[computer-go] IEEE T-CIAIG Special Issue on Monte Carlo Techniques and Computer Go

2009-09-24 Thread Olivier Teytaud
IEEE Transactions on Computational Intelligence and AI in Games

Special Issue on Monte Carlo Techniques and Computer Go

Special-issue editors: Chang-Shing Lee, Martin Müller, Olivier Teytaud

In the last few years Monte Carlo Tree Search (MCTS) has
revolutionised Computer Go, with MCTS programs such as MoGo, Crazy
Stone, Fuego, Many Faces of Go, and Zen achieving a level of play that
seemed unthinkable only a decade ago.  These programs are now
competitive at a professional level for 9x9 Go, and with an 8 stone
handicap for 19x19 Go.

The purpose of this special issue is to publish high quality papers
reporting the latest research covering the theory and practice of
these and other methods applied to Go, and also in applying MCTS to
other games.

MCTS can play very well even with little knowledge about the game as
evidenced by its success in General Game Playing. However, it does not
work well for all games, which poses some interesting questions. When
and why does it succeed and fail?  How can it be extended to new
applications where it does not work yet?  How best may it be combined
with other approaches such as classical minimax search and
knowledge-based methods?

Topics include but are not limited to:

l Emergent Technologies for Computer Go

l Variants of Go (phantom Go, Go Siege)

l Knowledge Representation Models for Computer Go

l MCTS and Reinforcement Learning

l MCTS for Video Games

l Approximation Methods for MCTS

l MCTS for General Game Playing

l Hybrid MCTS Approaches

l Evolving MCTS Players



Authors should follow normal T-CIAIG guidelines for their submissions,
but clearly identify their papers for this special issue during the
submission process. See http://www.ieee-cis.org/pubs/tciaig/ for
author information.  Extended versions of previously published
conference papers are welcome providing the journal paper provides a
significant extension of the conference paper, and is accompanied by a
covering letter explaining the additional contribution.

Schedule

· Deadline for submissions: March 15, 2010

· Notification of Acceptance: June 15, 2010

· Final copy due: October 20, 2010

· Publication: December 2010 or March 2011
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[computer-go] is Zen gone commercial?

2009-09-24 Thread Willemien
not so long ago (after its win in the computer olympiad) it was
announced (or was it just a rumour) that Zen would come publicly
available  or available as commercial package.

Any news about this?.
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Re: [computer-go] is Zen gone commercial?

2009-09-24 Thread Yamato
Willemien wrote:
not so long ago (after its win in the computer olympiad) it was
announced (or was it just a rumour) that Zen would come publicly
available  or available as commercial package.

It is already shipped in Japan, as Tencho no Igo.
The product's name in English is Zenith Go. (Tencho = Zenith)
It will be available on the Internet in the near future.

--
Yamato
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Re: [computer-go] is Zen gone commercial?

2009-09-24 Thread Darren Cook
 It is already shipped in Japan, as Tencho no Igo.

http://soft.mycom.co.jp/pcigo/tencho/index.html

Looks like Windows only. Anyone know if it will run under wine on linux?
They are advertising it as 2-dan (i.e. Japanese 2-dan).

A rather pricey 13,400 yen, or 10,752 yen ($120) online.

Darren

-- 
Darren Cook, Software Researcher/Developer
http://dcook.org/gobet/  (Shodan Go Bet - who will win?)
http://dcook.org/mlsn/ (Multilingual open source semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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Re: [computer-go] is Zen gone commercial?

2009-09-24 Thread Darren Cook
 They are advertising it as 2-dan (i.e. Japanese 2-dan).

Sorry, I skimmed it too quickly. It actually says: KGS 2-dan, which is
equivalent to Japanese Nihon Kiin 3-4 dan.

Darren


-- 
Darren Cook, Software Researcher/Developer
http://dcook.org/gobet/  (Shodan Go Bet - who will win?)
http://dcook.org/mlsn/ (Multilingual open source semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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Re: [computer-go] is Zen gone commercial?

