Re: [computer-go] MC approach

2007-02-08 Thread Magnus Persson
Quoting Heikki Levanto [EMAIL PROTECTED]: On Wed, Feb 07, 2007 at 04:42:01PM -0500, Don Dailey wrote: In truth the only thing that matters is to increase your winning percentage - not your score. There seems to be no point in tampering with this. I guess I must accept the wisdom of those

Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Magnus Persson
Quoting Don Dailey [EMAIL PROTECTED]: Doing 8 searches is time-consuming, but I really prefer a book that has a LOT of variety. This is also one reason I now hand edit my book. Every time I correct a bad move there are often several ways of playing that I cannot tell which is better or

Re: [computer-go] Paper presents results on proximity heuristic

2007-02-08 Thread terry mcintyre
Thanks, Peter! I have a question or two regarding the opening book, based on a collection of 3000 9x9 games provided by Nici Schraudolph. Who played the games in this collecton - pros, strong amateurs, or go programs? Second, were any statistics on the number of game moves in book versus

Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Jacques BasaldĂșa
Magnus Persson wrote: This is not a problem for scalability for MC/UCT. It just means that a program .. You are right. I didn't mean it is not scalable, of course it is. What I mean is complexity is not, as one could expect, about ~boardsize^4. (The square of legal moves times the square of

Re: [computer-go] MC approach

2007-02-08 Thread steve uurtamo
The average score can contain a very large proportion of losees if it is compensated by bigger wins. yes, it is easy to see how this might cripple the play of an MC player. that 90% territory win that requires 3 opponent blunders is tempting enough to ignore the fact that all other

Re: [computer-go] MC approach

2007-02-08 Thread Don Dailey
I think there are 15 first moves in 9x9 go if you factor out the symetries. UCT isn't good at evauating all the moves, it will pick one of them and spend most of it's time on it.But you could search each 1 at a time. The UCT programs are memory bound, so you could search each of these 15

Re: [computer-go] MC approach

2007-02-08 Thread Chris Fant
I thought that the memory boundedness was completely fixed by not expanding a UCT node until it has been visited X number of times. Just increase X until you are no longer memory bound. I don't recall anyone reporting a loss in playing strength by doing this. On 2/8/07, Don Dailey [EMAIL

Re: [computer-go] MC approach

2007-02-08 Thread Magnus Persson
Quoting Don Dailey [EMAIL PROTECTED]: I think there are 15 first moves in 9x9 go if you factor out the symetries. UCT isn't good at evauating all the moves, it will pick one of them and spend most of it's time on it.But you could search each 1 at a time. The UCT programs are memory bound,

Re: [computer-go] MC approach

2007-02-08 Thread Don Dailey
On Thu, 2007-02-08 at 08:59 -0500, Chris Fant wrote: I thought that the memory boundedness was completely fixed by not expanding a UCT node until it has been visited X number of times. Just increase X until you are no longer memory bound. I don't recall anyone reporting a loss in playing

[computer-go] Suicide in MC playouts

2007-02-08 Thread Chris Fant
When I added code to by bot to prohibit single-stone suicide in the MC playouts, I saw about a 200 ELO point gain plus an increase in pps due to the shorter games. I did not need to limit game length to 2x board area. When I added code to also prohibit multi-stone suicides in the MC playouts, I

Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread Magnus Persson
Quoting Chris Fant [EMAIL PROTECTED]: I understand that allowing multi-stone suicide seems like a bad idea, but because it makes board repetition much more unlikely, it seems like a good idea. I do not understand how you get a problem of board repetition, and how multi-stone suicde help with

Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread dhillismail
Sounds like a bug. The randomness of the moves should make infinite loops fairly rare (though not impossible) and your average game length should be close to 100 moves. It's a good idea to step through playout games one move at a time. Also to run a lot of games, stopping to

Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-08 Thread Sylvain Gelly
Hello, Is there any known (by theory or tests) function of how much a increase in the strength of the simulation policy increases the strength of the MC/UCT Program as a whole? I think that is a very interesting question. In our work on MoGo we found that there could be a decrease of the

Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread Don Dailey
This makes no sense to me. Most of us are working on how to improve the quality of the quasi random simulations and you are considering to allow the worst moves. Your eye rule probably keeps this from getting completely out of control, but I would say allowing any suicide should greatly

Re: [computer-go] Paper presents results on proximity heuristic

2007-02-08 Thread Eric Boesch
On 2/7/07, David Doshay [EMAIL PROTECTED] wrote: On 7, Feb 2007, at 1:35 PM, Don Dailey wrote: Although suicide can occasionally be the best move in some rule-sets, I think it weakens your program to include it, At best you are going to get a ko threat, so it requires a pretty

Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-08 Thread Chris Fant
In our work on MoGo we found that there could be a decrease of the strength of the MC/UCT program while using a stronger simulation policy. It is why in MoGo it is more the sequence idea, than the strength idea. Our best simulation policy is quite weak compared to others we tested. Could you

Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-08 Thread Sylvain Gelly
Could you elaborate on the sequence idea? Or point me to somewhere where you have already done so? Sure. We already describe it in our research report that you can find there: http://hal.inria.fr/inria-00117266 or there if you prefers the web interface in english but with a longer URL :-)

Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread dhillismail
Last one, I promise :) If your eye rule doesn't allow the defender to fill in behind the ko stone (the one in atari), that can set up infinite loop triple kos. - Dave Hillis -Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Thu, 8 Feb 2007 12:19

Re: [computer-go] MC approach

2007-02-08 Thread Weston Markham
On 2/8/07, steve uurtamo [EMAIL PROTECTED] wrote: i wonder if this kind of greediness might, however, be useful for selecting, say, the first move or two in a 9x9 game. the thinking here is that since the endgame is essentially noise at this point, you might as well be greedy before tactics

Re: [computer-go] Monte-Carlo Go simulation

2007-02-08 Thread Sylvain Gelly
One simple explaination could be that a random player shamelessly tries all moves (very bad ones but also very nice tesuji) whereas the stronger player is restricted by its knowledge and will always miss some kind of moves. Here we are not speeking about the pruning in the tree, but the

Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread David Doshay
This sounds backwards. If multi-stone suicides ARE allowed then it opens up board areas that can then be replayed. This could lead to infinitely long games. Cheers, David On 8, Feb 2007, at 7:45 AM, Chris Fant wrote: When I added code to also prohibit multi-stone suicides in the MC

Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread Christoph Birk
On Thu, 8 Feb 2007, Chris Fant wrote: When I added code to also prohibit multi-stone suicides in the MC playouts, I saw the appearance of infinitely long games due to unrestricted board repetition. So I then had to add the 2x board area limit. But I also saw a significant drop in strength and

Re: [computer-go] Monte-Carlo Go simulation

2007-02-08 Thread Sylvain Gelly
It seems i was ambiguous: I was speaking of the simulation player too. What i meant is a random simulation player is not biased, whereas a better simulation player is biased by its knowledge, and thus can give wrong evaluation of a position. I think we have to start defining what the bias. For

Re[2]: [computer-go] Why not forums?

2007-02-08 Thread Dmitry Kamenetsky
Actually this is all I ever wanted! Now if only I could convince the whole Computer Go community to use it, but that seems unlikely :) -Original Message- From: Joshua Shriver [EMAIL PROTECTED] To: Dmitry Kamenetsky [EMAIL PROTECTED], computer-go computer-go@computer-go.org Date: Wed, 7

Re: Re[2]: [computer-go] Why not forums?

