The Hotness
Games|People|Company
Eclipse
Gunship: First Strike!
Mage Knight: Board Game
Midnight Men
Agricola: Die Bauern und das liebe Vieh
Hawaii
Star Wars: Battle of Hoth
Wiz-War
Ora et Labora
Rex: Final Days of an Empire
Snowdonia
Barbarian Prince
The Lord of the Rings: The Card Game
Twilight Struggle
War of the Ring
Agricola
7 Wonders
A Game of Thrones: The Board Game (second edition)
Dominion
7 Wonders: Cities
Kingdoms
A Few Acres of Snow
Risk Legacy
Arkham Horror
Through the Ages: A Story of Civilization
Thunderstone Advance: Towers of Ruin
1812: The Invasion of Canada
Dixit: Journey
Elder Sign
D-Day Dice
The Castles of Burgundy
Le Havre
Kingdom Builder
Sid Meier's Civilization: The Board Game
Race for the Galaxy
Cosmic Encounter
Dominant Species
Dungeon Petz
Battlestar Galactica
Power Grid
Mansions of Madness
Last Will
Twilight Imperium (third edition)
Nexus Ops
Agents of SMERSH
Puerto Rico
Star Trek: Fleet Captains
Kairo
Core Worlds
Sherlock Holmes Consulting Detective
Recommend
191 
 Thumb up
 Thumb up
470 Posts
1 , 2 , 3 , 4 , 5  Next »  [19] | 

Blue Moon» Forums » General

Subject: Blue Moon AI released rss

Your Tags: Add tags
Popular Tags: AI [+] FFlight [+] [View All]
Keldon Jones
United States
Fort Collins
Colorado
Avatar
mbmbmbmbmb
Kosmos has granted permission to distribute the Blue Moon card images, so I've released the source code of my AI project:

http://keldon.net/bluemoon/

Currently it's only available as source code, so you'll need to compile it yourself. I realize most people will want a Windows executable, and another BGGer is in the process of making that. But in the meantime, this will be of interest to Linux users or people with a C compiler and some skill with it.

If you try it out, I'm very interested in any bugs you find, especially rules implementation errors.

EDIT: I've built a Frankenstein-ish Windows binary and put it on the web page. It seems to work for me. Let me know if it doesn't, and if and when a better Windows package is made, it'll replace mine.
  • Last edited Thu Jan 10, 2008 7:36 pm (Total Number of Edits: 1)
  • Posted Wed Jan 9, 2008 1:45 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
Brandon Pennington
Spain
Springfield
Missouri
designer
If your orange juice doesn't burn on the way down, then you need more vodka!
Avatar
mbmbmbmbmb
Well I hope an EXE comes out b/c I have no idea how to compile or whatever it takes to play.

This is probably my fav two player game!!!
 
 Thumb up
 tip
 Thumb up
W M Shubert
United States
Portland
Oregon
KGS is the #1 web site for playing go over the internet. Visit now!
badge
Yes, I really am that awesome.
Avatar
mbmbmbmbmb
Let me say, I've been playing this like crazy, and it is excellent.

I've been playing at least two 5-crystal matchups per day. The AI plays quite well, and with a little fiddling you can "tune" it to be dumber if it beats you too much.
 
 Thumb up
 tip
 Thumb up
John W
United States
Sacramento
California
Avatar
mbmbmbmbmb
I just want to say - from what it reads like, you've some excellent work with this AI, especially on the deck analysis.

And now it may be a playable AI??

I'm shocked this hasn't been pounced on and praised by more Blue Moon fans (?!)
 
 Thumb up
 tip
 Thumb up
Al C
United Kingdom
Croydon, Surrey
Avatar
mbmbmbmbmb
Wow, can't wait for an exe ! Sweet.
 
 Thumb up
 tip
 Thumb up
(The Artist formerly known as) Arnest R
Germany
Munich
Bavaria
Avatar
mbmbmbmbmb
mrkeldon wrote:
I realize most people will want a Windows executable, and another BGGer is in the process of making that.


Yes please please please !!!

This is brilliant news ! I cannot wait to try it

thumbsupthumbsupthumbsupthumbsupthumbsupthumbsupthumbsupthumbsupthumbsupthumbsupthumbsup
4 
 Thumb up
 tip
 Thumb up
Indiana Jones
Canada
Vancouver
British Columbia
mbmbmbmb
mrkeldon wrote:
Kosmos has granted permission to distribute the Blue Moon card images, so I've released the source code of my AI project:

http://keldon.net/bluemoon

Congrats, Keldon!

I'm glad this is officially out.

One question: you've kindly let me tryout an earlier windows executable version, and it didn't have a way to ramp-up or ramp-down the AI's difficulty, is such a feature present on this Linux version?

Thanks again for a program that's provided a lot of fun gaming!
 
