[computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread Harald Korneliussen
Ivan Dubois mentioned  the bent four in the corner shape as a
scalability killer, a situation where more playouts doesn't help
(much), because playouts systematically misevaluate it. As I
understand it, it could be corrected in the tree, but this is very
unlikely to happen until the very end of a game, by which time it may
be too late (Mogo having worked the entire game for that solid 0.5
win, which turns out to be a solid loss instead because of the
life-and-death misevaluation)

I recalled a KGS game of Mogo I'd looked at, where something very
similar happened, and with a little digging I found it again:

http://files.gokgs.com/games/2007/12/1/Ardalan-MoGoBot3.sgf

It turns out it's not the bent four shape, but I suspect it's
another such shape, where more playouts only confirm that these moves
aren't worth including into the tree, so that UCT catches them very
late, if ever.

If these situations can be reliably created by a human, then indeed
they put an upper limit on the real world scalability of a program.

If I should propose a hackish heuristic to deal with such situations,
this is it: At one point, when the problematic shape appeared, the
human must have done a move that to the computer seemed horribly bad.
Why did he do that? Doesn't he see that my shape is alive?. When
such situations occur, there are two possibilities:

1. The bot is playing a weaker human player, and the move is indeed bad.
2. The bot is playing a stronger human, and the move is actually good.

I think it may be a good idea to do something with the weighting in
these situations, so that the relevant moves are added to the tree. In
worst case, a lot of effort is wasted in proving a bad move bad - but
this should not be so serious, as the bad move will likely mean the
opponent has poor chances of winning anyway. In the best case, the
program's blunder is revealed after the fact. This may still leave
little chance of winning, (if the ld error was severe) but at least
the program's counting won't be off for the rest of the game. Since
today's programs don't care for winning margins, counting errors by
even a single point will spell disaster.

I believe this heurtistic would be cheap in terms of computational
cost, but hard to evaluate/tune. Self-play would not be very
effective...
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Re: [computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread Thomas Wolf

On Wed, 23 Jan 2008, Harald Korneliussen wrote:

 It turns out it's not the bent four shape, but I suspect it's
 another such shape, where more playouts only confirm that these moves
 aren't worth including into the tree, so that UCT catches them very
 late, if ever.

Just a quick note that an algorithm how to evaluate bent four like
positions with a minimax search is given in

http://lie.math.brocku.ca/twolf/papers/bent4.pdf

Thomas
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Re: [computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread terry mcintyre
From: Harald Korneliussen [EMAIL PROTECTED]

I recalled a KGS game of Mogo I'd looked at, where something very similar 
happened, and with a little digging I found it again:

 http://files.gokgs.com/games/2007/12/1/Ardalan-MoGoBot3.sgf

Thanks for the example! That's the infamous square four - under any ruleset, 
it is absolutely and irrefutably dead.
 
Mogo mis-evaluated the group as alive, and believed the score to be a win by 
6.5. 

Since the group was dead, Mogo actually lost by 15.5 ( by area counting )

A white play at B1, move 195, was predictable. Had Mogo correctly anticipated 
and evaluated this nakade, it could have created a more robust shape.


Terry McIntyre [EMAIL PROTECTED] 








  

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Re : [computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread ivan dubois
Hello,

After thinking a bit more about it, I came to the conclusion that the so called 
Bent four in the corner shape, is not such a serious scalability killer (I 
like this term).
Nor is the situation that appears in your game.
Let me explain why : 
It would indeed be a scalability killer if Mogo was 100 % sure that some 
group is dead, when it is actually alive. However what happens is that it has 
some doubts about the situation. It may think for example it is 60 % alive and 
40 % dead. Of course it would be better for him to know the reality, but having 
some persistent doubt on it is not that much detrimental. For example if he has 
perfect information about the rest of the board, he will play perfectly on the 
rest of the board.  
I propose a chalenge to this list : Find a real scalability issue with Mogo or 
any other actual UCT program. (And prove it)

Ivan   


- Message d'origine 
De : Harald Korneliussen [EMAIL PROTECTED]
À : computer-go@computer-go.org
Envoyé le : Mercredi, 23 Janvier 2008, 15h31mn 20s
Objet : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies

