So the KGS bots darkforest and darkfores1 play with only DCNN, no MCTS search added? I wish they would put darkfores2 with MCTS on KGS, why not put your strongest bot out there?
2015-11-23 10:38 GMT-06:00 Petr Baudis <pa...@ucw.cz>: > The numbers look pretty impressive! So this DNN is as strong as > a full-fledged MCTS engine with non-trivial thinking time. The increased > supervision is a nice idea, but even barring that this seems like quite > a boost to the previously published results? Surprising that this is > just thanks to relatively simple tweaks to representations and removing > features... (Or is there anything important I missed?) > > I'm not sure what's the implementation difference between darkfores1 and > darkfores2, it's a bit light on detail given how huge the winrate delta > is, isn't it? ("we fine-tuned the learning rate") Hopefully peer review > will help. > > Do I understand it right that in the tree, they sort moves by their > probability estimate, keep only moves whose probability sum up to > 0.8, prune the rest and use just plain UCT with no priors afterwards? > The result with +MCTS isn't at all convincing - it just shows that > MCTS helps strength, which isn't so surprising, but the extra thinking > time spent corresponds to about 10k->150k playouts increase in Pachi, > which may not be a good trade for +27/4.5/1.2% winrate increase. > > On Mon, Nov 23, 2015 at 09:54:37AM +0100, Rémi Coulom wrote: > > It is darkforest, indeed: > > > > Title: Better Computer Go Player with Neural Network and Long-term > > Prediction > > > > Authors: Yuandong Tian, Yan Zhu > > > > Abstract: > > Competing with top human players in the ancient game of Go has been a > > long-term goal of artificial intelligence. Go's high branching factor > makes > > traditional search techniques ineffective, even on leading-edge hardware, > > and Go's evaluation function could change drastically with one stone > change. > > Recent works [Maddison et al. (2015); Clark & Storkey (2015)] show that > > search is not strictly necessary for machine Go players. A pure > > pattern-matching approach, based on a Deep Convolutional Neural Network > > (DCNN) that predicts the next move, can perform as well as Monte Carlo > Tree > > Search (MCTS)-based open source Go engines such as Pachi [Baudis & Gailly > > (2012)] if its search budget is limited. We extend this idea in our bot > > named darkforest, which relies on a DCNN designed for long-term > predictions. > > Darkforest substantially improves the win rate for pattern-matching > > approaches against MCTS-based approaches, even with looser search > budgets. > > Against human players, darkforest achieves a stable 1d-2d level on KGS Go > > Server, estimated from free games against human players. This > substantially > > improves the estimated rankings reported in Clark & Storkey (2015), where > > DCNN-based bots are estimated at 4k-5k level based on performance against > > other machine players. Adding MCTS to darkforest creates a much stronger > > player: with only 1000 rollouts, darkforest+MCTS beats pure darkforest > 90% > > of the time; with 5000 rollouts, our best model plus MCTS beats Pachi > with > > 10,000 rollouts 95.5% of the time. > > > > http://arxiv.org/abs/1511.06410 > > -- > Petr Baudis > If you have good ideas, good data and fast computers, > you can do almost anything. -- Geoffrey Hinton > _______________________________________________ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go
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