2009-09-24 Thread Jim O'Flaherty, Jr.
Darren,

If it doesn't work on Wine, you could always load a VM, like Sun's VirtualBox, 
install a copy of Windows in that and play from there. VirtualBox has very good 
performance metrics at above 95% of max (non VM) speed. And there's plenty of 
throw-away copies of XP licenses available all over the place as old systems 
retire and are replaced with newer hardware upon which Vista is now installed.


Jim






From: Darren Cook dar...@dcook.org
To: computer-go computer-go@computer-go.org
Sent: Thursday, September 24, 2009 8:00:03 AM
Subject: Re: [computer-go] is Zen gone commercial?

 It is already shipped in Japan, as Tencho no Igo.

http://soft.mycom.co.jp/pcigo/tencho/index.html

Looks like Windows only. Anyone know if it will run under wine on linux?
They are advertising it as 2-dan (i.e. Japanese 2-dan).

A rather pricey 13,400 yen, or 10,752 yen ($120) online.

Darren

-- 
Darren Cook, Software Researcher/Developer
http://dcook.org/gobet/  (Shodan Go Bet - who will win?)
http://dcook.org/mlsn/ (Multilingual open source semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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Re: [computer-go] is Zen gone commercial?

2009-09-24 Thread Yamato
Darren Cook wrote:
 They are advertising it as 2-dan (i.e. Japanese 2-dan).

Sorry, I skimmed it too quickly. It actually says: KGS 2-dan, which is
equivalent to Japanese Nihon Kiin 3-4 dan.

Actually it is a little misleading. 
They didn't say that the commercial version is KGS 2d :-)
Its 2-dan is equivalent to ZenLv6, weak KGS 1d.

--
Yamato
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RE: [computer-go] IEEE T-CIAIG Special Issue on Monte Carlo Techniques and Computer Go

2009-09-24 Thread David Fotland
Before monte carlo I spent a couple of years writing and tuning an
alpha-beta searcher.  It's still in there and I ship it to provide the lower
playing levels.  Alpha-beta with limited time makes much prettier moves than
monte carlo.

Would there be interest in a paper that compares the same knowledge and
engine used in an alpha-beta and monte carlo framework?

David

 -Original Message-
 From: computer-go-boun...@computer-go.org [mailto:computer-go-
 boun...@computer-go.org] On Behalf Of Olivier Teytaud
 Sent: Thursday, September 24, 2009 4:45 AM
 To: computer-go
 Subject: [computer-go] IEEE T-CIAIG Special Issue on Monte Carlo
 Techniques and Computer Go
 
 IEEE Transactions on Computational Intelligence and AI in Games
 
 Special Issue on Monte Carlo Techniques and Computer Go
 
 Special-issue editors: Chang-Shing Lee, Martin Müller, Olivier Teytaud
 
 In the last few years Monte Carlo Tree Search (MCTS) has
 revolutionised Computer Go, with MCTS programs such as MoGo, Crazy
 Stone, Fuego, Many Faces of Go, and Zen achieving a level of play that
 seemed unthinkable only a decade ago.  These programs are now
 competitive at a professional level for 9x9 Go, and with an 8 stone
 handicap for 19x19 Go.
 
 The purpose of this special issue is to publish high quality papers
 reporting the latest research covering the theory and practice of
 these and other methods applied to Go, and also in applying MCTS to
 other games.
 
 MCTS can play very well even with little knowledge about the game as
 evidenced by its success in General Game Playing. However, it does not
 work well for all games, which poses some interesting questions. When
 and why does it succeed and fail?  How can it be extended to new
 applications where it does not work yet?  How best may it be combined
 with other approaches such as classical minimax search and
 knowledge-based methods?
 