Ivan Dubois mentioned  the bent four in the corner shape as a
scalability killer, a situation where more playouts doesn't help
(much), because playouts systematically misevaluate it. As I
understand it, it could be corrected in the tree, but this is very
unlikely to happen until the very end of a game, by which time it may
be too late (Mogo having worked the entire game for that solid 0.5
win, which turns out to be a solid loss instead because of the
life-and-death misevaluation)

I recalled a KGS game of Mogo I'd looked at, where something very
similar happened, and with a little digging I found it again:

http://files.gokgs.com/games/2007/12/1/Ardalan-MoGoBot3.sgf

It turns out it's not the bent four shape, but I suspect it's
another such shape, where more playouts only confirm that these moves
aren't worth including into the tree, so that UCT catches them very
late, if ever.

If these situations can be reliably created by a human, then indeed
they put an upper limit on the real world scalability of a program.

If I should propose a hackish heuristic to deal with such situations,
this is it: At one point, when the problematic shape appeared, the
human must have done a move that to the computer seemed horribly bad.
Why did he do that? Doesn't he see that my shape is alive?. When
such situations occur, there are two possibilities:

1. The bot is playing a weaker human player, and the move is indeed bad.
2. The bot is playing a stronger human, and the move is actually good.

I think it may be a good idea to do something with the weighting in
these situations, so that the relevant moves are added to the tree. In
worst case, a lot of effort is wasted in proving a bad move bad - but
this should not be so serious, as the bad move will likely mean the
opponent has poor chances of winning anyway. In the best case, the
program's blunder is revealed after the fact. This may still leave
little chance of winning, (if the ld error was severe) but at least
the program's counting won't be off for the rest of the game. Since
today's programs don't care for winning margins, counting errors by
even a single point will spell disaster.

I believe this heurtistic would be cheap in terms of computational
cost, but hard to evaluate/tune. Self-play would not be very
effective...
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Re: Re : [computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread terry mcintyre
Feed any MC-UCT program the position after White B1, at move 195, and ask the 
probability of a black win. Repeat until the program corrects its estimate.

It would be interesting to determine just how many simulations are needed to 
solve this problem - which is obvious to double-digit kyu players.

Terry McIntyre [EMAIL PROTECTED] 


- Original Message 
From: ivan dubois [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Wednesday, January 23, 2008 7:17:17 AM
Subject: Re : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies


Hello,

After thinking a bit more about it, I came to the conclusion that the
 so called Bent four in the corner shape, is not such a serious
 scalability killer (I like this term).
Nor is the situation that appears in your game.
Let me explain why : 
It would indeed be a scalability killer if Mogo was 100 % sure that
 some group is dead, when it is actually alive. However what happens is
 that it has some doubts about the situation. It may think for example
 it is 60 % alive and 40 % dead. Of course it would be better for him to
 know the reality, but having some persistent doubt on it is not that
 much detrimental. For example if he has perfect information about the
 rest of the board, he will play perfectly on the rest of the board.  
I propose a chalenge to this list : Find a real scalability issue with
 Mogo or any other actual UCT program. (And prove it)

Ivan   


- Message d'origine 
De : Harald Korneliussen [EMAIL PROTECTED]
À : computer-go@computer-go.org
Envoyé le : Mercredi, 23 Janvier 2008, 15h31mn 20s
Objet : [computer-go] Bent four in the corner was:Scalability problem
 of play-out policies

Ivan Dubois mentioned  the bent four in the corner shape as a
scalability killer, a situation where more playouts doesn't help
(much), because playouts systematically misevaluate it. As I
understand it, it could be corrected in the tree, but this is very
unlikely to happen until the very end of a game, by which time it may
be too late (Mogo having worked the entire game for that solid 0.5
win, which turns out to be a solid loss instead because of the
life-and-death misevaluation)

I recalled a KGS game of Mogo I'd looked at, where something very
similar happened, and with a little digging I found it again:

http://files.gokgs.com/games/2007/12/1/Ardalan-MoGoBot3.sgf

It turns out it's not the bent four shape, but I suspect it's
another such shape, where more playouts only confirm that these moves
aren't worth including into the tree, so that UCT catches them very
late, if ever.

If these situations can be reliably created by a human, then indeed
they put an upper limit on the real world scalability of a program.

