Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-11 Thread Jacques Basaldúa
Hi, Don I can find arguments to disagree. I think what makes humans homo sapiens is reasoning, not the ability to compute numerical simulations. As a human (I am one) I feel disappointed when the explanation I get for a best move is after x millions of simulated matches it proved to be the

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-11 Thread Don Dailey
On Wed, 2007-07-11 at 11:47 +0100, Jacques Basaldúa wrote: What you call a dirty hack, patterns deeply implemented in their brains. What you call a dirty hack, patterns deeply implemented in their brains. The dirty hack I'm referring to is the robotic way this is implemented in programs, not

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-11 Thread Richard Brown
On 7/11/07, Don Dailey [EMAIL PROTECTED] wrote: The dirty hack I'm referring to is the robotic way this is implemented in programs, not how it's done in humans. With a pattern based program you essentially specify everything and the program is not a participant in the process. It comes down

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-11 Thread Joshua Shriver
Perhaps some day a mad Dr. Frankenstein will implement massively parallel supercomputing using an array of brains in petri dishes. But it will still be the meat that is intelligent. It's the only substance capable of that. I read an article several months back where a researcher used mice

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-11 Thread Don Dailey
On Wed, 2007-07-11 at 09:06 -0500, Richard Brown wrote: I'm compelled to point out that neural nets, _trained_ on patterns, which patterns themselves are then discarded, have the ability to recognize novel patterns, ones which have never been previously seen, let alone stored. The list of

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-10 Thread Sylvain Gelly
Hi David, (...) I cannot imagine that progress will be made without a great deal of domain knowledge. Depending on what you exactly mean I disagree. I mean progress by the standard usually applied to computer Go: programs that can beat 1D humans on a full board, and then get better. For me

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-10 Thread Chris Fant
Nonetheless, a program that could not only play a decent game of go, but somehow emulate the _style_ of a given professional would be of interest, would it not? Is this the case in chess? If so, I've never heard of it. ___ computer-go mailing list

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-10 Thread Richard Brown
On 7/10/07, Chris Fant [EMAIL PROTECTED] wrote: Nonetheless, a program that could not only play a decent game of go, but somehow emulate the _style_ of a given professional would be of interest, would it not? Is this the case in chess? If so, I've never heard of it. I don't think that it

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-09 Thread Gunnar Farneb�ck
Don wrote: Of course now we just had to go and spoil it all by imposing domain specific rules. I have done the same and I admit it.It would be fun to see how far we could go if domain specific knowledge was forbidden as an experiment. Once patterns are introduced along with other direct

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-09 Thread Gunnar Farneb�ck
Benjamin wrote: I have build just for fun a simple BackGammon engine. [...] Interesting - did you also try it for chess, or do you think there's no point in this? This is a bit of speculation since I don't know enough about chess but I suspect that uniform random simulation in go is about as

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-05 Thread Magnus Persson
Quoting Yamato [EMAIL PROTECTED]: In other words UCT works well when evaluation/playouts is/are strong. I believe there are still improvements possible to the UCT algorithm as shown by the recent papers by Mogo and Crazystone authors, but what really will make a difference is in the quality in

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-05 Thread Jacques Basaldúa
Hi, Magnus Magnus Persson wrote: Weak tactics is a problem of the playouts in my opinion. UCT as a general search method has thus little to do with ladders and other game specific details. If there are no tactical mistakes in the playouts the problems disappear. Also tactics has a large

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-05 Thread Magnus Persson
Quoting Jacques Basaldúa [EMAIL PROTECTED]: Hi, Magnus Magnus Persson wrote: Weak tactics is a problem of the playouts in my opinion. UCT as a general search method has thus little to do with ladders and other game specific details. If there are no tactical mistakes in the playouts the

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-05 Thread Jacques Basaldúa
Don Dailey wrote: I have posted before about the evils of trying to extract knowledge from human games. I don't think it is very effective compared to generating that knowledge from computer games for several reasons. I would agree if we could have quality games played by computers. In

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-05 Thread Benjamin Teuber
But you can improve the prior probabilities of your search function by remembering shapes (hopefully more abstract ones in the future, including more knowledge about the neighbourhood) that seemed like good moves before, so I don't share your opinion. Whether or not this knowledge shout also be

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-05 Thread Don Dailey
On Thu, 2007-07-05 at 09:47 +0100, Jacques Basaldúa wrote: Don Dailey wrote: I have posted before about the evils of trying to extract knowledge from human games. I don't think it is very effective compared to generating that knowledge from computer games for several reasons. I would

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-04 Thread Don Dailey
On Wed, 2007-07-04 at 11:34 +0200, Magnus Persson wrote: but what really will make a difference is in the quality in the playouts. I would like to suggest a more abstract view of things. In the purest form of the algorithm there isn't an artificial distinction between the tree and the

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-04 Thread Don Dailey
On Wed, 2007-07-04 at 16:57 -0400, George Dahl wrote: Of course now we just had to go and spoil it all by imposing domain specific rules. I have done the same and I admit it.It would be fun to see how far we could go if domain specific knowledge was forbidden as an experiment.

