGo 0.5.0 15/20
2. DarkForrest MCTS 1.0 12/20
3. Pachi 11.99 12/20
4. DarkGo 1.0 10/20
5. Ray 9.0.1 9/20
6. Mogo 4.86 2/20League C:
Code: Select all
1. MoGo 4.86 18/20
2. deltaGo 1.0.0 14/20
3. Fuego 1.1 13/20
4. Michi C-2 1.4.2 8/20
5. Orego 7.08 5/20
6. GNU Go 3.8 2/20League D:
Code: Select all
1. GNU Go 3.8 25/28
2. Hara 0.9 18/28
3. Matilda 1.25 16/28
4. Indigo 2009 16/28
5. Dariush 3.1.5.7 15/28
6. Aya 6.34 13/28
7. Fudo Go 3.0 7/28
8. JrefBot 081016-2022 2/28League E:
Code: Select all
1. JrefBot 081016-2022 16/20
2. Iomrascálaí 0.3.2 12/20
3. SimpleGo 0.4.3 11/20
4. Crazy Patterns 0008-13 7/20
5. Marcos Go 1.0 7/20
6. AmiGo 1.8 7/20League F:
Code: Select all
1. AmiGo 1.8 19/20
2. Beancounter 0.1 15/20
3. Stop 0.9-005 10/20
4. GoTraxx 1.4.2 7/20
5. CopyBot 0.1 6/20
6. Brown 1.0 3/20Configuration:
Links:
Best,
Alex
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Vargo
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Re: Engine Tournament
Hello,
First, let me say that I'm a huge fan of your engine tournament.
Concerning AQ 2.1.1 v. Leela, the result depends a lot on the harware, and particularly on the GPU.
A GeForce 1080Ti is roughly 2 or 2.5 times more powerful than a 840M, that means AQ is probably one stone stronger on a 1080Ti than on a 840M.
With 2 GPUs, AQ is certainly 2 stones stronger than on a 840M.
If I'm not mistaken, Leela zero can handle multiple GPUs, but Leela011 OpenCL can't. So, on a gaming PC with 2 GPUs, AQ should be 2 stones stronger than Leela OpenCL, whereas on a standard PC, your tournament has shown that they're about even.
To test this, I've run matches (16 games) between AQ 2.1.1 and Leela011 OpenCL : time_settings 900 0 0 (same as in CGOS server) pondering off for both (Sabaki 033.3 used for all the games)
Even games_____GPU: 1x1080Ti____CPU: i7 6700K____RAM: 32 GB
H2 games_______GPU: 2x1080Ti____CPU: i9 7920X____RAM: 64 GB
Results
Even games : AQ 2.1.1 v. Leela011 OpenCL --------> AQ: 13/16 , L011: 3/16
H2 games : AQ 2.1.1 (W) v. Leela011 OpenCL (B)--->AQ: 9/16 , L011: 7/16
Thanks for your engine tournament, keep up the good work, it's very interesting
The games :
Even games, AQ wins :
http://eidogo.com/#43Z2SOX69
http://eidogo.com/#xiY7CYBH
http://eidogo.com/#ffgQmCy6
http://eidogo.com/#wvNnI0Cd
http://eidogo.com/#4o8Bt2DDi
http://eidogo.com/#3qqrHBgd1
http://eidogo.com/#3wls4hDC
http://eidogo.com/#FmaQUvCk
http://eidogo.com/#3U0RMegVA
http://eidogo.com/#PYCapAdC
http://eidogo.com/#1yvV62zbX
http://eidogo.com/#2CBYiDi0a
http://eidogo.com/#3iPHUyV1M
Even games, L011 wins :
http://eidogo.com/#43ay1QnF7
http://eidogo.com/#4o0OQTvU1
http://eidogo.com/#u6ovKvXV
H2 games, AQ wins :
http://eidogo.com/#CChOLmfN
http://eidogo.com/#12Zf9BM93
http://eidogo.com/#kKbAYDgl
http://eidogo.com/#27oUZlYWC
http://eidogo.com/#20Wfekxy4
http://eidogo.com/#y68JWKeu
http://eidogo.com/#3Pt5MiuZ1
http://eidogo.com/#1zxCWuspk
http://eidogo.com/#gPw8oYNv
H2 games, L011 wins :
http://eidogo.com/#2PwvZRi3Y
http://eidogo.com/#2PwvZRi3Y
http://eidogo.com/#3rfaaJ92X
http://eidogo.com/#ybotc5bG
http://eidogo.com/#AW7GziNr
http://eidogo.com/#3qM7UfC8R
First, let me say that I'm a huge fan of your engine tournament.
