Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread chrilly
This is a remarkable result. I think poker is more difficult than Go and of 
course chess. My hypothesis (its just a hypothesis) for the success is. 
There is someone - Dave Billings - who worked for many years very 
consequently on the topic. And he is able to motivate a lot of other good 
people to go along with him. And he gets probably also a lot of support from 
his boss, J.Schaeffer. And of course, there is some prospect to win fame and 
money.
The conditions for solving a problem are always at least as important than 
the problem itself. Maybe are the conditions in Poker better than in Go. As 
said above, I think the problem is in Poker harder. They have of course not 
solved the whole problem. Heads-Up limit Hold'Em is the - for computers - 
easiest game. But its nevertheless remarkable that they are on-par with the 
Poker-GMs.


Chrilly


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Sent: Thursday, July 26, 2007 6:02 AM
Subject: [computer-go] U. of Alberta bots vs. the Poker pros



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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread chrilly
If one makes e.g. something like Hydra, one has already almost all at hand. 
There is the work of Ken Thompson, of the Deep Blue team, the work of Frans 
Morsch, Ed Schroeder... There is an industrial quality infrastructure, 
databases, interfaces, there are people who have already learned their 
lesson One is a dwarf standing on the shoulders of giants.
The Polaris team had not such an infrastructure, but they build it over many 
years and with a lot of effort for themself. The effort is comparable to the 
big chess projects. Not in money terms, but from the man-power investments.
In Go their is neither. There is no infrastructure, one is a dwarf standing 
on the shoulders of dwarfs and their is not such a team like the Polaris one 
so far. Maybe the INRA group succeeds to make something similar. I have no 
idea, but I can't see at the moment nobody who works like the Polaris or 
Deep Blue team.


One can discuss, if Go or Poker is harder. Its definetly harder than chess. 
But I am also convinced, that Go is not that hard, its this poor state of 
the affairs which makes the problem that hard.


Chrilly




- Original Message - 
From: Harri Salakoski [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Thursday, July 26, 2007 11:44 AM
Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros



think poker is more difficult than Go and of  course chess.
I have only studied poker AI basics and coded game rules, learned play 
slightly winning net poker.
But however dare to say my opinion that I totally disagree. Sounds like 
somekind of poker hype that
it is as tough problem than Go game AI 19*19 table. It is offcourse very 
complex interaction problem but

my opinion is that it is still lot of easier problem.

It is maybe even possible that it can't be proven and that theory you are 
right, because poker can be iterated forever and
that in theory propably there is _no_  best strategy. I see it very 
same/similar thing than in super simple iterated prisoners dilemma 
problem. There just is no best strategy, any strategy has some other 
dominating strategy, so I have understanded it.
But there is very good strategies, every bet when you but your money in 
table you play even stronger(bluff),  play normally or slow play present 
weaker hand than you actually have. That thing iterated, remembering what 
opponents have done earlier (like in prisoners dilemma) it is tough 
problem, but saying it harder than go game is not true at least in 
practise.


In practise I see it so that computers have advantage in poker other 
things than this complex interaction, where advantage is in humans. As 
computers can actually calculate odds and propabilities exactly, that 
advantage is maybe slight, but something which similar don't exist in 
go-game.


But yep just started poker AI in my project 
http://sourceforge.net/projects/narugo, coded there SimpleActionGenerator, 
in estimated couple years work it is gonna plays better poker than starter 
player :|


So imho if somebody states that poker is harder AI problem than go-game, 
it sounds poker hype.


t. Harri
- Original Message - 
From: chrilly [EMAIL PROTECTED]

To: [EMAIL PROTECTED]; computer-go computer-go@computer-go.org
Sent: Thursday, July 26, 2007 10:32 AM
Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros


This is a remarkable result. I think poker is more difficult than Go and 
of course chess. My hypothesis (its just a hypothesis) for the success 
is. There is someone - Dave Billings - who worked for many years very 
consequently on the topic. And he is able to motivate a lot of other good 
people to go along with him. And he gets probably also a lot of support 
from his boss, J.Schaeffer. And of course, there is some prospect to win 
fame and money.
The conditions for solving a problem are always at least as important 
than the problem itself. Maybe are the conditions in Poker better than in 
Go. As said above, I think the problem is in Poker harder. They have of 
course not solved the whole problem. Heads-Up limit Hold'Em is the - for 
computers - easiest game. But its nevertheless remarkable that they are 
on-par with the Poker-GMs.