2007-02-08 Thread terry mcintyre
Now that's low traffic! One post in May of 2006, and since then, nada. No spambots, no griefers. :) Terry McIntyre -Original Message- From: Joshua Shriver [EMAIL PROTECTED] To: Dmitry Kamenetsky [EMAIL PROTECTED], computer-go computer-go@computer-go.org Date: Wed, 7 Feb 2007 09:35:54

Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Unknown
On Thu, 2007-02-08 at 15:55 -0500, Don Dailey wrote: The children of one parent almost certainly will have different 64 bit keys than the children of the other parent. Not if the parents collide. (apart from symmetry/canonical considerations): if H(A)==H(B), then after applying move 'm' --

Re: [computer-go] Monte-Carlo Go simulation

2007-02-08 Thread David Doshay
I think that the bias Alain meant is the choice of moves that control the branching factor. If I understand correctly, this can happen differently in two places in MoGo: once in the branching below a node in the UCT tree, and either the same or differently in the random playouts. In some ways

Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread David Doshay
We had this same problem and wasted a huge amount of time and energy on trying to determine the right canonical key. I felt both proud and stupid when I realized: it really does not make any difference which is the canonical key, so we just declare the first one that we find to be the canonical.

Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread steve uurtamo
tranforms as the cannonical key. In most cases 8 positions will IIRC, choosing the smallest may cause some unwanted effects. Not sure... It's not quite as good as using 64 bits free and clear because there is compression towards the lower bits. i must be missing something here -- the

Re: Re[2]: [computer-go] Why not forums?

2007-02-08 Thread Jeff Nowakowski
On Fri, 2007-02-09 at 01:35 +0300, Dmitry Kamenetsky wrote: Actually this is all I ever wanted! Now if only I could convince the whole Computer Go community to use it, but that seems unlikely :) Smiley aside, wouldn't it be more constructive to do as somebody else suggested, and use the email

Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread Chris Fant
Okay, I found the bug. There was actually two. I won't bore you with the details. Sorry for wasting everyone's time. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Unknown
On Thu, 2007-02-08 at 15:58 -0800, steve uurtamo wrote: tranforms as the cannonical key. In most cases 8 positions will IIRC, choosing the smallest may cause some unwanted effects. Not sure... It's not quite as good as using 64 bits free and clear because there is compression

RE: [computer-go] MC Go Effectiveness

2007-02-08 Thread David Fotland
light is always a good adagium, see David Fotlands hilarious compression of a joseki library into 12 bits/move, IIRC ;-) More like 10 bits per move to store the joseki DAG, moves, pointers, and good/bad/trick flags. I would never do anything like that now, but back then the entire go

Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Don Dailey
On Thu, 2007-02-08 at 15:36 -0800, David Doshay wrote: We had this same problem and wasted a huge amount of time and energy on trying to determine the right canonical key. I felt both proud and stupid when I realized: it really does not make any difference which is the canonical key, so we

Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread steve uurtamo
It depends. (though travel light is always a good adagium, see David Fotlands hilarious compression of a joseki library into 12 bits/move, IIRC ;-) this reminds me of an old-school optimized piece of scrabble-playing code. there was a routine that would take an ascii list of words and create

Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Don Dailey
On Thu, 2007-02-08 at 15:58 -0800, steve uurtamo wrote: tranforms as the cannonical key. In most cases 8 positions will IIRC, choosing the smallest may cause some unwanted effects. Not sure... It's not quite as good as using 64 bits free and clear because there is compression

Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Don Dailey
On Thu, 2007-02-08 at 18:43 -0800, steve uurtamo wrote: It depends. (though travel light is always a good adagium, see David Fotlands hilarious compression of a joseki library into 12 bits/move, IIRC ;-) this reminds me of an old-school optimized piece of scrabble-playing code. there

Re[4]: [computer-go] Why not forums?

2007-02-08 Thread Dmitry Kamenetsky
I was only joking. Ofcourse I will do as you suggested. I just didn't realize that it was possible to use the email list as a feed. Thank you everyone for your constructive feedback and suggestions. Consider this topic closed. -Original Message- From: Jeff Nowakowski [EMAIL PROTECTED]

Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread David Doshay
On 8, Feb 2007, at 6:42 PM, Don Dailey wrote: On Thu, 2007-02-08 at 15:36 -0800, David Doshay wrote: We had this same problem and wasted a huge amount of time and energy on trying to determine the right canonical key. I felt both proud and stupid when I realized: it really does not make any