Re: [computer-go] The physics of Go playing strength.
Le dimanche 8 avril 2007 03:05, Don Dailey a écrit : A few weeks ago I announced that I was doing a long term scalability study with computer go on 9x9 boards. I have constructed a graph of the results so far: http://greencheeks.homelinux.org:8015/~drd/public/study.jpg Thanks for this interesting study. [snip] Feel free to interpret the data any way you please, but here are my own observations: 1. Scalability is almost linear with each doubling. 2. But there appears to be a very gradual fall-off with time - which is what one would expect (ELO improvements cannot be infinite so they must be approaching some limit.) Could'nt the inflexion of heavy curve also mean that the advantage of heavy play-out disappears when the number of simulation is very high ? With huge number of simulation the heavy player could become weaker than the light player, due to the wrong knowledge introduced in the play-out. Sadly it seems hard to test this (12-13-14) without huge computing power, a distributed [EMAIL PROTECTED], or a big amount of patience :-) 3. The heavy-playout version scales at least as well, if not better, than the light play-out version. (You can see the rating gap between them gradually increase with the number of play-outs.) between 10 and 11 the trend changes. Regards. Alain ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] LISP question (littlle bit off topic)
Paper 1 in the list below states: Numbers were originally implemented in Lisp I as a list of atoms. and the Lisp 1.5 manual states: Arithmetic in Lisp 1.5 is new Could you give an example how the number 3 was implemented in Lisp-1 and how 2+1? So far I have found only this remarks but not programming examples. It would be much more instructive for my article if I could quote these examples. Chrilly - Original Message - From: Ron Goldman [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Cc: Chrilly [EMAIL PROTECTED] Sent: Sunday, April 08, 2007 2:23 AM Subject: Re: [computer-go] LISP question (littlle bit off topic) Crilly, I used to program in LISP and had never heard of this, so I did some checking. I think this is a misconception from the fact that numbers were considered atoms and hence stored on the list of atoms. Instead of just being a numeric value they consisted of an association list (e.g. a list of atoms) containing a tag to indicate the value was a number and another word with the value. The LISP I Programmers Manual [1] gives an example: -1 = (MINUS . (ASSOC NUMB FLO (1.0))) (In fact LISP I (1960) only supported floating-point numbers, LISP 1.5 (1961) supported both integers floats. [2]) As a result of storing values in an association list arithmetic routines had to do several memory references to obtain the numeric value. In a paper on the History of Lisp John McCarthy [3] discussed this writing that Numbers were originally implemented in LISP I as lists of atoms, and this proved too slow for all but the simplest computations. A reasonably efficient implementation of numbers as atoms in S-expressions as made in LISP 1.5, but in all the early LISPs, numerical computations were still 10 to 100 times slower than in FORTRAN. Later versions of LISP [4] used better tagging schemes for numbers and were able to produce compiled code that was as fast (or faster) then C or FORTRAN. Finally LISP early on had bignums to compute using arbitrary- precision integers (similar to Java's BigInteger). Useful if you needed to compute factorial of 1000 exactly. -- Ron -- 1. http://community.computerhistory.org/scc/projects/LISP/book/LISP% 20I%20Programmers%20Manual.pdf 2. ftp://publications.ai.mit.edu/ai-publications/pdf/AIM-024.pdf 3. http://www-formal.stanford.edu/jmc/history/lisp.ps 4. http://doi.acm.org/10.1145/1086803.1086804 On Apr 7, 2007, at 12:54 PM, Chrilly wrote: Up to my knowledge the first Lisp Versions had no number system. The number n was represented as the list of numbers from 1 to n (which is also the mathematical/axiomatic definition of the natural numbers). But its not very practical. Can anyone provide me with a link how this was done. I am speaking some computer languages, but Lisp is not among them. I want to present the code in an article for the Austrian AI- Journal (as an example that mathematical elegance and practically usefull are 2 different things). Chrilly ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The physics of Go playing strength.
