Re: [computer-go] Details of AnchorMan

2007-02-06 Thread Chris Fant

This is happening everyday for me.  My IP is not changing.  I don't
think it's a lag issue.  But I could be wrong.  Is it possible that
there is a bug in the Windows TCL interpreter?  How many other people
out there are running TCL on Windows for cgos?


On 2/6/07, Magnus Persson [EMAIL PROTECTED] wrote:

I have the problem that my DSL provider disconnects me and give me a new
IP-adress. When that happens my programs lose on time in a similar to your
problem description. My solution is to disconnect/connect my Internet and CGOS
connection manually often enough. I also had some problems with lag but
this is
unlikely to cause your problem.

Quoting Chris Fant [EMAIL PROTECTED]:

 It seems that some of my games are being lost on time after only a
 single move (for instance
 http://cgos.boardspace.net/public/SGF/2007/02/06/465927.sgf)

-Magnus
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


[computer-go] cgos ggexp

2007-02-06 Thread Chris Fant

To who it may concern:

ggexp appears to be losing all of it's games on time.
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Why not forums?

2007-02-06 Thread Matt Gokey

Eduardo Sabbatella wrote:


No please.

I use my email client, I sort them, I store them I'm
happy with it. 


Personally, I will not be able to read the forum at
work. It will be the difference between reading and
not reading the list.

I want to choose which info will push me, and forget.
I don't want to log into a forum every time I remember
about Go. (I have a very bad memory)

Mailing lists exist on internet since 20+ yrs ago and
continues to be used, they are not outdated! 


I don't care about having an AVATAR.

My 2 cents.
Eduardo

I agree - please don't move to a forum...
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


[computer-go] Monte Carlo (MC) vs Quasi-Monte Carlo (QMC)

2007-02-06 Thread Matt Gokey

Upon continuing to learn about the general Monte Carlo field, I've found
it seems there is a general consensus in this community about a
distinction between Monte Carlo (MC) and what appears to be commonly
called Quasi Monte Carlo (QMC).  MC is defined as using
random/pseudo-random distributions and QMC using more deterministic or
designed distributions that fit the problem better.

Just do search on google web or scholar and you'll get a wealth of hits. 
 But here are a few links to documents or pages that specifically 
address this terminology:

   http://www.arts.cornell.edu/econ/CAE/final.pdf
   http://www.mas.ncl.ac.uk/~ngl9/docs/MCQMC.pdf
   http://www.math.hkbu.edu.hk/~gwei/sci3510/ch1.pdf
   http://mathworld.wolfram.com/MonteCarloMethod.html
   http://mathworld.wolfram.com/Quasi-MonteCarloIntegration.html

It also seems that today quite often Monte Carlo generally is used to 
describe any kind of statistical sampling using random or other 
distributions to approximate solutions to problems like David Doshay 
pointed out.


So would it be helpful to distinguish between MC go and QMC go programs
- maybe a little.

Since I'm just learning about this I might be misunderstanding some
concepts.  But besides doing obvious things like minimizing memory usage
and optimizing code so that you can increase the sample size, there are
many well known strategies to decrease the variability of the 
simulation. These are called variance reduction techniques.  Generally 
Monte Carlo standard error decreases based on the square root of the 
sample size (quadrupling the sample size cuts the the standard error in 
half).  I would think in part this would depend on the problem, so not 
sure if this applies to MC go or how to measure.  Variance reduction 
methods are used to improve the distribution improving the results 
(error) without increasing the simulation size as much.


Here is a list of some of them without any explanation (searching on any 
of these terms with monte carlo should turn up lots of hits):


-Common Random Numbers
-Antithetic Variates
-Control Variates
-Importance Sampling
-Stratified Sampling
-Conditional Sampling
-Systematic Sampling

Most of the research using MC methods seems to be for numerical
integration, finance applications, and physics applications; not applied
to game theory.  It may be be challenging to understand how to translate
these ideas to MC go or whether they would be helpful.

