Re: [computer-go] The dominance of search (Suzie v. GnuGo)

2007-04-10 Thread Chrilly


Thanks Chrilly. For anyone else interested, it is here:
http://www.xilinx.com/publications/xcellonline/xcell_53/xc_pdf/xc_hydra53.pdf

But, as you say, the the search tree as an adaptable error filteridea
is only mentioned in passing. I guess I'll just have to wait for Ulf
Lorenz to translate his Dissertation into English :-).

Or you learn German. As I side effect you can than also read Goethe and my 
chess columns. The chess columns are interesting, but then you have to learn 
also the Austrian version of German).



Ulf has used this model for a project to improve the robustness of
airplane-schedules. ...


Interesting. It is always motivating to hear about game theory getting
applied to the real world. (And having been stuck in Amsterdam airport
for 5 hours because KLM forgot to schedule a pilot for my flight, I
think the airline industry needs all the help it can get!)

The problem is, that there is no economic incentive. A robust solution is 
usually somewhat worse than the non-robust one. I assume that you did not 
get any compensation for the 5 hours in Schiphol. Such methods will only 
become important, if KLM has to pay you. 50 Euro/h. The scheduling was done 
before by humans. These schedules have been robust. Simply for the fact that 
it is too complicated for a human to make an optimal schedule. But also 
because humans have some feeling what can go wrong and they anticipate the 
most likely delays. To a certain degree computer-optimization was introduced 
to make the schedules less robust.


But you have also choosen a very poor airline. KLM was fine a few years 
agos, but then they started to save money and now its notorious for being 
late, loosing baggage. But as the other lines have gone the same way, it 
makes no big difference. There a few good lines left. I my experience the 
best one is Emirates from Dubai. You should give it a try the next time.


Chrilly

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Re: [computer-go] Noise reduction in alpha-beta search

2007-04-10 Thread Chrilly
Ingo Althoeffer has published some time ago a theoretical article about this 
idea. He called it telescope evaluation. According his theorectical findings 
is the error propagation not better than the usual approach.
K.Chen proposed a similar approach. Use the mean of the last and second-last 
evaluation. I tried this. It makes the search more stable. With the normal 
search we have strong odd/even effects. At odd depths Suzie evaluates the 
position (considerable) higher than at even depths. At odd depths Suzie has 1 
move more in the variation than the opponent. This odd/even effect disappears 
with the K.Chen mean. Also the search depth increases, because move ordering is 
more stable. But the result in the autoplay-matches was worse. One gets effects 
like the following: 1 Ply before the horizon the opponent makes a threat. The 
evaluation goes down considerable, but there is a defense move and at the 
horizon nothing has happened.. But according the mean the programm is still in 
some trouble. Or if one reverses the role, Suzie would like to play the 
threat-move. This scheme increases therefore even the potential of the programm 
to cheat. 

Chrilly

  - Original Message - 
  From: [EMAIL PROTECTED] 
  To: computer-go@computer-go.org 
  Sent: Monday, April 09, 2007 4:48 PM
  Subject: [computer-go] Noise reduction in alpha-beta search


  I think following is a way to reduce the noise in alpha-beta search. Instead 
of using the evaluation values, use the cummulative evaluation values. That is 
the sum of the evaluation values of each node of the playing path under 
examination.


  Daniel Liu

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Re: [computer-go] Simplified MC evaluator ?explained?

2007-04-10 Thread Jacques Basaldúa

Weston Markham wrote:

 1.  Uniform playouts, as used in practice, are not really uniform over
 all legal go moves.  Generally, pass moves are excluded until
 necessary, and moves that fill eyelike points are excluded.  So, I
 assume that when you use the word legal, you mean admissible within
 this sort of playout.

That shouldn't make a difference. If you count the pass as a legal move
you should also count it as a legal moves in the subpaths.
You would have W (subpaths without pass) and W' (subpaths with pass).
Since it is only one of the 255 legal moves (counting the expected value
of # legal moves as 19^2 - 212/2 where 212 = length of a pro game) it
should not be very important even if miscounted.

 2. That variance depends on the length of the playout.  It is
 difficult for me to make sense of this statement, simply because not
 all playouts from a given position have the same length.