Thanks dons for producing these fascinating results. I hope that when you have finished the study, you will show us not just this graph, but also the game results (number of wins) that it is derived from. At 02:05 08/04/2007, you wrote: A few weeks ago I announced that I was doing a long term scalability study with computer go on 9x9 boards. I have constructed a graph of the results so far: http://greencheeks.homelinux.org:8015/~drd/public/study.jpg ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The physics of Go playing strength.
According these results the slope is considerable greater than in chess. In the classical experiment of Ken Thompons searching 1 ply deeper is worth about 200 Elo. 1 ply corresponds to 5-6 times longer/faster. In 9x9 already a factor of 2 gives the same improvement. This is really remarkable. Another explanation would be, that 100 Elo have in Go a different meaning than in chess. It is often argued that the distance between week and stronger player is much greater in Go than in Chess. In chess the distance between an average club player and top humans is about 1000 Elo. Maybe in Go its 2000 Elo?? In chess the green level-11 version would have world-champion level. Is it just enough to make a 2 million playouts version to beat the top-Dans in 9x9? Is it that easy? Just build a special purpose chip like ChipTest aka Deep Blue. Or implement it on a cluster. Or just wait a few years on do it on the PC. Or a playstation. Chrilly Is there any notion of the Elo rating of a professional Go player. In chess terms the - Original Message - From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Sunday, April 08, 2007 3:05 AM Subject: [computer-go] The physics of Go playing strength. A few weeks ago I announced that I was doing a long term scalability study with computer go on 9x9 boards. I have constructed a graph of the results so far: http://greencheeks.homelinux.org:8015/~drd/public/study.jpg Although I am still collecting data, I feel that I have enough samples to report some results - although I will continue to collect samples for a while. This study is designed to measure the improvement in strength that can be expected with each doubling of computer resources. I'm actually testing 2 programs - both of them UCT style go programs, but one of those programs does uniformly random play-outs and the other much stronger one is similar to Mogo, as documented in one of their papers. Dave Hillis coined the terminolgoy I will be using, light play-outs vs heavy play-outs. For the study I'm using 12 versions of each program. The weakest version starts with 1024 play-outs in order to produce a move. The next version doubles this to 2048 play-outs, and so on until the 12th version which does 2 million (2,097,152) playouts. This is a substantial study which has taken weeks so far to get to this point. Many of the faster programs have played close to 250 games, but the highest levels have only played about 80 games so far. The scheduling algorithm is very similar to the one used by CGOS. An attempt is made not to waste a lot of time playing seriously mis-matched opponents. The games were rated and the results graphed. You can see the result of the graph here (which I also included near the top of this message): http://greencheeks.homelinux.org:8015/~drd/public/study.jpg The x-axis is the number of doublings starting with 1024 play-outs and the y-axis is the ELO rating. The public domain program GnuGo version 3.7.9 was assigned the rating 2000 as a reference point. On CGOS, this program has acheived 1801, so in CGOS terms all the ratings are about 200 points optimistic. Feel free to interpret the data any way you please, but here are my own observations: 1. Scalability is almost linear with each doubling. 2. But there appears to be a very gradual fall-off with time - which is what one would expect (ELO improvements cannot be infinite so they must be approaching some limit.) 3. The heavy-playout version scales at least as well, if not better, than the light play-out version. (You can see the rating gap between them gradually increase with the number of play-outs.) 4. The curve is still steep at 2 million play-outs, this is convincing empirical evidence that there are a few hundred ELO points worth of improvement possible beyond this. 5. GnuGo 3.7.9 is not competive with the higher levels of Lazarus. However, what the study doesn't show is that Lazarus needs 2X more thinking time to play equal to GnuGo 3.7.9. This graph explains why I feel that absolute playing strength is a poor conceptual model of how humans or computers play go. If Lazarus was running on the old Z-80 processors of a few decades ago, it would be veiewed as an incredibly weak program, but running on a supercomputer it's a very strong program. But in either case it's the SAME program. The difference is NOT the amount of work each system is capable of, it's just that one takes longer to accomplish a given amount of work. It's much like the relationships between power, work, force, time etc. in physics. Based on this type of analysis and the physics analogy, GnuGo 3.7.9 is a stronger program than Lazarus (even at 9x9 go). Lazarus requires about 2X more time to equalize. So Lazarus plays with less force (if you use the physics analogy) and needs more TIME to get the same amount of work done. ELO
Re: [computer-go] The physics of Go playing strength.