Chrilly


- Original Message - 
From: [EMAIL PROTECTED]

To: computer-go@computer-go.org
Sent: Thursday, July 26, 2007 6:02 AM
Subject: [computer-go] U. of Alberta bots vs. the Poker pros



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Hash: SHA1



Humans beat poker bot ... barely:
http://cosmiclog.msnbc.msn.com/archive/2007/07/25/289607.aspx



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Re: [computer-go] The Problem With Random Playouts

2007-07-26 Thread Erik van der Werf

On 7/26/07, Darren Cook [EMAIL PROTECTED] wrote:

A couple of months back I wrote an article on why I believe UCT with
random playouts (as opposed to heavy playouts) will never give a strong
computer go program. I've finally got it finished, edited and published:
 http://dcook.org/compgo/article_the_problem_with_random_playouts.html

I'd be surprised if the UCT experts on this list will find much new
there, but I hope some people will find it of value.

Thanks to Magnus Persson for reviewing an earlier version.

Darren



One remark; when you write:

What I am calling random playouts for the purposes of this article
give all legal moves equal weight and randomly chooses one of them,
and this process is used for both players all the way to the end of
the game.

I get the impression that this also includes filling single point
eyes. Is this your intention?

Erik
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Re: [computer-go] The Problem With Random Playouts

2007-07-26 Thread Darren Cook
 What I am calling random playouts for the purposes of this article
 give all legal moves equal weight and randomly chooses one of them,
 and this process is used for both players all the way to the end of
 the game.
 
 I get the impression that this also includes filling single point
 eyes. Is this your intention?

No. I was just trying to differentiate from heavier playout schemes that
have a random element. I'll change that sentence to be more precise.

Thanks for the feedback,

Darren

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Re: [computer-go] The Problem With Random Playouts

2007-07-26 Thread Chris Fant
On 7/26/07, Darren Cook [EMAIL PROTECTED] wrote:
  The statement will never give a strong computer go program.  is rather
  devoid of meaning.  You either should define strong ...

 OK, I'll add something. By strong I mean dan level.

In that case, the statement seems downright wrong.  We know from both
theory and Dan's experiments that there is no limit to the strength of
UCT with random playouts.  Maybe you only meant MC Go without UCT?
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Re: [computer-go] The Problem With Random Playouts

2007-07-26 Thread Darren Cook
 The statement will never give a strong computer go program.  is rather
 devoid of meaning.  You either should define strong ...

OK, I'll add something. By strong I mean dan level.

 I definitely agree that once you've played a few thousand uniformly
 random games, there is little to be gained by doing a few thousand more.
 And as an evaluation function this is a relatively weak one - although
 surprisingly good in some ways it has definite limitations.AnchorMan
 hits the wall at about 5,000 simulations and it is uniformly random with
 no other search involved.   It would not be much stronger even with
 infinite number of simulations.  

5000 is a fascinating number. You cannot be talking about UCT playouts,
as I know you know strength always increases with more playouts. But, if
you are talking about playouts as an evaluation function, in my
experiments there was practically no gain in accuracy beyond 60
playouts, and even 30 was enough to get a good approximation.

I guess our results are so different as I concentrated on the end game?

 The way to think about a play-out policy is to ask, how good would it
 be given an infinite number of simulations?   The answer for uniform
 random is, not very.   

I did not mention it in the article, as it wasn't related to my main
point, but when I've been testing playout algorithms I've been measuring
the result as 5 sets of 20 playouts, then remembering the worst score of
the 5 sets. The difference in accuracy between worst set of 20 and all
100 playouts I've been calling the stability: a small difference is a
stable algorithm, and is highly desirable as then I know I can get a
reliable estimate with fewer playouts.

Darren
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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread Chris Fant
On 7/26/07, steve uurtamo [EMAIL PROTECTED] wrote:
  There is certainly more money to be made in poker than in go.
 
  Yes, but its also more difficult.

 do you mean this in a casual, unsubstantiated way, or in an exact way?


My feeling is that there are a lot of people making a lot of money in
online poker by having a bot play for them.  They don't like to talk
about it because they don't want their situation to change.  I myself
made a go at it.  My bot was able to play fully automated 7 card stud
on ParadisePoker.com.  It had to read the graphical screen to
understand what was going on and when it was it's turn, etc.  It
played decently, but it was too easy for the other players to catch-on
to it's strategy.  Eventually I lost interest.  That was about 4 years
ago.
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[computer-go] KGS Tournament Registration

2007-07-26 Thread Jason House

I'd like to register HBotSVN for the open tournament.  I forget why we ran
HB04 in the last tournament as well, but let me know if that's desired for
this tournament.

Unfortunately, I don't anticipate significantly enhanced performance for
this next tournament.

