RE: [computer-go] January KGS bot tournament results

2007-01-09 Thread Don Dailey
On Tue, 2007-01-09 at 09:03 +0100, Edward de Grijs wrote:
 I do not want to start the rules/scoring discussion again, but I want
 to know if the kgs-genmove_cleanup command which results in
 playing inside your own territory, can be used with Japanese
 rules/scoring. It seems to me that this command can only be used
 be chinese scoring...
 If this is true, how it is possible to construct a computer only
 tournament with Japanese rules/scoring, without human
 intervention? 

It's probably not possible to do it and always be correct, but
it is possible to agree on some resolution protocol that will
be correct a higher percentage of the time.My understanding
is that Japanese has some ambiguous cases that although rare
can be difficult even for humans.

Any commercial program will want Japanese rules/scoring since this
is how many players were taught. 

- Don

 


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[computer-go] Useless moves in the endgame

2007-01-09 Thread Benjamin Teuber

I just lost my first game against MoGo on KGS, 9x9, 0.5 komi, I was white.
Impressing!
But as a human, you don't like the useless endgame-moves MC-programs 
play against you when they know they win anyways.
In order to make these programs more attractive for humans, I would like 
them to play the move winning by the biggest amount of points once 
several moves have the same high winning probability at the endgame.

What do you think about this?
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RE: [computer-go] Useless moves in the endgame

2007-01-09 Thread Chaslot G (MICC)
Mango passes as soon as the opponent passes two times in a row.
Might this lead to bugs in some situations?

Anyway this is very nice for playing against humans and GnuGo.

Guillaume

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Teuber
Sent: Tuesday, January 09, 2007 4:32 PM
To: computer-go
Subject: [computer-go] Useless moves in the endgame

I just lost my first game against MoGo on KGS, 9x9, 0.5 komi, I was
white.
Impressing!
But as a human, you don't like the useless endgame-moves MC-programs 
play against you when they know they win anyways.
In order to make these programs more attractive for humans, I would like

them to play the move winning by the biggest amount of points once 
several moves have the same high winning probability at the endgame.
What do you think about this?
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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread steve uurtamo
i'd like to follow this up by saying that i'm interested
to see if anyone has compared winning percentage
in the following two situations:

i)  maximize probability of win
ii) maximize probability of win until p_win  1-eps, then maximize
total score among all moves that give  1-eps probability of winning.

if ii) gives a lower percentage of wins than i), it'd be an interesting
result in its own right, and if it doesn't, then there's a simple formula
for getting a lot more resignations out of your opponents (not to
mention, it'll give the impression that your program is incredibly strong
whenever it wins).

s.



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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread Don Dailey
On Tue, 2007-01-09 at 16:31 +0100, Benjamin Teuber wrote:
 I just lost my first game against MoGo on KGS, 9x9, 0.5 komi, I was white.
 Impressing!
 But as a human, you don't like the useless endgame-moves MC-programs 
 play against you when they know they win anyways.
 In order to make these programs more attractive for humans, I would like 
 them to play the move winning by the biggest amount of points once 
 several moves have the same high winning probability at the endgame.
 What do you think about this?

I've tried - it's hard to make it work.   Almost anything you do in
this regard weakens the program.

The easiest and safest way to make the endgame seem more natural is
is to pre-process the moves once the program knows it is winning or
losing.   Since MC considers all moves as equal once it is winning,
you have to impose your will on the algorithm.  

One way to do this is just to determine which moves seem reasonable
to a person,  then hint to the program that all others are 
slightly losing (by give them a few pseudo losses at the root node
of the tree.) In this way the algorithm could even recover if
the routines which determine this get it wrong. 

I would apply such an algorithm only after MC said the position 
was at least 95 percent a win or loss.   This may sound strict,
but MC usually knows this pretty early - way before the game is
played out to the bitter end.  

It's easy to track or identify points that are ambiguious,  just
play 1000 random games (in a fraction of a second) and keep 
statistics on those points not clearly being occupied (or 
surrounded) by one side or another.   Then you can emphasize
moves to those points as I outlined above.

I have tried things like increasing or decreasing komi 
appropriately so the programs continues to fight hard for
points once it has a won (or lost) game,  but this is 
quite risky.  An MC program can give away the game if you
put in a position where it thinks it might be losing when
it isn't.   