Of course, but it is reasonable to expect 9x9 playout around 120, 19x19
around 400, etc. That has, at least, two consequences:

 1. UCT is stronger for global search studying move 150 than move 5.

 2. UCT can also be used for local search on 50-80 empty cells, something
astronomically above what can be done with alfa-beta (assuming we want final
evaluation, not evaluating nodes at some intermediate state.) Of course,
UCT does not talk territory so adding the local subgames is far from 
trivial.


 The variance of the stochastic process is not to be mixed up
 with the distribution of the error of a repeated Bernoulli experiment!
 Perhaps I have mixed them up.  Can you explain more clearly or precisely
 what the variance of the stochastic process is?

Repeated Bernoulli experiments are studied as a stochastic process and,
in our case, _the experiment is a stochastic process itself_.

We have a nested process: A process whose steps are stochastic processes.

Therefore we have the variance of the Bernoulli process which is in the
binomial Bi(n, p) but that p is the result of a stochastic process whose
variance biases p towards 1/2.

I don't don't have a particular mathematical model for that process and 
model
it as a noise. No matter how you distribute it, as long as the expected 
value is zero

it and has the same consequences. This may be clearer:

Count each move in the playout as adding a random territory difference
in {-3, -2, -1, 0, 1, 2, 3} to the actual territorial value with any
distribution whose expected value is 0. The probability of the result
being  0 (a win) starting with a good move (initial value = +5)
after 10 moves is significantly bigger than starting with a bad move
(initial value = -3). But after a million moves the probability of
a win is the same for both = 1/2. Because the variance of the
experiment is somewhere in k·n the standard deviation is proportional
to the sqrt of n = 1000. With a std deviation around 1000 the initial
values 5 or -3 are way too small to make any difference.

 Does this game violate the condition that the number of legal moves
 for each side is balanced?

I mean my argument in the big numbers. Of course, if you take it down to
the detail you can find counterexamples. But these counterexamples
should be balanced for black and white. In fact, that's what I pretended
to say if everything is the same for black and white take the same
in an informal sense, there is no reason one of the sides should be
favored and p estimates W. What is more important is that it estimates
W biased towards 1/2 because the playout is a stochastic process.

 Even if we can compute W exactly, do we have any reason to think
 that its value is a good estimate of the minimax value of the game?

It is *not* a good estimate. I am not trying to advocate in favor of MC
as a panacea. In the beginning I was among the critics and have done
an effort to understand it better. Slowly I am becoming convinced
of the possibilities specially in combination with other methods
and now I have written a UCT engine, mainly for analysis.
W fails to represent the minimax value of the game at least in two
common situations: self-atari moves that would be a good idea if
the opponent was kind enough as to forgive the capture and ladders.
But _that is_ what uniformly random MC evaluates, not my fault ;-)

Jacques.

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Re: [computer-go] MoGo

2007-04-10 Thread Matt Gokey

Don Dailey wrote:

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.  

About 9 years ago, Dave Dyer wrote something in a private message to me
that has stuck with me.  It has affected my thinking about the game ever
since.  He wrote that games between strong players are played on the
knife-edge between life and death.

In fact it was this idea and ideal that inspired the name of my
may-never-come-to-be go program KatanaGo, currently nothing more than
a pile of half developed ideas and experiments done in spare time over
the years.  If I ever have the proper time to devote to computer-go,
perhaps it will play and in my dreams even play at this delicate balance
point.   ;-)

To defend Heikki's point though, for a computer program to be a good
teacher it should be aware of the full game status which the UCT/MC
methods make difficult.  In teaching mode the program could offer clues
and depart knowledge of this type about what is important and not
important in the game, LD status, good and bad moves, and the reasons
for these.  Of course this is an ideal way beyond just playing well.
From this perspective, neither a program which plays randomly because
the game is already won nor a program which aggressively exploits a won
position and destroys its opponent is the ideal teaching opponent.
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[computer-go] CALL FOR PAPERS: COMPUTER GAMES WORKSHOP 2007

2007-04-10 Thread Winands M (MICC)
CALL FOR PAPERS: COMPUTER GAMES WORKSHOP 2007

 

Amsterdam, The Netherlands

15-17 June 2007



H.J. van den Herik and J.W.H.M. Uiterwijk

 

Maastricht, The Netherlands 

 

IBM, SARA (Academic Computer Centre Amsterdam) and NCF (Foundation of
National Computing Facilities) are enabling the organization of the
Computer Games Workshop 2007 (CGW2007) (15-17 June 2007), the 15th World
Computer-Chess Championship (WCCC) (11-18 June) and the 12th Computer
Olympiad (CO) (11-18 June) to be held in Amsterdam, The Netherlands.
Location: The Turing hall, Science Park Amsterdam, Kruislaan 419, 1098
VA Amsterdam.

