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large-middle-small: a kanji word block http://www.spaceandgames.com/?p=221
general http://www.spaceandgames.com/?cat=2
wwwjdic http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwjdic.cgi?1c
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google books 1-grams http://www.spaceandgames.com/?p=205
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1-grams by count http://www.4shared.com/zip/70hu_utg/google-1grams-by-count.html?
1-grams by length http://www.4shared.com/zip/uvrrndde/google-1grams-by-length.html?
comments (78) http://www.spaceandgames.com/?p=205#comments
kanji with combinatorial power http://www.spaceandgames.com/?p=185
general http://www.spaceandgames.com/?cat=2
jlpt n5 kanji list http://www.tanos.co.uk/jlpt/jlpt5/kanji/
here http://www.kanji-a-day.com/100kanji.php
jim breen http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwjdic.cgi
jisho.org http://jisho.org/
python http://python.org/
comments (35) http://www.spaceandgames.com/?p=185#comments
locality in go http://www.spaceandgames.com/?p=173
go http://www.spaceandgames.com/?cat=16
minimax search http://en.wikipedia.org/wiki/minimax
comments (49) http://www.spaceandgames.com/?p=173#comments
papers on go http://www.spaceandgames.com/?p=165
go http://www.spaceandgames.com/?cat=16
the game of go as a complex network http://arxiv.org/abs/1105.2470
a dynamical systems approach to static evaluation in go http://arxiv.org/abs/1108.4220
time symmetric go http://arxiv.org/abs/1007.3310
a note on go endgame and nonstandard analysis http://arxiv.org/abs/0909.2385
optimizing gotools’ search heuristics using genetic algorithms http://arxiv.org/abs/cs/0302002
computer go: knowledge, search, and move decision http://coit.uncc.edu/drchen/papers/computergo.pdf
computer go as a sum of local games: an application of combinatorial game theory http://219.142.86.87/paper/th11006.pdf
when one eye is sufficient: a static classification http://www.lamsade.dauphine.fr/~cazenave/papers/eyelabelling.pdf
comments (38) http://www.spaceandgames.com/?p=165#comments
directions for this blog http://www.spaceandgames.com/?p=155
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space and games is on twitter http://www.spaceandgames.com/?p=144
general http://www.spaceandgames.com/?cat=2
@spaceandgames http://twitter.com/spaceandgames
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some material from my upcoming book http://www.spaceandgames.com/?p=140
go http://www.spaceandgames.com/?cat=16
two-stone corner patterns http://www.spaceandgames.com/files/go/corner_2_stone.pdf
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four-stone corner patterns http://www.spaceandgames.com/files/go/corner_4_stone.pdf
comments (76) http://www.spaceandgames.com/?p=140#comments
breaking the butterfly effect: the “dobbins selector” algorithm http://www.spaceandgames.com/?p=120
useful statistics http://www.spaceandgames.com/?cat=5
discrete probability distribution http://en.wikipedia.org/wiki/discrete_probability_distribution
random point inside the simplex http://geomblog.blogspot.com/2005/10/sampling-from-simplex.html
comments (25) http://www.spaceandgames.com/?p=120#comments
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michael vassar http://personalrationality.blogspot.com/
molly de blanc http://mmillions.blogspot.com/
singularity institute http://www.singinst.org/blog
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space and games february 8, 2012 large-middle-small: a kanji word block filed under: general — peter de blanc @ 9:02 am i’m investigating the japanese language. a kanji word block is a 3 x 3 block of kanji characters in which each row and each column forms a word, and no character appears more than once. thus the word block contains six words in all. using jim breen’s wwwjdic as my reference, i found that there are 12 possible word blocks. here is one: ダイ / おお 大 large チュウ 中 middle ショウ / こ 小 small だいちゅうしょう l/m/s; clothing sizes ニン 人 person ケン / カン 間 space がた 型 model にんげんがた humanoid スウ 数 number チ 値 value カ 化 change すうちか numeric conversion おおにんずう large number of people ちゅうかんち median こがたか miniaturization so a person-space-model is a humanoid, a number-value-change is a numeric conversion, and so on. comments (68) february 3, 2012 the item and the thing filed under: general — peter de blanc @ 2:56 am we show sam the item. “what is this?” we ask. “i don’t know,” says sam. we say, “it is the item.” again, we ask sam, “what is this?” “the item,” sam repeats. sam has received his first