On 29, Jan 2007, at 9:17 PM, Matt Gokey wrote:

  I wrote:
  > In computer-go where there are so many wildly different techniques
> being used, some scalable to some degree or another and some not, it
  > doesn't make sense to make generalizations.  Whether a specific
> program's scalability results in any improvements (linear or otherwise) > with time-doubling depends entirely on the algorithms and techniques
  > in use.

Of course we all know many computer-go programs don't scale extremely well. MC Go (and variants) scale fairly well but probably need a lot more knowledge and probably other methods built into them to become good as MoGo is showing. But this doesn't really say anything about human play. In fact, since Go would not succumb to standard game-search techniques, most computer-go programs used fairly simplistic models, pattern matching, combined with some reading - roughly attempting to emulate certain aspects of human play.

So I thought of another way to express some of what I was thinking. Humans play kind of like GNU Go only lots better and can think beyond what they've learned and learn as they play. GNU Go can't get dramatically better by thinking longer, only modestly better. Instead GNU Go must learn (i.e. be programmed with knowledge/ techniques - #2 and #3) to get that much better (no offense to the GNU Go team).

Matt, I think your statements, particularly the ones above, are the most accurate. Not that Don is wrong, just that I think he is over- focused upon methods that do scale better.

First, as a human player I very definitely feel that I can improve a few specific moves somewhat with perhaps one doubling of my time, but after that my mind just fills up and I cannot get any better by myself, even if I recognize and understand immediately when a stronger player shows me a better move. But on my own, after a few minutes I just am not going to find anything new.

Second, with respect to computer algorithms (and I know that the primary thrust of your argument was NOT directed towards computer Go) I think that SlugGo shows rather well that some algorithms do not scale well. SlugGo gives GNU Go about 72 times as much thinking, and while it could be argued that some of our heuristics and evaluation functions sometimes lead us to make worse moves, in a statistical sense when SlugGo decides to make a move that GNU Go considered to have a lower value, it is often correct that it is a better move (even if rarely the "best" from the view of a good human). SlugGo is at best 2 stones stronger than GNU Go against a third opponent. Don's "curve" does hold much better when SlugGo plays GNU Go, where we have seen that we can get SlugGo to beat GNU Go with 7 handicap stones with enough lookahead time.

Cheers,
David
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