You can also switch to bean-counting once a game is won
or lost so that the program will try to maximize it's
territory gain.   This is actually quite risky too - it
is far weaker in normal play and even when the game is
virtually over one must be very careful - since you
are indeed weakening the program to achieve the 
artificial appearance of human-like play.

All of this reminds me of the Japanese/Chinese debate.
You can do things to make it more human-like or 
convenient for us humans, but whatever you do it's
not scientifically relevant or interesting from the
perspective of better play.   It's a cosmetic issue.

These type of things can be interesting and even
scientific in their own right (you can make a study
of anything) - I'm not saying that it isn't.   It's
definitely interesting (and a challenge) to consider how
this might be done without weakening the program too
much.  

It's like this with Japanese - it's an interesting 
problem how to do it really well and correct - it's
just not relevant to program strength although the
things learned could contribute to program strength.

- Don
   



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RE: [computer-go] Useless moves in the endgame

2007-01-09 Thread Thomas Wolf


On Tue, 9 Jan 2007, Chaslot G (MICC) wrote:

 Mango passes as soon as the opponent passes two times in a row.
 Might this lead to bugs in some situations?

You need 3 passes in case of ko.

Thomas

 
 Anyway this is very nice for playing against humans and GnuGo.
 
 Guillaume
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
 Teuber
 Sent: Tuesday, January 09, 2007 4:32 PM
 To: computer-go
 Subject: [computer-go] Useless moves in the endgame
 
 I just lost my first game against MoGo on KGS, 9x9, 0.5 komi, I was
 white.
 Impressing!
 But as a human, you don't like the useless endgame-moves MC-programs 
 play against you when they know they win anyways.
 In order to make these programs more attractive for humans, I would like
 
 them to play the move winning by the biggest amount of points once 
 several moves have the same high winning probability at the endgame.
 What do you think about this?
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RE: [computer-go] Useless moves in the endgame

2007-01-09 Thread Don Dailey
But is there other conditions?   Could I pass really early and
trick Mango into passing if I wanted to?

A very simple approach works like this:

  1.  When winning very convincingly in Chinese,  play quickly.
  2.  When losing convincingly,  resign.

Your opponent, when losing has 2 options.  

  1.  If he is so concerned about etiquette,  he follows the
  lead of the program - he resigns.

  2.  He has the option to play it out which is his right.  
  But the computer might choose to accommodates him by 
  playing quickly.

There is no need to make such a fuss over how to implement
good play-out that is not rude or unkind if you implement
this simple thing as out-lined. There is no need for a
human who is losing to complain about play-out - he has the
power to end it.   Likewise, the simplest protocol for the
computer is also to quit once it is sure it's losing. 

Playing more quickly when winning is a kindness - not a 
necessity for a program to implement - a way to be nice
to a human who wants to play it out even though he is
dead lost.   It's rude to pressure a player into stopping
if he wants to play it out.

I never understood why a human who is losing continues to
play out a game while complaining about the behavior of
the computer.   This is not a criticism of what Benjamin
said,  he made some valid points and it is interesting
to consider how a program might improve it's play-out
style as a cosmetic issue.
 

- Don



On Tue, 2007-01-09 at 17:07 +0100, Chaslot G (MICC) wrote:
 Mango passes as soon as the opponent passes two times in a row.
 Might this lead to bugs in some situations?
 
 Anyway this is very nice for playing against humans and GnuGo. 

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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread Chris Fant

What if instead of

  territoryBonus = 1/1000 * territory

You use something like this:

  territoryBonus = 1/1000 * territory * percentageOfTheWayThroughTheGame


On 1/9/07, Sylvain Gelly [EMAIL PROTECTED] wrote:


 and if it doesn't, then there's a simple formula
 for getting a lot more resignations out of your opponents

It is not so simple to implement, because you have to keep two statistics
(the wins and the territories), and switch between then (and switch back if
the winning probability drops). So you have to change somehow the structure.
At least in MoGo it would takes time to do.

What we did try is to give a bonus for moves which give a bigger territory.
The reward is for example for a win 1+1/1000*territory. This gave
unfortunately a lower winning percentage for MoGo.

Sylvain
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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread Don Dailey
Hi Sylvain,

I like the way you think - this reflects my view and I posted something
similar before I read your mail.

