Re: [computer-go] CGOS 19x19 down?

2007-12-11 Thread Olivier Teytaud

It looks like the server is down again.  It's too bad since there were so
many strong programs connected.

I hope it comes back up soon.


I have tried to solve that, but this is seemingly due to a general
failure of the network there (or no more electricity perhaps...),
what is beyond what I can solve with a remote connection.

Sorry for that,
Olivier
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Re: [computer-go] A thought about Bot-server communications

2007-12-11 Thread Erik van der Werf
On Dec 11, 2007 4:00 AM, Don Dailey [EMAIL PROTECTED] wrote:
 Erik van der Werf wrote:
  On Dec 10, 2007 6:48 PM, Don Dailey [EMAIL PROTECTED] wrote:
 
  In Go however, even if the fundamental game is unchanged you may be
  playing illegal moves if you are not aware of the superko situation.
 
 
  And you think superko is part of the fundamental game???
 
 Well, I seem to be saying here that it is NOT part of the fundamental
 game.

I'm sorry, then I misunderstood what you were trying to say.


  BTW Several authors here use the words repetition and superko as
  synonyms; I believe this is misleading.
 
 They are essentially synonyms - I don't see your point.

I think you've just proven my point ;-)

In my opinion repetition is a more neutral word. It avoids mixing
conditions with consequences.


 There is some
 question about how you define a position (a board state, or a board
 configuration i.e. SSK or PSK)  but you can nitpick if you want and say
 that superko has nothing to do with positions repeating but I think when
 a position repeats it's superko.

And when you say it's superko my first thought is that the game is
over because one player just made an illegal move...


 Are you just trying to nitpick semantics?

In a loose informal context this would certainly be nitpicking (e.g.
the difference between 'ko' and 'ko-rule'). However when it is about
formalizing rules it really helps to be precise and minimize ambiguity
(I would think TT-proponents should at least agree with me on this). I
really do think it is important to distinguish clearly between
conditions (what constitutes a repetition) and consequences (direct
loss / continued analysis / no result, etc.).

Erik
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[computer-go] Go++ in gogui

2007-12-11 Thread Ben Lambrechts

Hi,

Does someone know what the arguments of Go++ are to start it with gogui?
--mode gtp and -gtp are not working.

Ben
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[computer-go] Microsoft Research Lectures: Akihiro Kishimoto

2007-12-11 Thread Jacques Basaldúa

David Stern wrote:


Akihiro's talk has finally been put online at:



http://content.digitalwell.washington.edu/msr/external_release_talks_12_05_2005/15004/lecture.htm


Good lecture. 

Is there a link to a binary (or source code) somewhere ? 


I can't find any TsumeGo Explorer website. At least, not in English.

Jacques.
*
*

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Re: [computer-go] A thought about Bot-server communications

2007-12-11 Thread Don Dailey

 There is some
 question about how you define a position (a board state, or a board
 configuration i.e. SSK or PSK)  but you can nitpick if you want and say
 that superko has nothing to do with positions repeating but I think when
 a position repeats it's superko.
 

 And when you say it's superko my first thought is that the game is
 over because one player just made an illegal move...


   
 Are you just trying to nitpick semantics?
 

 In a loose informal context this would certainly be nitpicking (e.g.
 the difference between 'ko' and 'ko-rule'). However when it is about
 formalizing rules it really helps to be precise and minimize ambiguity
 (I would think TT-proponents should at least agree with me on this). I
 really do think it is important to distinguish clearly between
 conditions (what constitutes a repetition) and consequences (direct
 loss / continued analysis / no result, etc.).
   
Ok,  let's get into semantics.   Is superko an illegal move?   Is it
simply forbidden or is it part of the rules that you lose immediately if
you play it? In card games that is called an irregularity and there
are separate rules  to deal with these.

If you make some other illegal move what happens?For instance if you
take one the opponents stones and place it on the board?Do you lose
immediately or do you get your hand slapped with the objection that you
can't make that move,  play something real!

 Erik
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Re: [computer-go] A thought about Bot-server communications

2007-12-11 Thread Erik van der Werf
On Dec 11, 2007 2:18 PM, Don Dailey [EMAIL PROTECTED] wrote:

  There is some
  question about how you define a position (a board state, or a board
  configuration i.e. SSK or PSK)  but you can nitpick if you want and say
  that superko has nothing to do with positions repeating but I think when
  a position repeats it's superko.
 
 
  And when you say it's superko my first thought is that the game is
  over because one player just made an illegal move...
 
 
 
  Are you just trying to nitpick semantics?
 
 
  In a loose informal context this would certainly be nitpicking (e.g.
  the difference between 'ko' and 'ko-rule'). However when it is about
  formalizing rules it really helps to be precise and minimize ambiguity
  (I would think TT-proponents should at least agree with me on this). I
  really do think it is important to distinguish clearly between
  conditions (what constitutes a repetition) and consequences (direct
  loss / continued analysis / no result, etc.).
 
 Ok,  let's get into semantics.   Is superko an illegal move?

Again, I regard superko as a concept that refers to a special class of
rules for dealing with repetition.

So no, it is not an illegal move.


Is it
 simply forbidden or is it part of the rules that you lose immediately if
 you play it? In card games that is called an irregularity and there
 are separate rules  to deal with these.

 If you make some other illegal move what happens?For instance if you
 take one the opponents stones and place it on the board?Do you lose
 immediately or do you get your hand slapped with the objection that you
 can't make that move,  play something real!

OC we have general tournament rules and rules for dealing with
unsportsmanships behavior...

However, slapping you on the hand and giving you the option to alter
your move does not fundamentally change anything to the assumed
illegality of a particular move. For optimal play you still had to
play elsewhere, hence for a sufficiently informed player the effect is
the same. Traditional rules (without superko) can have fundamentally
different game outcomes. Social etiquette alone does not suffice to
remove these differences.

The fundamental problem with superko is failure to distinguish between
balanced and unbalanced cycles.

In an unbalanced cycle, such as send-2-return-1, your suggestion you
can't make that move,  play something real! is fine.
In a balanced cycle, such as triple-ko, this is not the obvious thing to say.

Erik
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Re: [computer-go] Go++ in gogui

2007-12-11 Thread Chris Fant
Are you sure it has a public GTP interface?