If I should propose a hackish heuristic to deal with such situations,
this is it: At one point, when the problematic shape appeared, the
human must have done a move that to the computer seemed horribly bad.
Why did he do that? Doesn't he see that my shape is alive?. When
such situations occur, there are two possibilities:

1. The bot is playing a weaker human player, and the move is indeed
 bad.
2. The bot is playing a stronger human, and the move is actually good.

I think it may be a good idea to do something with the weighting in
these situations, so that the relevant moves are added to the tree. In
worst case, a lot of effort is wasted in proving a bad move bad - but
this should not be so serious, as the bad move will likely mean the
opponent has poor chances of winning anyway. In the best case, the
program's blunder is revealed after the fact. This may still leave
little chance of winning, (if the ld error was severe) but at least
the program's counting won't be off for the rest of the game. Since
today's programs don't care for winning margins, counting errors by
even a single point will spell disaster.

I believe this heurtistic would be cheap in terms of computational
cost, but hard to evaluate/tune. Self-play would not be very
effective...
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 Mail http://mail.yahoo.fr
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Re : [computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread ivan dubois
Hello,

I agree that the current implementation of Mogo (from what I know about it)  
will not know for sure that the D17 black group is 100% dead.
It will think that it is X%  dead and stick to that estimation, whatever 
thinking time you give it. X is a constant that does not depend of thinking 
time (no scalability).
However, and this can be surprising, I am not sure wether it is really a 
scalability killer for whole board play, because after all, it doesnt have to 
know with 100 % confidence the status of one group to play perfectly.


- Message d'origine 
De : terry mcintyre [EMAIL PROTECTED]
À : computer-go computer-go@computer-go.org
Envoyé le : Mercredi, 23 Janvier 2008, 16h24mn 53s
Objet : Re: Re : [computer-go] Bent four in the corner was:Scalability problem 
of play-out policies


Feed any MC-UCT program the position after White B1, at move 195, and ask the 
probability of a black win. Repeat until the program corrects its estimate.

It would be interesting to determine just how many simulations are needed to 
solve this problem - which is obvious to double-digit kyu players.

Terry McIntyre [EMAIL PROTECTED]
 




- Original Message 
From: ivan dubois [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Wednesday, January 23, 2008 7:17:17 AM
Subject: Re : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies

Hello,

After thinking a bit more about it, I came to the conclusion that the so called 
Bent four in the corner shape, is not such a serious scalability killer (I 
like this term).
Nor is the situation that appears in your game.
Let me explain why : 
It would indeed be a scalability killer if Mogo was 100 % sure that some 
group is dead, when it is actually alive. However what happens is that it has 
some doubts about the situation. It may think for example it is 60 % alive and 
40 % dead. Of course it would be better for him to know the reality, but having 
some persistent doubt on it is not that much detrimental. For example if he has 
perfect information about the rest of the board, he will play perfectly on the 
rest of the board.  
I propose a chalenge to this list : Find a real scalability issue with Mogo or 
any other actual UCT program. (And prove it)

Ivan  


- Message d'origine 
De : Harald Korneliussen [EMAIL PROTECTED]
À : computer-go@computer-go.org
Envoyé le : Mercredi, 23 Janvier 2008, 15h31mn 20s
Objet : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies

Ivan Dubois mentioned  the bent four in the corner shape as a
scalability killer, a situation where more playouts doesn't help
(much), because playouts systematically misevaluate it. As I
understand it, it could be corrected in the tree, but this is very
unlikely to happen until the very end of a game, by which time it may
be too late (Mogo having worked the entire game for that solid 0.5
win, which turns out to be a solid loss instead because of the
life-and-death misevaluation)

I recalled a KGS game of Mogo I'd looked at, where something very
similar happened, and with a little digging I found it again:

http://files.gokgs.com/games/2007/12/1/Ardalan-MoGoBot3.sgf

It turns out it's not the bent four shape, but I suspect it's
another such shape, where more playouts only confirm that these moves
aren't worth including into the tree, so that UCT catches them very
late, if ever.

If these situations can be reliably created by a human, then indeed
they put an upper limit on the real world scalability of a program.

If I should propose a hackish heuristic to deal with such situations,
this is it: At one point, when the problematic shape appeared, the
human must have done a move that to the computer seemed horribly bad.
Why did he do that? Doesn't he see that my shape is alive?. When
such situations occur, there are two possibilities:

1. The bot is playing a weaker human player, and the move is indeed bad.
2. The bot is playing a stronger human, and the move is actually good.