  - Name on KGS: HBotSVN
  - Name of bot: HouseBot 0.6.2
  - Authors: The HouseBot development team
  - Division: Open
  - My name: Jason House



On 7/26/07, Nick Wedd [EMAIL PROTECTED] wrote:


The August 2007 KGS computer Go tournament will be on the first Sunday
in August, August 5th, in the Asian evening, European morning and
American night, starting at 08:00 UTC (GMT) and ending soon after 12:00
UTC (GMT).

The Formal division will be a 6-round Swiss with 13x13 boards and 18
minutes each sudden death.  The Open division will be an 8-round Swiss
with 9x93 boards and 13 minutes each sudden death.  Both will use
Chinese rules with 7.5 points komi. There are details at
http://www.gokgs.com/tournInfo.jsp?id=307 for the Formal division, and
at http://www.gokgs.com/tournInfo.jsp?id=308 for the Open.

Registration is now open.  To enter, please read and follow, as usual,
the instructions at http://www.weddslist.com/kgs/how/index.html.  The
rules are given at http://www.weddslist.com/kgs/rules.html.

As for the last two events, please send it (with the words KGS
Tournament Registration in the title as usual) to me at maproom at
gmail dot com (converted to a valid address in the obvious way).

I will be away from home next Monday, Tuesday, and maybe Wednesday.  If
I do not receive your registration by the evening of Sunday 29th, I may
not act on it until Thursday 2nd.

Nick
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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread chrilly


- Original Message - 
From: steve uurtamo [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Thursday, July 26, 2007 7:29 PM
Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros



i think that you might be confusing two important things:

i) the difficulty of a problem.
ii) the amount and kind of effort that has gone toward solving a problem.

No, not at all. But my point is: For progress in any field the difficulty of 
a problem is less important than the urgency/interest of society to solve 
it. Science and technology is not driven by the internal logic of the 
science, but by the interest of the society.
Once there is a very high social demand, there is big progress in a field. 
There is the proverb war is the mother of all things. A lot of innovations 
are made related to war. In times of war the social urgency is highest and 
costs do not matter. E.g. the atomic bomb was build within a short time, 
jet-propulsion, computers were developed ..
In medicine progress is made, if it is a rich-mans sickness, and almost no 
progress is made if its a poor-mans fate. E.g. There is considerable 
advancement in AIDS-medicine, because it was at least initially a rich-mans 
sickness, there is almost no progress in Lepra. This can not be explained by 
the intrinsic difficulties of the deseases.


It is also quite a hard problem to generate realistic 3D effects in 
real-time. There is high social interest (the kids have enough money), so 
one develops special purpose massive parallel hardware like the latest 
graphics cards or the Cell processor. The action players and not anymore the 
D.O.D. are nowadays the driving force behind hardware-development. If there 
would be the same interest for Go, one could develop special purpose 
Go-Hardware with an impressive speedup. But Go is like Lepra.


Chrilly










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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread compgo123
I don't understand this. For a given hand the odds of winning can be easily 
calculated for poker and the best play can be formulated accordingly. It's like 
to program a com[uter to win a coin toss. I would be surprised if any side win 
big. The only thing a computer can to is to model opponent's behavior, which 
may deviate from the best play. What did I miss?




DL



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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread Harri Salakoski
Every hand has theoretical winning propability but if you bet exactly according 
winning odds you tell too much about your hand,
other players fold and call and raise according your bets, only when they think 
they have better cards, that is bad, obivious book play works only starter 
levels.

In poker you example should not raise too much, very often opponent has for 
example nuts, such cards that they can't lose, so it is stupid to but all your 
money in if there is very little money in bot. If you raise too little that is 
bad either as you not get full value of your good cards and turn or river can 
give better cards for opponents. I don't think have you mist anything, but 
_modeling opponents behaviour_, that is quite much ask from bot. So what is 
best play, it depends also how you play, but how bot plays, humans are good for 
observer simplified behaviour and find weak points from bot. 

Other hand I think that it should be possible easily measure bots quality, even 
lot faster and easier than in go game as one hand typically can be played very 
fast. You could play in one 300 turn go-game 300 poker rounds, so quality of 
poker bots should be easily evaluated, in 1 rounds small differences start 
to show up, but that is maybe out of topic.

So following things should fafor bot in poker:
Exact mathematic.
Exact memory is possible. In Prisoners dilemma, atleas if you remember 
longer opponent moves than your opponent remembers
your moves, it does not quarantee your win but it makes it easier if you 
can use your data right.
Bot don't lose temper, and don't care if it is losing or not, attleast 
starter levels thats not case in humans.
Also like money poker is quite much waiting for opportunity and bot should 
have time to wait.