On Dec 11, 2007 6:53 AM, Ben Lambrechts [EMAIL PROTECTED] wrote:
 Hi,

 Does someone know what the arguments of Go++ are to start it with gogui?
 --mode gtp and -gtp are not working.

 Ben
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Re: [computer-go] Go++ in gogui

2007-12-11 Thread Ben Lambrechts
No, but I hope so, because I find the interface of gogui better than the 
one of Go++.

Are you sure it has a public GTP interface?
  

Hi,

Does someone know what the arguments of Go++ are to start it with gogui?
--mode gtp and -gtp are not working.

Ben

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[computer-go] How does MC do with ladders?

2007-12-11 Thread Mark Boon

Question: how do MC programs perform with a long ladder on the board?

My understandig of MC is limited but thinking about it, a crucial  
long ladder would automatically make the chances of any playout  
winning 50-50, regardless of the actual outcome of the ladder. If  
this is the case then:


a) when winning it will avoid all ladders, even the ones working for it.
b) when losing it will look for situations involving ladders, even  
when they're not working.


Is this correct? Probably on 9x9 this is not a problem because all  
ladders will be relatively short.


Mark

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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Robert Jasiek

Mark Boon wrote:

Question: how do MC programs perform with a long ladder on the board?


Mogo makes the 20k mistake to push an intrusion of ladder shape into the 
own territory like tooth paste. I do not know if this is caused by 
reading ladder-like, by juding the adjacent life wrongly (in a nakade 
there are often more death than life sequences even if a simple vital 
point makes life), or by the short but wrong pattern database. The UCT 
programmers should tell us.


--
robert jasiek
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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Magnus Persson
Since Valkyria is slow anyway, I can have it read ladders in the  
simulations. The ladder code is really fast and a little buggy, but  
works often enough to not cause major problems. I never tested the  
benefits of the ladder code it just appeared to be much stronger.


-Magnus


Quoting Rémi Coulom [EMAIL PROTECTED]:


Robert Jasiek wrote:

Mark Boon wrote:

Question: how do MC programs perform with a long ladder on the board?



Crazy Stone handles ladder with progressive widening. Ladder atari is
usually ranked first or very high in the move list, and ladder
extension lower. So, the tree-search part usually does not read out the
ladder completely, but prunes the extension. It seems to work well in
practice. Because progressive widening will include the ladder
extension at some point, Crazy Stone may still play ladder extensions
if it finds reasons to do so.

According to some discussions I had with Sylvain in Amsterdam, MoGo's
approach is a little more primitive. If I remember correctly, it
completely prunes ladder extensions. I am not sure if it is done only
at the root, or inside the tree search too.

Rémi
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--
Magnus Persson
Berlin, Germany
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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Robert Jasiek

Rémi Coulom wrote:
I don't understand what you mean by push an intrusion of ladder shape 
into the own territory like tooth paste.


The game below is a 9 stone handicap game between me and Mogo. It is my 
second game against Mogo, after a 7x7 test to understand the GUI and a 
first even game (further below). I do not know how to set up free 
handicap placement yet, so the first few moves are a sort of emulation 
to encourage Mogo to accept a free handicap. Its handicap placement 
style is very similar to mine. (In fact, Mogo plays pretty similar to my 
style in the fuseki.) Mogo shows good attacking and some moves are high 
dan level (while others are double digit kyu level; these occur only as 
systematic exceptions as with tooth paste or, as others have pointed 
out, local deep tactical reading; obviously these are the places to 
embed UCT into a context of go knowledge). The UCT program fuseki is 
about 3 dan level. (You know, I am in a position to judge about the 
seemingly random style.)


Bad tooth paste ladder pushing moves were:

99, 101, 103, 105, 107, 109, 131

Impressive moves:

73, 139, 159, 161

***

9 stone game

***


(;SZ[19]FF[4]AP[GOWrite:2.1.24]CA[UTF-8]GM[1]PW[ ]PB[MoGo]OT[10 moves / 
2 min]KM[7.5]GN[ ]DT[2007-12-08]TM[1200.0]RE[B+3.5]

