Re: [Computer-go] ieee article about computer go

2014-07-03 Thread Stefan Kaitschick
Thank you for the enlightening explanation. It actually explains more than
the explainers may wish to convey. My condolences to you for having that
innovative visual opener foisted on your fine article.

Stefan
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Re: [Computer-go] ieee aticle about computer go by Jonathan Schaeffer

2014-07-03 Thread Darren Cook
 Determining the best move is tricky, however. The most natural
 approach would be to pick the move with the highest probability of
 leading to a win. But this is usually too risky. For example, a move
 with 7 wins out of 10 trials may have the highest odds of winning (70
 percent), but because this number comes from only 10 trials, the
 uncertainty is high. A move with 65,000 wins out of 100,000 trials
 (65 percent) is a safer bet. This suggests a different strategy:
 
 Choose the move with the largest number of wins. And this is indeed
 the standard approach.
 
 Really? Changing the example, what if the 65,000 wins were out of
 650,000? (1% win rate vs. 70% win rate), then does it always make
 sense to choose the path with the most number of moves?

If you had a choice between a 1% 65,000-wins move and a 70% 7-wins move,
MCTS will keep exploring the 70% move, until it either reaches 65,001
wins, and can be chosen, or the winning percentage comes down to 1% also.

BTW, that implies it would be very difficult to ever reach the situation
you describe, as 1% win rate moves wouldn't be given 650,000 trials
(unless all other moves on the board are equally bad, i.e. the game is
clearly lost).

Darren


-- 
Darren Cook, Software Researcher/Developer
My new book: Data Push Apps with HTML5 SSE
Published by O'Reilly: (ask me for a discount code!)
  http://shop.oreilly.com/product/0636920030928.do
Also on Amazon and at all good booksellers!
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Re: [Computer-go] ieee aticle about computer go by Jonathan Schaeffer

2014-07-03 Thread Stefan Kaitschick
On Thu, Jul 3, 2014 at 9:00 AM, Darren Cook dar...@dcook.org wrote:


 If you had a choice between a 1% 65,000-wins move and a 70% 7-wins move,
 MCTS will keep exploring the 70% move, until it either reaches 65,001
 wins, and can be chosen, or the winning percentage comes down to 1% also.

 BTW, that implies it would be very difficult to ever reach the situation
 you describe, as 1% win rate moves wouldn't be given 650,000 trials
 (unless all other moves on the board are equally bad, i.e. the game is
 clearly lost).


What I dont understand, is why the variation that's trying to catch up has
to absolutely overtake the leader.
Shouldn't there be a substantial bonus for a late high success rate?
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Re: [Computer-go] ieee aticle about computer go by Jonathan Schaeffer

2014-07-03 Thread Petr Baudis
On Thu, Jul 03, 2014 at 10:57:17AM +0200, Stefan Kaitschick wrote:
 On Thu, Jul 3, 2014 at 9:00 AM, Darren Cook dar...@dcook.org wrote:
 
 
  If you had a choice between a 1% 65,000-wins move and a 70% 7-wins move,
  MCTS will keep exploring the 70% move, until it either reaches 65,001
  wins, and can be chosen, or the winning percentage comes down to 1% also.
 
  BTW, that implies it would be very difficult to ever reach the situation
  you describe, as 1% win rate moves wouldn't be given 650,000 trials
  (unless all other moves on the board are equally bad, i.e. the game is
  clearly lost).
 
 
 What I dont understand, is why the variation that's trying to catch up has
 to absolutely overtake the leader.
 Shouldn't there be a substantial bonus for a late high success rate?

The way this bonus is often implemented is that if a disparity between
the move with the highest winrate and the move with the highest number
of simulations is different, the program spends some extra time
searching to give a chance to resolve this.

  (Conversely, if some move has been simulated so much more that no
other move can overtake it in the number of simulations in the alloted
time anymore, the search can be stopped early.)