 

For information on the 15th WCCC and the 12th CO, see elsewhere. Below
we focus on the CGW2007.

 

The organization of the events is to highlight the initiation of the new
NWO supercomputer, called HUYGENS. The official date of the start of the
computer's operation is June 13. The mayor of Amsterdam Dr. Job Cohen
will attend the starting meeting.

 

The workshop commences on June 15 at 8.30 h and will take place on three
consecutive days, each day from 8.30 h till 12.30 h. The workshop aims
in the first place at providing an international forum for
computer-games researchers presenting new results on ongoing work.
Hence, we invite contributors to submit papers on all aspects of
research related to computers and games. 

 

Relevant topics include, but are not limited to: (1) the current state
of game-playing programs, (2) new theoretical developments in
game-related research, (3) general scientific contributions produced by
the study of games, and (4) (adaptive) game AI. Moreover, researchers of
topics such as (5) social aspects of computer games, (6) cognitive
research of how humans play games, and (7) issues related to networked
games are invited to submit their contribution.

 

Important Dates

Paper Submission  May 15, 2007

Acceptance Notification May 21, 2007

Camera-ready Papers June 1, 2007

 

Paper Submission Requirements

Papers of 8 to 10 pages are preferred. The maximum length is 12 pages.
The preferred format for submission is PDF, but Postscript or Word is
also acceptable. The paper must be written in the English language. We
prefer the Springer Lecture Note Series (LNCS/LNAI) format. Please
follow the instructions for authors available at the Springer LNCS/LNAI
Web: http://www.springer.de/comp/lncs/authors.html.

 

Refereeing Process

Since this announcement is rather late, the usual full refereeing
process is impossible to execute. Therefore papers will be refereed in a
light way by members of the Programme Committee. In practice, this
means that papers are accepted if their topic suits the workshop and
their overall quality is acceptable. Accepted papers will be scheduled
for presentation during the workshop and will be printed as workshop
proceedings. Authors of accepted papers, or their representatives, are
expected to present their papers at the workshop. Please submit papers
via email to [EMAIL PROTECTED], before May 15, 2007. Notice of
acceptance of papers will be sent by May 21, 2007 to the principal
author. Camera-ready papers are due by June 1, 2007. The best
contributions of the workshop will be published in the ICGA Journal.
Moreover, depending on the quality, a submission of material for
publication in the LNCS series may be considered.

 

 

Registration

Registration FeeEarly (on or before June 1)  Late
(after June 1)

Participants   Euro 50
Euro 70

Students   Euro 25
Euro 35

Admission to the workshop and a copy of the workshop proceedings are
included in the workshop registration fee. 

 

Workshop Proceedings

The proceedings will be edited by Professor H.J. van den Herik, dr.
J.W.H.M. Uiterwijk, dr. M.H.M. Winands, and M.P.D. Schadd, M.Sc.. Each
workshop participant will receive a copy at the start of the workshop.

 

The Programme Committee

The relatively short period between the final agreement on the
organization and the actual dates of the events has inspired us to work
with almost the same programme committee as last year (Turin, 2006, see
below), except that three co-chairs are supplied by the scientific staff
of our sponsors.

 

Co-chairs: Professor H.J. van den Herik

Representative IBM-research to be announced
later

Dr. A. Osseyran (SARA)

Dr. P. Aerts (NCF)

 

For more information on WCCC, CO and CGW 2007: 

J.W. Hellemons, email: [EMAIL PROTECTED]

www.icga.org

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RE: [computer-go] SGF-Questions

2007-04-10 Thread Anders Kierulf
 a) If one setups a position. Is there a property for the
number of white and black captured stones so far.

