[Computer-go] CLeelaz9Test on CGOS 9x9
Hi, It seems CLeelaz9Test rating has changed from 1700 to 2500. http://www.yss-aya.com/cgos/9x9/cross/CLeelaz9Test.html Could CLeelaz9Test author change its name when program get stronger? like CLeelaz9_1 or CLeelaz9_2. CGOS users may want to know correct rating quickly. Same program name but different strength is not good for CGOS rating system. Especially, BayesElo assumes all program strength are fixed. Thanks, Hiroshi Yamashita ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] MCTS with win-draw-loss scores
Ah, right, the cases where you and your opponent's interests are not perfectly anti-aligned make things a bit trickier, possibly introducing some game theory into the mix. Then I don't know. :) My first instinct is to say that in principle you should provide the neural net both "must-win" parameters, and have the neural net produce two value outputs, namely the expected utilities for each side separately (which might not sum to 0), which the MCTS would accumulate separately, and at each node depending on who is to move it would use the appropriate side's statistics to choose the child to simulate. That's quite a big difference though, and I haven't thought about ways that this could go wrong, it seems like there might easily be some big pitfalls here. The case where you and your opponent's interests are exactly anti-aligned should still be straightforward though. In that case the way I think of it is that "Play chess where draws are worth half a win and half a loss" and "Play chess where draws are losing for you and winning for your opponent" are two entirely distinct zero-sum games that merely happen to share a lot of rules and features. So of course you should train on both games and distinguish the two so that the neural net always knows which one it's playing, but you can still share the same neural net instead of having two separate nets to take advantage of the fact that each one will regularize the learning for the other. Maybe you still do need to take a little care, for example in Chess if the bot gets sufficiently strong then must-win as black might just always fail to succeed and only produce uninformative samples of always failing, harming the training. I'm optimistic, but ultimately, all this would still need testing. On Tue, Feb 13, 2018 at 12:11 PM, Dan Schmidtwrote: > Do you intend to use the same draw values for both sides in the self-play > games? They can be independent: > - in a 3/1/0 scenario, neither player is especially happy with a draw > (and in fact would rather each throw a game to each other in a two-game > match than make two draws, but that's a separate issue); > - in a match with one game left, both players agree that a draw and a > Black win (say) are equivalent results; > - in a tournament, the must-win situations of both players could be > independent. > > In real life you usually have a good sense of how your opponent's > "must-win" parameter is set, but that doesn't really apply here. > > > On Tue, Feb 13, 2018 at 10:58 AM, David Wu wrote: > >> Actually this pretty much solves the whole issue right? Of course the >> proof would be to actually test it out, but it seems to me a pretty >> straightforward solution, not nontrivial at all. >> >> >> On Feb 13, 2018 10:52 AM, "David Wu" wrote: >> >> Seems to me like you could fix that in the policy too by providing an >> input feature plane that indicates the value of a draw, whether 0 as >> normal, or -1 for must-win, or -1/3 for 3/1/0, or 1 for only-need-not-lose, >> etc. >> >> Then just play games with a variety of values for this parameter in your >> self-play training pipeline so the policy net gets exposed to each kind of >> game. >> >> On Feb 13, 2018 10:40 AM, "Dan Schmidt" wrote: >> >> The AlphaZero paper says that they just assign values 1, 0, and -1 to >> wins, draws, and losses respectively. This is fine for maximizing your >> expected value over an infinite number of games given the way that chess >> tournaments (to pick the example that I'm familiar with) are typically >> scored, where you get 1, 0.5, and 0 points respectively for wins, draws, >> and losses. >> >> However 1) not all tournaments use this scoring system (3/1/0 is popular >> these days, to discourage draws), and 2) this system doesn't account for >> must-win situations where a draw is as bad as a loss (say you are 1 point >> behind your opponent and it's the last game of a match). Ideally you'd keep >> track of all three probabilities and use some linear meta-scoring function >> on top of them. I don't think it's trivial to extend the AlphaZero >> architecture to handle this, though. Maybe it is sufficient to train with >> the standard meta-scoring (while keeping track of the separate W/D/L >> probabilities) but then use the currently applicable meta-scoring while >> playing. Your policy network won't quite match your current situation, but >> at least your value network and search will. >> >> On Tue, Feb 13, 2018 at 10:05 AM, "Ingo Althöfer" <3-hirn-ver...@gmx.de> >> wrote: >> >>> Hello, >>> >>> what is known about proper MCTS procedures for games >>> which do not only have wins and losses, but also draws >>> (like chess, Shogi or Go with integral komi)? >>> >>> Should neural nets provide (win, draw, loss)-probabilities >>> for positions in such games? >>> >>> Ingo. >>> ___ >>> Computer-go mailing list >>>
