[computer-go] February KGS online computer Go Tournament

2007-02-02 Thread Nick Wedd
I have already posted this once, but one regular reader did not see it, 
so I am posting again in case some others have missed it.


The February 2007 KGS computer Go tournament will be this Sunday, in the 
Asian evening, European morning and American night, starting at 09:00 
UTC and ending at about 12:00 UTC.


It will use small boards and fast time limits.  There are details at 
http://www.gokgs.com/tournInfo.jsp?id=264 and at

http://www.gokgs.com/tournInfo.jsp?id=265.

Registration is now open.  To enter, please read and follow the 
instructions at

http://www.weddslist.com/kgs/how/index.html.  The rules are given at
http://www.weddslist.com/kgs/rules.html.

I shall be away from my computer for much of tomorrow, so if you try to 
enter tomorrow and don't get an immediate response, don't worry.  I hope 
to check my emails around 23:30 UCT on Saturday, and again around 08:00 
UCT on Sunday, before play starts.


Nick
--
Nick Wedd[EMAIL PROTECTED]
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread Matt Gokey

David Doshay wrote:
I am a physics guy, and my thesis project was a large MC simulation.  
The clusters that run SlugGo are usually busy doing MC simulations  when 
not playing Go.


In general MC needs to sample according to the proper distribution  for 
the problem. For some problems in quantum mechanics and most in  
statistical mechanics, the distribution cleanly partitions into  
percentages of the total, and in those simulations it is easy to do  
things like generate random numbers and then see what range the  random 
number is in. For Go I could easily argue that sampling random  points 
on the board is clearly the wrong distribution, and those  programs 
using some kind of pattern knowledge are really doing  something much 
closer to MC simulations rather than true random  playout. So, I do not 
think that MC is the misnomer. Thinking that  pure random playout is the 
same as MC is the mistake.
Got it. I was thinking Monte Carlo (name based on the gambling city) 
meant it must be random, but looking into it deeper other statistical 
sampling methods designed specifically for the problem to reduce the 
number of simulations can and are often used.  Looks like there is some 
level of confusion about this out on the net too.  Wikipedia perhaps 
needs updating for one.


Thanks for clarifying that.

Go requires a pretty complex simulation to be run and using more 
selective moves for the play-outs, if not done very carefully, could 
have an adverse effect by being too restrictive or sampling the wrong 
distribution.  I'm sure random is not the best distribution also, but at 
least it is not biased.  Are there any methods from other MC research 
areas to help find good sampling distributions and reduce variance or is 
Go just wildly different than most domains where MC is used?


Matt
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread dhillismail
 I agree with what you say here and I'll try to make my point better. 
First, my limited experience working with Monte-Carlo simulations involved 
photons traveling through scattering media. The sequences of moves described in 
the Mogo paper are pleasantly reminiscent of this. 
 
 I did not mean to suggest that heavy playouts, incorporating go knowledge, 
makes the Monte-Carlo description incorrect. Rather, the term is increasingly 
insufficient as a Go engine description because it lumps together such very 
different algorithms. The earliest MC engines were extremely simple and easily 
described. It seems inevitable that someone new to the field will seize on this 
description, and then combine it with the success of current Monte-Carlo 
engines, leading to unnecessary confusion.
 
 On a tangential note: MC/UCT with light playouts and MC/UCT with heavy 
playouts are different beasts. If SlugGo's mixture of experts work expands to 
include MC/UCT, you might want to consider adding one of each.
 
- Dave Hillis
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Fri, 2 Feb 2007 12:30 AM
Subject: Re: [computer-go] Monte-Carlo Go Misnomer?


I am a physics guy, and my thesis project was a large MC simulation. The 
clusters that run SlugGo are usually busy doing MC simulations when not playing 
Go. 
 
In general MC needs to sample according to the proper distribution for the 
problem. For some problems in quantum mechanics and most in statistical 
mechanics, the distribution cleanly partitions into percentages of the total, 
and in those simulations it is easy to do things like generate random numbers 
and then see what range the random number is in. For Go I could easily argue 
that sampling random points on the board is clearly the wrong distribution, and 
those programs using some kind of pattern knowledge are really doing something 
much closer to MC simulations rather than true random playout. So, I do not 
think that MC is the misnomer. Thinking that pure random playout is the same as 
MC is the mistake. 
 