The discussion here http://senseis.xmp.net/?EloRating suggests that the difference between beginners and top players in go is about 3000 ELO on a 19x19 board. This difference is very dependent on the board size. I can think of a naive argument that this difference should scale linearly with the (linear) size of the board, that is as the square-root of the area of the board. At 08:56 08/04/2007, you wrote: According these results the slope is considerable greater than in chess. In the classical experiment of Ken Thompons searching 1 ply deeper is worth about 200 Elo. 1 ply corresponds to 5-6 times longer/faster. In 9x9 already a factor of 2 gives the same improvement. This is really remarkable. Another explanation would be, that 100 Elo have in Go a different meaning than in chess. It is often argued that the distance between week and stronger player is much greater in Go than in Chess. In chess the distance between an average club player and top humans is about 1000 Elo. Maybe in Go its 2000 Elo?? In chess the green level-11 version would have world-champion level. Is it just enough to make a 2 million playouts version to beat the top-Dans in 9x9? Is it that easy? Just build a special purpose chip like ChipTest aka Deep Blue. Or implement it on a cluster. Or just wait a few years on do it on the PC. Or a playstation. Chrilly Is there any notion of the Elo rating of a professional Go player. In chess terms the - Original Message - From: Don Dailey [EMAIL PROTECTED] To: computer-go computer-go@computer-go.org Sent: Sunday, April 08, 2007 3:05 AM Subject: [computer-go] The physics of Go playing strength. A few weeks ago I announced that I was doing a long term scalability study with computer go on 9x9 boards. I have constructed a graph of the results so far: http://greencheeks.homelinux.org:8015/~drd/public/study.jpg Although I am still collecting data, I feel that I have enough samples to report some results - although I will continue to collect samples for a while. This study is designed to measure the improvement in strength that can be expected with each doubling of computer resources. I'm actually testing 2 programs - both of them UCT style go programs, but one of those programs does uniformly random play-outs and the other much stronger one is similar to Mogo, as documented in one of their papers. Dave Hillis coined the terminolgoy I will be using, light play-outs vs heavy play-outs. For the study I'm using 12 versions of each program. The weakest version starts with 1024 play-outs in order to produce a move. The next version doubles this to 2048 play-outs, and so on until the 12th version which does 2 million (2,097,152) playouts. This is a substantial study which has taken weeks so far to get to this point. Many of the faster programs have played close to 250 games, but the highest levels have only played about 80 games so far. The scheduling algorithm is very similar to the one used by CGOS. An attempt is made not to waste a lot of time playing seriously mis-matched opponents. The games were rated and the results graphed. You can see the result of the graph here (which I also included near the top of this message): http://greencheeks.homelinux.org:8015/~drd/public/study.jpg The x-axis is the number of doublings starting with 1024 play-outs and the y-axis is the ELO rating. The public domain program GnuGo version 3.7.9 was assigned the rating 2000 as a reference point. On CGOS, this program has acheived 1801, so in CGOS terms all the ratings are about 200 points optimistic. Feel free to interpret the data any way you please, but here are my own observations: 1. Scalability is almost linear with each doubling. 2. But there appears to be a very gradual fall-off with time - which is what one would expect (ELO improvements cannot be infinite so they must be approaching some limit.) 3. The heavy-playout version scales at least as well, if not better, than the light play-out version. (You can see the rating gap between them gradually increase with the number of play-outs.) 4. The curve is still steep at 2 million play-outs, this is convincing empirical evidence that there are a few hundred ELO points worth of improvement possible beyond this. 5. GnuGo 3.7.9 is not competive with the higher levels of Lazarus. However, what the study doesn't show is that Lazarus needs 2X more thinking time to play equal to GnuGo 3.7.9. This graph explains why I feel that absolute playing strength is a poor conceptual model of how humans or computers play go. If Lazarus was running on the old Z-80 processors of a few decades ago, it would be veiewed as an incredibly weak program, but running on a supercomputer it's a very strong program. But in either case it's the SAME program. The difference is NOT the amount of work each system is capable of, it's just that one takes longer to
Re: [computer-go] The physics of Go playing strength.