 Thumb up
 tip
 Thumb up
Indiana Jones
Canada
Vancouver
British Columbia
mbmbmbmb
wmshub wrote:
The AI plays quite well, and with a little fiddling you can "tune" it to be dumber if it beats you too much.

Will, are you playing with the Linux version?
 
 Thumb up
 tip
 Thumb up
W M Shubert
United States
Portland
Oregon
KGS is the #1 web site for playing go over the internet. Visit now!
badge
Yes, I really am that awesome.
Avatar
mbmbmbmbmb
Indiana wrote:
Will, are you playing with the Linux version?
Yes. I use Linux for my job, so I don't even have a Windows computer. It's always nice when a good piece of software like this is actually usable by me.
 
 Thumb up
 tip
 Thumb up
Keldon Jones
United States
Fort Collins
Colorado
Avatar
mbmbmbmbmb
Indiana wrote:

One question: you've kindly let me tryout an earlier windows executable version, and it didn't have a way to ramp-up or ramp-down the AI's difficulty, is such a feature present on this Linux version?

Thanks again for a program that's provided a lot of fun gaming!


It's not a bundled feature. I'm guessing William has trained new neural nets with fewer games than the ones I included. With less training they wouldn't play as well, or at least that's the idea.

If there's interest I could provide a set of networks with less training. Unfortunately I didn't make copies of the networks as training progressed, or I'd already have them. I'll take it as a compliment that an "easier" option is wanted!
2 
 Thumb up
 tip
 Thumb up
W M Shubert
United States
Portland
Oregon
KGS is the #1 web site for playing go over the internet. Visit now!
badge
Yes, I really am that awesome.
Avatar
mbmbmbmbmb
mrkeldon wrote:
It's not a bundled feature. I'm guessing William has trained new neural nets with fewer games than the ones I included. With less training they wouldn't play as well, or at least that's the idea.
That's exactly what I did. I found your shell script that does the training. When I'm first learning a deck, playing against neural nets with only 100 rounds of training is fun; I can win easily, so it lets me see how my cards work when they succeed. Then I ramp up the training until I have to really work at it to win.

Interestingly, some decks seem to play better with less training than others, and not always the ones I expect. I find that playing against a 400-round Vulca is still pretty easy, but Hoax (which I would expect would be a harder deck to learn to play) gets pretty tough around that level.

Doing the short-round training is also very fast, of course, because there are fewer rounds, so I can basically make them on the fly when I want one.
3 
 Thumb up
 tip
 Thumb up
Douglas S
United States
Torrance
California
Avatar
mbmbmbmbmb
Thanks Keldon, for all of your hard work in making this for everyone to enjoy! Thank You VERY VERY much!
 
 Thumb up
 tip
 Thumb up
Robert C Kalajian Jr
United States
Simsbury
Connecticut
designer
publisher
Avatar
mbmbmbmbmb
AWESOME!
 
 Thumb up
 tip
 Thumb up
Jeffrey McBeth
United States
Rochester
New York
Avatar
mbmbmbmbmb
Hmm, maybe I'm doing the retraining wrong, but it seems to me that even 100 is taking forever. It is too bad the Mac OSX native port of GTK isn't done so we could compile it easily there too.
 
 Thumb up
 tip
 Thumb up
  • Last edited Wed Jan 9, 2008 9:29 pm (Total Number of Edits: 1)
  • Posted Wed Jan 9, 2008 9:29 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
Martin Pettersson
Sweden
Uppsala
-
PROTEIN. WATER. LIQUOR.
Avatar
mbmbmbmbmb
sweet! works like a charm... time to read some rules
 
 Thumb up
 tip
 Thumb up
Keldon Jones
United States
Fort Collins
Colorado
Avatar
mbmbmbmbmb
mcbeth wrote:
Hmm, maybe I'm doing the retraining wrong, but it seems to me that even 100 is taking forever. It is too bad the Mac OSX native port of GTK isn't done so we could compile it easily there too.


Each time you run the learning program, it plays 100 games, so 100 sets would be 10,000. I'd expect that to take roughly an hour, maybe a bit less, depending on your CPU speed and the decks used (Khind and Pillar take longer).

The stuff under the "learn" directory doesn't link against GTK, so it should compile natively on just about anything. If it doesn't, let me know what the problem is. I always like to have portable code.

I'll add some documentation for the learning stuff. If you can read a shell script, the "do_matchup" script lays out the process for training new networks.
2 
 Thumb up
 tip
 Thumb up
Jeffrey McBeth
United States
Rochester
New York
Avatar
mbmbmbmbmb
Guess I should have looked at the code. That would imply that those nets are trained with 2e6 games?
 