;BL[119.0]B[dd]
;W[tt]WL[118.0]
;BL[119.0]B[tt]
;W[jj]WL[94.0]
;BL[91.0]B[pp]
;W[od]WL[92.0]
;BL[91.0]B[dp]
;W[pi]WL[87.0]
;BL[73.0]B[nm]
;W[tt]WL[83.0]
;BL[57.0]B[fn]
;W[tt]WL[81.0]
;BL[39.0]B[hd]
;W[tt]WL[79.0]
;BL[24.0]B[jn]
;W[tt]WL[77.0]
;BL[8.0]B[fi]
;W[tt]WL[74.0]
;BL[-8.0]B[hk]
;W[tt]WL[63.0]
;BL[-18.0]B[mj]
;W[tt]WL[59.0]
;BL[-29.0]B[hh]
;W[tt]WL[56.0]
;BL[-40.0]B[jh]
;W[ci]WL[45.0]
;BL[-50.0]B[cn]
;W[jq]WL[43.0]
;BL[-57.0]B[iq]
;W[ir]WL[41.0]
;BL[-73.0]B[jr]
;W[kr]WL[36.0]
;BL[-83.0]B[jp]
;W[js]WL[24.0]
;BL[-101.0]B[lq]
;W[hq]WL[22.0]
;BL[-106.0]B[ip]
;W[kq]WL[20.0]
;BL[-116.0]B[lp]
;W[pm]WL[16.0]
;BL[-129.0]B[mf]
;W[lc]WL[4.0]
;BL[-138.0]B[mb]
;W[nc]WL[0.0]
;BL[-150.0]B[jd]
;W[bf]WL[-40.0]
;BL[-167.0]B[df]
;W[dc]WL[-47.0]
;BL[-172.0]B[ec]
;W[cc]WL[-50.0]
;BL[-184.0]B[cd]
;W[bd]WL[-51.0]
;BL[-197.0]B[be]
;W[bc]WL[-59.0]
;BL[-215.0]B[bl]
;W[cf]WL[-79.0]
;BL[-225.0]B[dg]
;W[ed]WL[-85.0]
;BL[-239.0]B[ee]
;W[eb]WL[-93.0]
;BL[-249.0]B[fc]
;W[ce]WL[-96.0]
;BL[-266.0]B[mc]
;W[md]WL[-99.0]
;BL[-278.0]B[ld]
;W[kd]WL[-112.0]
;BL[-283.0]B[le]
;W[lb]WL[-128.0]
;BL[-301.0]B[kc]
;W[kb]WL[-130.0]
;BL[-315.0]B[pn]
;W[qn]WL[-134.0]
;BL[-325.0]B[qm]
;W[ro]WL[-142.0]
;BL[-338.0]B[pl]
;W[rm]WL[-152.0]
;BL[-351.0]B[om]
;W[qk]WL[-155.0]
;BL[-366.0]B[ke]
;W[of]WL[-176.0]
;BL[-376.0]B[me]
;W[nd]WL[-179.0]
;BL[-386.0]B[jb]
;W[fd]WL[-192.0]
;BL[-400.0]B[nb]
;W[ob]WL[-194.0]
;BL[-418.0]B[fq]
;W[gr]WL[-208.0]
;BL[-435.0]B[la]
;W[na]WL[-214.0]
;BL[-445.0]B[ka]
;W[pf]WL[-241.0]
;BL[-455.0]B[fe]
;W[de]WL[-244.0]
;BL[-472.0]B[ch]
;W[bh]WL[-252.0]
;BL[-482.0]B[di]
;W[cj]WL[-254.0]
;BL[-499.0]B[ck]
;W[dj]WL[-257.0]
;BL[-511.0]B[ej]
;W[dk]WL[-258.0]
;BL[-523.0]B[dl]
;W[ek]WL[-260.0]
;BL[-542.0]B[fk]
;W[el]WL[-263.0]
;BL[-558.0]B[em]
;W[fl]WL[-269.0]
;BL[-570.0]B[gl]
;W[mh]WL[-284.0]
;BL[-584.0]B[nh]
;W[ng]WL[-288.0]
;BL[-603.0]B[bj]
;W[bi]WL[-318.0]
;BL[-619.0]B[mi]
;W[mg]WL[-348.0]
;BL[-637.0]B[ki]
;W[gj]WL[-378.0]
;BL[-650.0]B[gk]
;W[eh]WL[-391.0]
;BL[-665.0]B[ei]
;W[dh]WL[-403.0]
;BL[-677.0]B[cg]
;W[ef]WL[-437.0]
;BL[-683.0]B[eg]
;W[ge]WL[-441.0]
;BL[-694.0]B[ff]
;W[gd]WL[-442.0]
;BL[-711.0]B[bg]
;W[ag]WL[-444.0]
;BL[-730.0]B[gf]
;W[he]WL[-449.0]
;BL[-750.0]B[rp]
;W[qq]WL[-465.0]
;BL[-762.0]B[qo]
;W[rn]WL[-467.0]
;BL[-775.0]B[qp]
;W[rq]WL[-473.0]
;BL[-794.0]B[er]
;W[pq]WL[-497.0]
;BL[-805.0]B[oq]
;W[sp]WL[-501.0]
;BL[-822.0]B[hb]
;W[op]WL[-519.0]
;BL[-830.0]B[po]
;W[nq]WL[-523.0]
;BL[-848.0]B[np]
;W[or]WL[-525.0]
;BL[-867.0]B[no]
;W[dm]WL[-530.0]
;BL[-872.0]B[cl]
;W[fm]WL[-531.0]
;BL[-882.0]B[en]
;W[gm]WL[-533.0]
;BL[-892.0]B[hm]
;W[gn]WL[-537.0]
;BL[-910.0]B[gc]
;W[fo]WL[-550.0]
;BL[-920.0]B[go]
;W[hn]WL[-555.0]
;BL[-935.0]B[in]
;W[eo]WL[-566.0]
;BL[-940.0]B[dn]
;W[aj]WL[-580.0]
;BL[-959.0]B[pc]
;W[oc]WL[-592.0]
;BL[-976.0]B[hp]
;W[gq]WL[-604.0]
;BL[-991.0]B[fp]
;W[al]WL[-607.0]
;BL[-1006.0]B[bk]
;W[fh]WL[-636.0]
;BL[-1021.0]B[fj]
;W[fg]WL[-647.0]
;BL[-1026.0]B[ef]
;W[hf]WL[-651.0]
;BL[-1031.0]B[gg]
;W[hg]WL[-652.0]
;BL[-1036.0]B[gh]
;W[bm]WL[-654.0]
;BL[-1041.0]B[cm]
;W[ak]WL[-661.0]
;BL[-1057.0]B[bn]
;W[fb]WL[-721.0]
;BL[-1070.0]B[pk]
;W[pj]WL[-723.0]
;BL[116.0]OB[9]B[ni]
;W[oh]WL[-737.0]
;BL[97.0]OB[8]B[lr]
;W[fs]WL[-750.0]
;BL[80.0]OB[7]B[cr]
;W[es]WL[-757.0]
;BL[62.0]OB[6]B[am]
;W[ah]WL[-775.0]
;BL[44.0]OB[5]B[ds]
;W[fr]WL[-788.0]
;BL[24.0]OB[4]B[ql]
;W[rl]WL[-791.0]
;BL[11.0]OB[3]B[rk]
;W[qj]WL[-793.0]
;BL[-2.0]OB[2]B[lh]
;W[gb]WL[-806.0]
;BL[-26.0]OB[1]B[hc]
;W[eq]WL[-814.0]
;BL[120.0]OB[10]B[dr]
;W[gp]WL[-818.0]
;BL[114.0]OB[9]B[ep]
;W[ho]WL[-820.0]
;BL[100.0]OB[8]B[oj]
;W[kp]WL[-836.0]
;BL[90.0]OB[7]B[ko]
;W[io]WL[-843.0]

Re: [computer-go] A thought about Bot-server communications

2007-12-11 Thread Gunnar Farnebäck

Nick Wedd wrote:

Sorry, but I can't take this seriously. If your board update routine
fails, just fix it. As long as you trust the controller to send legal
moves, it's well defined how the board will look. The same board
update logic can be used for all rulesets. If you don't agree about
the legality, complain in a logfile. If you don't trust the controller
to send legal moves, you have a problem that is hardly properly solved
by asking it for a different board state description.


I agree that the server knows better than me about the legality.  I 
trust the server to make legal moves.  I just might not know how to 
update the board state after a move I had not realised was possible.


