One more thing ;)
Ofcourse one could also extract them by doing a fourier transformation, but I 
have no idea how fast this will be.

________________________________

Van: [email protected] namens [email protected]
Verzonden: di 2-4-2013 8:10
Aan: [email protected]
Onderwerp: Re: [Computer-go] Weight of moves


I'd like to add one thing:
The program can know if it's on the right track by noting that the secondary 
modes are removed from the histogram. It might work it's way to the solution 
incrementally by monitoring the histograms.
I remember something about CLOP recently. I only looked at it very briefly, but 
my impression was that it had to do with extracting modes from a distribution. 
I may be wrong though, I don't follow this list actively nowadays.

________________________________

Van: [email protected] namens [email protected]
Verzonden: di 2-4-2013 7:58
Aan: [email protected]
Onderwerp: Re: [Computer-go] Weight of moves


By the way, when I was tring to get this working I was also looking at terminal 
node score histograms like Ingo Althofer 
(http://www.althofer.de/crazy-shadows.html). It seems that a multimodal 
distribution hints at some larger area that is more or less independant of the 
rest of the board, like a semeai or a arge ko fight. 
In a sense every histogram will be multimodal, but in a position whithout large 
local fights the modes are small and close together.
 
While it is interesting to know from the distribution that some large local 
fight is going on, I'm not aware of a way for the program to use this 
information. It's sort of a telltale sign of a horizon effect that might be 
solved by:
1 - finding the local fights causing secondary modes in the distribution by 
statistical analysis accross terminal nodes
2 - solving the local fight "separately" 
3 - twining the solution (the local game tree) in the global search (game tree) 
in a way that looks like Conway's methods in Winning Ways. But instead of using 
he exact methods of Conway, it would be a MC version of it.
 
I think 1 and 3 are the hardest parts to do, but on the other hand, as it is 
now, this issue is sort of a horizon effect that troubles MC players in 
general. I think dealing with this will be a major next step in computer go and 
I'm convinced it can be done, I just don't know how.
 
Dave
 
________________________________

Van: [email protected] namens Gabriel .Santos
Verzonden: ma 1-4-2013 22:07
Aan: [email protected]
Onderwerp: Re: [Computer-go] Weight of moves


Thank you Dave, 

I will take a look in Winning Ways.

;)


On Mon, Apr 1, 2013 at 4:55 PM, <[email protected]> wrote:


        Gabriel,
         
        I don't think that MC players are aware of "local fights". It would be 
very nice if a program could divide the board in separate locations, because 
the combinatoric explosion would be reduced by a huge factor (4 areas with 16 
empty intersections has a much smaller game tree than 1 area with 64 empty 
intersections). 
         
        There is a method of combining the results of local endgame fights in a 
global result (Winning Ways by Conway, it can be viewed as a way to determine 
the optical merging of sepatate game trees), but in earlier stages of the game 
it is hard to separate out areas of the board that have low interaction. 
         
        Perhaps it could be derived in an MC way (statistically) from cross 
correlations of board occupance at playout terminal nodes. I gave that a try a 
couple of years ago, but I gave up when it didn't seem to give useful results. 
Could be due to bugs in my code though.
         
        Dave
        
________________________________

        Van: [email protected] namens Gabriel .Santos
        Verzonden: ma 1-4-2013 19:42
        Aan: [email protected]
        Onderwerp: Re: [Computer-go] Weight of moves
        
        
        Álvaro,  

        When I say "think like a human player ", I mean regarding to the 
strategy. For example, when there are several fights happening simultaneously 
at the board, a human player can identify them and decide which one worth more 
to invest, I thinks this is a really difficult task in Go. How does he do this 
judge ?  Which features does he analyze? And there are cases which "try" to 
mimic the biological solution is worth. See Neural Networks, Ant Colony 
Optimization Algorithm, Genetic Algorithm, etc.

        Santos, Gabriel.


        On Mon, Apr 1, 2013 at 2:30 PM, Álvaro Begué <[email protected]> 
wrote:
        


                On Mon, Apr 1, 2013 at 11:10 AM, Gabriel .Santos 
<[email protected]> wrote:
                

                        I know that it is a lot of questions, but in order to 
get a computer go machine to outperform a human player I think that the machine 
should to ratiocinate like a human player.



                Do you also think a machine that carries people very fast 
should have strong legs like a horse? And a machine that can fly should flap 
its wings like a bird? And a closer example: Do you think the same thing about 
chess machines?
                
                
                In all those cases the engineering solution to the problem was 
very different from the biological solution, and I expect the same will happen 
with computer go. Actually, it's already happening.
                
                Álvaro.
                
                
                

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