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