I think it may be a good idea to do something with the weighting in
these situations, so that the relevant moves are added to the tree. In
worst case, a lot of effort is wasted in proving a bad move bad - but
this should not be so serious, as the bad move will likely mean the
opponent has poor chances of winning anyway. In the best case, the
program's blunder is revealed after the fact. This may still leave
little chance of winning, (if the ld error was severe) but at least
the program's counting won't be off for the rest of the game. Since
today's programs don't care for winning margins, counting errors by
even a single point will spell disaster.

I believe this heurtistic would be cheap in terms of computational
cost, but hard to evaluate/tune. Self-play would not be very
effective...
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Re: Re : [computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread steve uurtamo
it will only assign it a positive probability of being

dead if there are playouts where the group dies, right?



s.



- Original Message 

From: ivan dubois [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org

Sent: Wednesday, January 23, 2008 10:51:52 AM

Subject: Re : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies



 Hello,

  

 I agree that the current implementation of Mogo (from what I know about it)  
will not know for sure that the D17 black group is 100% dead.

 It will think that it is X%  dead and stick to that estimation, whatever 
thinking time you give it. X is a constant that does not depend of thinking 
time (no scalability).

 However, and this can be surprising, I am not sure wether it is really a 
scalability killer for whole board play, because after all, it doesnt have to 
know with 100 % confidence the status of one group to play perfectly.

 

 

 - Message d'origine 

De : terry mcintyre [EMAIL PROTECTED]

À : computer-go computer-go@computer-go.org

Envoyé le : Mercredi, 23 Janvier 2008, 16h24mn 53s

Objet : Re: Re : [computer-go] Bent four in the corner was:Scalability problem 
of play-out policies



 Feed any MC-UCT program the position after White B1, at move 195, and ask the 
probability of a black win. Repeat until the program corrects its estimate.



It would be interesting to determine just how many simulations are needed to 
solve this problem - which is obvious to double-digit kyu players.



Terry McIntyre [EMAIL PROTECTED]  

 



 - Original Message 

From: ivan dubois [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org

Sent: Wednesday, January 23, 2008 7:17:17 AM

Subject: Re : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies



Hello,



After thinking a bit more about it, I came to the conclusion that the so called 
Bent four in the corner shape, is not such a serious scalability killer (I 
like this term).

Nor is the situation that appears in your game.

Let me explain why : 

It would indeed be a scalability killer if Mogo was 100 % sure that some 
group is dead, when it is actually alive. However what happens is that it has 
some doubts about the situation. It may think for example it is 60 % alive and 
40 % dead. Of course it would be better for him to know the reality, but having 
some  persistent doubt on it is not that much detrimental. For example if he 
has perfect information about the rest of the board, he will play perfectly on 
the rest of the board.  

I propose a chalenge to this list : Find a real scalability issue with Mogo or 
any other actual UCT program. (And prove it)



Ivan  





- Message d'origine 

De : Harald Korneliussen [EMAIL PROTECTED]

À : computer-go@computer-go.org

Envoyé le : Mercredi, 23 Janvier 2008, 15h31mn 20s

Objet : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies



Ivan Dubois mentioned  the bent four in the corner shape as a

scalability killer, a situation where more playouts  doesn't help

(much), because playouts systematically misevaluate it. As I

understand it, it could be corrected in the tree, but this is very

unlikely to happen until the very end of a game, by which time it may

be too late (Mogo having worked the entire game for that solid 0.5

win, which turns out to be a solid loss instead because of the

life-and-death misevaluation)



I recalled a KGS game of Mogo I'd looked at, where something very

similar happened, and with a little digging I found it again:



http://files.gokgs.com/games/2007/12/1/Ardalan-MoGoBot3.sgf



It turns out it's not the bent four shape, but I suspect it's

another such shape, where more playouts only confirm that these moves

aren't worth including into the tree, so that UCT catches them very

late, if ever.



If these situations can be  reliably created by a human, then indeed

they put an upper limit on the real world scalability of a program.



If I should propose a hackish heuristic to deal with such situations,

this is it: At one point, when the problematic shape appeared, the

human must have done a move that to the computer seemed horribly bad.