 Topics include but are not limited to:
 
 l Emergent Technologies for Computer Go
 
 l Variants of Go (phantom Go, Go Siege)
 
 l Knowledge Representation Models for Computer Go
 
 l MCTS and Reinforcement Learning
 
 l MCTS for Video Games
 
 l Approximation Methods for MCTS
 
 l MCTS for General Game Playing
 
 l Hybrid MCTS Approaches
 
 l Evolving MCTS Players
 
 
 
 Authors should follow normal T-CIAIG guidelines for their submissions,
 but clearly identify their papers for this special issue during the
 submission process. See http://www.ieee-cis.org/pubs/tciaig/ for
 author information.  Extended versions of previously published
 conference papers are welcome providing the journal paper provides a
 significant extension of the conference paper, and is accompanied by a
 covering letter explaining the additional contribution.
 
 Schedule
 
 · Deadline for submissions: March 15, 2010
 
 · Notification of Acceptance: June 15, 2010
 
 · Final copy due: October 20, 2010
 
 · Publication: December 2010 or March 2011
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Re: [SPAM] RE: [computer-go] IEEE T-CIAIG Special Issue on Monte Carlo Techniques and Computer Go

2009-09-24 Thread Olivier Teytaud
 Before monte carlo I spent a couple of years writing and tuning an
 alpha-beta searcher.  It's still in there and I ship it to provide the
 lower
 playing levels.  Alpha-beta with limited time makes much prettier moves
 than
 monte carlo.

 Would there be interest in a paper that compares the same knowledge and
 engine used in an alpha-beta and monte carlo framework?


In my humble opinion, definitely yes; I'll be an interested reader of this.
Olivier
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[computer-go] Generalizing RAVE

2009-09-24 Thread Peter Drake
RAVE is part of a larger family of algorithms. In general we can use  
direct Monte-Carlo results (i.e., the move played directly from a  
node) to determine the probability of winning after playing such a  
move. The generalized RAVE (GRAVE?) family does this by including  
(usually with some discount) moves played on similar boards.  
Different algorithms in this family count different boards as similar:


Basic MCTS (i.e., UCT) without a transposition table counts no other  
boards.


A transposition table counts identical boards, i.e., those with the  
same stones on the board, player to move, simple ko point, and number  
of passes.


AMAF counts all boards.

RAVE counts boards that follow the current board in a playout.

CRAVE (Context-dependent RAVE) counts boards where the neighborhood of  
the move in question looks similar. Dave Hillis discussed one  
implementation for this. I tried another; it works better than plain  
MCTS, but not as well as RAVE.


NAVE (Nearest-neighbor RAVE) counts some set of boards which have a  
small Hamming distance from the current board. Literally storing all  
board-move pairs is catastrophically expensive in both memory and time.


DAVE (Distributed RAVE) stores this information holographically,  
storing win/run counts for each move combined with each point/color  
combination on the board. Thus, there are a set of runs for when a2 is  
black, another for when e3 is vacant, and so forth. To find the values  
for a particular board, sum across the points on that board. This is  
too expensive, but by probing based on only one random point, I was  
able to get something that beats MCTS (but not RAVE).


The following are left as exercises:

http://www.onelook.com/?loc=rz4w=*avescwo=1sswo=1

It's conceivable that some statistical machine learning technique  
(e.g., neural networks) could be applied, with the playouts providing  
data for the regression.


The more I study this and try different variants, the more impressed I  
am by RAVE. Boards after the current board is a very clever way of  
defining similarity. Also, recorded RAVE playouts, being stored in  
each node, expire in an elegant way. It still seems that RAVE fails to  
exploit some sibling information. For example, if I start a playout  
with black A, white B, and white wins, I should (weakly) consider B as  
a response to any black first move.


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



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Re: [computer-go] Generalizing RAVE

2009-09-24 Thread Yamato
Peter Drake wrote:
The more I study this and try different variants, the more impressed I  
am by RAVE. Boards after the current board is a very clever way of  
defining similarity. Also, recorded RAVE playouts, being stored in  
each node, expire in an elegant way. It still seems that RAVE fails to  
exploit some sibling information. For example, if I start a playout  
with black A, white B, and white wins, I should (weakly) consider B as  
a response to any black first move.