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-04 Thread Benjamin Teuber
And how much would generating patterns from pro games be cheating? How about a system that gives a reward to shapes it actually played in a game, the pro games are then used as seed to start the system.. ___ computer-go mailing list

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-04 Thread George Dahl
Pro games are cheating unless the program is one of the players. :) You are right though, sometimes compromises must be made when seeding an algorithm. My ideas on using domain knowledge from humans are sort of about maximizing a ratio. The ratio of program performance to domain knowledge

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-04 Thread Don Dailey
On Thu, 2007-07-05 at 00:53 +0200, Benjamin Teuber wrote: And how much would generating patterns from pro games be cheating? How about a system that gives a reward to shapes it actually played in a game, the pro games are then used as seed to start the system.. I have posted before about the

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-04 Thread Don Dailey
On Wed, 2007-07-04 at 19:23 -0400, Don Dailey wrote: On Thu, 2007-07-05 at 01:09 +0200, Magnus Persson wrote: Just to disturb the vision a strong go program without hardwired go knowledge I currently think that there are some really important things in Go that are really hard or even

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-04 Thread Don Dailey
On Thu, 2007-07-05 at 01:09 +0200, Magnus Persson wrote: Just to disturb the vision a strong go program without hardwired go knowledge I currently think that there are some really important things in Go that are really hard or even impossible to learn with for examples patterns. The ideal

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-04 Thread Yamato
In other words UCT works well when evaluation/playouts is/are strong. I believe there are still improvements possible to the UCT algorithm as shown by the recent papers by Mogo and Crazystone authors, but what really will make a difference is in the quality in the playouts. Sylvain said that good

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-04 Thread Peter Drake
I believe this claim is true in two senses: 1) If the computation necessary to find better moves is too expensive, performing many dumb playouts may be a better investment. 2) If the playouts are too deterministic, and the moves are merely pretty good, the program may avoid an important

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-04 Thread Chris Fant
2) If the playouts are too deterministic, and the moves are merely pretty good, the program may avoid an important move and thus misjudge the value of a position. IMO, this is the most interesting part of Computer Go today. How can one possibly design an optimal playout agent when making a

[computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread chrilly
Hello all, We just presented our paper describing MoGo's improvements at ICML, and we thought we would pass on some of the feedback and corrections we have received. (http://www.machinelearning.org/proceedings/icml2007/papers/387.pdf) I have the feeling that the paper is important, but it is

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread Yamato
I have the feeling that the paper is important, but it is completly obfuscated by the strange reinforcement learning notation and jargon. Can anyone explain it in Go-programming words? The most important thing in the paper is how to combine RAVE(AMAF) information with normal UCT. Like this:

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread Benjamin Teuber
I have build just for fun a simple BackGammon engine. [...] Interesting - did you also try it for chess, or do you think there's no point in this? Regards, Benjamin ___ computer-go mailing list computer-go@computer-go.org

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread chrilly
I have build just for fun a simple BackGammon engine. [...] Interesting - did you also try it for chess, or do you think there's no point in this? The Hydra team has thought about this. Especially the Hydra chess expert GM Lutz. Some endgames are difficult to understand, but the moves are

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread chrilly
The most important thing in the paper is how to combine RAVE(AMAF) information with normal UCT. Like this: uct_value = child-GetUctValue(); rave_value = child-GetRaveValue(); beta = sqrt(K / (3 * node-visits + K)); uct_rave = beta * rave_value + (1 - beta) * uct_value; Thanks for the

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread Yamato
The most important thing in the paper is how to combine RAVE(AMAF) information with normal UCT. Like this: uct_value = child-GetUctValue(); rave_value = child-GetRaveValue(); beta = sqrt(K / (3 * node-visits + K)); uct_rave = beta * rave_value + (1 - beta) * uct_value; Thanks for the

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread steve uurtamo
We felt also, that even if it works, the improvement measured in Elos would not be very spectacular. The Elo/Effort ratio is low. I was simply too lazy (or too professional) to give it a try. it might be fun (even from a non-FPGA point of view) to try it just to see where it lies versus a

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread chrilly
We felt also, that even if it works, the improvement measured in Elos would not be very spectacular. The Elo/Effort ratio is low. I was simply too lazy (or too professional) to give it a try. it might be fun (even from a non-FPGA point of view) to try it just to see where it lies versus a

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread Don Dailey
I actually have a working chess program at a fairly primitive stage which would be appropriate for testing UCT on chess. My intuition (which is of course subject to great error) tells me that it won't pay off. However, I'm still quite curious about this and will probably give it a try at some

Re: [computer-go] Explanation to MoGo paper wanted.

2007-07-03 Thread Magnus Persson
A long time ago ago I spent a few hours on writing a simple chess program doing UCT-search. I got to the point where it actually played better than random but not very much. It sort of reminded me of the strength of plain MC in 19x19 Go. The problem is that many games become very long in chess

Re: [computer-go] Explanation to MoGo paper wanted. (BackGammon Code)

2007-07-03 Thread Łukasz Lew
On 7/3/07, chrilly [EMAIL PROTECTED] wrote: We just presented our paper describing MoGo's improvements at ICML, and we thought we would pass on some of the feedback and corrections we have received. (http://www.machinelearning.org/proceedings/icml2007/papers/387.pdf) They are