On Sun, 2007-04-08 at 09:56 +0200, Chrilly wrote: Is it just enough to make a 2 million playouts version to beat the top-Dans in 9x9? Is it that easy? Of course the ELO numbers are arbitrary. I assigned GnuGo 3.7.9 a level of 2000 but on CGOS it is 1800.But CGOS numbers are arbitrary too. If you can estimate the ELO rating of GnuGo 3.7.9 compared to say a 1 Dan player, then you can estimate the winning percentages of any version against a human of a given strength. Mogo of course is about 200-300 higher at the same levels. So I believe that if special purpose hardware could bump MoGo up a few times faster, you would really would have a professional strength 9x9 player. It might be easier to do this with a lite play-out version if you can get substantially more speed, say 4X faster due to the much simpler move logic. I don't know hardware, but it could be easier (more opportunities for parallelism to do it with a heavy version.) - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The physics of Go playing strength.
On Sun, 2007-04-08 at 09:36 +0100, Tom Cooper wrote: Thanks dons for producing these fascinating results. I hope that when you have finished the study, you will show us not just this graph, but also the game results (number of wins) that it is derived from. I have all games and all data if anyone want them. I would probably build a crosstable of results for each pairing in a final report on a web page. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] MoGo
On Sun, 2007-04-08 at 11:24 +0200, Heikki Levanto wrote: In fact this is how beginners think about the game. It doesn't seem to me like a good learning aid to try to get the computers to emulate the losing strategy weaker players use. Weaker players can not estimate the score until very late in the game. Not with enough precision, anyway. Thus, most of the time they have no idea if they are winning or loosing by 0.5 points. But the whole idea is to take you PAST this level of understanding. Then the most obvious strategy must be to maximize your score, so that even in case of an error in the evaluation or an error in the endgame, the result would still be favourable. Again, this is probably a good strategy for beginners, but the idea is to get you beyond this point. That's why we are talking about a program that you can LEARN from. LEARN means get better. So perhaps it is the case that a dumbed down version is better initially, but may not help you get past this conceptual barrier. This ought to apply to computer programs too, as long as we have much uncertainty in the evaluation functions. But it doesn't. I have not seen where maximizing the total won territory has improved a program. It's more important to actually understand what is going on - map out specifically what you need to win and not worrry about anything else. You should fight for the win and this is not a difficult concept - this will make you much better. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The physics of Go playing strength.
On Sun, 2007-04-08 at 14:44 +0200, Heikki Levanto wrote: Aren't you being a bit optimistic here? It is quite conceivable that the curves will flatten out and reach a maximum level somewhat below perfect play. I don't see how we can predict the difference between them at that time. UCT has been proven to converge to optimum play. Read some of the papers. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] MoGo
On Sun, Apr 08, 2007 at 08:48:03AM -0400, Don Dailey wrote: On Sun, 2007-04-08 at 11:24 +0200, Heikki Levanto wrote: Weaker players can not estimate the score until very late in the game. Not with enough precision, anyway. Thus, most of the time they have no idea if they are winning or loosing by 0.5 points. But the whole idea is to take you PAST this level of understanding. I bet most of the go-playing population (humans and computer programs alike) are quite incapable of estimating the final score on a 19x19 board except in the yose. Perhaps dan-level amateurs can do it in the late middle game. But show me the player who can say at move 30 that playing here will lead to 0.5 point victory, and playing there will loose the game by a point and a half! Or show me any professional who claims to know the final score before the tenth move! Such people don't need to play go, they have already solved the game! - Heikki -- Heikki Levanto In Murphy We Turst heikki (at) lsd (dot) dk ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The physics of Go playing strength.
