Orego version 3.03, described in the paper and available at the Orego
web site, is in C++.
However, we are finding C++ an exceedingly frustrating language to
work in. I won't go into the details here -- we don't need another
language war -- but suffice it to say that it seems like we're
spending a lot of time messing with details that aren't of interest
for the research. Now that I've found that Java can have speed within
a factor of 2 of C++, I'm thinking of going back to Java.
A student and I are challenging each other to make the program
multithreaded -- he in C++, me in Java. If I can rewrite the program
in Java AND multithread it before he can multithread the C++ version,
it will be (weak) evidence that it might be worth trading some
runtime speed for development time.
Your point (also raised by others) about testing against other
opponents is, of course, valid. I would have done so in this paper
were the submission deadline not pressing, and plan to do so for
future papers. In defense of this paper, I can only say that
(according to the self-play data in the paper) adding the proximity
heuristic offered not just an improvement but a very large
improvement -- 95% statistical confidence.
Peter Drake
Assistant Professor of Computer Science
Lewis & Clark College
http://www.lclark.edu/~drake/
On Nov 29, 2006, at 3:22 AM, Chrilly wrote:
I am confused. In your paper you write "Orego is a Monte CarloGo
programm written in C++". Is Orego now in C++ or in Java or both?
The paper mentions the relative comparison of 2 versions. This is
common practice in the scientific literature, but it is a very poor
choice if one wants to measure the effect of a new method. The
effects of changes is much more pronounced than against another
opponet. A method which is good against the twin-brother must not
be good against other opponents at all. Even against other
opponents it happens frequently that a method works quite well
against opponent A but it fails against B. Its relative easy to
make a version which crashes e.g. Rybka, but this version is poor
against Fritz and Shredder. The really difficult task is to find a
combination which plays good against all.
But its of course a good method for papers where the authors want
to proove how good their idea is. But it demonstrates the lack of
competence of the academic world for game-programming. Otherwise
such experiments would not be accepted as a proof for a concept.
There is also Vincent Diepeveens law: In a weak programm is every
change an improvement. I do not know how good Orego is, but playing
e.g. against the top-3 programms would be a much better experiment.
This remark is not against the Orego team which does a fine job to
explain their work. I like to read the Orego project "news".
Its against a very common and bad practice in papers. One can even
get an award for the best paper of the year and become a standard
reference with this poor methodology. In my "Null-Move" paper I did
the same. The Null-Move Version of Nimzo was running on a 386, the
Non-Null-Move Version on a 486 and the result was about equal. My
conclusion was: The Null-Move is worth one hardware generation. At
that time I was not really aware of the problem and the bad
comparision was not on purpose. But the reviewer/editor of the ICCA-
Journal should have insisted on better experiments. The only
"improvements" he made was changing the original title from "Null
move and deep search: Selective search heuristics for. stupid chess
programs" to "obtuse chess programms". I know what a stupid
programm is, but I do not know till today the meaning of "obtuse".
Chrilly
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