In 1998, running the Ing Cup, I tested all the entrants for their 
behaviour when someone played a suicide move at them.  Many Faces put up 
a polite dialog box explaining that this was an illegal move.  Go++ was 
more amusing:  it allowed the move (which you would approve) but left 
the suicided stones on the board, where they became almost unkillable, 
it could not capture them by removing their last liberty as they didn't 
have one, the only way to lose them was to capture exactly one of their 
surrounding stones, in a perverted kind of snapback.  I would have 
preferred these programs to have been able to respond wtf is going on, 
please tell me the current board state.


Well, the thing is that fixing the board update logic should in most 
cases be a matter of adding a small number of lines, or in extreme cases 
even removing some lines. In terms of programming it's a much bigger 
operation to obtain information by external communication and then 
trying to recover the internal data structures.


/Gunnar
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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread terry mcintyre
Ladders are not hard, especially if one is permitted to place stones on the 
(virtual) board to trace the flow. A 20 kyu human can follow the logic. 

Don, you describe some subtle choices of playing one's opponent, and compare 
them to MC programs, but you are a fairly strong chess player. If you were 
counseling a beginner, you'd surely urge him/her to focus on getting the basics 
right before getting fancy with estimations of winning probability vis a vis 
particular opponents.

Go and chess differ in a fundamental way. With chess, many positions may be 
genuinely unknowable, beyond human/machine ability to measure the exact 
outcome; a probabilistic approach may be well suited to such situations. With 
Go, there are many situations which can be read out precisely, provided that 
one has the proper tools - ladders, the ability to distinguish between one and 
two eyes; the ability to reduce eyespaces to a single eye with an appropriate 
placement; and so forth. Failure to recognize such situations is like failing 
to spot a pinned piece or a passed pawn.

Every now and then, I have the opportunity to play a pro, or watch a pro 
against other amateur players. Even 4 and 5 dan amateurs find their groups 
crumbling against pro players. But in many cases, the pro simply exploits weak 
shape - reducing groups to the one eyed state.

Evaluating winning odds depends upon evaluating the final score at the leaf 
nodes, which depends on being able to distinguish between one and two eyes, to 
count liberties in capturing races, to recognize seki, to read ladders, and 
other basic skills.  At some point in the game, an evaluation function should 
be able to quickly and accurately report oops, just lost ten or twenty points, 
with no compensating gain, therefore the score is -15; this node should be 
reported as a lost game, back up and try something different. The earlier one 
can make such accurate assessments, the better one's game.





  

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Re: [computer-go] A thought about Bot-server communications

2007-12-11 Thread terry mcintyre
Perhaps servers should have test suites and regression tests for participants. 
These would enable bugs to be worked out before engaging in tournament play.
 
Terry McIntyre [EMAIL PROTECTED]
They mean to govern well; but they mean to govern. They promise to be kind 
masters; but they mean to be masters. -- Daniel Webster

- Original Message 
From: Gunnar Farnebäck [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Tuesday, December 11, 2007 10:12:57 AM
Subject: Re: [computer-go]  A thought about Bot-server communications


Nick Wedd wrote:
 Sorry, but I can't take this seriously. If your board update routine
 fails, just fix it. As long as you trust the controller to send
 legal
 moves, it's well defined how the board will look. The same board
 update logic can be used for all rulesets. If you don't agree about
 the legality, complain in a logfile. If you don't trust the
 controller
 to send legal moves, you have a problem that is hardly properly
 solved
 by asking it for a different board state description.
 
 I agree that the server knows better than me about the legality.  I 
 trust the server to make legal moves.  I just might not know how to 
 update the board state after a move I had not realised was possible.
 
 In 1998, running the Ing Cup, I tested all the entrants for their 
 behaviour when someone played a suicide move at them.  Many Faces put
 up 
 a polite dialog box explaining that this was an illegal move.  Go++
 was 
 more amusing:  it allowed the move (which you would approve) but left
 
 the suicided stones on the board, where they became almost
 unkillable, 
 it could not capture them by removing their last liberty as they
 didn't 
 have one, the only way to lose them was to capture exactly one of
 their 
 surrounding stones, in a perverted kind of snapback.  I would have 
 preferred these programs to have been able to respond wtf is going
 on, 
 please tell me the current board state.

Well, the thing is that fixing the board update logic should in most 
cases be a matter of adding a small number of lines, or in extreme
 cases 
even removing some lines. In terms of programming it's a much bigger 
operation to obtain information by external communication and then 
trying to recover the internal data structures.

/Gunnar
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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Don Dailey

Raymond Wold wrote:
 On Tue, 2007-12-11 at 11:42 -0500, Don Dailey wrote:
   
 In fact, this illustrates a wonderful strength of these programs.
 

 Only it's not strength to ignore a move to your benefit, 

Who suggested that it was? The strength of MC programs is how they
deal with uncertainty,  not the fact that there is uncertainty.  So
what method do you propose that is immune to uncertainty?   


 when it's
 something a 20 kyu human can read out. Nor is it strength when you play
 out a dead ladder, no matter if you're behind.   
   
Do you know of an approach that evaluates go positions perfectly?You
are attacking the fact that MC programs have errors in their probability
estimates but completely ignoring the fact that SO DOES EVERY OTHER
EVALUATION FUNCTION.  

Currently there is no evidence whatsoever that probability estimates are
inferior and they are the ones playing the best GO right now,  so the
burden of proof is on you.   It's not enough to simply find games where
they played a bad move,  unless you can show that other approaches are
not as subject to bad moves.

- Don


 Pure MC will /not/ cure cancer.

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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Don Dailey


terry mcintyre wrote:
 Ladders are not hard, especially if one is permitted to place stones
 on the (virtual) board to trace the flow. A 20 kyu human can follow
 the logic.

 Don, you describe some subtle choices of playing one's opponent, and
 compare them to MC programs, but you are a fairly strong chess player.
 If you were counseling a beginner, you'd surely urge him/her to focus
 on getting the basics right before getting fancy with estimations of
 winning probability vis a vis particular opponents.
For beginners I would strongly council to play the board, not the opponent.

At the top level it's not really like this.You must play soundly but
there is a huge element of playing the opponent. The most basic
winning technique is to constantly present problems to your opponent -
even though this may have little to do with the game theoretic score.  
Part of the reason for this is that if you do it to him,  he is too busy
to hurt you.But the real point is that you want to provoke an
error.   If you don't play this way at the higher level most games would
end in a draw.2700 players do not want to draw 2500 players too much
so must play provocatively. Top level players tend to draw each
other a lot unless the results are very important - and even then it's
difficult to get out of a draw.