The question here is not about UCT(yes, it gaves the same rusults as alpha-beta). It's about MC scoring. It has not been proved that MC score will generate the optimum play with large enough simulation. Now the best super computer uses about 500,000 CPUs, which is 2 to the 18th power of computation increase. Don's curve can be tested to the number 18 now. -Original Message- From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Cc: computer-go@computer-go.org Sent: Sun, 8 Apr 2007 7:49 AM Subject: Re: [computer-go] The physics of Go playing strength. On Sun, 2007-04-08 at 14:44 +0200, Heikki Levanto wrote: Aren't you being a bit optimistic here? It is quite conceivable that the curves will flatten out and reach a maximum level somewhat below perfect play. I don't see how we can predict the difference between them at that time. UCT has been proven to converge to optimum play. Read some of the papers. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ AOL now offers free email to everyone. Find out more about what's free from AOL at AOL.com. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
RE: [computer-go] The physics of Go playing strength.
On Sun, 2007-04-08 at 18:11 +0200, Edward de Grijs wrote: Hello Don, A few weeks ago I announced that I was doing a long term scalability study with computer go on 9x9 boards. I have constructed a graph of the results so far: Your work and insight keeps on amazing me. If I understand is correctly the playouts are made all from the root position? I am very interested in the results if the larger amount of playouts are not made from the root position, but from the moment the UCT part is over, and the playouts begin, especially with larger amount of playouts. I remember some statement of you that it made no significant difference if the playouts are multiplied from that position, instead of the root position, even with hundreds of playouts... Do those statements still hold? Edward de Grijs. Hi Edward, Thank you for the kind remarks. I count the total play-outs - version 0 does 1024 play-outs period and then the search is stopped cold and a more returned. It makes the program weaker if you just do N play-outs from the leaf position of UCT. But it does not seem to hurt the program at all to not expand the existing CHILDREN of a node, until the parent has been visited, say 100 times. I have not tried anything larger than 100, but if it's weaker with 100, I haven't been able to measure it.This really is huge benefit in memory usage, so I like 100. Of course this means some children will get 2 or more visits before getting expanded.There is no need for this if you have memory to burn. I'm not sure what experiment you are proposing, but at some point it might be interesting to see how other values work. If you have a computer with very little memory to spare, you could probably use much larger numbers although at some point you would surely experience a noticable weakening. If you are proposing doing 2, 3, 4 or more play-outs at the point where you normally do one, I think it strengthens the program - but not enough to justfy the extra work. In other words doing 2 play-outs doubles the amount of time spent on a move and it does not increase the strength enough to justify this. - Don From: Don Dailey [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED], computer-go computer-go@computer-go.org To: computer-go computer-go@computer-go.org Subject: [computer-go] The physics of Go playing strength. Date: Sat, 07 Apr 2007 21:05:19 -0400 A few weeks ago I announced that I was doing a long term scalability study with computer go on 9x9 boards. I have constructed a graph of the results so far: http://greencheeks.homelinux.org:8015/~drd/public/study.jpg Although I am still collecting data, I feel that I have enough samples to report some results - although I will continue to collect samples for a while. This study is designed to measure the improvement in strength that can be expected with each doubling of computer resources. I'm actually testing 2 programs - both of them UCT style go programs, but one of those programs does uniformly random play-outs and the other much stronger one is similar to Mogo, as documented in one of their papers. Dave Hillis coined the terminolgoy I will be using, light play-outs vs heavy play-outs. For the study I'm using 12 versions of each program. The weakest version starts with 1024 play-outs in order to produce a move. The next version doubles this to 2048 play-outs, and so on until the 12th