1 Pachi can refer to: a simple modular framework for programs playing
2 the game of Go/Weiqi/Baduk, and a reasonably strong engine built
9 To build Pachi, simply type:
13 The resulting binary program `pachi` is a GTP client; connect to it
14 with your favorite Go program interface (e.g. gogui or qgo), or use
15 kgsGtp to connect it to KGS. (DO NOT make the GTP interface accessible
16 directly to untrusted users since the parser is not secure - see the
17 HACKING file for details.)
19 The pachi program can take many parameters, as well as the particular
20 engine being used; the defaults should be fine for initial usage,
21 see below for some more tips.
23 In case you hit compilation issues (e.g. when building on MacOS/X)
24 or want to change the build configuration, check the user configurable
25 section at the top of the Makefile.
31 The default engine plays by Chinese rules and should be about
32 7d KGS strength on 9x9. On 19x19, it might be about KGS 1k, assuming
33 reasonable hardware, e.g. two-core Athlon64 machine. On a higher-end
34 (e.g. six-way Intel i7) machine, it can hold a solid KGS 2d rank.
35 When using a large cluster (64 machines, 20 cores each), it maintains
36 KGS 4d and has won e.g. a 7-stone handicap game against Zhou Junxun 9p.
38 By default, Pachi currently uses the UCT engine that combines
39 Monte Carlo approach with tree search; UCB1AMAF tree policy using
40 the RAVE method is used for tree search, while the Moggy playout
41 policy using 3x3 patterns and various tactical checks is used for
42 the semi-random Monte Carlo playouts. Large-scale board patterns
43 are used in the tree search.
45 At the same time, we keep trying a wide variety of other approaches
46 and enhancements. Pachi is an active research platform and quite a few
47 improvements have been already achieved. We rigorously play-test new
48 features and enable them by default only when they give a universal
54 By default, Pachi will run on a single CPU core, taking up to 1.4GiB
55 of memory, not pondering and taking completely arbitrary amount of time
56 per turn. You can adjust these parameters by passing it extra command
59 ./pachi -t _1200 threads=8,max_tree_size=3072,pondering
61 This will make Pachi play with time settings 20:00 S.D. (unless it
62 gets told otherwise over GTP), with 8 threads, taking up to 3GiB
63 of memory (+ several tens MiB as a constant overhead) and thinking
64 during the opponent's turn as well.
66 Pachi can use an opening book in a Fuego-compatible format - you can
67 obtain one at http://gnugo.baduk.org/fuegoob.htm and use it in Pachi
68 with the -f parameter:
70 ./pachi -f book.dat ...
72 You may wish to append some custom Pachi opening book lines to book.dat;
73 take them from the book.dat.extra file. If using the default Fuego book,
74 you may want to remove the lines listed in book.dat.bad.
76 Pachi can also use a pattern database to improve its playing performance.
77 You can get it at http://pachi.or.cz/pat/ - you will also find further
80 For now, there is no comprehensive documentation of options, but you
81 can get a pretty good idea by looking at the uct_state_init() function
82 in uct/uct.c - you will find the list of UCT engine options there, each
83 with a description. At any rate, usually the three options above are
84 the only ones you really want to tweak.
89 Normally, Pachi cares only for win or loss and does not take into
90 account the point amount. This means that it will play slack endgame
91 when winning and crazy moves followed with a resign when losing.
93 It may give you a more pleasurable playing experience if Pachi
94 _does_ take into account the point size, strives for a maximum
95 (reasonable) win margin when winning and minimal point loss when
96 losing. This is possible by using the maximize_score parameter, e.g.:
98 ./pachi -t _1200 threads=8,pondering,maximize_score
100 This enables an aggressive dynamic komi usage and end result margin
101 is included in node values aside of winrate. Pachi will also enter
102 scoring even when losing (normally, Pachi will never pass in that case).
103 Note that if you pass any 'dynkomi' parameter to Pachi, you will reset
104 the values set by 'maximize_score'.
106 Note that Pachi in this mode may be slightly weaker, and result margin
107 should not be taken into account when judging either player's strength.