- Don

On Tue, 2007-01-09 at 17:20 +0100, Sylvain Gelly wrote:
 Hello,
 
 But as a human, you don't like the useless endgame-moves
 MC-programs 
 play against you when they know they win anyways.
 In order to make these programs more attractive for humans, I
 would like
 them to play the move winning by the biggest amount of points
 once
 several moves have the same high winning probability at the
 endgame. 
 What do you think about this?
 
 
 My goal is to make the program as strong as possible, so trying to
 avoid taking too much time implementing such patches which
 can make the program weaker. Making what you propose is certainly
 possible, but will take quite a lot of time and complicate the program
 to work well. 
 However, I am of course concerned about how human feel while playing
 against MoGo, so MoGo passes as soon as the oponent passes if the
 status of strings is clear enough. Did you pass in your game?
 Yet, my opinion is that resigning is the most beautiful move in all
 games, so if you resign as soon as you are sure to loose anyway, this
 only want to win behaviour of some MC based programs (as MoGo) will
 never occur :-). And if you are winning MoGo will resign, so again no
 useless endgames-moves :-). 
 
 Sylvain
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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread Christian Nilsson

I've been experimenting a bit in the area of humanizing :) the endgame.

The only method I've found acceptable is to do something like Don
wrote. I use the average score in the tree to set at new goal for the
search. First you start out with the standard goal of winning by at
least 0.5 pts. But after a number of simulations you can start using
the average score instead. Meaning that if the search converge to a
score of say +5.5 points it will see a result  5.5 as inferior (
well, a loss ).

Using the above will change the behaviour quite nicely. However, if
this is applied to all situations you'll end up with a bot not trying
to win ( thus reducing strength a lot ). You must only use a floating
goal when it's ahead.

I recently ran 502 games against the same bot but without this
feature. Having the floating goal makes it win about 47%, so a
slight decrease in strength.. but I'm sure a bit of tweaking may
actually make it stronger. The best part is that it now wins by 51pts
and loses by 17pts on average.

/Christian



On 1/9/07, Sylvain Gelly [EMAIL PROTECTED] wrote:


 and if it doesn't, then there's a simple formula
 for getting a lot more resignations out of your opponents

It is not so simple to implement, because you have to keep two statistics
(the wins and the territories), and switch between then (and switch back if
the winning probability drops). So you have to change somehow the structure.
At least in MoGo it would takes time to do.

What we did try is to give a bonus for moves which give a bigger territory.
The reward is for example for a win 1+1/1000*territory. This gave
unfortunately a lower winning percentage for MoGo.

Sylvain
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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread dhillismail
  AntIgo does exactly this and I still get complaints. I think this is 
perfect manners on CGOS (none of the other bots have objected) but poor manners 
on KGS. It's less annoying, to be sure, but still annoying.
   
 People can get ticked off when it resigns too. They might want to see the 
game resolved and they don't appreciate a bot deciding for them.
 
 People want what people want.
 
- Dave Hillis
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Tue, 9 Jan 2007 11:36 AM
Subject: RE: [computer-go] Useless moves in the endgame

A very simple approach works like this:

  1.  When winning very convincingly in Chinese,  play quickly.
  2.  When losing convincingly,  resign.

Your opponent, when losing has 2 options.  

  1.  If he is so concerned about etiquette,  he follows the
  lead of the program - he resigns.

  2.  He has the option to play it out which is his right.  
  But the computer might choose to accommodates him by 
  playing quickly.

There is no need to make such a fuss over how to implement
good play-out that is not rude or unkind if you implement
this simple thing as out-lined. There is no need for a
human who is losing to complain about play-out - he has the
power to end it.   Likewise, the simplest protocol for the
computer is also to quit once it is sure it's losing. 

Playing more quickly when winning is a kindness - not a 
necessity for a program to implement - a way to be nice
to a human who wants to play it out even though he is
dead lost.   It's rude to pressure a player into stopping
if he wants to play it out.

I never understood why a human who is losing continues to
play out a game while complaining about the behavior of
the computer.   This is not a criticism of what Benjamin
said,  he made some valid points and it is interesting
to consider how a program might improve it's play-out
style as a cosmetic issue.
 

- Don



On Tue, 2007-01-09 at 17:07 +0100, Chaslot G (MICC) wrote:
 Mango passes as soon as the opponent passes two times in a row.
 Might this lead to bugs in some situations?
 