version which does 2 million (2,097,152) playouts. This is a substantial study which has taken weeks so far to get to this point. Many of the faster programs have played close to 250 games, but the highest levels have only played about 80 games so far. The scheduling algorithm is very similar to the one used by CGOS. An attempt is made not to waste a lot of time playing seriously mis-matched opponents. The games were rated and the results graphed. You can see the result of the graph here (which I also included near the top of this message): http://greencheeks.homelinux.org:8015/~drd/public/study.jpg The x-axis is the number of doublings starting with 1024 play-outs and the y-axis is the ELO rating. The public domain program GnuGo version 3.7.9 was assigned the rating 2000 as a reference point. On CGOS, this program has acheived 1801, so in CGOS terms all the ratings are about 200 points optimistic. Feel free to interpret the data any way you please, but here are my own observations: 1. Scalability is almost linear with each doubling. 2. But there appears to be a very gradual fall-off with time - which is what one would expect (ELO improvements cannot be infinite so they must be approaching some limit.) 3. The heavy-playout version scales at least as well, if not better, than the light play-out version. (You can see the rating gap between them gradually increase with the number of play-outs.)
Re: [computer-go] MoGo
I'm not really fanatic about this either way. If I knew how to easily fix this, I probably would provide a mode to make it work either way. I see it as aesthetically MORE pleasing when the program appears to be playing stupid, but then you realize that YOU are the one that doesn't understand. When I first started studying chess as a little boy, I was completely annoyed that the grandmasters never played the game out but resigned. I realize now that it is not aesthetically pleasing to pretend you don't realize the game is over. I feel this way a little bit here (but not enough to lose any sleep over.) It's almost ugly (to me) for it to pretend to fight for something that doesn't matter - almost childishly. But of course I agree that from a stylistic point of view you can see the cleanup phase as just a continuation of good habit. - Don On Sun, 2007-04-08 at 11:02 -0600, Arend Bayer wrote: On 4/7/07, Don Dailey [EMAIL PROTECTED] wrote: On Sat, 2007-04-07 at 14:36 -0400, Matt Kingston wrote: What I want from a commercial go playing program is one that I can use to learn to be a better go player. This brings up two important deficiencies in the win by 0.5 strategy. If I'm always loosing by half a point, It's difficult for me to see when I'm playing well and when I'm playing poorly. If the computer doesn't exploit my weaknesses because it knows that it will win anyway, then I won't learn to defend properly. I'll never know if I almost won or if the computer was just toying with me the whole way. The feedback from the computer just killed everything can help me play better. Hi Matt, I have heard this argument before, but I personally do not subscribe to it. Please let me explain why. Of what learning purpose is it if you are losing the game and the computer gets you to focus on a dramatic battle somewhere that is totally irelevant? What are you being taught? I think you would develop the wrong sense of the game. Instead of thinking and planning for a win, you would be thinking and planning for local battles - and as UCT and MC have shown us, this is the WRONG way to think about the game. I am mostly with Matt on this one. Take endgame: If you only ever fight for every point in the endgame when it actually matters, then you get very few opportunities to learn a precise endgame. 0.5 leads before the endgame are just extremely rare unless the players are at professional level. Also, in a typical 19x19 endgame, when you are down by 3 points and playing against an amateur, your best chance is just to fight for every single point and hope your opponent makes 2-3 small slips that add up to 3-4 points. I.e. in a realistic game, maximizing your winning percentage is often equivalent to just playing for a small loss for now; so the UCT all-or-nothing approach is just almost never the right thing to do for humans (unless the position is truly hopeless). There are also aesthetical reasons why I prefer professional handling of lost games over UCT's, but that's another email. Arend ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The physics of Go playing strength.