Why did he do that? Doesn't he see that my shape is alive?. When

such situations occur, there are two possibilities:



1. The bot is playing a weaker human player, and the move is indeed bad.

2. The bot is playing a stronger human, and the move is actually good.



I think it may be a good idea to do something with the weighting in

these situations, so that the relevant moves are added to the tree. In

worst case, a lot of effort is wasted in proving a bad move bad - but

this should not be so serious, as the bad move will likely mean the

opponent has poor chances of winning anyway. In the best  case, the

program's blunder is revealed after the fact. This may still leave

little chance of winning, (if the ld error was severe) but at least

Re : Re : [computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread ivan dubois
Hi,

This is correct. 
Do you think there will be no playouts where the group dies ? 
I think there will be around 50% where the group dies. If you think this is not 
the case, please explain to me. 

Ivan

- Message d'origine 
De : steve uurtamo [EMAIL PROTECTED]
À : computer-go computer-go@computer-go.org
Envoyé le : Mercredi, 23 Janvier 2008, 17h22mn 35s
Objet : Re: Re : [computer-go] Bent four in the corner was:Scalability problem 
of play-out policies

it will only assign it a positive probability of being

dead if there are playouts where the group dies, right?



s.



- Original Message 

From: ivan dubois [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org

Sent: Wednesday, January 23, 2008 10:51:52 AM

Subject: Re : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies



Hello,

  

I agree that the current implementation of Mogo (from what I know about it)  
will not know for sure that the D17 black group is 100% dead.

It will think that it is X%  dead and stick to that estimation, whatever 
thinking time you give it. X is a constant that does not depend of thinking 
time (no scalability).

However, and this can be surprising, I am not sure wether it is really a 
scalability killer for whole board play, because after all, it doesnt have to 
know with 100 % confidence the status of one group to play perfectly.





- Message d'origine 

De : terry mcintyre [EMAIL PROTECTED]

À : computer-go computer-go@computer-go.org

Envoyé le : Mercredi, 23 Janvier 2008, 16h24mn 53s

Objet : Re: Re : [computer-go] Bent four in the corner was:Scalability problem 
of play-out policies



Feed any MC-UCT program the position after White B1, at move 195, and ask the 
probability of a black win. Repeat until the program corrects its estimate.



It would be interesting to determine just how many simulations are needed to 
solve this problem - which is obvious to double-digit kyu players.



Terry McIntyre [EMAIL PROTECTED]  





- Original Message 

From: ivan dubois [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org

Sent: Wednesday, January 23, 2008 7:17:17 AM

Subject: Re : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies



Hello,



After thinking a bit more about it, I came to the conclusion that the so called 
Bent four in the corner shape, is not such a serious scalability killer (I 
like this term).

Nor is the situation that appears in your game.

Let me explain why : 

It would indeed be a scalability killer if Mogo was 100 % sure that some 
group is dead, when it is actually alive. However what happens is that it has 
some doubts about the situation. It may think for example it is 60 % alive and 
40 % dead. Of course it would be better for him to know the reality, but having 
some  persistent doubt on it is not that much detrimental. For example if he 
has perfect information about the rest of the board, he will play perfectly on 
the rest of the board.  

I propose a chalenge to this list : Find a real scalability issue with Mogo or 
any other actual UCT program. (And prove it)



Ivan  





- Message d'origine 

De : Harald Korneliussen [EMAIL PROTECTED]

À : computer-go@computer-go.org

Envoyé le : Mercredi, 23 Janvier 2008, 15h31mn 20s

Objet : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies



Ivan Dubois mentioned  the bent four in the corner shape as a

scalability killer, a situation where more playouts  doesn't help

(much), because playouts systematically misevaluate it. As I

understand it, it could be corrected in the tree, but this is very

unlikely to happen until the very end of a game, by which time it may

be too late (Mogo having worked the entire game for that solid 0.5

win, which turns out to be a solid loss instead because of the

life-and-death misevaluation)



I recalled a KGS game of Mogo I'd looked at, where something very

similar happened, and with a little digging I found it again:



http://files.gokgs.com/games/2007/12/1/Ardalan-MoGoBot3.sgf



It turns out it's not the bent four shape, but I suspect it's

another such shape, where more playouts only confirm that these moves

aren't worth including into the tree, so that UCT catches them very

late, if ever.