P.S.: No, I don't like Japanese byoyomi for Pachi. ;-)

-- 
Petr Baudis
Life is short, the craft long, opportunity fleeting, experiment
treacherous, judgment difficult.  -- Hippocrates
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Re: [Computer-go] Computer-go Digest, Vol 54, Issue 4

2014-07-03 Thread Greg Schmidt
My original example was unrealistic and on the extreme side to make a point.  
However if there are nodes with say 7/10, 12/20, and 50/100 how should they be 
ranked?  In some sense, the first one seems promising since we've only searched 
just a few nodes, yet we are mainly seeing wins (granted, the last one 
expresses more confidence).  To me, this would seem like an argument that 
favors win rate over win count (and we don't always have the benefit of 
extending the search for these low confidence nodes until the law of large 
numbers sorts things out).

Perhaps there is an argument that the UCB formula won't generally let this 
happen since it takes into consideration both win rate and tries to increase 
confidence by promoting the visit of nodes with low visit counts.  Still, I can 
envision cases where time is running out, and UCT has just recently discovered 
a promising new branch.

If the choice were 1/2 vs. 50/100, the second expresses more confidence yet one 
could argue we should search the first move more (given that time is available 
to do so) to find out if it is, in fact, better than .5 (since being low 
confidence, it has a reasonable chance of being better than the 2nd).  So the 
general question becomes how to effectively trade off win rate with win rate 
confidence?

FWIW, the sample code at
http://mcts.ai/code/python.html

Does something completely different, it selects the root node which has the 
most number of visits:

return sorted(rootnode.childNodes, key = lambda c: c.visits)[-1].move # return 
the move that was most visited

 
 On Thu, Jul 03, 2014 at 10:57:17AM +0200, Stefan Kaitschick
 wrote:
  On Thu, Jul 3, 2014 at 9:00 AM, Darren Cook dar...@dcook.org
 wrote:
  
  
   If you had a choice between a 1% 65,000-wins move
 and a 70% 7-wins move,
   MCTS will keep exploring the 70% move, until it
 either reaches 65,001
   wins, and can be chosen, or the winning percentage
 comes down to 1% also.
  
   BTW, that implies it would be very difficult to
 ever reach the situation
   you describe, as 1% win rate moves wouldn't be
 given 650,000 trials
   (unless all other moves on the board are equally
 bad, i.e. the game is
   clearly lost).
  
  
  What I dont understand, is why the variation that's
 trying to catch up has
  to absolutely overtake the leader.
  Shouldn't there be a substantial bonus for a late high
 success rate?
 
 The way this bonus is often implemented is that if a
 disparity between
 the move with the highest winrate and the move with the
 highest number
 of simulations is different, the program spends some extra
 time
 searching to give a chance to resolve this.
 
   (Conversely, if some move has been simulated so much
 more that no
 other move can overtake it in the number of simulations in
 the alloted
 time anymore, the search can be stopped early.)
 
 P.S.: No, I don't like Japanese byoyomi for Pachi. ;-)
 
 -- 
            
     Petr Baudis
     Life is short, the craft long,
 opportunity fleeting, experiment
     treacherous, judgment difficult.  --
 Hippocrates
 
 
 --
 
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 End of Computer-go Digest, Vol 54, Issue 4
 **
 
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Re: [Computer-go] CGOS migration

2014-07-03 Thread Christoph Birk

On 06/30/2014 01:52 PM, Christoph Birk wrote:

On 06/23/2014 02:08 PM, Joshua Shriver wrote:

I'm migrating between two servers with different IP's so cgos will be
down while DNS records are updated worldwide.


I still cannot connect to 'cgos.computergo.org'
 The connection has timed out
 The server at cgos.computergo.org is taking too long to respond.

