Magnus, could you recap your dynamic komi algorithm?

On Mon, Oct 4, 2010 at 3:52 PM, Don Dailey <[email protected]> wrote:
> Magnus,
> This is a really good experiment,   I think it is well past due for someone
> to try something like this and report the results.
> I know that it's not possible to make the experimental setup perfect,  but
> it is important to establish some kind of baseline result to work from.
>  I hope you are able to play enough games to be statistically significant.
>   I have seen way too many papers on games of various kinds where some
> algorithm is tried and they "prove" it is helpful with 100  games and the
> score is 55% or 60% - that is just not enough to be statistically
> convincing.
> Don
>
>
> On Mon, Oct 4, 2010 at 2:05 PM, <[email protected]> wrote:
>>
>> Hi Don!
>>
>> I just started an experiment! First some thought about what I believe is
>> the factors involved. And then I describe the setup and some preliminary
>> impressions and results.
>>
>> Quoting Don Dailey <[email protected]>:
>>
>>>  1.  boardsize could be a factor.
>>
>> I would not expect it to be useful on 9x9, especially dynamic komi would
>> get incredibly unstable on small board towards the end of the game. So what
>> I am testing is 19x19.
>>
>>>  2.  it may be more feasible in handicap games.
>>
>> My previous experiments for even game showed little or no gain. My
>> subjective feeling is that it is in high handicap games on 19x19 where
>> effect can be strong.
>>
>>>  3.  it may work better against humans for psychological reasons.
>>
>> I cannot measure that.
>>
>>>  4.  Maybe I did not stumble on the right approach when I did my
>>> experiments.
>>
>> With dynamic komi the MC evaluation suffers more from noise because when
>> the win rates get close to 100% it even makes MC programs play randomly (or
>> systematically from the top left corner or something similar). This problem
>> becomes greater the stronger the program is. It is probably not so bad
>> because a stronger program will also have larger difference in win rates for
>> strong and weak moves. This is my explanation why Valkyria probably only
>> benefits from.
>>
>> The other reason why dynamic komi may be good is that a MCTS program
>> prefers high win rates over a safe winning margin leading to the 0.5 points
>> syndrome. On 9x9 boards present programs do not appear to suffer from this.
>> They are so strong that with a "safe" 0.5 lead they win without mistakes.
>> And if they do suffer from it still it is not clearly visible. It looks like
>> a middle game mistake and then they realize they are behind a wild fight
>> occur.
>>
>> On 19x19 this is probably a major problem for most program without dynamic
>> komi or some other greedy search method. If a game is long and the score
>> drops to 0.5 long before the game is finished the program must play the rest
>> of the game as strongly as the opponent. This is a disaster for black in
>> high handicap games. In the worst case even an opponent just slightly
>> stronger can win with a large handicap, because the game become even too
>> soon.
>>
>> Ok, enough babbling about the stuff dynamic komi could possible fix.
>>
>> I just started an experiment to make Don happy. It is not so easy to make
>> such an experiment completely satisfactorily but it will be a first step to
>> test Valkyria at least.
>>
>> I want to show that Valkyria plays stronger as black with 9 handicap
>> stones on 19x19. The problem is that I would need an extremely strong
>> opponent to beat Valkyria as white under normal time constraint. And I have
>> no access to such an opponent.
>>
>> So I let Valkyria play Black with about 1s per move and White with 10s per
>> move approximately (1000 and 10000 playouts respectively).
>>
>> I run two conditions in parallel one where black use dynamic komi and one
>> where it play without it. My hope is that the modest difference in playing
>> strength will be enough to make a difference. In the worst case black wins
>> 100% of the games in both conditions.
>>
>> The good news is that I think the effect of dynamic komi in this
>> particular experiment is huge just from watching the very first games.
>>
>> With dynamic Komi black is really aggressive. It is tactically weak but
>> fights in a way that the white groups are eyeless and have no territory. It
>> kills large white groups in almost every game.
>>
>> Without dynamic komi white is allowed to establish relatively strong
>> groups all over the board without a fight and gets closer to an even game
>> for almost every move played. So far white won 5 out 7 games which I did not
>> expect. 10k vs 1k should not be more than a 3-4 stones I thought.
>>
>> White has won 1 game out of 6 against black with dynamic komi.
>>
>> It is too early to make any conclusions yet but if the effect is as large
>> at it seems to be I can probably give some convincing numbers already
>> tomorrow.
>>
>> Caution is important also. As in all self play experiments effect tend to
>> be exaggerated. The next step is this seems to be a good setup is to test
>> against Fuego. I would also like to scale it up using 10k playouts for black
>> and 100k playouts for white to if effect stays with better play for both
>> colors.
>>
>> It may also be that the effect is double. White with h9 has winrates below
>> 20% in these games and play desperate move rather than patient moves quite
>> often. Maybe white can use dynamic komi too to some degree? Or perhaps a
>> linear komi to make it play the opening more sound and then get more
>> desperate later?
>>
>> -Magnus
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