If these situations can be  reliably created by a human, then indeed

they put an upper limit on the real world scalability of a program.



If I should propose a hackish heuristic to deal with such situations,

this is it: At one point, when the problematic shape appeared, the

human must have done a move that to the computer seemed horribly bad.

Why did he do that? Doesn't he see that my shape is alive?. When

such situations occur, there are two possibilities:



1. The bot is playing a weaker human player, and the move is indeed bad.

2. The bot is playing a stronger human, and the move is actually good.



I think it may be a good idea

Re: Re : [computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread terry mcintyre
I disagree. If the opponent's estimate of the rest of the board is at least as 
good as program XXX, but the opponent knows a particular group is 100% dead, 
where program XXX thinks it might live, the opponent is likely to win, with a 
probability approaching 1.00. Program XXX will be basing its decisions on 
provably false information. The opponent will spend just enough effort to keep 
that group dead, and will otherwise play as well as program XXX on the rest of 
the board.

We have all seen that Mogo is not greedy - it will play suboptimal moves while 
it thinks it has the win. I've read many an argument about how Mogo is actually 
maximizing win probability; this is total fantasy. When obvious yose ( endgame 
) plays or life-making plays are passed up in favor of tossing random stones 
into  perfectly secure eyespace, that is a losing strategy. Better yose 
handling can ( and often does ) make up for earlier mistakes. Random stones in 
one's own area will not help. Under area counting rules, playing the da me ( 
neutral points ) would be better.
 
Terry McIntyre [EMAIL PROTECTED] 
“Wherever is found what is called a paternal government, there is found state 
education. It has been discovered that the best way to insure implicit 
obedience is to commence tyranny in the nursery.”
 
Benjamin Disraeli, Speech in the House of Commons [June 15, 1874]

- Original Message 
From: ivan dubois [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Wednesday, January 23, 2008 7:51:52 AM
Subject: Re : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies


Hello,

 

I agree that the current implementation of Mogo (from what I know about it)  
will not know for sure that the D17 black group is 100% dead.

It will think that it is X%  dead and stick to that estimation, whatever 
thinking time you give it. X is a constant that does not depend of thinking 
time (no scalability).

However, and this can be surprising, I am not sure wether it is really a 
scalability killer for whole board play, because after all, it doesnt have to 
know with 100 % confidence the status of one group to play perfectly.


 

- Message d'origine 
De : terry mcintyre [EMAIL PROTECTED]
À : computer-go computer-go@computer-go.org
Envoyé le : Mercredi, 23 Janvier 2008, 16h24mn 53s
Objet : Re: Re : [computer-go] Bent four in the corner was:Scalability problem 
of play-out policies


Feed any MC-UCT program the position after White B1, at move 195, and ask the 
probability of a black win. Repeat until the program corrects its estimate.

It would be interesting to determine just how many simulations are needed to 
solve this problem - which is obvious to double-digit kyu players.

Terry McIntyre [EMAIL PROTECTED]
 




- Original Message 
From: ivan dubois [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Wednesday, January 23, 2008 7:17:17 AM
Subject: Re : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies

Hello,

After thinking a bit more about it, I came to the conclusion that the so called 
Bent four in the corner shape, is not such a serious scalability killer (I 
like this term).
Nor is the situation that appears in your game.
Let me explain why : 
It would indeed be a scalability killer if Mogo was 100 % sure that some 
group is dead, when it is actually alive. However what happens is that it has 
some doubts about the situation. It may think for example it is 60 % alive and 
40 % dead. Of course it would be better for him to know the reality, but having 
some
 persistent doubt on it is not that much detrimental. For example if he has 
perfect information about the rest of the board, he will play perfectly on the 
rest of the board.  
I propose a chalenge to this list : Find a real scalability issue with Mogo or 
any other actual UCT program. (And prove it)

Ivan  


- Message d'origine 
De : Harald Korneliussen [EMAIL PROTECTED]
À : computer-go@computer-go.org
Envoyé le : Mercredi, 23 Janvier 2008, 15h31mn 20s
Objet : [computer-go] Bent four in the corner was:Scalability problem of 
play-out policies

Ivan Dubois mentioned  the bent four in the corner shape as a
scalability killer, a situation where more playouts
 doesn't help
(much), because playouts systematically misevaluate it. As I
understand it, it could be corrected in the tree, but this is very
unlikely to happen until the very end of a game, by which time it may
be too late (Mogo having worked the entire game for that solid 0.5
win, which turns out to be a solid loss instead because of the
life-and-death misevaluation)

