Re: [Computer-go] semeai example of winning rate
--- Original-Nachricht Datum: Mon, 17 Jan 2011 21:46:41 +0800 Von: Aja ajahu...@gmail.com Designing 19*19 problems is mainly because the board is big enough to put more examples. Or I think, yes, 9*9 should be enough. Side question: How difficult would it be to design a program that generates such bot-difficult semeais (or at least building blocks for such) automatically? This program would not need to be a good go program... Ingo -- GMX DSL Doppel-Flat ab 19,99 Euro/mtl.! Jetzt mit gratis Handy-Flat! http://portal.gmx.net/de/go/dsl ___ Computer-go mailing list Computer-go@dvandva.org http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
[Computer-go] semeai example of winning rate
Ingo Althöfer wrote: How difficult would it be to design a program that generates such bot-difficult semeais (or at least building blocks for such) automatically? Computer generated problems are not new. Thomas Wolf, the author of Go Tools generated a set of tsumego problems automatically that were very interesting and an important part in the development of Go Tools. He also shared the problem set with other researchers. I used it around 2005, before I went MCTS, I planned to implement something with strong local searches linked by deterministic logic that solved redundancies (territories counted more than once by different cluster searches.) The idea was abandoned long time ago. Jacques. ___ Computer-go mailing list Computer-go@dvandva.org http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
Re: [Computer-go] semeai example of winning rate
How difficult would it be to design a program that generates such bot-difficult semeais We already have one: it is called CGOS. :-) Seriously, whenever two bots play they will drift into a situation that they disagree on. The loser is guaranteed to learn something. Pebbles logs two positions from every loss: 1) The position in which it forecast the highest win rate for the selected move. 2) The last time it forecast a win rate 50% for the selected move. Sometimes these positions occur in the opening. In this case, Pebbles left book and found that it was losing and never changed its opinion. Such cases are not very interesting. But often Pebbles thinks it will win 80% or more, yet still loses. By playing overnight, Pebbles can create many more examples than I can analyze in one day. Brian ___ Computer-go mailing list Computer-go@dvandva.org http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
Re: [Computer-go] semeai example of winning rate
Side question: How difficult would it be to design a program that generates such bot-difficult semeais (or at least building blocks for such) automatically? Only when bots can solve essential positions, do you need random problems to make sure that the answers are robust. Right now, there are a lot af basic positions that bots can't solve. And when programmers try to add code that does, the question is, does this make the program stronger? The main problem right now is that a lot of smart code actually weakens the program. It would be nice, if the programmers reported more on their failures, so that the same promising dead end isn't entered multiple times. But that's not exactly human nature. The most we hear is I already tried, doesn't work in response to suggestions. The effect is, that on the most difficult problems every programmer is a pioner. Stefan ___ Computer-go mailing list Computer-go@dvandva.org http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
Re: [Computer-go] semeai example of winning rate
It would be nice, if the programmers reported more on their failures, so that the same promising dead end isn't entered multiple times. It would be nice to hear about more experiments. There are three classes of researchers, listed from best to worst: 1) Undergraduates. These are the best researchers, because they must write a paper regardless of whether they succeed or fail. So you always find out what happened. 2) Other academics. Generally, these researchers only publish when they have a success. If we are lucky, we might find out about something that failed, but only if there is a success to report. 3) Non-academics. We will never tell our secrets. An academic will have to discover them independently, and then we may insinuate that we tested that idea years ago, but discarded it because we found something better. :-) I don't see much downside in trying ideas multiple times. In this field, the devil is in the details. Let people try multiple things, in many ways, from many angles. They might find something worthwhile. At a minimum they will learn something. Brian ___ Computer-go mailing list Computer-go@dvandva.org http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
Re: [Computer-go] semeai example of winning rate
On Tue, 18 Jan 2011, Stefan Kaitschick wrote: Side question: How difficult would it be to design a program that generates such bot-difficult semeais (or at least building blocks for such) automatically? Only when bots can solve essential positions, do you need random problems to make sure that the answers are robust. Right now, there are a lot af basic positions that bots can't solve. And when programmers try to add code that does, the question is, does this make the program stronger? The main problem right now is that a lot of smart code actually weakens the program. You know, in this case and for life-and-death in general, maybe programmers should be cautious when rejecting changes because it makes the programm (slightly) weaker. Maybe they already are cautious, but what I mean is that: we are here essentially trying to patch a bot weakness. The usual way to test strength is by playing other bots. Since they also have the weakness, and anyhow won't steer the game in that direction, patching that weakness does not make a huge difference against them, and can easily be overshadowed by any collateral change, such as being slightly slower. On the other hand, it might still make them stronger against humans. I know that opponent non-transitivity is usually exaggerated, but in this case, I would not be surprised if there was something like that. Jonas ___ Computer-go mailing list Computer-go@dvandva.org http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
Re: [Computer-go] semeai example of winning rate
You know, in this case and for life-and-death in general, maybe programmers should be cautious when rejecting changes because it makes the program (slightly) weaker. What you say makes sense. But for life-and-death the real problem is that we don't know of an effective procedure that integrates with the overall framework. Programmers realize this, and they want to address the problem in a comprehensive way. So when a thorny problem comes up, say semeais and ko or approach moves, we realize that we are not implementing a general solution when we patch that special case. In that situation, we decide that we will implement a special case if it seems to make the program stronger. It's a reasonable approach while we await the next breakthrough. Keep in mind that general methods get far too much credit for success. The real strength of our programs isn't exactly UCT or even MCTS. It is more that those frameworks allow for domain-specific adaptations while preserving asymptotic convergence properties under remarkably general circumstances. The same is true of chess alpha-beta, and neural networks backgammon, and double-dummy bridge, and linear programming poker, and libraries checkers. In every case it is the clever adaptation of the framework to the domain that extracts full value. Brian ___ Computer-go mailing list Computer-go@dvandva.org http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
Re: [Computer-go] semeai example of winning rate
On Wed, Jan 19, 2011 at 6:41 AM, Brian Sheppard sheppar...@aol.com wrote: Seriously, whenever two bots play they will drift into a situation that they disagree on. The loser is guaranteed to learn something. Pebbles logs two positions from every loss: 1) The position in which it forecast the highest win rate for the selected move. 2) The last time it forecast a win rate 50% for the selected move. Sometimes these positions occur in the opening. In this case, Pebbles left book and found that it was losing and never changed its opinion. Such cases are not very interesting. But often Pebbles thinks it will win 80% or more, yet still loses. That's probably a great way to find positions that are interesting for the development Pebbles. Variations that generate more generally interesting methods include: * Analysing dan-level games using those same metrics * Using multiple bots to analyse dan-level games and using those positions which are found to be interesting by multiple bots (also works with wildly different versions of the same bot) cheers stuart ___ Computer-go mailing list Computer-go@dvandva.org http://dvandva.org/cgi-bin/mailman/listinfo/computer-go