Yes.  Extra time goes to positions where the top move is not getting most of 
the playouts.

 

From: [email protected] 
[mailto:[email protected]] On Behalf Of terry mcintyre
Sent: Wednesday, May 20, 2009 10:57 PM
To: computer-go
Subject: Re: [computer-go] Reflections on a disaster

 

Do you have any indication, which can be derived from the playouts, that a 
position might deserve an extra allotment of thinking time?

 

Terry McIntyre <[email protected]>

Any system of entrusting the government to judge and correct its own abuses is 
the same as appointing the accused criminal as his own judge and jury: don't 
expect many convictions.

 

-- Allen Thornton, Laws of the Jungle

 

 

  _____  

From: David Fotland <[email protected]>
To: computer-go <[email protected]>
Sent: Wednesday, May 20, 2009 10:46:45 PM
Subject: RE: [computer-go] Reflections on a disaster

Many Faces’ static move generator suggests F1 as the first move to try.  Still 
it needs about 35K playouts before F1 is preferred.  For some unknown reason it 
likes H1 before that.  F1  at 35K playouts has a pretty low win rate, about 
35%, because the playouts can’t figure out the semeai.  It needs a million 
playouts before it gets to 90% confident on F1 (about 25 seconds).

 

David

 

From: [email protected] 
[mailto:[email protected]] On Behalf Of Brian Sheppard
Sent: Wednesday, May 20, 2009 5:39 PM
To: [email protected]
Subject: [computer-go] Reflections on a disaster

 

The simplest problems give me new appreciation for the difficulties we face in 
programming this

maddening game. Here is an example, with X to play:

 

  1 2 3 4 5 6 7 8 9

A - X - - - - X - - 

B - - - - X X - X X 

C X - - - X - X O O 

D X X X O X X O O O 

E O O O X X X X O O 

F - X X O O O O - O 

G - X O O - - - O O 

H O O X X X X O - - 

J - O O X - O O - - 

 

This position is not that complicated, and many players would make the winning 
move (F1) without

thinking. After all, F1 captures the three-stone O string on the left, and 
saves the three-stone X string below.

 

But a little more thought reveals that F1 is forced. The real problem in this 
position is the five-stone X

string at bottom, which is locked in a semeai with the four-stone O string at 
bottom left. X is winning

that semeai by 3 liberties to 2, but X needs to fill G1 and then H1 to capture. 
Unfortunately, if X plays

G1 without playing F1 first, then G1 is self-atari and loses.

 

The bottom line is that the only winning sequence starts with F1. Otherwise, O 
fills in G6, G5, and J5

before X can fill in F1, G1, and J1.

 

Such a simple situation. Would you figure that a program rated 1995 on CGOS 
would have any

trouble with it? Well,…

 

What happens here is that Pebbles (as X) initially sees F1 as probably 
*losing*. Here are the dynamics:

 

1)  I have measured that encouraging Atari moves in the trials is 
self-defeating, so I don’t do it.

2)  Pebbles generates ladder plays in the trials, but only adjacent to the 
opponent’s last play. (This won’t help here.)

3)  There is an Atari bonus in the tree search, but the weight is small.

4)  A larger weight is placed on proximity to the opponent’s last move.

 

So here is the dynamic in the first 40 or so trials of F1: O will respond by 
running out of Atari at C4.

X will play adjacent to that play, because even though G1 gets the Atari bonus, 
playing C3 gets the

larger proximity bonus. O will rarely play J1 or G1, because these moves are 
not bonused. Eventually,

O will play G6 or G5 or J5. And then X goes truly wrong because of the 
proximity heuristic: X will make

a play “near” O’s last play, and this is disastrous because it often fills in 
X’s own liberty. O then responds

near X’s last play, which wins the semeai. So X loses the trial!

 

Of the first 40 trials, X is winning about 35%. Now, the problem is that in the 
rest of the variations, X does

great in the early going. This is because O tries to run out of Atari by 
playing F1, and then X captures with G1!

 

It takes many thousands of trials to prove that all of X’s possible plays have 
less than a 50% chance of

winning before attention returns to F1. Then F1 isn’t preferred until over 
60,000 trials have elapsed.

 

Here are a few reflections on this disaster:

 

1) Start on a positive note: this situation is very bad for the heuristics 
encoded in Pebbles, yet UCT

solves the problem anyway. Indeed, UCT provides us with a scalable strategy for 
*safely* encoding Go

knowledge into a search engine. UCT will solve the problem even if our initial 
impression is wrong.

 

2) It is possible (and tempting) to write code that sees through this sort of 
thing. But I have to wonder about

the scalability of that strategy. It takes a lot of time to create the code. 
And testing is an issue. Can we apply

machine learning to discover move ordering knowledge? There are methods in the 
literature already, but they

don’t *scale*. Usually a finite pattern base is involved, or the cost of 
pattern matching rises with the size of the

pattern set, or the knowledge gained cannot be proven to rise indefinitely.

 

3) Even if we do discover move ordering knowledge, is that sufficient? I have 
doubts. It seems to me that

improving move ordering is a constant speed-up. That is, it doesn’t provide 
efficiency gains that increase

with increases in computer power. Specifically, the gain is bounded by the 
number of trials required for

UCT-RAVE to discover the recommended moves. Granted, this can be a *lot* of 
trials. But keep in mind that

heuristics often produce the *wrong* move ordering, too. In that case there is 
a loss of efficiency.

 

4) This is just a puny 9x9 board with just two semeais, each of which is 
between 2 and 6 moves long.

Things can get a lot more complicated than that, even on the small board. On a 
19x19 board, there are

a lot of battles, and the complexities rise combinatorially.

 

5) A “no free lunch” theorem is likely to apply; to determine whether a single 
stone is alive on a Go board is

an NP-complete problem. So in theory all of our heuristics are subject to bad 
cases. This case happens to

trip Pebbles. If Pebbles had more complicated heuristics then there would be 
other cases.

 

Something to think about…

 

Best,

Brian

 

 

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