Here is some advice for playing against stronger players:   Don't change
your game.  Play the same way you normally would.If you like
tactics, don't be afraid to mix it up. It's not that this is likely
to give you a win, but it's certainly not going the help you to change
your style. 

When your opponent is in time pressure,  naive players start playing
really fast in order to add to their opponents time pressure.This is
a really stupid mistake.   You are giving away your only advantage, the
fact that you have more time than your opponent.  Duhhh!   

In fact, there might even be some benefit to playing a little slower
than usual.   In time pressure your opponent has the advantage of the
adrenalin in his system and it actually helps him.But you cannot
maintain an adrenalin rush for too long without it washing you out.
So if he has 1 minute on his clock, you can keep his adrenalin going for
20 minutes he will be exhausted before long.   Many mistakes are made
immediately after time-control has been reach and the player thinks he
is safe.  

All of these things are attempts to play the opponent and it usually
turns out that this is foolish.   You are upsetting and distracting
yourself from the game when you do this and only if you really know what
you are doing should playing the opponent be attempted. 
 


 Go and chess differ in a fundamental way. With chess, many positions
 may be genuinely unknowable, beyond human/machine ability to measure
 the exact outcome; a probabilistic approach may be well suited to such
 situations. With Go, there are many situations which can be read out
 precisely, provided that one has the proper tools - ladders, the
 ability to distinguish between one and two eyes; the ability to reduce
 eyespaces to a single eye with an appropriate placement; and so forth.
 Failure to recognize such situations is like failing to spot a pinned
 piece or a passed pawn.
But so far, the evidence says the probabilistic approach works in GO and
so far nobody has demonstrated a strong chess program that uses this
approach. However I don't know if anyone has seriously tried in chess.

 Every now and then, I have the opportunity to play a pro, or watch a
 pro against other amateur players. Even 4 and 5 dan amateurs find
 their groups crumbling against pro players. But in many cases, the pro
 simply exploits weak shape - reducing groups to the one eyed state.

 Evaluating winning odds depends upon evaluating the final score at the
 leaf nodes, which depends on being able to distinguish between one and
 two eyes, to count liberties in capturing races, to recognize seki, to
 read ladders, and other basic skills.  At some point in the game, an
 evaluation function should be able to quickly and accurately report
 oops, just lost ten or twenty points, with no compensating gain,
 therefore the score is -15; this node should be reported as a lost
 game, back up and try something different. The earlier one can make
 such accurate assessments, the better one's game.

I am a lousy go player,  but I started out counting stones,  trying to
win everything.   I think I definitely made a step forward when I
started mentally mapping out the board.   I actually learned this from
my own monte carlo program.   I try to figure out exactly what I need to
win and then  I focus on that.That doesn't mean you are not flexible
and opportunistic - if I have a chance to grab a piece I didn't expect, 
it's that much less I have to worry about elsewhere.Then at some
point I consolidate, making sure if I'm winning I don't attempt any
foolish excursions.Instead I strengthen what I have a 

Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread terry mcintyre
At this point, it has to be said that _all_ computer go programs suck at 19xc19 
go. MC programs happen to suck less, especially on small boards.

On the other hand, we do have some very strong special-purpose go programs. 
There are several very strong tsumego/life-and-death programs and at least one 
endgame program. There are some fairly strong fuseki predictors. 

I'm hoping the goal is to develop programs strong enough to play a credible 
game against dan-level humans on a 19x19 board. If we ever figure out how to 
merge the great strengths of UCT/MC with these other strengths, we'd be a good 
bit closer.

If a program is able able to learn from examples and experience. I'd feed it a 
library of go problems, and keep training until the right line of play, and the 
refutations of bad play, are quickly and reliably found for hundreds or 
thousands of games. Often, there is one right line of play, and very many bad 
lines. Hugh GrantImportant to know the difference. /Hugh Grant



  

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Re: [computer-go] Where and How to Test the Strong Programs?

2007-12-11 Thread Christoph Birk

It looks like my (3k AGA) CGOS rating (tast-3k) is converging around
2000 ELO. That gives us a zero-point but we need at least one more rated 
player (better more) to get the scale.

If you would like to use my GUI please contact me by private email
at ccbirk at gmail dot com.

Christoph
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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Don Dailey
Hi Petri,

I happen to think that MC is the most human like approach currently
being tried.  

The reason I say that is that humans DO estimate their winning chances
and tally methods, where you simply tally up features/weights
(regardless of how sophisticated)  is not how strong humans think about
the game. 

Also, the best first global game tree approach, whatever you call it
such as UCT and others,  is a very close model of how humans play the
game too.We may notice 3 moves that look playable, but gradually
come to focus on just 2 of those.   Essentially monte carlo does this
too.Very narrow focused trees.

The play-out portion is a crude approximation for imagination.   We
basically look at a board and imagine the final position.The MC
play-outs kill the dead groups in a reasonably accurate (but fuzzy) way
and put the flesh on the skeleton.  Near the end of the game,  the
play-outs end mostly the same the way the game itself would end - and
the same way a human would expect it to look like.

I attribute the success of MC to the fact that it's the best simulation
of how WE do it.The other approaches are clearly more synthetic,
including raw MC without a proper tree.

- Don


Petri Pitkanen wrote:
 2007/12/11, terry mcintyre [EMAIL PROTECTED]:
   
 With Go, there are many situations which can be read out precisely, provided
 that one has the proper tools - ladders, the ability to distinguish between
 one and two eyes; the ability to reduce eyespaces to a single eye with an
 appropriate placement; and so forth. Failure to recognize such situations is
 like failing to spot a pinned piece or a passed pawn.

 

 I am no fan on MC approach but basically MC can read LD given enough
 of simulations. It will read them without knowing that they need to be
 analysed. Point in MC being that once you get more power you get
 better LD as well, but without extra coding.

 This approach will result in non-human like game BUT likewise chess
 programs did not get strong by emulating humans. They just took one
 simple thing humans do and took it to extreme. Whatever approach will
 do the trick in go it will be similar in this sense.

   
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Re: [computer-go] Where and How to Test the Strong Programs?