 Thumb up
 tip
 Thumb up
W M Shubert
United States
Portland
Oregon
KGS is the #1 web site for playing go over the internet. Visit now!
badge
Yes, I really am that awesome.
Avatar
mbmbmbmbmb
mrkeldon wrote:
Each time you run the learning program, it plays 100 games, so 100 sets would be 10,000. I'd expect that to take roughly an hour, maybe a bit less, depending on your CPU speed and the decks used (Khind and Pillar take longer).
H'mmm. I must have a faster computer than you; I just timed it, Aqua v. Pillar can do just over 10 rounds of learning (apparently 1,000 games) per minute. For me, that's fast enough to be doable on a whim, which is quite nice! I just kick off a learning run, browse BGG or whatever for a few minutes, then it's done and I can play.

My system isn't even top of the line, it's a 2.4GHz Intel dual core (the 6600 model, forgot the exact name), with 4MB of on-chip cache. If your system is much slower, I'd say it's probably the cache, perhaps the working set of the learning app fits completely in 4MB. That would give a big speedup.
 
 Thumb up
 tip
 Thumb up
  • Last edited Wed Jan 9, 2008 10:00 pm (Total Number of Edits: 1)
  • Posted Wed Jan 9, 2008 9:59 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
Timo
Germany

North Rhine-Westphalia
Avatar
mbmbmbmbmb
Wow, amazing!

I thought that this kind of game is quite hard to implement because you have all those different abilities on the cards that change the whole game.

You don't even did the game itself, you even managed to get an AI for it. That really grew my interest!
Sadly I don't know much about neural nets so I can't hope to easily understand or (which is more I would want) implement one myself for a game.

I'm looking forward to test the game on my notebook tomorrow, today is a bit late for that.
 
 Thumb up
 tip
 Thumb up
Keldon Jones
United States
Fort Collins
Colorado
Avatar
mbmbmbmbmb
wmshub wrote:
H'mmm. I must have a faster computer than you; I just timed it, Aqua v. Pillar can do just over 10 rounds of learning (apparently 1,000 games) per minute.


Whoops, that was the speed it was when I was doing all the matchups. Recently Dean and I optimized some of the slower parts of the neural net code and got a significant boost. I do about 1,000 games in 80-90 seconds or so now (my machine is about 3-4 years old). Of course by then I had mostly finished so I still remember the old speed.

Quote:
My system isn't even top of the line, it's a 2.4GHz Intel dual core (the 6600 model, forgot the exact name), with 4MB of on-chip cache. If your system is much slower, I'd say it's probably the cache, perhaps the working set of the learning app fits completely in 4MB. That would give a big speedup.


I did some calculations a while back and figured that 512k-1MB would be enough cache to fit the working set (both neural nets, mainly). Having less than that would probably kill performance, I agree.
2 
 Thumb up
 tip
 Thumb up
Jeffrey McBeth
United States
Rochester
New York
Avatar
mbmbmbmbmb
yup, 256kb cache on an old Athlon 2200. Getting about 4.5 minutes for 10x100
 
 Thumb up
 tip
 Thumb up
Keldon Jones
United States
Fort Collins
Colorado
Avatar
mbmbmbmbmb
One more thought for those who are retraining networks: try increasing the "alpha" parameter in ai.c. It's a constant applied to the amount of change in each network weight. It's set pretty low (0.0001) by default, which equates to slow learning. If you're doing quick runs (100,000 games or less) I'd increase that by a factor of 10 or so.

One thing I've been meaning to try for a long time is to start with a high alpha (to get "rough ideas" worked out), then gradually lower it as the training run progresses (to "fine-tune", if you will). Hopefully that would mean we could get by with less than 2 million games.

And another tip: make sure you rename or delete the old neural nets before starting a new run (there are 2 files, one for each side), or you'll just be doing further training on them. The program creates new ones only if the old ones don't exist.
2 
 Thumb up
 tip
 Thumb up
Jeffrey McBeth
United States
Rochester
New York
Avatar
mbmbmbmbmb
Hadn't found the constant yet, but had the rest figured out. Thanks for all your hard work on this. Your trainer compiles/runs just fine on my wife's G4 iMac. Going with text files for everything was a good choice on that.
 
 Thumb up
 tip
 Thumb up
John Harley
Canada
Toronto
Ontario
mbmbmbmbmb
I would like to thank Kosmos for giving the ok on this, they can be sure that I will buy a variety of Kosmos games as a direct show of support for this. Hopefully others will too...

Just a few of the notable games in the Kosmos line...
Babel
Balloon Cup
Cities and Knights of catan
Hellas
Ingenious
Jambo and Expand
Lord of the rings the confrontation
Seafarers of Catan
Catan Card
Starfarers of Catan
Through the desert
Lost Cities

and of course I will thank Keldon in advance for gifting the community his work without cost.

Hopefully someone can make an exe out of it soon.

Thanks again all

JH
13 
 Thumb up
 tip
 Thumb up
(The Artist formerly known as) Arnest R
Germany
Munich
Bavaria
Avatar
mbmbmbmbmb
Anyone got an .exe yet ?

I just realised I'm checking this thread every hour or so blush
1 
 Thumb up
 tip
 Thumb up
1 , 2 , 3 , 4 , 5  Next »  [19] | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.