Practical issues are imho much more demanding in go-game AI than in poker AI. 
For example generating random table in go-game and poker was nice to notice how 
easy it is generate random flop in poker...

t. Harri

- Original Message - 
  From: [EMAIL PROTECTED] 
  To: computer-go@computer-go.org 
  Sent: Friday, July 27, 2007 4:26 AM
  Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros


  I don't understand this. For a given hand the odds of winning can be easily 
calculated for poker and the best play can be formulated accordingly. It's like 
to program a com[uter to win a coin toss. I would be surprised if any side win 
big. The only thing a computer can to is to model opponent's behavior, which 
may deviate from the best play. What did I miss?




  DL



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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread George Dahl
As I understand it, bots can try to estimate and play at the Nash
equilibrium.  In some sense, that is optimal.
Alternatively/additionally the bot can deviate from equilibrium play
based on opponent modelling.

Finding the NE is hard.  I think that is why the rules are restricted,
to make it easier to find the NE.

- George

On 7/26/07, Dave Dyer [EMAIL PROTECTED] wrote:

 The only thing a computer can to is to model opponent's behavior, which may 
 deviate from the best play. What did I miss?

 No, you didn't miss a thing.  I look forward to meeting you
 at a poker table, preferably with high stakes.

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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread Nick Wedd
In message [EMAIL PROTECTED], 
Chris Fant [EMAIL PROTECTED] writes

On 7/26/07, steve uurtamo [EMAIL PROTECTED] wrote:

 There is certainly more money to be made in poker than in go.

 Yes, but its also more difficult.

do you mean this in a casual, unsubstantiated way, or in an exact way?



My feeling is that there are a lot of people making a lot of money in
online poker by having a bot play for them.  They don't like to talk
about it because they don't want their situation to change.  I myself
made a go at it.  My bot was able to play fully automated 7 card stud
on ParadisePoker.com.  It had to read the graphical screen to
understand what was going on and when it was it's turn, etc.  It
played decently, but it was too easy for the other players to catch-on
to it's strategy.  Eventually I lost interest.  That was about 4 years
ago.


Commercial poker servers forbid the use of bots, and invest some effort 
in detecting and punishing them (by confiscating their funds).  To 
encourage human customers, they boast of how effective they are at this.


People who use poker bots generally keep quiet about it.

So when poker bots are discussed, both sides have an interest in 
downplaying their prevalence.  This results in a consensus which IMHO is 
likely to be some way wide of the truth.


Nick
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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread steve uurtamo
 Both.
 Its probably not so difficult to make a simple bot. But it is also not 
 difficult to make a simple UCT player. But I am sure, that reaching the 
 level of Polaris is more difficult than writing the best Go-programm. I have 
 the feeling, that Polaris is a very serious project. Its certainly not 
 possible to beat it out from nothing like Crazy Stone and MoGo have beaten 
 the Go programms. There is also a lot of work in these 2 programms too and 
 it is not really out of nothing. But its nevertheless not comparable to 
 the work the Billings-group has done. There is also a very large gap between 
 Polaris and the rest. Without Polaris, everybody would say: Oh, its as 
 difficult as Go, the programms are in relation to humans at about the same 
 level. And now Polaris is strong and the argument is: This is because Poker 
 is much easier. No, they have done a better job.

i think that you might be confusing two important things:

i) the difficulty of a problem.
ii) the amount and kind of effort that has gone toward solving a problem.

people have been playing go for (depending upon how you judge the gaps)
a few thousand years, and yet some of the biggest advances in opening
theory have happened in the last fifty years.  probably there are many more
significant advances that can be made in the opening and the middle game.

can the same be said for poker?  aside from the (arguably interesting, but
perhaps not complicated) fact that your opponent is allowed to misrepresent
his situation, a computer program really just has a few simple inputs to deal
with -- those cards that it can see, and those bets/folds that people have made.

the total number of complete games that a poker program might be expected
to play is based upon the number of different cards that it can be expected
to see, the maximum number of choices that it may have to make, the
number of different bets (or categories of differently-sized bets) that its 
opponents
can make, and perhaps the total number of different opponents that it might be
expected to play and where each of those players are seated at the table.

i think that it's clear that the size of the problem is smaller (and that our
ability to measure being good at the game is less clearly defined) than go.

imperfect information does not necessarily mean that a problem is harder.
(just as perfect information does not necessarily make a problem hard).

if you (say) flip a coin ten thousand times and keep track of the number
of heads and tails that you get, i can guess that number to reasonable accuracy
even though i have absolutely no information about the actual value other than
the process that you used to generate it.