2007-12-11 Thread Don Dailey
Are you playing on CGOS? Did you actually build your own GUI for this?

I don't want people playing on CGOS as a general rule except under
controlled circumstance for this purpose,  but not just for fun.

I discovered that it's easy to use gtpadapter from gogui and play on
CGOS.   The only problem is that you have to be very careful to avoid
illegal moves such as KO and suicide. Probably a good player would
rarely do this but I played 2 or 3 games (not taking them seriously) and
forfeited due to playing quickly without checking around.  

- Don



Christoph Birk wrote:
 It looks like my (3k AGA) CGOS rating (tast-3k) is converging around
 2000 ELO. That gives us a zero-point but we need at least one more
 rated player (better more) to get the scale.
 If you would like to use my GUI please contact me by private email
 at ccbirk at gmail dot com.

 Christoph
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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Petri Pitkanen
2007/12/11, terry mcintyre [EMAIL PROTECTED]:
 With Go, there are many situations which can be read out precisely, provided
 that one has the proper tools - ladders, the ability to distinguish between
 one and two eyes; the ability to reduce eyespaces to a single eye with an
 appropriate placement; and so forth. Failure to recognize such situations is
 like failing to spot a pinned piece or a passed pawn.


I am no fan on MC approach but basically MC can read LD given enough
of simulations. It will read them without knowing that they need to be
analysed. Point in MC being that once you get more power you get
better LD as well, but without extra coding.

This approach will result in non-human like game BUT likewise chess
programs did not get strong by emulating humans. They just took one
simple thing humans do and took it to extreme. Whatever approach will
do the trick in go it will be similar in this sense.

-- 
Petri Pitkänen
e-mail: [EMAIL PROTECTED]
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Re: [computer-go] Where and How to Test the Strong Programs?

2007-12-11 Thread Christoph Birk

On Tue, 11 Dec 2007, Don Dailey wrote:

Are you playing on CGOS? Did you actually build your own GUI for this?


As I wrote in a previous email, I re-used my 'myCtest' program
but replaced the 'genmove' command with a simple GUI. Just took
me a few hours.


I don't want people playing on CGOS as a general rule except under
controlled circumstance for this purpose,  but not just for fun.


Don't worry, I don't plan to play for fun on CGOS. I just wanted
to establish a conversion from ELO rating to 'human rank'.
Now we need 1 or 2 stronger players to get the scale.

Christoph

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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Eric Boesch
Make sure that you use the -19 argument when starting 19x19 Mogo, and
restart GoGui (in order to restart Mogo indirectly) after you change
the settings. Somewhat confusingly, Mogo does not automatically play
19x19 style just because it receives a request for 19x19 board. Poor
ladder handling and squeezing the toothpaste are both behaviors that
Mogo can exhibit when playing 9x9-style on the 19x19 board. If,
assuming you're in GoGui, the GTP shell window shows shishoCheck is
called comments, then you're really playing 19x19 style.
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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Raymond Wold
On Tue, 2007-12-11 at 13:45 -0500, Don Dailey wrote:
 Do you know of an approach that evaluates go positions perfectly?You
 are attacking the fact that MC programs have errors in their probability
 estimates but completely ignoring the fact that SO DOES EVERY OTHER
 EVALUATION FUNCTION.  

I can code an algorithm that evaluates simple ladders correctly.

I'll repeat that. I can code a program that reads ladders better than a
pure MC program without knowledge of ladders. I can beat it. Human
knowledge programmed into a computer that does that one thing, that
basic go skill, better than the MC program.

Are you saying that there is absolutely no way to combine such with an
MC program to make it better? Not just that no one has done it (I don't
know if anyone has) but that it is impossible? Are you saying that
attempts to do so are wasted? If you are, I'd appreciate it if you did
so clearly.

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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Sanghyeon Seo
2007/12/12, Raymond Wold [EMAIL PROTECTED]:
 Are you saying that there is absolutely no way to combine such with an
 MC program to make it better? Not just that no one has done it (I don't
 know if anyone has) but that it is impossible? Are you saying that
 attempts to do so are wasted? If you are, I'd appreciate it if you did
 so clearly.

As already stated, Valkyria, a strong MC/UCT program, is known to read
ladders in simulation.

-- 
Seo Sanghyeon
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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Chris Fant
 Since Valkyria is slow anyway, I can have it read ladders in the
 simulations. The ladder code is really fast and a little buggy, but
 works often enough to not cause major problems. I never tested the
 benefits of the ladder code it just appeared to be much stronger.

 -Magnus

What do you do with the knowledge learned by reading out the ladder in
a simulation?
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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Don Dailey
Raymond,

Playing a strong game of go is a combination of many factors, not just
reading ladders.You could probably isolate out any particular skill
and write some code that does it pretty well.   But the question will
always be:  How well does it actually play the game?

As has been stated here many times,  improving some specific skill could
actually hurt the overall strength.What you want is the best program
overall - one that knows how to win games.   I don't care if you can
make a great ladder reader if the program sucks.


Raymond Wold wrote:
 On Tue, 2007-12-11 at 13:45 -0500, Don Dailey wrote:
   
 Do you know of an approach that evaluates go positions perfectly?You
 are attacking the fact that MC programs have errors in their probability
 estimates but completely ignoring the fact that SO DOES EVERY OTHER
 EVALUATION FUNCTION.  
 

 I can code an algorithm that evaluates simple ladders correctly.

 I'll repeat that. I can code a program that reads ladders better than a
 pure MC program without knowledge of ladders. I can beat it. Human
 knowledge programmed into a computer that does that one thing, that
 basic go skill, better than the MC program.

 Are you saying that there is absolutely no way to combine such with an
 MC program to make it better? Not just that no one has done it (I don't
 know if anyone has) but that it is impossible? Are you saying that
 attempts to do so are wasted? If you are, I'd appreciate it if you did
 so clearly.
   
This is the course MC programs have been taking all along,  adding
domain specific (and otherwise) knowledge to the play-outs.Of course
you can add ladder code.

But what does this have to do with anything?   What we are arguing
about is whether it's good to try to estimate probabilities.   That's
what you have been critical of.   Adding ladder code will improve any
evaluation function if done correctly but that's not relevant if you
believe estimating probability is foolish.

To the contrary, I believe it is brilliant - in my opinion it is a key
factor in the success of these programs and I would call it a key
breakthrough. 

