pygo/gomill/docs/glossary.rst

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Glossary
========
.. glossary::
GTP
The Go Text Protocol
A communication protocol used to control Go-playing programs. Gomill
uses only GTP version 2, which is specified at
http://www.lysator.liu.se/~gunnar/gtp/gtp2-spec-draft2/gtp2-spec.html.
(As of August 2011, the specification describes itself as a draft, but it
has remained stable for several years and is widely implemented.)
SGF
The Smart Game Format
A text-based file format used for storing Go game records.
Gomill uses version FF[4], which is specified at
http://www.red-bean.com/sgf/index.html.
jigo
A tied game (after komi is taken into account).
komi
Additional points awarded to White in final scoring.
simple ko
A Go rule prohibiting repetition of the immediately-preceding position.
superko
A Go rule prohibiting repetition of preceding positions.
There are several possible variants of the superko rule. Gomill does not
enforce any of them.
pondering
A feature implemented by some Go programs: thinking while it is their
opponent's turn to move.
controller
A program implementing the 'referee' side of the |gtp| protocol.
The |gtp| protocol can be seen as a client-server protocol, with the
controller as the client.
engine
A program implementing the 'playing' side of the |gtp| protocol.
The |gtp| protocol can be seen as a client-server protocol, with the
engine as the server.
player
A |gtp| engine, together with a particular configuration.
competition
An 'event' consisting of multiple games managed by the Gomill ringmaster
(either a tournament or a tuning event).
tournament
A competition in which the ringmaster plays games between predefined
players, to compare their strengths.
playoff
A tournament comprising many games played between fixed pairings of
players.
all-play-all
A tournament in which games are played between all pairings from a list of
players.
matchup
A pairing of players in a tournament, together with its settings (board
size, komi, handicap, and so on)
tuning event
A competition in which the ringmaster runs an algorithm which adjusts
player parameters to try to find the values which give strongest play.
Bandit problem
A problem in which an agent has to repeatedly choose between actions whose
value is initially unknown, trading off time spent on the action with the
best estimated value against time spent evaluating other actions.
See http://en.wikipedia.org/wiki/Multi-armed_bandit
UCB
Upper Confidence Bound algorithms
A family of algorithms for addressing bandit problems.
UCT
Upper Confidence bounds applied to Trees.
A variant of UCB for bandit problems in which the actions are arranged in
the form of a tree.
See http://senseis.xmp.net/?UCT.