if i were to place bets after each and every flip, i could lose all kinds of 
money
playing this game, but that wouldn't mean that i didn't have a perfect strategy.
one confusing thing about measuring the ability of a computer poker player play
is that even if it loses ten times in a row, it might be the best player at the 
table.
the very best poker players in the world do not consistently win championships,
because (as i believe someone else (jacques?) said) the variance is so large.

imagine trying to set up ELO rankings for poker players and what would happen
to everyone's ranking after each tournament.  you could probably establish some
broad categories (poor, good, better, best), but it would be difficult to 
establish
exact rankings inside these categories.  this doesn't mean that the game is
harder, it means that our ability to determine skill is very impaired.  go, on 
the
other hand, has, arguably, over 35 independent skill levels, and determining
which of these your program is at is a quite simple task.  so it's quite easy to
measure how successful modern computer go players are.  how would we do
the same for computer poker players?  what's a good measure?  what would
perfect play look like, and what would the variance in win/loss rate look like
against human players?  for that matter, what would the variance be among a
table composed entirely of perfect computer players?

s.





  

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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread Jeff Nowakowski
On Thu, 2007-07-26 at 18:14 +0200, chrilly wrote:
 Chess/Go... can be played in an autistic way. There is no need for an 
 opponent model.

Ah, an opponent model.  Where's the poision?

http://www.imdb.com/title/tt0093779/quotes#qt0250635

Too much rock, paper, scissors in poker for my tastes.  Can there ever
be a best player?  At least in Go the differences in strength are very
clear, and some guy off the street who learned the game a year ago is
not going to win a tournament.

-Jeff


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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread chrilly
- Original Message - 
From: steve uurtamo [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Thursday, July 26, 2007 5:17 PM
Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros



There is certainly more money to be made in poker than in go.


Yes, but its also more difficult.


do you mean this in a casual, unsubstantiated way, or in an exact way?

Both.
Its probably not so difficult to make a simple bot. But it is also not 
difficult to make a simple UCT player. But I am sure, that reaching the 
level of Polaris is more difficult than writing the best Go-programm. I have 
the feeling, that Polaris is a very serious project. Its certainly not 
possible to beat it out from nothing like Crazy Stone and MoGo have beaten 
the Go programms. There is also a lot of work in these 2 programms too and 
it is not really out of nothing. But its nevertheless not comparable to 
the work the Billings-group has done. There is also a very large gap between 
Polaris and the rest. Without Polaris, everybody would say: Oh, its as 
difficult as Go, the programms are in relation to humans at about the same 
level. And now Polaris is strong and the argument is: This is because Poker 
is much easier. No, they have done a better job.


In the exact way its comparing different things. The state space is in Go 
larger, but Go is from the mathematical point of view in the trivial class: 
Finite, Full-Information, 2 Players, Deterministic, Zero-Sum. Poker has a 
random-player and hidden information. In the general case its an N-player. 
Chess/Go... can be played in an autistic way. There is no need for an 
opponent model. Just play the best moves. In poker one needs an opponent 
model. The game-theoretic optimal strategy is only in special cases 
sufficient.


The Polaris-Human match played also the most simple version. Heads-Up 
Limited. Non-Limited is already much more complicated, because the implied 
odds have a much greater variance. Or in other words: The opponent-model is 
much more important in non-limited. In the N-persons version, the 
state-space explodes too and in this case its not even clear, what a perfect 
strategy is. I assume Polaris would not be able to be top ranked in the 
Poker world-series. It would never come in the final round to play Heads-up. 
The humans would also form a coalition to kick it out at the beginning and 
real competition would start only afterwards.


Chrilly

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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread steve uurtamo
 There is certainly more money to be made in poker than in go.

 Yes, but its also more difficult. 

do you mean this in a casual, unsubstantiated way, or in an exact way?

s.





   

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Re: [computer-go] The Problem With Random Playouts

2007-07-26 Thread Don Dailey
On Thu, 2007-07-26 at 05:21 -0700, steve uurtamo wrote:
  The way to think about a play-out policy is to ask, how good would it
  be given an infinite number of simulations?   The answer for uniform
  random is, not very.   
 
 really?

Again it depends on your definition of good.

My main point is that after a few thousand simulations it doesn't
improve very much and it never gets remotely close to perfect.

However, that doesn't mean it's not good,  that depends on what your
standard of reference is.I suspect an infinite number of simulations
as an evaluation function is a pretty reasonable evaluation function.
Not close to perfect by any means but certainly but what evaluation
function is?   

If you could actually compute this quickly,  it might be a very good
practical evaluation function for a highly selective alpha beta
searcher.