108 During the game, the winning/losing margin can be approximated from
109 Pachi's "extra komi" or "xkomi" reporting in the progress messages.
111 Experiments and Testing
112 ~~~~~~~~~~~~~~~~~~~~~~~
114 Except UCT, Pachi supports a simple idiotbot-like engine and an example
115 treeless MonteCarlo-player. The MonteCarlo simulation ("playout")
116 policies are also pluggable, by default we use the one that makes use of
117 heavy domain knowledge.
119 Other special engines are also provided:
120 * a "distributed" engine for cluster play; the description at the top of
121 distributed/distributed.c should provide all the guidance
122 * a simple "replay" engine that will simply play moves according
123 to the playout policy suggestions
124 * a simple "patternplay" engine that will play moves according to the
126 * few other purely for development usage
128 Pachi can be used as a test opponent for development of other go-playing
129 programs. For example, to get the "plainest UCT" player, use:
131 ./pachi -t =5000 policy=ucb1,playout=light,prior=eqex=0,dynkomi=none
133 This will fix the number of playouts per move to 5000, switch the node
134 selection policy from ucb1amaf to ucb1 (i.e. disable RAVE), switch the
135 playouts from heuristic-heavy moggy to uniformly random light, stop
136 prioring the node values heuristically, and turn off dynamic komi.
138 You can of course selectively re-enable various features or tweak this
139 further. But please note that using Pachi in this mode is not tested
140 extensively, so check its performance in whatever version you test
141 before you use it as a reference.
143 Note that even in this "basic UCT" mode, Pachi optimizes tree search
144 by considering board symmetries at the beginning. Currently, there's no
145 easy option to turn that off. The easiest way is to tweak board.c so
146 that board_symmetry_update() has goto break_symmetry at the beginning
147 and board_clear has board->symmetry.type = SYM_NONE.
153 Pachi can also help you analyze your games by being able to provide
154 its opinion on various positions. The user interface is very rudimentary,
155 but the ability is certainly there.
157 There are currently several Pachi interfaces provided for this purpose.
162 Pachi can evaluate all moves within a given game and show how
163 the winrates for both players evolved - i.e. who was winning at which
164 game stage. This is implemented using the `tools/sgf-analyse.pl` script.
165 See the comment on top of the script about its usage.
170 Pachi can evaluate all available moves in a given situation
171 and for each give a value between 0 and 1 representing perceived
172 likelihood of winning the game if one would play that move. I.e. it can
173 suggest which moves would be good and bad in a single given situation.
175 To achieve the latter, note the number of move at the situation you
176 want to evaluate and run the `tools/sgf-ratemove.sh` script.
177 See the comment on top of the script about its usage.
182 Pachi can show instantenous pattern-based move suggestions very much
183 like for example Moyo Go Studio (though of course without a GUI).
184 You can use the Move Ranking method above (tools/sgf-ratemove.sh),
185 but pass it an extra parameter '-e patternplay'.
191 The aim of the software framework is to make it easy to plug your
192 engine to the common infrastructure and implement your ideas while
193 minimalizing the overhead of implementing the GTP, speed-optimized
194 board implementation, etc. Also, there are premade random playout
195 and UCT tree engines, so that you can directly tweak only particular
196 policies. The infrastructure is pretty fast and it should be quite
197 easy for you (or us) to extend it to provide more facilities for
200 See the HACKING file for a more detailed developer's view of Pachi.
202 Also, if you are interested about Pachi's architecture, algorithms
203 etc., consider taking a look at Petr Baudis' Master's Thesis:
205 http://pasky.or.cz/go/prace.pdf
211 Pachi is distributed under the GPLv2 licence (see the COPYING file for
212 details and full text of the licence); you are welcome to tweak it as
213 you wish (contributing back upstream is welcome) and distribute
214 it freely, but only together with the source code. You are welcome
215 to make private modifications to the code (e.g. try new algorithms and
216 approaches), use them internally or even to have your bot play on the
217 internet and enter competitions, but as soon as you want to release it
218 to the public, you need to release the source code as well.
220 One exception is the Autotest framework, which is licenced under the
221 terms of the MIT licence (close to public domain) - you are free to
222 use it any way you wish.