I recalled a KGS game of Mogo I'd looked at, where something very
similar happened, and with a little digging I found it again:

http://files.gokgs.com/games/2007/12/1/Ardalan-MoGoBot3.sgf

It turns out it's not the bent four shape, but I suspect it's
another such shape, where more playouts only confirm that these moves
aren't worth

Re : [computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread ivan dubois
By the way, my argument still applies when there are no outside liberties, 
because the eye filing itself is a long enough UCT trap (a sequence of moves 
that appears to be just like null moves).  
I gave a theoretical argument, but actualy it is not very surprising. Did you 
ever wonder why Mogo, being now so strong, could still exhibit so basic and 
stupid blind spots ? The explanation is very simple : Those blind spots reveal 
the fact that some aspects of its understanding do not scale as fast as the 
other aspects. Actualy for some aspects, it does not scale at all, from a 
practical point of view.

Ivan   


- Message d'origine 
De : Michael Williams [EMAIL PROTECTED]
À : computer-go computer-go@computer-go.org
Envoyé le : Mercredi, 23 Janvier 2008, 20h38mn 32s
Objet : Re: Re : [computer-go] Bent four in the corner was:Scalability problem 
of play-out policies

ivan dubois wrote:
 I agree that the current implementation of Mogo (from what I know about 
 it)  will not know for sure that the D17 black group is 100% dead.
 It will think that it is X%  dead and stick to that estimation, whatever 
 thinking time you give it. X is a constant that does not depend of 
 thinking time (no scalability).

How are you arriving at this conclusion?  It makes no sense to me.
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Re: Re : Re : [computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread Michael Williams

ivan dubois wrote:
Hello, 


- Message d'origine 
De : Michael Williams [EMAIL PROTECTED]
À : computer-go computer-go@computer-go.org
Envoyé le : Mercredi, 23 Janvier 2008, 20h38mn 32s
Objet : Re: Re : [computer-go] Bent four in the corner was:Scalability problem 
of play-out policies

ivan dubois wrote:
I agree that the current implementation of Mogo (from what I know about 
it)  will not know for sure that the D17 black group is 100% dead.
It will think that it is X%  dead and stick to that estimation, whatever 
thinking time you give it. X is a constant that does not depend of 
thinking time (no scalability).



How are you arriving at this conclusion?  It makes no sense to me.



Actually this is not true for this exact situation, but I think it is true if 
the black group has enough external liberties.
Suppose it has 10 outside liberties, to make things very clear. 
For the simplicity of my argument, suppose also that the big eye is almost entirely filled with white stones (minus 1 liberty) 
Here is my reasoning : 
Starting from the root, there are some playouts where the black group dies, and other where it lives. Let us note X the proportion of playouts that end with the black group having been captured.

Now is there any move A, starting from the root, that will change this 
ratio if you start the random playouts just after A ? I think clearly, the 
answer is no, do you agree with that ? The only relevant possible move would be 
to fill a liberty, but since all liberties will be filled anyway during the 
playouts, this will not change anything to the scenario. The only thing that 
matters is wether or not white plays first at the vital point every time the 
eye is reduced during the playouts.
 Using the same argument, there exists no sequence of less than 8 moves that can change the value of X. 
This means all these sequences of liberty filling will be considered to have exactly the same value than playing a null move. 
I think it implies that uct will never (of course in theory it will at some point but I say it would require absurd computing time) find the sequence that captures the group with 100% confidence, because this sequence begins with 8 apparently useless moves.


You speak to imprecisely for me, sorry.  When questioned, you reverse position.

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Re: Re : Re : [computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread steve uurtamo
i.e.,

any case where discovering a particular position
would require making illegal moves during that
playout with respect to the move policy in place.

so for instance, if the only way to discover the death of a
group is to play inside one-point eyes, and there's a playout
policy that says to never play inside one-point eyes, then
the death of the relevant group will never be discovered, and
will have zero estimated probability of ever occurring.  not that
it will have vanishingly small probability, but that it will have
p=0.

if this group is all that keeps two larger groups connected, for instance,
then this is a problem for the understanding of the whole board
situation.

this has been beaten badly to death, however, so i'll take any
responses off-list.

s.