Please note that you do not have to play an infinite number of play-outs
to compute what the expected score of such an evaluation function should
be.  There is probably no fast way to compute it, but it could be
calculated recursively by counting the number of legal moves at each
level down to the end of the game and doing some simple math.  Of course
this is a hypothetical calculation since this would require more
computing power than we can muster.

- Don



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[computer-go] Why Poker-GMs don't win at poker.

2007-07-26 Thread Jacques BasaldĂșa

Chrilly Donninger wrote:


I think poker is more difficult than Go and of course chess.


Poker can be analyzed well by (even naif) Monte Carlo methods.
Of course, the fact that you get a better estimate than any
human could dream of, won't necessarily make you win.

This common misconception can be found in many computer go
papers. People who train patterns to predict moves tend to 
think the more they predict the better. Some even claim 60%

prediction rates and higher. Of course, we all predict moves
as a play when we watch pro games and feel good when our guess 
is right. Two reasons make it easy to have high prediction 
rate: a. forced moves b. local play is easier to analyze than
the value of all possible tenukis. Usually, you don't do very 
wrong answering local and postponing other fights.


My case: I have to give Bradley Terry scores to 1/3 M patterns:

LoadJeitoLibRW_ByName() Importance of database loaded
# of imp = 32   91986  (91986)
# of imp = 31   25466  (117452)
# of imp = 30   20263  (137715)
# of imp = 29   18556  (156271)
# of imp = 28   17592  (173863)
# of imp = 27   17646  (191509)
# of imp = 26   17722  (209231)
# of imp = 25   18575  (227806)
# of imp = 24   19283  (247089)
# of imp = 23   20525  (267614)
# of imp = 22   21695  (289309)
# of imp = 21   23712  (313021)
# of imp = 20   25434  (338455)

Note: The importance of a pattern is the number of disjoint sets 
of games where the pattern is found if you divide the whole database

in 32 disjoint sets. E.g. A pattern of importance 28 is a pattern
found in 28 sets of about 1500 games but not found in 4 sets of the
same size. I don't collect data on the number of games in which each 
pattern is found. 

Note: These are the real untricked patterns. Then, I generate a 
crunched version that behaves mostly like the big one.


So I have 338455 patterns of importance 32 to 20 I could try to
maximize the probability of a guess, but I don't! 


What I really am interested in is _a probability distribution over
the legal moves_. I ask my HSB board to give me the _minimum number 
of moves_ that cover a 30%, 50%, 99% probability. (Note: This number 
is not an integer. Eg. If it is 3.17 - If the winning move is in 
the 3 first, you add 1, if it is the fourth move you add 0.17 and 
else you add 0.) The legal moves are sorted in descending score. 
For adjusting my Bradley Terry models I have a loss function and 
a very naif method that corrects in small steps. (The good thing
of off-line learning is that you can implement junk because that 
does not go into the program. ;-) The program updates a pattern
and finds its score in two digit nanosecond times ( 400 clock 
cycles) if it may have changed, and 0 if it may not.)


My loss function evaluates (using a random sample from an independent 
test set) if: When I want 50% I really get 50% (and the same for

other values, of course.)

If I want 50%, getting 60% is as bad as getting 40%!! What I need
is a reliable distribution not a thing that guesses many times.
And also, that this distribution contains the maximum information
(but that is another story).

This explains why when you watch the European Poker Tour on TV
and the journalist identifies half a dozen legends including
previous year's world champ, US guest don't-know-what-champion
Las Vegas, and all other celebrities, none of the legends wins
except by a fluke just like anyone else.

Statistics is not about winning the lottery, its about getting 
good estimators. And computer poker programs do better than humans

but that does not make them win.

Jacques.


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[computer-go] Differences..

2007-07-26 Thread Joshua Shriver

What is the difference in Go and Mathematical Go?

http://brooklyngoclub.org/jc/rulesgo.html

Is Mathamatical Go a subset of Go as the rules look the same to me as
regular go.

-Josh
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[computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread Dave Dyer

The only thing a computer can to is to model opponent's behavior, which may 
deviate from the best play. What did I miss?

No, you didn't miss a thing.  I look forward to meeting you
at a poker table, preferably with high stakes.

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Re: [computer-go] Differences..

2007-07-26 Thread David Doshay
Willing to accept the intuitive proof for the moment, what I see is  
that

the key differences are that

1) there is no komi (black giving points to white for playing first)
2) there is a 2 point penalty for each living group.

Otherwise it does look like this is similar to any other Go rules that
include positional super-ko.

