As of about an hour ago darkforest and darkfores1 have started playing rated games on KGS!
2015-11-23 11:28 GMT-06:00 Andy <andy.olsen...@gmail.com>: > 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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