Don,

What or who are you fighting to?  What do you talking about?  I don't 
catch your point(s).

Hideki

Don Dailey: <[email protected]>:
>On Thu, Jun 2, 2011 at 12:25 PM, Hideki Kato <[email protected]> wrote:
>
>> Don,
>>
>> I'm discussing not general cases but _such_ case where simulations
>> return wrong results (for a position).  In that case, speed is
>> useless.
>>
>
>Simulations almost always return the wrong results just like the chess
>evaluation function always returns a crude approximation and quite often a
>downright flawed evaluation.
>
>But I guess I don't understand the point being made or else it's so obvious
>that I read more into it that was intended.     I completely agree that
>simulations often return the wrong results and that better playouts return
>much more accurate results and that some position are really hard and some
>are much easier, etc.   But this has to be going somewhere and I guess I
>don't understand where that is.
>
>Are you trying to say that heavy playouts are better?   Who is going to
>argue with that?    I agree completely.    Are you trying to make the point
>that there are very simple to understand positions that computers cannot
>easily solve?   I agree with that.   Are you trying to say that heavy
>playouts can solve many types of common positions orders or magnitude faster
>than light playouts?   I agree with that.    Are you trying to say uniformly
>random playouts suck?    I agree with that.
>
>Is there some point we actually disagree on?    This feels like a debate,
>but nobody is coming right out and telling me what it is they are in
>disagreement of.    Instead I'm being challenged with examples of difficult
>to solve positions that are easy for humans - but with no clue about what
>point this is supposed to be refuting.
>
>
>
>
>
>
>
>
>
>>
>> Hideki
>>
>> Don Dailey: <[email protected]>:
>> >On Thu, Jun 2, 2011 at 1:08 AM, Hideki Kato <[email protected]>
>> wrote:
>> >
>> >> Michael Williams: <[email protected]>:
>> >> >Well, not literally useless, as long as you are building a tree equally
>> >> >fast.
>> >>
>> >> Well, but the tree is expanded in a wrong direction, which is also
>> >> useless, isn't it?
>> >> #I'd like to agree to add "almost" is literally correct but I believe
>> >> that speed is really useless in that case.   It's unknown if expanding
>> >> tree in wrong directions helps.  According to the convergence theorem of
>> >> UCT, I bet this does not help becaues the simulations return wrong
>> >> results.
>> >>
>> >
>> >I don't understand your concept of "wrong direction."    When you expand
>> the
>> >tree for ANY move you get more information about how good or how bad that
>> >move is,  so it's always helpful (on average) to have more time.
>> >
>> >Of course it's true that you want the highest quality play-outs but it
>> >doesn't follow that extra time doesn't help,  it always helps.     I think
>> >all simulations return the "wrong results"  in many positions and that's
>> why
>> >there is a tree in the first place.    Uniform random play-outs return a
>> >less accurate picture but it's still correlated roughly with winning and
>> >losing.
>> >
>> >Many times we make the mistake of trying to turn gray into black and
>> >white because it's often easier to think about that way.     There were
>> >numerous examples of that in what you said,  for example:  "return wrong
>> >results" should be "often returns wrong results" and "wrong direction" I
>> >think you should have said, "tends to expand less relevant parts of the
>> >tree"  and "useless" should be "of less value."
>> >
>> >
>> >
>> >
>> >>
>> >> Hideki
>> >>
>> >> >On Wed, Jun 1, 2011 at 8:13 PM, Hideki Kato <[email protected]>
>> >> wrote:
>> >> >
>> >> >> Although speed matters, the quality of simulations is dominant.  When
>> >> >> the simulations cannot manage a postion correctly, speed is useless.
>> >> >>
>> >> >> Hideki
>> >> >>
>> >> >> Bojun Huang: <[email protected]
>> >:
>> >> >> >It seems to me that, there is a thread of efforts that try to
>> improve
>> >> the
>> >> >> playing capability