My favorite line:

this is a great book if you're a serious mathematician, and a  
completely

baffling one otherwise.

Cheers,
David



On 26, Jul 2007, at 7:05 PM, Joshua Shriver wrote:


What is the difference in Go and Mathematical Go?

http://brooklyngoclub.org/jc/rulesgo.html

Is Mathamatical Go a subset of Go as the rules look the same to me as
regular go.

-Josh
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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread chrilly

Already invented. There is the Alberta Poker-Server.

Chrilly
- Original Message - 
From: Chris Fant [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Thursday, July 26, 2007 6:16 PM
Subject: Re: [computer-go] U. of Alberta bots vs. the Poker pros



Someone start a CGOS-like poker server for bots.  ~10 person tables,
No Limit Texas Hold-em.
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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread Chris Fant
Someone start a CGOS-like poker server for bots.  ~10 person tables,
No Limit Texas Hold-em.
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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread chrilly


I think you mean Darse Billings. 
Yes, sorry, I can not remember names. 


There is certainly more money to be made in poker than in go.

Yes, but its also more difficult. 


Chrilly

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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread Richard Brown

On 7/26/07, chrilly [EMAIL PROTECTED] wrote:

This is a remarkable result. I think poker is more difficult than Go and of
course chess. My hypothesis (its just a hypothesis) for the success is.
There is someone - Dave Billings - who worked for many years very
consequently on the topic. And he is able to motivate a lot of other good
people to go along with him. And he gets probably also a lot of support from
his boss, J.Schaeffer. And of course, there is some prospect to win fame and
money.


I think you mean Darse Billings. Playing internet poker used to be
accomplished only by using shudder IRC /shudder, and Darse
was one of the first to automate IRC poker, at first with aliases that
folks just shared with each other, informally, then later with gui
front-ends, but the back-end was still IRC.

I had the privilege of being on the IRC poker server when Poki made
its first appearance.  Poki was the first incarnation of Darse's poker
bot, and it not only played a respectable game of Texas Hold 'Em,
it would also respond to chat requests such as Poki, quote Steve,
wherupon it would reproduce a joke by comedian Stephen Wright.

Darse was not only smart, he was very friendly and helpful to folks,
even those who, although they lacked computer knowledge, wanted
to play online poker.

Such was the infancy of internet poker.

Then along came the world-wide web, and now there are dozens,
if not hundreds, of poker servers and  their associated clients; it
has become a multimillion-dollar industry.


The conditions for solving a problem are always at least as important than
the problem itself. Maybe are the conditions in Poker better than in Go.


There is certainly more money to be made in poker than in go.

--
Rich
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Re: [computer-go] Differences..

2007-07-26 Thread terry mcintyre
Where does the two-point penalty come from? It's not directly stated in the 
rules, so presumably it emerges from the four simple rules. Actually, neither 
the two-point penalty nor Komi are meaningful - there is no count to which 
any penalties could be added or subtracted.  Passing, suicide, and superko are 
prohibited. Available moves eventually diminish to zero. The person with the 
smallest territory loses, unable to make a legal move.
 
Terry McIntyre [EMAIL PROTECTED]
They mean to govern well; but they mean to govern. They promise to be kind 
masters; but they mean to be masters. -- Daniel Webster

- Original Message 
From: David Doshay [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Thursday, July 26, 2007 8:02:17 PM
Subject: Re: [computer-go] Differences..

Willing to accept the intuitive proof for the moment, what I see is  
that
the key differences are that

1) there is no komi (black giving points to white for playing first)
2) there is a 2 point penalty for each living group.

Otherwise it does look like this is similar to any other Go rules that
include positional super-ko.

My favorite line:

this is a great book if you're a serious mathematician, and a  
completely
baffling one otherwise.

Cheers,
David



On 26, Jul 2007, at 7:05 PM, Joshua Shriver wrote:

 What is the difference in Go and Mathematical Go?

 http://brooklyngoclub.org/jc/rulesgo.html

 Is Mathamatical Go a subset of Go as the rules look the same to me as
 regular go.

 -Josh
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Re: [computer-go] U. of Alberta bots vs. the Poker pros

2007-07-26 Thread steve uurtamo
 This is a remarkable result. I think poker is more difficult than Go and of 
 course chess.

for people, or computers?

poker is a much smaller game than go.

s.





  

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Re: [computer-go] The Problem With Random Playouts

2007-07-26 Thread Don Dailey
On Thu, 2007-07-26 at 21:43 +0900, Darren Cook wrote:
  The statement will never give a strong computer go program.  is rather
  devoid of meaning.  You either should define strong ...
 