Re: [Computer-go] MCTS with win-draw-loss scores
The exact meaning of the result MCTS returns is irrelevant. The net should just learn it. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] MCTS with win-draw-loss scores
Do you intend to use the same draw values for both sides in the self-play games? They can be independent: - in a 3/1/0 scenario, neither player is especially happy with a draw (and in fact would rather each throw a game to each other in a two-game match than make two draws, but that's a separate issue); - in a match with one game left, both players agree that a draw and a Black win (say) are equivalent results; - in a tournament, the must-win situations of both players could be independent. In real life you usually have a good sense of how your opponent's "must-win" parameter is set, but that doesn't really apply here. On Tue, Feb 13, 2018 at 10:58 AM, David Wuwrote: > Actually this pretty much solves the whole issue right? Of course the > proof would be to actually test it out, but it seems to me a pretty > straightforward solution, not nontrivial at all. > > > On Feb 13, 2018 10:52 AM, "David Wu" wrote: > > Seems to me like you could fix that in the policy too by providing an > input feature plane that indicates the value of a draw, whether 0 as > normal, or -1 for must-win, or -1/3 for 3/1/0, or 1 for only-need-not-lose, > etc. > > Then just play games with a variety of values for this parameter in your > self-play training pipeline so the policy net gets exposed to each kind of > game. > > On Feb 13, 2018 10:40 AM, "Dan Schmidt" wrote: > > The AlphaZero paper says that they just assign values 1, 0, and -1 to > wins, draws, and losses respectively. This is fine for maximizing your > expected value over an infinite number of games given the way that chess > tournaments (to pick the example that I'm familiar with) are typically > scored, where you get 1, 0.5, and 0 points respectively for wins, draws, > and losses. > > However 1) not all tournaments use this scoring system (3/1/0 is popular > these days, to discourage draws), and 2) this system doesn't account for > must-win situations where a draw is as bad as a loss (say you are 1 point > behind your opponent and it's the last game of a match). Ideally you'd keep > track of all three probabilities and use some linear meta-scoring function > on top of them. I don't think it's trivial to extend the AlphaZero > architecture to handle this, though. Maybe it is sufficient to train with > the standard meta-scoring (while keeping track of the separate W/D/L > probabilities) but then use the currently applicable meta-scoring while > playing. Your policy network won't quite match your current situation, but > at least your value network and search will. > > On Tue, Feb 13, 2018 at 10:05 AM, "Ingo Althöfer" <3-hirn-ver...@gmx.de> > wrote: > >> Hello, >> >> what is known about proper MCTS procedures for games >> which do not only have wins and losses, but also draws >> (like chess, Shogi or Go with integral komi)? >> >> Should neural nets provide (win, draw, loss)-probabilities >> for positions in such games? >> >> Ingo. >> ___ >> Computer-go mailing list >> Computer-go@computer-go.org >> http://computer-go.org/mailman/listinfo/computer-go > > > > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > > > > > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] MCTS with win-draw-loss scores
Actually this pretty much solves the whole issue right? Of course the proof would be to actually test it out, but it seems to me a pretty straightforward solution, not nontrivial at all. On Feb 13, 2018 10:52 AM, "David Wu"wrote: Seems to me like you could fix that in the policy too by providing an input feature plane that indicates the value of a draw, whether 0 as normal, or -1 for must-win, or -1/3 for 3/1/0, or 1 for only-need-not-lose, etc. Then just play games with a variety of values for this parameter in your self-play training pipeline so the policy net gets exposed to each kind of game. On Feb 13, 2018 10:40 AM, "Dan Schmidt" wrote: The AlphaZero paper says that they just assign values 1, 0, and -1 to wins, draws, and losses respectively. This is fine for maximizing your expected value over an infinite number of games given the way that chess tournaments (to pick the example that I'm familiar with) are typically scored, where you get 1, 0.5, and 0 points respectively for wins, draws, and losses. However 1) not all tournaments use this scoring system (3/1/0 is popular these days, to discourage draws), and 2) this system doesn't account for must-win situations where a draw is as bad as a loss (say you are 1 point behind your opponent and it's the last game of a match). Ideally you'd keep track of all three probabilities and use some linear meta-scoring function on top of them. I don't think it's trivial to extend the AlphaZero architecture to handle this, though. Maybe it is sufficient to train with the standard meta-scoring (while keeping track of the separate W/D/L probabilities) but then use the currently applicable meta-scoring while playing. Your policy network won't quite match your current situation, but at least your value network and search will. On Tue, Feb 13, 2018 at 10:05 AM, "Ingo Althöfer" <3-hirn-ver...@gmx.de> wrote: > Hello, > > what is known about proper MCTS procedures for games > which do not only have wins and losses, but also draws > (like chess, Shogi or Go with integral komi)? > > Should neural nets provide (win, draw, loss)-probabilities > for positions in such games? > > Ingo. > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] MCTS with win-draw-loss scores