-Matt


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Monte Carlo (MC) vs Quasi-Monte Carlo (QMC)

2007-02-06 Thread Tapani Raiko
It seems that there are at least three cases:
1: Choosing a random move from a uniform distribution
2: Choosing a random move from a nonuniform distribution (patterns etc.)
3: Choosing a move taking into account what has been chosen before

The concensus seems to be that numbers 1 and 2 are MC and 3 is QMC. 
Mogo uses QMC within the tree in memory and MC for the leaves, so which 
should it be called?

And about reducing variance: In games you only care about estimating the 
goodness of the best moves (in order to select the best one). You don't 
care how bad a move is, if you are fairly certain that it is not the best 
one. You should thus reduce the variance of the best moves, that is, study 
them more often. This is exactly what UCT is about, reducing the variance 
of variables of interest.

I could see a case where it is possible to reduce a variance of a single 
variable even in the 0-1 case. Let us say that black has about 5% chances 
of winning. If we could (exactly) double the chances of black winning by 
changing the nonuniform sampling somehow (say, enforce bad moves by 
white), we could sample from that and divide the estimated black's winning 
chance in the end by 2. This would of course be very difficult in 
practice. (A binary random variable gives more information when the 
chances are closer to 50-50.) This could be useful in practice in 
handicap games, by for instance enforcing a black pass with 1% chance 
every move. Sampling would be distorted towards white win, which is 
realistic since white is assumed to be a stronger player, anyway.

To summarise, I agree that there are links to other MC research, and they 
should be explored.

--
 Tapani Raiko, [EMAIL PROTECTED], +358 50 5225750
 http://www.cis.hut.fi/praiko/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] cgos ggexp

2007-02-06 Thread Don Dailey
I just checked this for January and here are the statics:

  When playing white ggexp played:
  
  1087 games
   295 losses
 8 of these were time losses.  

  When playing black ggexp played
 
  1036 games
   341 losses
17 losses

So I don't see that it's losing all it's games
on time.  

- Don



On Tue, 2007-02-06 at 08:00 -0500, Chris Fant wrote:
 To who it may concern:
 
 ggexp appears to be losing all of it's games on time.
 ___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] cgos ggexp

2007-02-06 Thread Chris Fant

It lost several games in a row on time at the time that I sent that
message.  Obviously, it can't have lost ALL of it's games and still
attained an 1800 rating.


On 2/6/07, Don Dailey [EMAIL PROTECTED] wrote:

I just checked this for January and here are the statics:

  When playing white ggexp played:

  1087 games
   295 losses
 8 of these were time losses.

  When playing black ggexp played

  1036 games
   341 losses
17 losses

So I don't see that it's losing all it's games
on time.

- Don



On Tue, 2007-02-06 at 08:00 -0500, Chris Fant wrote:
 To who it may concern:

 ggexp appears to be losing all of it's games on time.
 ___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] cgos ggexp

2007-02-06 Thread Don Dailey
On Tue, 2007-02-06 at 14:16 -0500, Chris Fant wrote:
 It lost several games in a row on time at the time that I sent that
 message.  Obviously, it can't have lost ALL of it's games and still
 attained an 1800 rating.


I assumed that you meant that of all the games it lost, they were
mostly due to time.   I knew you didn't mean it loses every game.

This happens sometimes when you run a program on CGOS with a 
machine that is doing other things and is heavily loaded.  Or it
can happen if for some reason the internet connection is not
stable.

- Don


 
 On 2/6/07, Don Dailey [EMAIL PROTECTED] wrote:
  I just checked this for January and here are the statics:
 
When playing white ggexp played:
 
1087 games
 295 losses
   8 of these were time losses.
 
When playing black ggexp played
 
1036 games
 341 losses
  17 losses
 
  So I don't see that it's losing all it's games
  on time.
 
  - Don
 
 
 
  On Tue, 2007-02-06 at 08:00 -0500, Chris Fant wrote:
   To who it may concern:
  
   ggexp appears to be losing all of it's games on time.
   ___
   computer-go mailing list
   computer-go@computer-go.org
   http://www.computer-go.org/mailman/listinfo/computer-go/
 
  ___
  computer-go mailing list
  computer-go@computer-go.org
  http://www.computer-go.org/mailman/listinfo/computer-go/
 
 ___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Monte Carlo (MC) vs Quasi-Monte Carlo (QMC)

2007-02-06 Thread Matt Gokey

ivan dubois wrote:

I dont understand how you can reduce the variance of monte-carlo sampling, 
given a simulation can return either 0(loss) or 1(win).
Maybe it means trying to have mean values that are closer to 0 or 1 ?