On Sun, 2007-04-08 at 10:09 -0400, [EMAIL PROTECTED] wrote: The question here is not about UCT(yes, it gaves the same rusults as alpha-beta). It's about MC scoring. It has not been proved that MC score will generate the optimum play with large enough simulation. MC is obviously wrong as an evaluation function - it is not guaranteed to return a correct or even a good score no matter how many simulations. However, UCT eventually turns into a pure tree where MC is not a factor.These programs, in theory, will play perfect GO given enough time. - Don Now the best super computer uses about 500,000 CPUs, which is 2 to the 18th power of computation increase. Don's curve can be tested to the number 18 now. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
[computer-go] CGOS
Just a warning - Tomorrow, I'm taking the old CGOS down and replacing it with the NEW cgos. Also, the CGOS test I'm running from my home computer will go away. So the 2 minute server will also go away! The new cgos on boardspace will be 5 minute time control instead of the previous 10 minute. I will save the games on the 2 minute server for a few weeks, so if anyone wants them for any reason - let me know ASAP, because I probably won't keep them around forever. I will archive the games of the old CGOS but I will be taking them off the boardspace server to make room for the new server. If anyone has space and would like to archive all the old CGOS games, let me know. Otherwise, I will keep them for a year or two (longer if it's convenient) and they will be avaiable by request. I've also improved the viewing client a bit. I will make all this available tomorrow. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The physics of Go playing strength.
I think you are right, because MC score becomes precise when only a few available moves left. However, do you search to the depth of the end of the game, or to the extent that MC score becomes precise? -Original Message- From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Cc: computer-go@computer-go.org Sent: Sun, 8 Apr 2007 2:22 PM Subject: Re: [computer-go] The physics of Go playing strength. On Sun, 2007-04-08 at 10:09 -0400, [EMAIL PROTECTED] wrote: The question here is not about UCT(yes, it gaves the same rusults as alpha-beta). It's about MC scoring. It has not been proved that MC score will generate the optimum play with large enough simulation. MC is obviously wrong as an evaluation function - it is not guaranteed to return a correct or even a good score no matter how many simulations. However, UCT eventually turns into a pure tree where MC is not a factor.These programs, in theory, will play perfect GO given enough time. - Don Now the best super computer uses about 500,000 CPUs, which is 2 to the 18th power of computation increase. Don's curve can be tested to the number 18 now. AOL now offers free email to everyone. Find out more about what's free from AOL at AOL.com. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
Don Dailey wrote: I have this idea that perhaps a good evaluation function could replace the play-out portion of the UCT programs. I thought about something similar but only for initializing the counters: introduce 10 fake playouts and estimate the number of wins by a function returning something in [0, 10]. After that, use UCT with real playouts. If your guess was right, that should improve performance, but if it was wrong you are doing nothing irreversible except loosing time. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
I have this idea that perhaps a good evaluation function could replace the play-out portion of the UCT programs. I thought about something similar but only for initializing the counters: introduce 10 fake playouts and estimate the number of wins by a function returning something in [0, 10]. After that, use UCT with real playouts. If your guess was right, that should improve performance, but if it was wrong you are doing nothing irreversible except loosing time. Another option is to replace the playout by a partial playout followed by a static evaluation, which would probably be deterministic (that's acceptable since the partial playout introduced plenty of non-determinism). ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Simplified MC evaluator ¿explained?
On 08/04/07, Jacques Basaldúa [EMAIL PROTECTED] wrote: I will try to explain it better: What had puzzled me until recently is how to combine two facts: a. As Jason says, A single MC playout corresponds to a Bernoulli trial with probability p and therefore, p-hat is distributed as a binomial which converges to the normal. See also: http://en.wikipedia.org/wiki/Bernoulli_process Regards Martin ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/