- Don


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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Don Dailey
I have had this experience many times:

   1. You see a move that sucks.
   2.  You identify the problem and engineer a solution.
   3.  The solution indeed works - it cures the problem.
   4.  The program plays worse than it did before.

By the way,  you are being modest,  Antigo is not bad on 9x9.It's
true there is a pack of programs that are way out front, but they are
mostly different version of just 3 or 4 programs.   Your program would
be the top program if it was on the server 2 years ago.   Do you
remember when CGOS started?It was an impressive feat to break 1800
back then.

- Don




[EMAIL PROTECTED] wrote:
 My engine, Antigo, is not one of the strongest and only plays 9x9
 games. It does not read ladders correctly unless they are short enough
 for the tree to handle it. But I could uncomment a few lines of code
 and then the playouts would know how to handle simple ladders for
 external nodes. The rules in the heavy playouts can be tuned so that
 both colors will play out any ladder. Or each color can read ahead,
 during the playout, to decide whether or not to continue a ladder-like
 Valkyria does. In my experience, both ways produce a net decrease in
 playing strength for my particular bot.

 Adjusting the heavy playout rules to deal with particular tactical
 issues leads to a lot of unintended consequences.

 I've also tried doing a tactical analysis for each string
 (coincidentally also using MC/UCT) as a first pass at the root node
 and using information from that to inform the playouts. It almost
 helps... it ought to help... if I tried one more thing...

 I'd be happy to accept that any sort of traditional go information
 *might* improve MC/UCT. But until it gets down to specifics, there's
 not much to argue about.

 - Dave Hillis
 
 More new features than ever. Check out the new AIM(R) Mail
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Re: [computer-go] Where and How to Test the Strong Programs?

2007-12-11 Thread Don Dailey
Christoph,

Let me know when you are finished,  what name you are playing under and
I will do the bayeselo thing to get a better figure.  Also, I can
throw out any games that were irregular if you can identify them,  such
as if  a match started when you were not looking or your interface got
glitchy or something.

- Don


Christoph Birk wrote:
 It looks like my (3k AGA) CGOS rating (tast-3k) is converging around
 2000 ELO. That gives us a zero-point but we need at least one more
 rated player (better more) to get the scale.
 If you would like to use my GUI please contact me by private email
 at ccbirk at gmail dot com.

 Christoph
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RE: [computer-go] Where and How to Test the Strong Programs?

2007-12-11 Thread David Fotland
I think AGA and KGS are pretty close.  AGA is a real rating system in that
ratings are earned in sanctioned tournaments so they are not disrupted by
casual games.  http://www.usgo.org/ratings/default.html  

European ratings (also from tournaments) are perhaps 2 stones tougher.  Many
think they are more reasonable, since most feel the top of the amateur
rating should be 7 dan or lower, and top AGA ratings are higher than that.
Top pros that have participated in AGA tournaments have ratings about 10
dan, and there are many amateur 8 dans.

Japanese ratings are less tough.  Japanese amateur ratings can be purchased,
with a test, so there has been inflation, and I don't think there is a
national rating organization like in USA and Europe. 

Korean and Chinese are very tough, since they think a 1 dan amateur should
be close to professional strength.

So, I'm AGA 3 dan, but I would have a tough time playing as a 1 dan in
Europe, and I play at 4 dan in clubs in Japan.

I tried playing in a club as 3 dan in China once, and got totally crushed.

My preference would be a scale that is fixed at the top, with 9 dan pros at
9 dan.  This would put 1 dan pros at about 7 dan and top amateurs at 6 dan,
with a few 7 dans.  This is pretty close to the European scale.  Top
tournament pros almost never lose to pro 1 dans, so there are 300 or more
ELO points between the top amateurs and the top professionals.

So perhaps top human play is 3500 or more on the cgos 19x19 scale.  That's
12 ranks above 2000, with the higher ranks having more ELO points per rank.

David

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:computer-go-
 [EMAIL PROTECTED] On Behalf Of Don Dailey
 Sent: Tuesday, December 11, 2007 6:37 PM
 To: computer-go
 Subject: Re: [computer-go] Where and How to Test the Strong Programs?
 
 I feel that we probably need several more players to have much
 accuracy,  but I don't mind starting the best educated guess we can
 muster - it can be modified at a later time.
 
 How do AGA ratings compare to other systems?   Is any particular system
 considered (defacto or otherwise) more of a standard than some other?
 
 How do AGA ratings compare to KGS?
 
 - Don
 
 
 
 Christoph Birk wrote:
  It looks like my (3k AGA) CGOS rating (tast-3k) is converging around
  2000 ELO. That gives us a zero-point but we need at least one more
  rated player (better more) to get the scale.
  If you would like to use my GUI please contact me by private email
  at ccbirk at gmail dot com.
 
  Christoph
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Re: [computer-go] Where and How to Test the Strong Programs?

2007-12-11 Thread Michael Alford
I have lurked here for a long time, I find this newsletter very 
interesting, because I play Go, I am not a programmer. I agree with 
everything Mr Foltand had to say, but would like to add a small bit 
about IGS ranks. A few years ago, IGS changed its ranking system so as 
to anchor from the top, ie a 9d on IGS was a 9d pro, making it the 
closest to real world rankings. I think the strength of IGS ranks has 
slipped a bit since cyberoro came online, but is still probably closest 
to real world ranks. I would suggest not using AGA or KGS or any other 
 ranking system for establishing your CGOS ranks, recruit some IGS 
players with solid (over 100 rated games) ranks, and have them play with 
your various engines.


back to lurking,
Michael

David Fotland wrote:

I think AGA and KGS are pretty close.  AGA is a real rating system in that
ratings are earned in sanctioned tournaments so they are not disrupted by
casual games.  http://www.usgo.org/ratings/default.html  


European ratings (also from tournaments) are perhaps 2 stones tougher.  Many
think they are more reasonable, since most feel the top of the amateur
rating should be 7 dan or lower, and top AGA ratings are higher than that.
Top pros that have participated in AGA tournaments have ratings about 10
dan, and there are many amateur 8 dans.

Japanese ratings are less tough.  Japanese amateur ratings can be purchased,
with a test, so there has been inflation, and I don't think there is a
national rating organization like in USA and Europe. 


Korean and Chinese are very tough, since they think a 1 dan amateur should
be close to professional strength.