Well strictly speaking I agree the standard models don't fit that well 
- the application of monte carlo to go is much different than 
traditional applications.  However, imagine the whole path of a 
simulation to the leaf as a meaningful set of points.  We are only 
measuring the end, but the path is very important too.


Also, as you mentioned one could target the larger scoped variance of 
the set of simulations mean value correctly classifying the point as a 
win or loss.




___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Monte Carlo (MC) vs Quasi-Monte Carlo (QMC)

2007-02-06 Thread Luke Gustafson



It seems that there are at least three cases:
1: Choosing a random move from a uniform distribution
2: Choosing a random move from a nonuniform distribution (patterns etc.)
3: Choosing a move taking into account what has been chosen before

The concensus seems to be that numbers 1 and 2 are MC and 3 is QMC.


I don't think 3 is an accurate description of MC.  Generally, MC is a 
process where a number of paths (aka sequences of random numbers) are used 
to sample some function.  In go, a path would be a single playout, and the 
function is the score.  QMC is when the paths are constructed using variance 
reduction techniques, meaning that they are more representative of the 
sample space.  AFAIK no one has used any QMC techniques in go; I really 
doubt they would be much help because the function (the score) is not smooth 
in the inputs (that is, small changes in the path are not small changes in 
the score).


I think what is confusing the matter is the sample space--i.e. what games we 
are evaluating.  The standard MC engine's sample space is all games that 
don't fill an eye.  Better might be all games that don't fill an eye and 
don't play self-atari.  Mogo has an even more restrictive sample space, 
designed to be a much better evaluation function.


Finally, UCT is not MC.  MC is an evaluation function, UCT is a tree search 
technique. You could just as easily use UCT with any other (stochastic) 
evaluation fuction, or MC with any other tree search.  It turns out that UCT 
has proven to be very effective using MC evaluation.


So, one could say Mogo is UCT, with a MC evaluation function, with 
heuristics to improve the MC games.


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


[computer-go] MC Go Effectiveness

2007-02-06 Thread Matt Gokey

It seems to me, the fundamental reason MC go (regardless of details)
works as it does is because it is the only search method (at least that
I am aware of) that has found a way to manage the evaluation problem.
Evaluation is not as problematic because MC goes to the bitter end
where the status is known with certainty.  With random distributions it
probably tends to find robust moves that leave a lot favorable options
open.  With MoGo, Sylvain has shown that better simulation policies can
achieve much better results.

But what are some of the reasons MC is not even better?
-Since MC engines don't deal with tactics directly, they're not likely
going to play tactical sequences well for low liberty strings, securing
eye space, cutting and connecting, ko fights, or ladders, etc.
-Also because most of the play-outs are usually nonsense, they may
have trouble dealing with meaningful nuances because the positions that
will lead to these distinctions just don't arise with enough statistical
frequency in the play-outs to affect the result.  Yet when very
selective moves are used in the play-outs, too many possibilities can be
missed.
-Finally, with 19x19 anyway, the size of the board and game tree
probably limits the practical effectiveness of the sampling and move
ordering. I don't try to address this last point any further in this
message.

So here is an idea for MC research:

Incorporate multiple types of distributions in one MC player.  Available
time resources would be divided between the different distribution
methods.  Then the results of these could be combined in some kind of
sum/rank/vote/etc. For UCT this could be used to direct the search at
those most interesting nodes.

As an example, distributions such as these could be used:
1.  A random or near random distribution
2.  A more selective pattern based distribution
3.  A simple tactical reader based distribution - this might not be
obvious how to implement, but perhaps it could play tactical sequences
if such conditions (based on heuristics) existed on the board, otherwise
switch to one of the others.

With regard to variance reduction techniques, #2 and #3 might be
examples of importance sampling and conditional sampling.  And the above
overall method might fall under the category of stratified sampling.

Thoughts?


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/