lesson. we show sam the item. “what is this?” we ask. “i’m not sure,” says sam, “but i think it is the item.” “of course it is the item! why are you not sure?” sam has no reply. the thing is very similar to the item. we show sam the thing. “what is this?” we ask. “it is the item!” sam shouts confidently. “it is not the item! it is the thing!” was sam’s earlier hesitation justified? we show lisa the item. “what is this?” we ask. “i don’t know,” says lisa. we say, “it is the item.” again, we ask lisa, “what is this?” “the item,” lisa repeats. we show lisa the thing. “what is this?” we ask. “i don’t know,” says lisa. we say, “it is the thing.” again, we ask lisa, “what is this?” “the thing,” lisa repeats. lisa has received two lessons. comments (45) december 20, 2011 google books 1-grams filed under: general — peter de blanc @ 11:53 pm google has some very cool n-gram data sets available for download. alas, the files are quite large. for example, the 3-grams are split into 200 zip files, each weighing in at 440 mb. that’s about 88 gb total. the 1-grams are much lighter, totaling 2 gb. i was able to reduce this to about 35 mb by throwing away the time information (the original files indicate the year each data point came from). that’s smaller than the original files by a factor of 57. 1-grams in lexicographical order | 1-grams by count | 1-grams by length the 2-grams, 3-grams, and so on could also be similarly compressed by anyone who can get the files. i’d be happy to help if anyone wants to do this. comments (78) november 19, 2011 kanji with combinatorial power filed under: general — peter de blanc @ 10:38 am the japanese writing system includes hiragana, katakana, and kanji. while hiragana and katakana represent sounds, kanji represent meanings. there are a lot of good places to start with learning kanji. the jlpt n5 kanji list is a set of kanji that appear in the first of 5 standardized tests. here is a list of the 100 most commonly-used kanji on the internet. kanji may represent words by themselves, or they may be combined into larger units of meaning called compounds. i was interested in finding a set of kanji with a lot of combinatorial power — the ability to represent many distinct compounds without using any kanji not in the set. for this project i used jim breen, jisho.org, python, and a greedy heuristic. this solution is unlikely to be optimal. i’d like to share a truly optimal solution (with proof) later, but i don’t know how long that will take. here’s what i’ve got now: 1. 日 counter for days day japan sun 2. 直 fix frankness honesty repair straightaway 3. 生 birth genuine life 4. 中 center in inside mean middle 5. 人 person 6. 後 back behind later 7. 前 before in front 8. 一 one 9. 年 counter for years year 10. 月 month moon 11. 半 half middle odd number part- semi- 12. 夜 evening night 13. 長 leader long 14. 間 interval space 15. 数 fate figures law number strength 16. 時 hour time 17. 分 1% chances degree duty know minute of time one’s lot part rate segment shaku/100 share understand 18. 何 what 19. 々 symbol for kanji repetition 20. 本 book counter for long cylindrical things main origin present real true 21. 御 govern honorable manipulate 22. 手 hand 23. 大 big large 24. 家 expert family home house performer professional 25. 山 mountain 26. 小 little small 27. 国 country 28. 三 three 29. 下 below descend down give inferior low 30. 上 above up 31. 身 one’s station in life person somebody 32. 足 be sufficient counter for pairs of footwear foot leg 33. 代 age change convert counter for decades of ages, eras, etc. fee generation period rate replace substitute 34. 名 distinguished name noted reputation 35. 物 matter object thing 36. の used to indicate possession (actually a hiragana) 37. 子 11pm-1am child first sign of chinese zodiac sign of the rat 38. 女 female woman 39. 学 learning science study 40. 部 bureau class copy counter for copies of a newspaper or magazine dept part portion section 41. 文 art decoration figures literature plan sentence style 42. 天 heavens imperial sky 43. 体 body counter for images object reality substance 44. 気 air atmosphere mind mood spirit 45. 方 alternative direction person 46. 地 earth ground 47. 心 heart mind spirit 48. 目 care class experience eye favor insight look 49. 二 two 50. 十 ten 51. 色 color 52. 道 course district journey moral road-way street teachings 53. 水 water 54. 神 gods mind soul 55. 主 chief lord main thing master principal 56. 面 face features mask surface 57. 正 1040 correct justice righteous 58. 字 character letter section of a village word 59. 金 gold 60. 和 harmony japan japanese style peace soften 61. 