No. (If you use Chinese scoring, that doesn't matter.)

 b) There is the property AE. The list of empty points.
Is it necessary to setup also the empty points or is
it sufficient to setup only the black and white
stones with AB and AW?

Just use AB and AW. Only use AE when you're actually removing stones.

 c) if one setup-ups a position and there is no KO-Point.
Is it necessary to specifiy a non-existing KO-Point
(e.g. as KO[tt] or KO[] ) or has one to setup the KO
only if there is a real KO-Point.

Only add the KO property if there's a forbidden ko point. Also note that KO
is not a standard SGF property, but some programs support it.

Anders Kierulf
www.smartgo.com

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Re: [computer-go] Noise reduction in alpha-beta search

2007-04-10 Thread Chrilly
It can't be. He was probably studying the general game, not Go

Ingo Althoefer published his results in the context of chess. Alpha-Beta Search 
was until recently not a topic in Go (besides its not possible).

The score in Go is additive, if the score is territory.

But that is not a possible evaluation function. E.g. in the first stages only 
on small parts of the board is white/black territory defined. The rest is 
influence/Moyo (or nothing). One needs also some notion of weakness of a group. 
The All or Nothing (Group is Living or Death) approach does not work. There 
must be some evaluations/stages in between. If a weak group controls some 
territory, this territory should also count less...

This problem is to be solved by deeper search.
Yes. But it is very difficult to find reasonable quiet criterions. One has to 
stop the search at one point, because otherwise it explodes. 

Chrilly
  - Original Message - 
  From: [EMAIL PROTECTED] 
  To: computer-go@computer-go.org 
  Sent: Tuesday, April 10, 2007 5:23 PM
  Subject: Re: [computer-go] Noise reduction in alpha-beta search


  It can't be. He was probably studying the general game, not Go. The score in 
Go is additive, if the score is territory. 2-steps approach make some sense, 
but not in general situation. At each step the pendlum swings to one side is 
the nature of the game. Nothing wrong with it. One gets the same problem with 
single step evaluation too. This problem is to be solved by deeper search.

  Daniel Liu

   
  -Original Message-
  From: [EMAIL PROTECTED]
  To: computer-go@computer-go.org
  Sent: Tue, 10 Apr 2007 1:46 AM
  Subject: Re: [computer-go] Noise reduction in alpha-beta search


  Ingo Althoeffer has published some time ago a theoretical article about this 
idea. He called it telescope evaluation. According his theorectical findings 
is the error propagation not better than the usual approach.

  Chrilly

- Original Message - 
From: [EMAIL PROTECTED] 
To: computer-go@computer-go.org 
Sent: Monday, April 09, 2007 4:48 PM
Subject: [computer-go] Noise reduction in alpha-beta search


I think following is a way to reduce the noise in alpha-beta search. 
Instead of using the evaluation values, use the cummulative evaluation values. 
That is the sum of the evaluation values of each node of the playing path under 
examination.


Daniel Liu


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Re: [computer-go] The physics of Go playing strength.

2007-04-10 Thread Hideki Kato
According to the report on MoGo (RR-6062), its playout part seems 
pruning not interesting moves using patterns.

-gg

Darren Cook: [EMAIL PROTECTED]:
 With infinite resource, i agree that random playout will find the
best move.
 But it seems that nothing is guaranteed for heavy playout.

 As Don pointed out before, the reason it converges to perfect play is
 because of the UCT part, not because of the playout part.

 If the playout part prunes some moves, nothing is guaranteed.

I believe the point is that UCT never prunes moves. The playouts
performed at UCT leaf nodes are just to give an estimate to help UCT
decide which part of the tree to explore next. I.e. heavy vs. light
playouts are like intelligent vs. random move ordering in alpha-beta.

Darren
--
[EMAIL PROTECTED] (Kato)
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[computer-go] off-topic: Tenured Faculty?

2007-04-10 Thread Peter Drake
Is there anyone on this list who is a tenured associate or full  
professor at the college/university level, especially in the United  
States? If so, please contact me. I have set the Reply To: field  
accordingly.


Thanks,

Peter Drake
http://www.lclark.edu/~drake/



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Re: [computer-go] The physics of Go playing strength.