- Original Message 
From: ivan dubois [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Wednesday, January 23, 2008 11:45:01 AM
Subject: Re : Re : [computer-go] Bent four in the corner was:Scalability 
problem of play-out policies


Hi,

This is correct. 
Do you think there will be no playouts where the group dies ? 
I think there will be around 50% where the group dies. If you think
 this is not the case, please explain to me. 

Ivan

- Message d'origine 
De : steve uurtamo [EMAIL PROTECTED]
À : computer-go computer-go@computer-go.org
Envoyé le : Mercredi, 23 Janvier 2008, 17h22mn 35s
Objet : Re: Re : [computer-go] Bent four in the corner was:Scalability
 problem of play-out policies

it will only assign it a positive probability of being

dead if there are playouts where the group dies, right?



s.



- Original Message 

From: ivan dubois [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org

Sent: Wednesday, January 23, 2008 10:51:52 AM

Subject: Re : [computer-go] Bent four in the corner was:Scalability
 problem of play-out policies



Hello,

  

I agree that the current implementation of Mogo (from what I know about
 it)  will not know for sure that the D17 black group is 100% dead.

It will think that it is X%  dead and stick to that estimation,
 whatever thinking time you give it. X is a constant that does not depend of
 thinking time (no scalability).

However, and this can be surprising, I am not sure wether it is really
 a scalability killer for whole board play, because after all, it doesnt
 have to know with 100 % confidence the status of one group to play
 perfectly.





- Message d'origine 

De : terry mcintyre [EMAIL PROTECTED]

À : computer-go computer-go@computer-go.org

Envoyé le : Mercredi, 23 Janvier 2008, 16h24mn 53s

Objet : Re: Re : [computer-go] Bent four in the corner was:Scalability
 problem of play-out policies



Feed any MC-UCT program the position after White B1, at move 195, and
 ask the probability of a black win. Repeat until the program corrects
 its estimate.



It would be interesting to determine just how many simulations are
 needed to solve this problem - which is obvious to double-digit kyu
 players.



Terry McIntyre [EMAIL PROTECTED]  





- Original Message 

From: ivan dubois [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org

Sent: Wednesday, January 23, 2008 7:17:17 AM

Subject: Re : [computer-go] Bent four in the corner was:Scalability
 problem of play-out policies



Hello,



After thinking a bit more about it, I came to the conclusion that the
 so called Bent four in the corner shape, is not such a serious
 scalability killer (I like this term).

Nor is the situation that appears in your game.

Let me explain why : 

It would indeed be a scalability killer if Mogo was 100 % sure that
 some group is dead, when it is actually alive. However what happens is
 that it has some doubts about the situation. It may think for example
 it is 60 % alive and 40 % dead. Of course it would be better for him to
 know the reality, but having some  persistent doubt on it is not that
 much detrimental. For example if he has perfect information about the
 rest of the board, he will play perfectly on the rest of the board.  

I propose a chalenge to this list : Find a real scalability issue with
 Mogo or any other actual UCT program. (And prove it)



Ivan  





- Message d'origine 

De : Harald Korneliussen [EMAIL PROTECTED]

À : computer-go@computer-go.org

Envoyé le : Mercredi, 23 Janvier 2008, 15h31mn 20s

Objet : [computer-go] Bent four in the corner was:Scalability problem
 of play-out policies



Ivan Dubois mentioned  the bent four in the corner shape as a

scalability killer, a situation where more playouts  doesn't help

(much), because playouts systematically misevaluate it. As I

understand it, it could be corrected in the tree, but this is very

unlikely to happen until the very end of a game, by which time it may

be too late (Mogo having worked the entire game for that solid 0.5

win, which turns out to be a solid loss instead because of the

life-and-death misevaluation)



I recalled a KGS game of Mogo I'd

Re : [computer-go] Bent four in the corner was:Scalability problem of play-out policies

2008-01-23 Thread ivan dubois
I gave you a proof of what I am claiming, I really dont see what I can do more.
Anyway we all now all this is just a waste of time for pleasure. People who are 
really working on a UCT engine (I dont anymore) will find solutions to these 
problems as soon as they become relevant to playing strength.

 You speak to imprecisely for me, sorry.  When questioned, you reverse 
 position.

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