元 beginning former time origin here are the compounds (1309 items): 日, 日日, 直, 直直, 日直, 生, 生生, 生日, 中, 中生, 中日, 直中, 日中, 中中, 生中, 人, 人生, 中人, 人人, 人日, 後, 後生, 後日, 人後, 生後, 直後, 後後, 後人, 前, 人前, 生前, 前後, 前人, 前生, 前日, 中前, 直前, 前前, 一, 一直, 一人, 一生, 一日, 一一, 中一, 一人前, 一日中, 一日一日, 一人一人, 後生一生, 年, 後年, 生年, 前年, 中年, 年後, 年生, 年中, 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天金, 年金, 半金, 金色, 前金, 金子, 金気, 地金, 金山, 金字, 金主, 手金, 月金, 金文, 金神, 水金, 一時金, 月水金, 身代金, 一分金, 金文字, 人の金, 身の代金, 金目の物, 和, 中和, 日和, 和人, 和金, 和上, 和文, 和本, 大和, 和名, 和字, 和気, 和物, 長和, 正和, 文和, 天和, 水和, 和主, 直和, 和国, 和方, 和子, 大和心, 水和物, 大和文, 和文体, 大和時代, 大和の国, 一水和物, 大和国家, 元, 一元, 家元, 元気, 元三, 元手, 元日, 元年, 元方, 元本, 手元, 身元, 地元, 中元, 元金, 足元, 元々, 元元, 国元, 山元, 道元, 目元, 本元, 二元, 天元, 長元, 正元, 元中, 元和, 元文, 元正, 御中元, 三元色, 御手元, 本家本元. comments (35) november 11, 2011 locality in go filed under: go — peter de blanc @ 7:43 am in june i said this on twitter: @luqui the board is a graph. a node for each empty point, a node for each group. legality of a move depends only its radius 2 neighborhood. @luqui the distance between two points may shrink by at most 2 when a move is played (because groups can be joined). speed of light is 2. @luqui let r be a region of the board. the set of possible states of r after t moves is not affected by anything farther than ct = 2t. @luqui note: 2 points may move away from each other ftl (if a group dies), but not towards each other. moving away is not communicating. @luqui information about legal possibilities can’t go ftl, but info about good moves can; strategy now depends on far future possibilities. i’ll explain this again in a different way. minimax search is an algorithm for perfect play in any combinatorial game. to solve go by minimax search would, however, take a very long time, and so it is not a practical method by itself. one technique that has been useful for chess is to apply minimax search to a similar game with a new rule. the new rule is this: after n moves, for some particular n, the game will end and the final score will be determined using a board evaluation function. the optimal move in this modified game may then be assumed to be a decent move in the original chess position. since go has a large number of moves available from most game positions, the values of n for which such calculations are practical are quite small. if we could throw out most possible moves (that is, if we could know that they are suboptimal without search), then we could search more deeply. enter locality – the fact that it takes a long time for effects on a go board to propagate over a long distance. (the shading in this diagram shows the distance to the highlighted region, as defined by the metric discussed in the quoted material). suppose that our board evaluation function only cares about a small region r of the board, such as the highlighted region shown above. this means we’re now dealing with a local goal instead of the overall goal of winning the game. let’s just press on, and at a later date we can figure out how local goals relate to winning the game. if n=1, then the value within a region depends on the set of states that r can be in after one move. to determine which states are possible, we would need the following information: if a chain has only one liberty within r, we wish to know if it has an external liberty. this requires looking at points at distance 1 from r. if a chain has no liberties within r, then it must have an external liberty; but whether it can be captured depends on if it has two external liberties. this again requires looking at points at distance 1. if an empty point in r is bordered only by (wlog) white stones, then the legality of a black play there may depend on whether it captures a white chain that is itself at distance 1 from r. to answer this question involves looking at points at distance 2 from r. this is the extent of the information we may need about the rest of the board. so the set of reachable states in r depends only on a radius-2 neighborhood of r. now we can proceed by induction. suppose that the depth-(n-1) value of r depends only on a neighborhood of radius 2(n-1). then to get the depth n value, we would simply look at all the possible states that the radius 2(n-1) neighborhood can be placed into by one move, and take the max (or min) of their depth-(n-1) values. the set of possible states depends only on a radius 2 neighborhood of the radius 2(n-1) neighborhood – that is, it depends only on a radius 2n neighborhood of r. thus the depth n value depends only on the depth 2n neighborhood. of course, this bound is not