2007-04-10 Thread Christoph Birk

On Tue, 10 Apr 2007, Hideki Kato wrote:

According to the report on MoGo (RR-6062), its playout part seems
pruning not interesting moves using patterns.


Yes, but the UCT part will (sooner or later) explore EVERY path.

Christoph

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Re: [computer-go] The physics of Go playing strength.

2007-04-10 Thread Christoph Birk

On Tue, 10 Apr 2007, Christoph Birk wrote:

On Tue, 10 Apr 2007, Hideki Kato wrote:

According to the report on MoGo (RR-6062), its playout part seems
pruning not interesting moves using patterns.


Yes, but the UCT part will (sooner or later) explore EVERY path.


But then again, if you had the resources to explore every path
MC/UCT would be very inefficient compared to alpha/beta.

Christoph

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[computer-go] cgos viewer

2007-04-10 Thread Tris
Just tried to download the latest version.   Downloaded, unzipped but 
didn't work/display.


Did I not get it from where I should have??

Thanks...   Tris...


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Re: [computer-go] cgos viewer

2007-04-10 Thread Nick Wedd
In message [EMAIL PROTECTED], Don 
Dailey [EMAIL PROTECTED] writes

On Tue, 2007-04-10 at 11:54 -0700, Tris wrote:

Just tried to download the latest version.   Downloaded, unzipped but
didn't work/display.

Did I not get it from where I should have??


It's hard to say - I don't know where you got it from.

Also, you didn't specify your operating system so I have no
idea which one has an issue.

Please note there are playing clients for you go program and
viewing clients.   Which did you try?   Did you unzip it
first?


This arm's-length software support can be a difficult business.

My wife once heard me, taking a support call on the telephone, ask have 
you got a computer?.  She told me that such a question was unhelpful 
and insulting.  But as the user's answer had been no, I felt I had 
saved us both some wasted and confusing questioning.


Nick
--
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Re: [computer-go] The physics of Go playing strength.

2007-04-10 Thread dhillismail

-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Tue, 10 Apr 2007 2:43 PM
Subject: Re: [computer-go] The physics of Go playing strength.


On Tue, 10 Apr 2007, Christoph Birk wrote: 
 On Tue, 10 Apr 2007, Hideki Kato wrote: 
 According to the report on MoGo (RR-6062), its playout part seems 
 pruning not interesting moves using patterns. 
 
 Yes, but the UCT part will (sooner or later) explore EVERY path. 

 
 
 Well, really it could be either way. In the simplest case, UCT builds a 
tree without skipping any legal nodes. In that case, the playout type doesn't 
matter and the engine's convergence in the limit is assured. (Of course we'll 
all be dead by then...) 
 
 But some implementations do decline to explore some legal nodes in the 
tree, particularly for larger board sizes. For instance, some versions of Mogo 
constrained some internal nodes in the tree to those with moves within a local 
neighborhood of the previous move. IIRC their RR-6062 report touched on this. 
 
 In the current version of AntIgo, I use patterns learned from the (heavy) 
playouts to bias the selection of moves in lightly visited internal nodes. And 
there are a lot of other little tricks that can potentially alter the 
asymptotic properties of the algorithm. I doubt it matters, because any such 
trick I can think of, could be massaged into a form where the engine would 
converge anyway.
 
 It all comes down to the terminology we're using being not so precise or 
universally accepted.
 
- Dave Hillis
 
  

Check Out the new free AIM(R) Mail -- 2 GB of storage and industry-leading spam 
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Re: [computer-go] The physics of Go playing strength.

2007-04-10 Thread Chris Fant

I doubt it matters, because any
such trick I can think of, could be massaged into a form where the engine
would converge anyway.

 It all comes down to the terminology we're using being not so precise
or universally accepted.


And we can be sure that as the hardware improves, engine writers will
do whatever they can to make it perform best on current hardware while
still remaining very scalable (even if not provably infinitely
scalable).
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Re: [computer-go] cgos viewer

2007-04-10 Thread Don Dailey
So you got it from the wrong place!   Good - we can solve
your problem then!

Go here:

  http://cgos.boardspace.net/9x9/index.html

and I think you will find a version that works for the
new cgos.

