Stefan Kaitschick wrote:

> This is really a quirk of the go ranking system, which
> defines strength as the ability to give handicap stones.
> If strength were defined as being able to win a certain
> percentage of even games, things would be different.

That is a very important issue. Assuming

1 stone = xx Elo points

is wrong and becomes even worse as the level rises.
Another issue we may have not taken seriously enough
is intransitivity.  We say it is not very important,
and that may be true for humans, but nothing like a
computer to force "non important" things to become
most important.

When I was experimenting with learning playout weights
using GAs (something abandoned I have something much
better in progress) I found easy to make a chain where:

B is 50 Elo point stronger than A
C is 50 Elo point stronger than B, D than C, E than D

And when you confront E vs A and expect the difference
to to be 200-ish it is only 30 points. And all this is
done with appropriate Agresti-Coull confidence
intervals and significance tests for the difference, so
it is not a conclusion based on a wrong setup.

I bring this here because it is hardly conceivable
that a program does not scale in self play, something
must be broken. But I can see Hideki's point that
this scaling may take the program nowhere when it
is about advancing quantum leaps. The infinite
convergence of the tree is a beautiful argument but
of no practical application. The tree simply does not
grow in directions the playouts discourage because
they don't understand the precise sequences.

If we do another study, one big difficulty will be
finding strong and different (= non MCTS) opponents
to make the pool a little less homogeneous. Else, the
study may be too much influenced by Elo rating
limitations.


Jacques.





_______________________________________________
Computer-go mailing list
[email protected]
http://dvandva.org/cgi-bin/mailman/listinfo/computer-go

Reply via email to