Cheers, 
David 
 
 
On 1, Feb 2007, at 8:33 PM, [EMAIL PROTECTED] wrote: 
 
 
 I think of it as a continuum going from light to heavy.  Pure random 
 playouts are the lightest. But then you add some rules  about filling in 
 eyes, then maybe discourage self-atari,... and the  playouts keep getting 
 heavier. I agree with you that the current  crop of MC engines are not 
 nearly as go-knowledge naive as the name  implies. 
 
 - Dave Hillis 
 
 -Original Message- 
 From: [EMAIL PROTECTED] 
 To: computer-go@computer-go.org 
 Sent: Thu, 1 Feb 2007 11:22 PM 
 Subject: [computer-go] Monte-Carlo Go Misnomer? 
 
 Is MC Go a misnomer for programs in this genre not using simple random 
 playouts and combining with other techniques like pattern matching? 
 
 Technically, does the general Monte-Carlo method require random or 
 pseudo-random sampling? 
 
 If so, should we dub a new name for these non-random deep play-out 
 sampling based go programs? Maybe Quasi-MC or Directed 
 Sampling... 
 
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread David Doshay

On 2, Feb 2007, at 9:08 AM, [EMAIL PROTECTED] wrote:

 I agree with what you say here and I'll try to make my point  
better. First, my limited experience working with Monte-Carlo  
simulations involved photons traveling through scattering media.  
The sequences of moves described in the Mogo paper are pleasantly  
reminiscent of this.


 I did not mean to suggest that heavy playouts, incorporating  
go knowledge, makes the Monte-Carlo description incorrect. Rather,  
the term is increasingly insufficient as a Go engine description  
because it lumps together such very different algorithms.


It is clear that a wide variety of MC attempts are in use and under  
construction, each with their own way of attempting to construct a  
proper distribution (and some with no idea that this is even an  
important part of the procedure). I think that MoGo is being so  
successful because they have gone the farthest is getting the  
sampling closest to a distribution appropriate for Go. Unfortunately,  
there is nothing like a Boltzman function that helps us with Go.


The earliest MC engines were extremely simple and easily described.  
It seems inevitable that someone new to the field will seize on  
this description, and then combine it with the success of current  
Monte-Carlo engines, leading to unnecessary confusion.


I am not sure what you mean by that. Do you mean that different  
people will use the term MC in different ways and cause confusion in  
the minds of third parties? In other words, some people are using the  
simplest pure random playout (no consideration of distribution at  
all) and calling that MC while others are trying hard to keep the  
moves searched Go-like. and thus get different results. Or do you  
mean that naive programmers will try pure random playout and wonder  
why the MoGo folks are doing so very much better, not realizing the  
importance of getting a decent distribution for MC to be effective?


 On a tangential note: MC/UCT with light playouts and MC/UCT  
with heavy playouts are different beasts. If SlugGo's mixture of  
experts work expands to include MC/UCT, you might want to consider  
adding one of each.


I am quite open minded about what kind of experts we add to SlugGo.  
We are limited more by the time required to implement and integrate  
than anything else. Integration is a problem that can be quite severe  
for experts (or move suggesters) with completely different evaluation  
functions. How does one arbitrate between suggestions that come to  
you with evaluations of move quality that are on scales that are not  
co-linear? This point has kept SlugGo as a pure GNU Go dependent  
engine for longer than we had originally expected.


But I am not sure what the value is in what you are calling light  
playouts. As per the above, it seems to me that light playout is  
simply ignoring any proper distribution, and thus is just a much more  
inefficient way to sample.


Cheers,
David





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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread Edward de Grijs



David Doshay wrote:
But I am not sure what the value is in what you are
calling light  playouts.
As per the above, it seems to me that light playout
is simply ignoring any proper distribution, and thus
is just a much more  inefficient way to sample.


Well maybe Sylvain is willing to answer some related
questions of mine. Mogo seems to be much stronger then
the rest, so I am more then curious what is more important:
1) A clever random playaout (I assume this is called
  a proper distribution now?)
 OR
2) Clever things within the UTC tree and/or above that.
  (Go knowlegde, selectivity etc.)