- Don




On Tue, 2007-04-10 at 12:57 -0700, Tris wrote:
 Got it from:
 http://www.greencheeks.homelinux.org:8015/~drd/public/
 
 Got the windows version:
 cgosview-windows.zip 
 
 Yes, Unzipped first.  Earlier version worked fine!
 
 Tris
 
 At 12:29 PM 4/10/2007, you wrote:
  On Tue, 2007-04-10 at 11:54 -0700, Tris wrote:
   Just tried to download the latest version.   Downloaded, unzipped
  but 
   didn't work/display.
   
   Did I not get it from where I should have??
  
  It's hard to say - I don't know where you got it from.  
  
  Also, you didn't specify your operating system so I have no
  idea which one has an issue.
  
  Please note there are playing clients for you go program and
  viewing clients.   Which did you try?   Did you unzip it
  first?

  
  - Don
  
  
  
   Thanks...   Tris...
   
   
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Re: [computer-go] cgos viewer

2007-04-10 Thread Tris

Got it from:
http://www.greencheeks.homelinux.org:8015/~drd/public/

Got the windows version:
http://www.greencheeks.homelinux.org:8015/%7Edrd/public/cgosview-windows.zipcgosview-windows.zip 



Yes, Unzipped first.  Earlier version worked fine!

Tris

At 12:29 PM 4/10/2007, you wrote:

On Tue, 2007-04-10 at 11:54 -0700, Tris wrote:
 Just tried to download the latest version.   Downloaded, unzipped but
 didn't work/display.

 Did I not get it from where I should have??

It's hard to say - I don't know where you got it from.

Also, you didn't specify your operating system so I have no
idea which one has an issue.

Please note there are playing clients for you go program and
viewing clients.   Which did you try?   Did you unzip it
first?


- Don



 Thanks...   Tris...


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Re: [computer-go] The dominance of search (Suzie v. GnuGo)

2007-04-10 Thread Sylvain Gelly

Hello,

2007/4/6, Tom Cooper [EMAIL PROTECTED]:


My guess is that the complexity of achieving a fixed standard of play
(eg 1 dan) using a global alpha-beta or MC search is an exponential
function of the board size.



(...)

To some extent, this is testable today by finding how a global search
program's strength scales with board size and with thinking
time



I have experiments of MoGo's playing strength against a fixed player (Gnugo
3.7.10 level 8) on different board sizes and different thinking times.
Of course, to meet your statement we have here to assume that the level of
gnugo level 8 is a constant with the board size.

The results are that in order to keep the same winning rate, you have to
increase the number of simulations by something a little larger than linear
in the board area. From 9x9 to 13x13, you need something like 3 times more
simulations for the same winning rate. Same thing from 13x13 to 19x19. As
the time of one simulation is linear in the board area, to keep the same
level you have to give a time which increases as power ~2.5 of the board
area. So between 9x9 and 19x19, you have to give 32x more time per move for
the same play level (always defined as winning rate against gnugo).
This is far from being exponential. (maybe if it was exponential, there
would be little interest to work on 9x9 go).

Sylvain
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Re: [computer-go] The dominance of search (Suzie v. GnuGo)

2007-04-10 Thread Chris Fant

The results are that in order to keep the same winning rate, you have to
increase the number of simulations by something a little larger than linear
in the board area. From 9x9 to 13x13, you need something like 3 times more
simulations for the same winning rate. Same thing from 13x13 to 19x19. As
the time of one simulation is linear in the board area, to keep the same
level you have to give a time which increases as power ~2.5 of the board
area. So between 9x9 and 19x19, you have to give 32x more time per move for
the same play level (always defined as winning rate against gnugo).
This is far from being exponential. (maybe if it was exponential, there
would be little interest to work on 9x9 go).


Here's another way to test this sort of thing that is completely
intrinsic to the engine (doesn't require gnugo):

Start with and empty board and zero komi.  Analyze using UCT until the
winning percentage at the root reaches X.  Note the number of
simulations required (or the amount of time).  Repeat for a larger
board size.  One should probably average N trials at each board size
for more reliable numbers.
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Re: [computer-go] The dominance of search (Suzie v. GnuGo)

2007-04-10 Thread Sylvain Gelly


Here's another way to test this sort of thing that is completely
intrinsic to the engine (doesn't require gnugo):

Start with and empty board and zero komi.  Analyze using UCT until the
winning percentage at the root reaches X.  Note the number of
simulations required (or the amount of time).  Repeat for a larger
board size.  One should probably average N trials at each board size
for more reliable numbers.