Christoph

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Re: [Computer-go] ieee article about computer go

2014-07-03 Thread Ingo Althöfer
Hi Martin, hi all,

during the European Go Congress 2012 in Bonn, I was able to
buy a very nice drawing by Tanja Esser, visualising the
difference between Monte Carlo- and human go.

http://www.althofer.de/aesthetics-beyond/go--tanja-esser.jpg

If someone wants to use this motif for some publication,
feel free to ask me. There is a good chance I will give green
light.

Cheers, Ingo.

 Gesendet: Mittwoch, 02. Juli 2014 um 19:15 Uhr
 Von: Martin Mueller mmuel...@ualberta.ca
 An: computer-go@dvandva.org
 Betreff: Re: [Computer-go] ieee article about computer go

 We had no control over the title page art. The IEEE art dept gave the 
 following explanation for their work:
 
 The opening art for the story is conceptual and illustrative. It is not 
 meant to show a game in progress, but rather the idea of AI for Go. We took 
 the game elements (board, stones) and used them to create a brain shape and 
 evoke digital pixels.”
 
 Hope that helps :)
 
   Martin
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Re: [Computer-go] IEEE Spectrum article

2014-07-03 Thread Martin Mueller

 It is a great article overall. I would like it more if it mentions Mogo, at
 least Follow from the opponent's previous move was actually Mogo's
 invention in the famous UCT paper, not Fuego's, not to mention a lot of
 Mogo's achievements on 9x9. But I really like the paragraph describing the
 great idea RAVE. It might be the first introductory article (for general
 people) trying to explain RAVE.

Hi Aja,

thanks for comments.

We certainly didn’t mean to short-change the MoGo team's or anybody else’s 
contribution. For this article there were two main points:
- try to explain as much as possible how things work in a current program
- have some kind of dramatic story for the introduction. We chose the Fuego 
game against Mr Chou since we are most familiar with it :)

Anything else had to be compressed into very very little space. So there was no 
real space for history other than the chess vs Go playing strength graph. The 
original version of the graph had program names attached to it, but it got 
simplified away.

There is quite a number of popular articles that focus on MoGo or Crazy Stone 
or Zen. For example, see articles on
https://www.lri.fr/~teytaud/mogo.html

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Re: [Computer-go] Computer-go Digest, Vol 54, Issue 4

2014-07-03 Thread Petr Baudis
On Thu, Jul 03, 2014 at 06:18:32AM -0700, Greg Schmidt wrote:
 Perhaps there is an argument that the UCB formula won't generally let this 
 happen since it takes into consideration both win rate and tries to increase 
 confidence by promoting the visit of nodes with low visit counts.  Still, I 
 can envision cases where time is running out, and UCT has just recently 
 discovered a promising new branch.

In practice, choosing this promising new branch is very dangerous.
Promising new branches pop up all the time, but we can observe
them usually being swiftly squashed away by finding a refutation
to their current favorable move as soon as they start receiving
simulations, and their winrate fades back again.

The fact that some branch has already received many simulations means
that it consistently survived all sorts of proposed refutations.

-- 
Petr Baudis
Life is short, the craft long, opportunity fleeting, experiment
treacherous, judgment difficult.  -- Hippocrates
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Re: [Computer-go] IEEE Spectrum article

2014-07-03 Thread Aja Huang
Hi Martin,

2014-07-03 22:02 GMT+01:00 Martin Mueller mmuel...@ualberta.ca:

 We certainly didn’t mean to short-change the MoGo team's or anybody else’s
 contribution. For this article there were two main points:
 - try to explain as much as possible how things work in a current program
 - have some kind of dramatic story for the introduction. We chose the
 Fuego game against Mr Chou since we are most familiar with it :)


Thanks for the explanations. I like this article a lot (even shared it in
Facebook), just felt a little bit strange that Mogo is not mentioned at all
while the author described the MCTS revolution and techniques. But I
completely understand your points: yeah the space is too little to cover
other things. It is a great article anyway. Thanks for the write-up.

Aja
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