It is exactly the same as my thought. I also have tried CRAVE, but the
results were worse than normal RAVE.

While RAVE is a very efficient algorithm, it strongly limits scalability
of the program. It typically makes a fatal mistake in the position that
the order of moves are important. We definitely need to improve RAVE,
but it is a very tough job.

--
Yamato
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Re: [computer-go] Generalizing RAVE

2009-09-24 Thread terry mcintyre




Peter Drake wrote:
The more I study this and try different variants, the more impressed I  
am by RAVE. Boards after the current board is a very clever way of  
defining similarity. Also, recorded RAVE playouts, being stored in  
each node, expire in an elegant way. It still seems that RAVE fails to  
exploit some sibling information. For example, if I start a playout  
with black A, white B, and white wins, I should (weakly) consider B as  
a response to any black first move.

Yamato replied:

 It is exactly the same as my thought. I also have tried CRAVE, but the
 results were worse than normal RAVE.

 While RAVE is a very efficient algorithm, it strongly limits scalability
 of the program. It typically makes a fatal mistake in the position that
 the order of moves are important. We definitely need to improve RAVE,
 but it is a very tough job.

Indeed it is. How may a program reason about the order of moves? At higher 
levels of play, the order of moves is often crucial. 


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RE: [computer-go] Generalizing RAVE

2009-09-24 Thread David Fotland
 Tried CRAVE also, using 3x3 patterns as the context.  It didn't work.

David

 -Original Message-
 From: computer-go-boun...@computer-go.org [mailto:computer-go-
 boun...@computer-go.org] On Behalf Of Peter Drake
 Sent: Thursday, September 24, 2009 12:00 PM
 To: Computer Go
 Subject: [computer-go] Generalizing RAVE
 
 RAVE is part of a larger family of algorithms. In general we can use
 direct Monte-Carlo results (i.e., the move played directly from a
 node) to determine the probability of winning after playing such a
 move. The generalized RAVE (GRAVE?) family does this by including
 (usually with some discount) moves played on similar boards.
 Different algorithms in this family count different boards as similar:
 
 Basic MCTS (i.e., UCT) without a transposition table counts no other
 boards.
 
 A transposition table counts identical boards, i.e., those with the
 same stones on the board, player to move, simple ko point, and number
 of passes.
 
 AMAF counts all boards.
 
 RAVE counts boards that follow the current board in a playout.
 
 CRAVE (Context-dependent RAVE) counts boards where the neighborhood of
 the move in question looks similar. Dave Hillis discussed one
 implementation for this. I tried another; it works better than plain
 MCTS, but not as well as RAVE.
 
 NAVE (Nearest-neighbor RAVE) counts some set of boards which have a
 small Hamming distance from the current board. Literally storing all
 board-move pairs is catastrophically expensive in both memory and time.
 
 DAVE (Distributed RAVE) stores this information holographically,
 storing win/run counts for each move combined with each point/color
 combination on the board. Thus, there are a set of runs for when a2 is
 black, another for when e3 is vacant, and so forth. To find the values
 for a particular board, sum across the points on that board. This is
 too expensive, but by probing based on only one random point, I was
 able to get something that beats MCTS (but not RAVE).
 
 The following are left as exercises:
 
 http://www.onelook.com/?loc=rz4w=*avescwo=1sswo=1
 
 It's conceivable that some statistical machine learning technique
 (e.g., neural networks) could be applied, with the playouts providing
 data for the regression.
 
 The more I study this and try different variants, the more impressed I
 am by RAVE. Boards after the current board is a very clever way of
 defining similarity. Also, recorded RAVE playouts, being stored in
 each node, expire in an elegant way. It still seems that RAVE fails to
 exploit some sibling information. For example, if I start a playout
 with black A, white B, and white wins, I should (weakly) consider B as
 a response to any black first move.
 
 Peter Drake
 http://www.lclark.edu/~drake/
 
 
 
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