Is that a better measure of playing strength? I don't think so.
And if the only advantage is that it does not require gnugo, I don't see the
point as gnugo is a marvellous tool, why avoid it?

Sylvain
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Re: [computer-go] cgos viewer

2007-04-10 Thread Joshua Shriver

Sweet program! Was taking a look at one of the games. Very nice
interface for linux.

-Josh

On 4/10/07, Don Dailey [EMAIL PROTECTED] wrote:

So you got it from the wrong place!   Good - we can solve
your problem then!

Go here:

  http://cgos.boardspace.net/9x9/index.html

and I think you will find a version that works for the
new cgos.

- Don




On Tue, 2007-04-10 at 12:57 -0700, Tris wrote:
 Got it from:
 http://www.greencheeks.homelinux.org:8015/~drd/public/

 Got the windows version:
 cgosview-windows.zip

 Yes, Unzipped first.  Earlier version worked fine!

 Tris

 At 12:29 PM 4/10/2007, you wrote:
  On Tue, 2007-04-10 at 11:54 -0700, Tris wrote:
   Just tried to download the latest version.   Downloaded, unzipped
  but
   didn't work/display.
  
   Did I not get it from where I should have??
 
  It's hard to say - I don't know where you got it from.
 
  Also, you didn't specify your operating system so I have no
  idea which one has an issue.
 
  Please note there are playing clients for you go program and
  viewing clients.   Which did you try?   Did you unzip it
  first?
 
 
  - Don
 
 
 
   Thanks...   Tris...
  
  
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Re: [computer-go] The dominance of search (Suzie v. GnuGo)

2007-04-10 Thread compgo123
I watched MoGo playing with different rank of players. Usually 5d players has 
no problem winning. Starting from 4d begin to lose games. However, part of it 
is due to most players are not familar with 9x9 Go. Taking this into 
consideration I place MoGo at about amateur 2d. For professional players 
consider 9x9 is solved. This is all my opinion.
 
Gnu plays at about 5k on 19x19. Let's place MoGo at 4k on 19x19. Besides the 32 
times, it also need to make up the difference between 4k and 2d.
 
Exponential may not be the case. Just consider this that it could be factorial 
which is worse than expernential.
 
 
Daniel Liu
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Tue, 10 Apr 2007 3:12 PM
Subject: Re: [computer-go] The dominance of search (Suzie v. GnuGo)


Hello,


2007/4/6, Tom Cooper [EMAIL PROTECTED]: 
My guess is that the complexity of achieving a fixed standard of play
(eg 1 dan) using a global alpha-beta or MC search is an exponential
function of the board size. 


(...)
To some extent, this is testable today by finding how a global search
program's strength scales with board size and with thinking
time

I have experiments of MoGo's playing strength against a fixed player (Gnugo 
3.7.10 level 8) on different board sizes and different thinking times.
Of course, to meet your statement we have here to assume that the level of 
gnugo level 8 is a constant with the board size.

The results are that in order to keep the same winning rate, you have to 
increase the number of simulations by something a little larger than linear in 
the board area. From 9x9 to 13x13, you need something like 3 times more 
simulations for the same winning rate. Same thing from 13x13 to 19x19. As the 
time of one simulation is linear in the board area, to keep the same level you 
have to give a time which increases as power ~2.5 of the board area. So between 
9x9 and 19x19, you have to give 32x more time per move for the same play 
level (always defined as winning rate against gnugo). 
This is far from being exponential. (maybe if it was exponential, there would 
be little interest to work on 9x9 go).

Sylvain

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Re: [computer-go] The physics of Go playing strength.

2007-04-10 Thread Hideki Kato
Christoph Birk: [EMAIL PROTECTED]:
On Tue, 10 Apr 2007, Hideki Kato wrote:
 According to the report on MoGo (RR-6062), its playout part seems
 pruning not interesting moves using patterns.

Yes, but the UCT part will (sooner or later) explore EVERY path.

Yes, but the estimated score could be wrong. Then, where to 
converge?

-gg

Christoph

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