So, I'm AGA 3 dan, but I would have a tough time playing as a 1 dan in
Europe, and I play at 4 dan in clubs in Japan.

I tried playing in a club as 3 dan in China once, and got totally crushed.

My preference would be a scale that is fixed at the top, with 9 dan pros at
9 dan.  This would put 1 dan pros at about 7 dan and top amateurs at 6 dan,
with a few 7 dans.  This is pretty close to the European scale.  Top
tournament pros almost never lose to pro 1 dans, so there are 300 or more
ELO points between the top amateurs and the top professionals.

So perhaps top human play is 3500 or more on the cgos 19x19 scale.  That's
12 ranks above 2000, with the higher ranks having more ELO points per rank.

David


-Original Message-
From: [EMAIL PROTECTED] [mailto:computer-go-
[EMAIL PROTECTED] On Behalf Of Don Dailey
Sent: Tuesday, December 11, 2007 6:37 PM
To: computer-go
Subject: Re: [computer-go] Where and How to Test the Strong Programs?

I feel that we probably need several more players to have much
accuracy,  but I don't mind starting the best educated guess we can
muster - it can be modified at a later time.

How do AGA ratings compare to other systems?   Is any particular system
considered (defacto or otherwise) more of a standard than some other?

How do AGA ratings compare to KGS?

- Don



Christoph Birk wrote:

It looks like my (3k AGA) CGOS rating (tast-3k) is converging around
2000 ELO. That gives us a zero-point but we need at least one more
rated player (better more) to get the scale.
If you would like to use my GUI please contact me by private email
at ccbirk at gmail dot com.

Christoph
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Re: [computer-go] Slugo Games at the Cotsen Tournament

2007-12-11 Thread David Doshay
SlugGo crashed twice, lost by 72 in an even game to a 6 Dan, and won  
1 and lost 1 to 10 kyu players. My estimate is that it was behind in  
both games in which it crashed.



Cheers,
David



On 11, Dec 2007, at 11:41 AM, Mark Schreiber wrote:


What happened in the Slugo games at the Cotsen tournament?
Mark

On Tue Nov 27 09:11:07 PST 2007, David Doshay wrote:


Once again, SlugGo was the only computer program at the Cotsen Open.
It would be nice if someone else would bring a program next year.

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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Russ Williams
On Dec 11, 2007 8:53 PM, Don Dailey [EMAIL PROTECTED] wrote:
 The play-out portion is a crude approximation for imagination.   We
 basically look at a board and imagine the final position.The MC
 play-outs kill the dead groups in a reasonably accurate (but fuzzy) way
 and put the flesh on the skeleton.  Near the end of the game,  the
 play-outs end mostly the same the way the game itself would end - and
 the same way a human would expect it to look like.

This seems pretty fishy to me, given that MC can't read ladders
accurately, for instance, but any competent human can, and that MC
plays so bizarrely differently from humans in many positions,
especially endgames.

There may be strong theoretical arguments why MC is STRONG, and there
are clearly empirical demonstrations that MC IS strong, but it is not
at all clear that MC is somehow simulating/approximating the mental
process of a human player playing the game.  If it were, I would
expect an MC player to make moves that look a lot more human.

 I attribute the success of MC to the fact that it's the best simulation
 of how WE do it.The other approaches are clearly more synthetic,
 including raw MC without a proper tree.

But those synthetic approaches seem MORE like what many human players
do (at least humans I've talked to), thinking discretely about
different domain-specific concrete things like are there any
appropriate josekis for this situation?, can I kill that group?
what is its final internal eye shape going to look like?, are any of
my groups endangered?, is my opponent's moyo invadable? or
reducible?, does this ladder work?, can these 2 groups be
separated?, can I make these stones live?  can I do it in sente?,
who has more ko threats now?, how big is that ko threat compared to
the value of this ko?, where is the biggest endgame move right
now?, where is the biggest sente endgame move right now?, which of
these monkey jumps is bigger?, etc.

At a literal detailed analysis level, MC is totally different from how
we do it.  I know of no human player who imagines the 2 players
randomly dropping stones over and over to see what proportion of
wins/losses results. The basic philosophy of MC is radically
different from how humans think about the game.  (Which is not to say
that MC is a bad approach of course.)

And at a higher level (in terms of the actual moves that actually get
chosen by MC), they also look very bizarre compared to a human player,
particularly in the end game where (as has been discussed a lot
recently) a winning MC often fills its own territory or plays neutral
points when real points still exist, something a better-than-beginner
(to say nothing of strong) human player would never do.

In the opening, strong humans typically are familiar with many joseki,
which MC is much less likely to randomly follow.

And (to mention the actual subject of this thread...) a competent
human player can read out most ladders correctly with certainty,
unlike MC.

and so on...

cheers,
russ
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Re: [computer-go] How does MC do with ladders?

2007-12-11 Thread Petri Pitkanen
2007/12/11, Don Dailey [EMAIL PROTECTED]:
 Hi Petri,

 I happen to think that MC is the most human like approach currently
 being tried

Ye in sense Alpha-Beta is human like. It one feature we do and takes
it to extreme. And using different method of evaluation.
.

 The reason I say that is that humans DO estimate their winning chances
 and tally methods, where you simply tally up features/weights
 (regardless of how sophisticated)  is not how strong humans think about
 the game.

Tallying up ius the non-human part. Extracting features and assigning
meaning to them is very human. Good go player describe moves they make
with terms like thicknes, wall, spere of influence,invasion.
Obviously these are not needed if one searches deep enough but how
deep that would be?

 game too.We may notice 3 moves that look playable, but gradually
 come to focus on just 2 of those.   Essentially monte carlo does this
 too.Very narrow focused trees.
Here we completely agree. It just picks the moves with different
emphasis. And we do tactical analysis all the time. Something MC
program is pretty weak at. I for instance played MOGO and it refused
to resign until I places a dead group in atari. Any 20 would have seen
that specific situation. Still that same 20 would have lost the game
easily. So this is very unlike humans

 I attribute the success of MC to the fact that it's the best simulation
 of how WE do it.The other approaches are clearly more synthetic,
 including raw MC without a proper tree.

It could be the best but it is not very close. And adding more go
knowledge to it may make it weaker by consuming CPU. There must be a
third way. But this is the best idea that has posppoed up in years -
or more like a decade

 - Don

Petri
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