Seems to me like you could fix that in the policy too by providing an input feature plane that indicates the value of a draw, whether 0 as normal, or -1 for must-win, or -1/3 for 3/1/0, or 1 for only-need-not-lose, etc. Then just play games with a variety of values for this parameter in your self-play training pipeline so the policy net gets exposed to each kind of game. On Feb 13, 2018 10:40 AM, "Dan Schmidt"wrote: The AlphaZero paper says that they just assign values 1, 0, and -1 to wins, draws, and losses respectively. This is fine for maximizing your expected value over an infinite number of games given the way that chess tournaments (to pick the example that I'm familiar with) are typically scored, where you get 1, 0.5, and 0 points respectively for wins, draws, and losses. However 1) not all tournaments use this scoring system (3/1/0 is popular these days, to discourage draws), and 2) this system doesn't account for must-win situations where a draw is as bad as a loss (say you are 1 point behind your opponent and it's the last game of a match). Ideally you'd keep track of all three probabilities and use some linear meta-scoring function on top of them. I don't think it's trivial to extend the AlphaZero architecture to handle this, though. Maybe it is sufficient to train with the standard meta-scoring (while keeping track of the separate W/D/L probabilities) but then use the currently applicable meta-scoring while playing. Your policy network won't quite match your current situation, but at least your value network and search will. On Tue, Feb 13, 2018 at 10:05 AM, "Ingo Althöfer" <3-hirn-ver...@gmx.de> wrote: > Hello, > > what is known about proper MCTS procedures for games > which do not only have wins and losses, but also draws > (like chess, Shogi or Go with integral komi)? > > Should neural nets provide (win, draw, loss)-probabilities > for positions in such games? > > Ingo. > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] MCTS with win-draw-loss scores
On 13-02-18 16:05, "Ingo Althöfer" wrote: > Hello, > > what is known about proper MCTS procedures for games > which do not only have wins and losses, but also draws > (like chess, Shogi or Go with integral komi)? > > Should neural nets provide (win, draw, loss)-probabilities > for positions in such games? I treat draw the same as a 50% win-rate score. Works well enough, don't really see what advantages treating it separately would give. -- GCP ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] MCTS with win-draw-loss scores
The AlphaZero paper says that they just assign values 1, 0, and -1 to wins, draws, and losses respectively. This is fine for maximizing your expected value over an infinite number of games given the way that chess tournaments (to pick the example that I'm familiar with) are typically scored, where you get 1, 0.5, and 0 points respectively for wins, draws, and losses. However 1) not all tournaments use this scoring system (3/1/0 is popular these days, to discourage draws), and 2) this system doesn't account for must-win situations where a draw is as bad as a loss (say you are 1 point behind your opponent and it's the last game of a match). Ideally you'd keep track of all three probabilities and use some linear meta-scoring function on top of them. I don't think it's trivial to extend the AlphaZero architecture to handle this, though. Maybe it is sufficient to train with the standard meta-scoring (while keeping track of the separate W/D/L probabilities) but then use the currently applicable meta-scoring while playing. Your policy network won't quite match your current situation, but at least your value network and search will. On Tue, Feb 13, 2018 at 10:05 AM, "Ingo Althöfer" <3-hirn-ver...@gmx.de> wrote: > Hello, > > what is known about proper MCTS procedures for games > which do not only have wins and losses, but also draws > (like chess, Shogi or Go with integral komi)? > > Should neural nets provide (win, draw, loss)-probabilities > for positions in such games? > > Ingo. > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
[Computer-go] MCTS with win-draw-loss scores
Hello, what is known about proper MCTS procedures for games which do not only have wins and losses, but also draws (like chess, Shogi or Go with integral komi)? Should neural nets provide (win, draw, loss)-probabilities for positions in such games? Ingo. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go