 Anyway this is very nice for playing against humans and GnuGo. 

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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread steve uurtamo
playing as a human, if i'm behind by 2.5 points, i'll never
know it, even if there is a zero percent chance that i can
make up those 2.5 points.  i just don't count that accurately.
moreover, after watching you pointlessly attempt to fill each
and every one of my eyes one at a time, i'll get frustrated as
a player regardless.

on the other hand, if you put me behind by 35 points by the
midgame, i can see it and will immediately resign.  just about
anyone will resign if they can see that they're behind by
 10-15 going into yose.

it's a pretty minor goal in the big picture, and likely doesn't
matter for non-commercial and non-commercially-supported
programs.  it was just a thought.

also, if it makes a difference, you don't have to even *start*
keeping track of territory-by-move until you have more than one move
with  1-eps probability of winning, which might be very late
into the game.

s.

- Original Message 
From: Don Dailey [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Tuesday, January 9, 2007 11:36:44 AM
Subject: RE: [computer-go] Useless moves in the endgame

But is there other conditions?   Could I pass really early and
trick Mango into passing if I wanted to?

A very simple approach works like this:

  1.  When winning very convincingly in Chinese,  play quickly.
  2.  When losing convincingly,  resign.

Your opponent, when losing has 2 options.  

  1.  If he is so concerned about etiquette,  he follows the
  lead of the program - he resigns.

  2.  He has the option to play it out which is his right.  
  But the computer might choose to accommodates him by 
  playing quickly.

There is no need to make such a fuss over how to implement
good play-out that is not rude or unkind if you implement
this simple thing as out-lined. There is no need for a
human who is losing to complain about play-out - he has the
power to end it.   Likewise, the simplest protocol for the
computer is also to quit once it is sure it's losing. 

Playing more quickly when winning is a kindness - not a 
necessity for a program to implement - a way to be nice
to a human who wants to play it out even though he is
dead lost.   It's rude to pressure a player into stopping
if he wants to play it out.

I never understood why a human who is losing continues to
play out a game while complaining about the behavior of
the computer.   This is not a criticism of what Benjamin
said,  he made some valid points and it is interesting
to consider how a program might improve it's play-out
style as a cosmetic issue.
 

- Don



On Tue, 2007-01-09 at 17:07 +0100, Chaslot G (MICC) wrote:
 Mango passes as soon as the opponent passes two times in a row.
 Might this lead to bugs in some situations?
 
 Anyway this is very nice for playing against humans and GnuGo. 

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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread Ben Shoemaker
 ... Having the floating goal makes it win about 47%, so a
 slight decrease in strength.. but I'm sure a bit of tweaking may
 actually make it stronger. The best part is that it now wins by 51pts
 and loses by 17pts on average.

It is said that the game of go rewards balance and penalizes aggression.  I 
wonder if this struggle between wins and territory are in fact a feature of 
balanced play?  It appears that a stronger player results from focusing on 
winning and not maximizing territory.  I find this a very interesting line of 
research.

Ben Shoemaker.






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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread Chris Fant

Christian, can you close that 47% / 53% gap and still retain most of
the win by margin by saying that only moves which are less than (5.5
- someFudgeFactor) are inferior?

On 1/9/07, Christian Nilsson [EMAIL PROTECTED] wrote:

I've been experimenting a bit in the area of humanizing :) the endgame.

The only method I've found acceptable is to do something like Don
wrote. I use the average score in the tree to set at new goal for the
search. First you start out with the standard goal of winning by at
least 0.5 pts. But after a number of simulations you can start using
the average score instead. Meaning that if the search converge to a
score of say +5.5 points it will see a result  5.5 as inferior (
well, a loss ).

Using the above will change the behaviour quite nicely. However, if
this is applied to all situations you'll end up with a bot not trying
to win ( thus reducing strength a lot ). You must only use a floating
goal when it's ahead.

I recently ran 502 games against the same bot but without this
feature. Having the floating goal makes it win about 47%, so a
slight decrease in strength.. but I'm sure a bit of tweaking may
actually make it stronger. The best part is that it now wins by 51pts
and loses by 17pts on average.

/Christian

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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread Don Dailey
On Tue, 2007-01-09 at 09:24 -0800, Ben Shoemaker wrote:
  ... Having the floating goal makes it win about 47%, so a
  slight decrease in strength.. but I'm sure a bit of tweaking may
  actually make it stronger. The best part is that it now wins by
 51pts
  and loses by 17pts on average.
 