>> >> >> >of GO bots by dramatically increasing playouts/sec. Now we know that
>> >> FPGA,
>> >> >> GPU, and SIMD can
>> >> >> >make much more playouts per second than single-core CPU, but all
>> these
>> >> >> results are based on
>> >> >> >"light" playout schemes. So everytime when these kind of results
>> come
>> >> out,
>> >> >> people would doubt
>> >> >> >the likelihood that these designs really generate strong programs.
>> >> >> >
>> >> >> >So my question is, Is there a "widely accepted" baseline performance
>> to
>> >> >> compare with for all
>> >> >> >these works?
>> >> >> >
>> >> >> >For example, we may pick a known program with "lightest" playout
>> scheme
>> >> >> among those
>> >> >> >frequently attending the KGS monthly. So if a high-performance
>> design
>> >> >> implements similar
>> >> >> >playout scheme of that program but achieves much higher playout/sec,
>> we
>> >> >> could reasonably
>> >> >> >expect a stronger program based on this design.
>> >> >> >
>> >> >> >Another question ... does more playouts really provide a
>> *consistent*
>> >> >> improvement on the ELO
>> >> >> >score, especially for those strongest programs? I remember that some
>> >> >> programs running on
>> >> >> >laptop rank very high in the Olympaids, that seems imply that speed
>> >> simply
>> >> >> doesn't matter
>> >> >> >here ...
>> >> >> >
>> >> >> >Thanks,
>> >> >> >Bojun Huang
>> >> >> >
>> >> >> >>Date: Wed, 25 May 2011 22:23:29 +0200
>> >> >> >>From: Antoine de Maricourt <[email protected]>
>> >> >> >>To: [email protected]
>> >> >> >>Subject: Re: [Computer-go] Direct DX11 and graphics cards for
>> cheaper
>> >> >> >>      simulation hardware?
>> >> >> >>Message-ID: [email protected]>
>> >> >> >>Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>> >> >> >>
>> >> >> >>
>> >> >> >>> Despite the challenges using it in a tree, and the contentious
>> issue
>> >> of
>> >> >> >>> whether light playouts can make a really strong program, I think
>> >> this
>> >> >> is
>> >> >> >>> interesting research. By 1.6 times quicker than libego, do you
>> mean
>> >> as
>> >> >> >>> it runs on the CPU? Or is this a simulated speed as if it was
>> >> running
>> >> >> on
>> >> >> >>> the GPU? I think libego was the clear leader in light playout
>> speed,
>> >> so
>> >> >> >>> working out a way to do playouts even faster (if that is what you
>> >> have
>> >> >> >>> done) is amazing.
>> >> >> >>I just emulated data structures and algorithms that are targeting
>> GPU
>> >> >> >>in C++ for a CPU. 128-bit CPU's SIMD instruction set simply
>> emulates 4
>> >> >> >>GPU-like threads working on 32-bit registers. After several
>> attempts
>> >> >> >>made to test various ideas, the first complete implementation had
>> >> >> >>performances similar to libego, without a simple CPU specific
>> >> >> >>optimization. I then put back some specific CPU optimizations (not
>> >> >> >>likely to be effective on GPU) + tuning and easily improved the
>> >> >> >>performances. This is really how it runs on the CPU. The same data
>> >> >> >>structure and algorithm is likely to have an even better ratio
>> against
>> >> >> >>libego with an AVX enabled processor.
>> >> >> >>
>> >> >> >>Light playout was a beginning to start with. The random move
>> generator
>> >> >> >>has been designed to take into account a probability distribution
>> >> (with
>> >> >> >>a little slowdown) that can be derived from local pattern matching.
>> >> >> >>
>> >> >> >>Regards,
>> >> >> >>
>> >> >> >>     Antoine
>> >> >> >---- inline file
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>> >> >> --
>> >> >> Hideki Kato <mailto:[email protected]>
>> >> >> _______________________________________________
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>> >> --
>> >> Hideki Kato <mailto:[email protected]>
>> >> _______________________________________________
>> >> Computer-go mailing list
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>> Hideki Kato <mailto:[email protected]>
>> _______________________________________________
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