Concerning AQ 2.1.1 v. Leela, the result depends a lot on the harware, and particularly on the GPU.
A GeForce 1080Ti is roughly 2 or 2.5 times more powerful than a 840M, that means AQ is probably one stone stronger on a 1080Ti than on a 840M.
With 2 GPUs, AQ is certainly 2 stones stronger than on a 840M.
If I'm not mistaken, Leela zero can handle multiple GPUs, but Leela011 OpenCL can't. So, on a gaming PC with 2 GPUs, AQ should be 2 stones stronger than Leela OpenCL, whereas on a standard PC, your tournament has shown that they're about even.
To test this, I've run matches (16 games) between AQ 2.1.1 and Leela011 OpenCL : time_settings 900 0 0 (same as in CGOS server) pondering off for both (Sabaki 033.3 used for all the games)
Even games_____GPU: 1x1080Ti____CPU: i7 6700K____RAM: 32 GB
H2 games_______GPU: 2x1080Ti____CPU: i9 7920X____RAM: 64 GB
Results
Even games : AQ 2.1.1 v. Leela011 OpenCL --------> AQ: 13/16 , L011: 3/16
H2 games : AQ 2.1.1 (W) v. Leela011 OpenCL (B)--->AQ: 9/16 , L011: 7/16
I've run games between AQ and Rayon or others, it works well with Sabaki. The problem is that Sabaki doesn't handle consecutive matches automatically. You have to run one game after another, I don't think you can tell Sabaki to run automatically 16 consecutive games between X and Y, save the games, and at the end, tell the score of the 16 games match. If someone knows how to do it, tell me, I'd be interested.Unfortunately AQ doesn't work with Rayon and Oakfoam...
Thanks for your engine tournament, keep up the good work, it's very interesting
The games :
Even games, AQ wins :
http://eidogo.com/#43Z2SOX69
http://eidogo.com/#xiY7CYBH
http://eidogo.com/#ffgQmCy6
http://eidogo.com/#wvNnI0Cd
http://eidogo.com/#4o8Bt2DDi
http://eidogo.com/#3qqrHBgd1
http://eidogo.com/#3wls4hDC
http://eidogo.com/#FmaQUvCk
http://eidogo.com/#3U0RMegVA
http://eidogo.com/#PYCapAdC
http://eidogo.com/#1yvV62zbX
http://eidogo.com/#2CBYiDi0a
http://eidogo.com/#3iPHUyV1M
Even games, L011 wins :
http://eidogo.com/#43ay1QnF7
http://eidogo.com/#4o0OQTvU1
http://eidogo.com/#u6ovKvXV
H2 games, AQ wins :
http://eidogo.com/#CChOLmfN
http://eidogo.com/#12Zf9BM93
http://eidogo.com/#kKbAYDgl
http://eidogo.com/#27oUZlYWC
http://eidogo.com/#20Wfekxy4
http://eidogo.com/#y68JWKeu
http://eidogo.com/#3Pt5MiuZ1
http://eidogo.com/#1zxCWuspk
http://eidogo.com/#gPw8oYNv
H2 games, L011 wins :
http://eidogo.com/#2PwvZRi3Y
http://eidogo.com/#2PwvZRi3Y
http://eidogo.com/#3rfaaJ92X
http://eidogo.com/#ybotc5bG
http://eidogo.com/#AW7GziNr
http://eidogo.com/#3qM7UfC8R
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as0770
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Re: Engine Tournament
Vargo wrote:I've run games between AQ and Rayon or others, it works well with Sabaki. The problem is that Sabaki doesn't handle consecutive matches automatically. You have to run one game after anotherUnfortunately AQ doesn't work with Rayon and Oakfoam...
I gonna try Sabaki, but I think it is a gpu memory conflict. Even running both engines in console makes one crash. I think I need to update my computer...
Thanks for your results. I think in Go you can't define one best engine, because, like you said, the strength depends a lot on the hardware.