And: is the answer the same for 9x9 and 19x19 boards?

Thanks,
Edward de Grijs

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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread dhillismail
-Original Message-
From: [EMAIL PROTECTED]
... 
 The earliest MC engines were extremely simple and easily described.  It 
 seems inevitable that someone new to the field will seize on  this 
 description, and then combine it with the success of current  Monte-Carlo 
 engines, leading to unnecessary confusion. 
 
I am not sure what you mean by that. Do you mean that different people will 
use the term MC in 
 different ways and cause confusion in the minds of third parties? In other 
 words, some people are
 using the simplest pure random playout (no consideration ^of distribution at 
 all) and calling that MC 
while others are trying hard to keep the moves searched Go-like. and thus 
get different ^results. 
Or do you mean that naive programmers will try pure random playout and wonder 
why the MoGo 
folks are doing so very much better, not realizing the importance of getting a 
decent distribution
 for MC to be effective? 
 
 I mean both. But IMHO the most serious distinction is whether the MC is 
combined with tree search or not. I'm not embarking on a nomenclature crusade. 
Just remarking that when people say Monte-Carlo does this or that, it's often 
ambiguous what algorithm they are actually talking about.

 On a tangential note: MC/UCT with light playouts and MC/UCT  with heavy 
 playouts are different beasts.
 If SlugGo's mixture of 
 experts work expands to include MC/UCT, you might want to consider  adding 
 one of each. 
 
I am quite open minded about what kind of experts we add to SlugGo. We are 
limited more by the time required to implement and 
integrate than anything else. Integration is a problem that can be quite 
severe for experts (or move suggesters) with completely 
different evaluation functions. How does one arbitrate between suggestions 
that come to you with evaluations of move quality that 
are on scales that are not co-linear? This point has kept SlugGo as a pure GNU 
Go dependent engine for longer than we had
originally expected. 
 
 Well this is a common problem when combining heterogeneous experts and 
there is no shortage of approaches, just as you point out, a shortage of time 
and energy to experiment with them. One very simple approach that sometimes 
works in some domains is to gather a number of experts, have them rank the 
choices and combine at that level. In this case, it's usually good to have 
experts that are qualitatively different. 
 
But I am not sure what the value is in what you are calling light playouts. 
As per the above, it seems to me that light playout is simply ignoring any 
proper distribution, and thus is just a much more inefficient way to sample. 
 
 AntIgo with heavy playouts is about 300 ELO points stronger on CGOS than 
AntIgo with light playouts. If you're going to choose just one, I don't think 
it's a close call.
 
 - Dave Hillis 

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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread Matt Gokey

[EMAIL PROTECTED] wrote:

-Original Message- From: [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] ...

The earliest MC engines were extremely simple and easily
described.

It seems inevitable that someone new to the field will seize on 

this description, and then combine it with the success of current  
Monte-Carlo engines, leading to unnecessary confusion.



I am not sure what you mean by that. Do you mean that different
people will use the term MC in
different ways and cause confusion in the minds of third parties?
In other words, some people are
using the simplest pure random playout (no consideration ^of 

 distribution at all) and calling that MC

while others are trying hard to keep the moves searched Go-like.
and thus get different ^results.
Or do you mean that naive programmers will try pure random playout
and wonder why the MoGo folks are doing so very much better, not 

 realizing the importance of getting a decent distribution

for MC to be effective?


I mean both. But IMHO the most serious distinction is whether the MC
is combined with tree search or not. I'm not embarking on a 
nomenclature crusade. Just remarking that when people say Monte-Carlo

 does this or that, it's often ambiguous what algorithm they are
actually talking about.

This is the condition that led me to first think of and submit the
original question.  Sometimes you can't tell what people are talking
about when they mention MC go.

So does anyone have any thoughts on the follow-up comment and question?
That selective move playouts could have adverse effects, and that random 
is probably not very good but not biased.  Also, what MC distribution 
techniques (from general or specific research areas) might be used to 
help create better sampling distributions and reduce variance, improving 
overall results?


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