 OK, I'll add something. By strong I mean dan level.
 
  I definitely agree that once you've played a few thousand uniformly
  random games, there is little to be gained by doing a few thousand more.
  And as an evaluation function this is a relatively weak one - although
  surprisingly good in some ways it has definite limitations.AnchorMan
  hits the wall at about 5,000 simulations and it is uniformly random with
  no other search involved.   It would not be much stronger even with
  infinite number of simulations.  
 
 5000 is a fascinating number. You cannot be talking about UCT playouts,
 as I know you know strength always increases with more playouts. But, if
 you are talking about playouts as an evaluation function, in my
 experiments there was practically no gain in accuracy beyond 60
 playouts, and even 30 was enough to get a good approximation.

Actually, I'm not being accurate here.  5000 play-outs using a
modification of all-as-first is about as good as it gets for AnchorMan.
But it's measurably better than 2500 play-outs for instance.

There is no tree search using this method.  I just play these 5000 games
randomly and look to see which moves were included the most for the
winning side.  

60 is preposterous.  You are clearly doing something differently, or
have a broken algorithm or a really good algorithm.

I also found that if you just treat MC play-outs as an evaluation
function on top of a tree search,  more simulation is better.   

 I guess our results are so different as I concentrated on the end game?

In the endgame, less simulations probably give the right answer more
often.

 
  The way to think about a play-out policy is to ask, how good would it
  be given an infinite number of simulations?   The answer for uniform
  random is, not very.   
 
 I did not mention it in the article, as it wasn't related to my main
 point, but when I've been testing playout algorithms I've been measuring
 the result as 5 sets of 20 playouts, then remembering the worst score of
 the 5 sets. The difference in accuracy between worst set of 20 and all
 100 playouts I've been calling the stability: a small difference is a
 stable algorithm, and is highly desirable as then I know I can get a
 reliable estimate with fewer playouts.

But I'm measuring based on actual game playing performance.  


 Darren
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Re: [computer-go] Differences..

2007-07-26 Thread David Doshay

The 2 points per living group comes from the fact that in order
to avoid loosing, one plays into one's own territory until down to
2 eyes. While legal to fill one, that leads to capture, so it won't be
done. As you say, there is no other counting needed because the
smaller territory fills first.

Cheers,
David



On 26, Jul 2007, at 8:25 PM, terry mcintyre wrote:

Where does the two-point penalty come from? It's not directly  
stated in the rules, so presumably it emerges from the four simple  
rules. Actually, neither the two-point penalty nor Komi are  
meaningful - there is no count to which any penalties could be  
added or subtracted.  Passing, suicide, and superko are prohibited.  
Available moves eventually diminish to zero. The person with the  
smallest territory loses, unable to make a legal move.


Terry McIntyre [EMAIL PROTECTED]
They mean to govern well; but they mean to govern. They promise to  
be kind masters; but they mean to be masters. -- Daniel Webster



- Original Message 
From: David Doshay [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Thursday, July 26, 2007 8:02:17 PM
Subject: Re: [computer-go] Differences..

Willing to accept the intuitive proof for the moment, what I see is
that
the key differences are that

1) there is no komi (black giving points to white for playing first)
2) there is a 2 point penalty for each living group.

Otherwise it does look like this is similar to any other Go rules that
include positional super-ko.

My favorite line:

this is a great book if you're a serious mathematician, and a
completely
baffling one otherwise.

Cheers,
David



On 26, Jul 2007, at 7:05 PM, Joshua Shriver wrote:

 What is the difference in Go and Mathematical Go?

 http://brooklyngoclub.org/jc/rulesgo.html

 Is Mathamatical Go a subset of Go as the rules look the same to  
me as

 regular go.

 -Josh
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Re: [computer-go] Differences..

2007-07-26 Thread David Doshay

So, with these exchanges and just a little more thought, the part
of The Alternating Rule that is in red:
The first player who cannot put down a stone without
breaking a rule loses the game
is not the way the game would actually be played. It would be more
accurate to add something about choosing not to add another stone,
which would cover the decision not to fill one of your own last eyes.

Cheers,
David



On 26, Jul 2007, at 9:12 PM, David Doshay wrote:


The 2 points per living group comes from the fact that in order
to avoid loosing, one plays into one's own territory until down to
2 eyes. While legal to fill one, that leads to capture, so it won't be
done. As you say, there is no other counting needed because the
smaller territory fills first.

Cheers,
David



On 26, Jul 2007, at 8:25 PM, terry mcintyre wrote:

Where does the two-point penalty come from? It's not directly  
stated in the rules, so presumably it emerges from the four simple  
rules.


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