 It is said that the game of go rewards balance and penalizes
 aggression.  I wonder if this struggle between wins and territory are
 in fact a feature of balanced play?  It appears that a stronger player
 results from focusing on winning and not maximizing territory.  I find
 this a very interesting line of research.

Yes, this seems a proven fact.  It's no small thing either,  maximizing
your
winning chances is a BIG win over maximizing territory in MC.

- Don


 Ben Shoemaker.
 
 
 
 
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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread Sylvain Gelly

2007/1/9, steve uurtamo [EMAIL PROTECTED]:


playing as a human, if i'm behind by 2.5 points, i'll never
know it, even if there is a zero percent chance that i can
make up those 2.5 points.  i just don't count that accurately.


Ok I understand that human does not count accurately.
Then just pass, the program will pass if the status of the strings is clear.

You can also trust the program. If he did not resign earlier, then it is
going to win ;-).


on the other hand, if you put me behind by 35 points by the

midgame, i can see it and will immediately resign.  just about
anyone will resign if they can see that they're behind by
 10-15 going into yose.


Well +35 points in 9x9 is quite difficult to have :).


it's a pretty minor goal in the big picture, and likely doesn't

matter for non-commercial and non-commercially-supported
programs.  it was just a thought.


I think when the computer Go reach such a level that this kind of things are
the most important, then I think it will be pretty easy to do :).

also, if it makes a difference, you don't have to even *start*

keeping track of territory-by-move until you have more than one move
with  1-eps probability of winning, which might be very late
into the game.


It is not a problem of computation time, but of data structure.

All this kind of things is not difficult to achieve I think. It is just
human easy developing time. A big team can afford that, not small team such
as the majority of Computer Go teams :).

Sylvain
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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread Don Dailey

On Tue, 2007-01-09 at 12:29 -0500, Chris Fant wrote:
 Christian, can you close that 47% / 53% gap and still retain most of
 the win by margin by saying that only moves which are less than (5.5
 - someFudgeFactor) are inferior?


Or can you close the gap by delaying this algorithm until you get a
move behind you that scores very high?I find that it stops playing
fairly human looking moves only when the score gets pretty extreme,
such as below 5% or above 95%

- Don


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Re: [computer-go] Useless moves in the endgame

2007-01-09 Thread Christian Nilsson

 Christian, can you close that 47% / 53% gap and still retain most of
 the win by margin by saying that only moves which are less than (5.5
 - someFudgeFactor) are inferior?


I'm not quite sure what you mean, but the gap is so small that almost
anything would close it. ;)


Or can you close the gap by delaying this algorithm until you get a
move behind you that scores very high?I find that it stops playing
fairly human looking moves only when the score gets pretty extreme,
such as below 5% or above 95%


Yes, I suspect this is one way to close the gap. I haven't tried
enough games to know for sure. I'm quite satisfied with 47% at the
moment, given the much nicer play. You could also apply the floating
goal when extremely behind.



- Don


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Re: [computer-go] Memory - efficient UCT proposal.

2007-01-09 Thread Don Dailey
 Just add a new child only when parent is visited more times than X.

I'm testing this very idea with UCT.   I'm testing 3 versions right
now where X is different in each version.  I'm testing 5, 10 and 100.

I've always used a higher value than 1 but never thoroughly checked
this out.   In my tests,  X=5 is winning but there are not enough
games to be statistically convincing.   I'm running at long 
time controls so that the answer I get is representative.

The interesting thing is that it can do a lot more play-outs when
when X is high,  although it is less strong.  I need to understand 
why. 

Based on the paltry data I have now it's a mistake to use X that
is very high.


 Rating  Win perc  Tot Gms  Ave Time  Player
---    ---    --
 2105.458.065   311035.9  laz005
 2055.150.000   44 881.9  laz010
 2000.041.379   29 633.4  laz100

Black wins:   29  55.8 %
White wins:   23  44.2 %



   
On Fri, 2007-01-05 at 12:05 +0100, Ɓukasz Lew wrote:
 Just add a new child only when parent is visited more times than X.
 
 You will loose only a minimal amount of information.
 
 Hope this helps :)
 Lukasz
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