very tight; it would be possible to achieve much tighter bounds. comments (49) november 10, 2011 papers on go filed under: go — peter de blanc @ 12:59 am i’m compiling some references to go research. this is just a start: the game of go as a complex network. a dynamical systems approach to static evaluation in go. time symmetric go. a note on go endgame and nonstandard analysis. optimizing gotools’ search heuristics using genetic algorithms. computer go: knowledge, search, and move decision. computer go as a sum of local games: an application of combinatorial game theory when one eye is sufficient: a static classification comments (38) october 10, 2011 directions for this blog filed under: general — peter de blanc @ 8:36 am it’s been nearly a year since my last post here. i’d like to get back into blogging, so i’ll start by listing various things i might blog. here’s your chance to affect what i write about. the list: my new organization, it builds itself. books, articles, and papers i’m reading. programs, programming, and programming languages. go, programs that play go, math about go, and statistics about go. details, possibly excessive, about my personal life. the singularity and the future of humanity and of the universe (topics about which i know very little). mathematics that is already widely understood, but which may be new to some folks. imaginary places, people, and things. since this ended up being a pretty short list, i’ll be accepting further suggestions as well. comments (64) october 19, 2010 space and games is on twitter filed under: general — peter de blanc @ 4:20 pm i haven’t been posting on this blog much lately, but i have been tweeting. if you want to read more of my stuff, follow @spaceandgames. comments (46) june 14, 2010 some material from my upcoming book filed under: go — peter de blanc @ 9:15 pm i’m writing a book about go strategy. i’ll be comparing moves by professionals to moves by amateurs in the 1-3k range. my hope is that amateur players may improve by trying to imitate the professionals. two-stone corner patterns three-stone corner patterns four-stone corner patterns comments (76) april 6, 2010 breaking the butterfly effect: the “dobbins selector” algorithm filed under: useful statistics — peter de blanc @ 3:13 pm challenge: design an algorithm that: takes a discrete probability distribution and a source of random bits, and returns a sample from the probability distribution. if running the algorithm on distribution p1 with random bits s yields x1, and running it on (p2, s) yields x2, and x2 ≠ x1, then p2(x2) / p2(x1) > p1(x2) / p1(x1) i ran into this problem in the context of a computer game i’m developing. rather than storing every detail of the game world in the map file, i store a random seed that is used to generate most map features. i found that every time i tweaked certain parameters in my code, old map files became unrecognizable. thus, we would like a random sampling algorithm that is unlikely to change its output when we make a small change to the underlying probability distribution (assuming we keep our original random seed). in particular, if we increase the probability of one outcome and renormalize the others, then the only way the outcome should change is if it changes to the outcome whose probability we increased. if you want to solve the problem yourself, this would be a good time to stop reading. i shared this problem with michael dobbins and he solved it for me. mike’s method is to associate each face of a simplex with one of the outcomes. we pick a random point inside the simplex, and measure the distance from that point to each of the faces, then divide that distance by the probability of the associated outcome. the lowest number wins. comments (25) next page » pagessoftware contact peter de blanc friends blake hyde jonathan michael vassar molly de blanc singularity institute sonya bleakley tom mccabe recommended bayes’ theorem less wrong overcoming bias categories: decision theory general go graphs useful statistics voting search: archives: february 2012 december 2011 november 2011 october 2011 october 2010 june 2010 april 2010 march 2010 january 2010 december 2009 november 2009 october 2009 september 2009 august 2009 march 2009 january 2009 december 2008 march 2008 january 2008 october 2007 august 2007 june 2007 april 2007 march 2007 february 2007 january 2007 october 2006 september 2006 august 2006 june 2006 may 2006 meta: log in rss comments rss valid xhtml xfn wp powered by wordpress


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