Re: [Computer-go] Congratulations to AlphaGo (Statistical significance of results)

2016-03-30 Thread Olivier Teytaud
don't use asymptotic normality with a sample size 5, use Fisher's exact test

the p-value for the rejection of
"P(alpha-Go wins a given game against Lee Sedol)<.5"
might be something like 3/16
(under the "independent coin" assumption!)

this is not 0.05, but still quite an impressive result :-)

with 5-0 it would have been <0.05.



On Wed, Mar 30, 2016 at 6:59 PM, Ryan Hayward <hayw...@ualberta.ca> wrote:

> Hey Simon,
>
> I only now remembered:
>
> we actually experimented on the effect
> of making 1 blunder (random move instead of learned/searched move)
> in Go and Hex
>
> "Blunder Cost in Go and Hex"
>
> so this might be a starting point for your question
> of measuring player strength by measuring
> all move strengths...
>
> https://webdocs.cs.ualberta.ca/~hayward/papers/blunder.pdf
>
> On Wed, Mar 30, 2016 at 5:29 AM, Lucas, Simon M <s...@essex.ac.uk> wrote:
>
>> In my original post I put a link to
>> the relevant section of the MacKay
>> book that shows exactly how to calculate
>> the probability of superiority
>> assuming the game outcome is modelled as
>> a biased coin toss:
>>
>> http://www.inference.phy.cam.ac.uk/itila/
>>
>>
>> I was making the point that for this
>>
>> and for other outcomes of skill-based games
>> we can do so much more (and as humans we intuitively
>> DO do so much more) than just look at the event
>> outcome - and maybe as a community we should do that more
>> routinely and more quantitatively (e.g.
>> by analysing the quality of each move / action)
>>
>> Best wishes,
>>
>>   Simon
>>
>>
>>
>> On 30/03/2016, 11:57, "Computer-go on behalf of djhbrown ." <
>> computer-go-boun...@computer-go.org on behalf of djhbr...@gmail.com>
>> wrote:
>>
>> >Simon wrote: "I was discussing the results with a colleague outside
>> >of the Game AI area the other day when he raised
>> >the question (which applies to nearly all sporting events,
>> >given the small sample size involved)
>> >of statistical significance - suggesting that on another week
>> >the result might have been 4-1 to Lee Sedol."
>> >
>> >call me naive, but perhaps you could ask your colleague to calculate
>> >the probability one of side winning 4 games out of 5, and then say
>> >whether that is within 2 standard deviations of the norm.
>> >
>> >his suggestion is complete nonsense, regardless of the small sample
>> >size.  perhaps you could ask a statistician next time.
>> >
>> >--
>> >patient: "whenever i open my mouth, i get a shooting pain in my foot"
>> >doctor: "fire!"
>> >http://sites.google.com/site/djhbrown2/home
>> >https://www.youtube.com/user/djhbrown
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>
>
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> Professor and Director (Outreach+Diversity)
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Re: [Computer-go] Game 4: a rare insight

2016-03-13 Thread Olivier Teytaud
Should we understand that AlphaGo had not understood that O10 was dead ?
(sorry for Go beginner question :-) )

On Sun, Mar 13, 2016 at 1:42 PM, Detlef Schmicker <d...@physik.de> wrote:

> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> You are right, but from fig 2 of the paper can see, that mc and value
> network should give similar results:
>
> 70% value network should be comparable to 60-65% MC winrate from this
> paper, usually expected around move 140 in a "human expert game" (what
> ever this means in this figure :)
>
> Am 13.03.2016 um 12:48 schrieb Seo Sanghyeon:
> > 2016-03-13 17:54 GMT+09:00 Darren Cook <dar...@dcook.org>:
> >> From Demis Hassabis: When I say 'thought' and 'realisation' I
> >> just mean the output of #AlphaGo value net. It was around 70% at
> >> move 79 and then dived on move 87
> >>
> >> https://twitter.com/demishassabis/status/708934687926804482
> >>
> >> Assuming that is an MCTS estimate of winning probability, that
> >> 70% sounds high (i.e. very confident);
> >
> > That tweet says 70% is from value net, not from MCTS estimate.
> >
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> -END PGP SIGNATURE-
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Re: [Computer-go] Congratulations to AlphaGo

2016-03-12 Thread Olivier Teytaud
And please tell us how many stones AlphaGo can give to Aja or
to other strong players :-)

(well, I understand you have the two last games to take care of :-) )

On Sat, Mar 12, 2016 at 12:07 PM, Erik van der Werf <
erikvanderw...@gmail.com> wrote:

> Congratulations Aja & Deepmind team!
>
> Now that the victory is clear, perhaps you can say a bit more on the
> latest developments? Any major scientific breakthroughs beyond what we
> already know from the Nature paper?
>
> Enjoy the moments!
>
> Erik
>
>
> On Sat, Mar 12, 2016 at 9:53 AM, Aja Huang <ajahu...@google.com> wrote:
>
>> Thanks all. AlphaGo has won the match against Lee Sedol. But there are
>> still 2 games to play.
>>
>> Aja
>>
>> On Sat, Mar 12, 2016 at 5:49 PM, Jim O'Flaherty <
>> jim.oflaherty...@gmail.com> wrote:
>>
>>> It was exhilerating to witness history being made! Awesome!
>>>
>>> On Sat, Mar 12, 2016 at 2:17 AM, David Fotland <fotl...@smart-games.com>
>>> wrote:
>>>
>>>> Tremendous games by AlphaGo.  Congratulations!
>>>>
>>>>
>>>>
>>>> *From:* Computer-go [mailto:computer-go-boun...@computer-go.org] *On
>>>> Behalf Of *Lukas van de Wiel
>>>> *Sent:* Saturday, March 12, 2016 12:14 AM
>>>> *To:* computer-go@computer-go.org
>>>> *Subject:* [Computer-go] Congratulations to AlphaGo
>>>>
>>>>
>>>>
>>>> Whoa, what a fight! Well fought, and well won!
>>>>
>>>> Lukas
>>>>
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Re: [Computer-go] AlphaGo won the second game!

2016-03-10 Thread Olivier Teytaud
The most surprising fact, to me, is that it's possible to apply "reinforce"
on such a large scale. Reinforce is not new, but even with millions of cores
I did not expect this to be possible. I would have assumed that reinforce
would
just produce random noise when applied at such a scale :-)


On Thu, Mar 10, 2016 at 9:29 PM, Petr Baudis <pa...@ucw.cz> wrote:

> On Thu, Mar 10, 2016 at 07:20:11PM +, Josef Moudrik wrote:
> > Yes, but they are not some random cherry picking third party; have a look
> > on the top authors of the paper - David Silver, Aja Huang, Chris
> Maddison..
>
> Also, they aren't merely wrapping engineering around existing science
> and putting existing things together, but invented several new methods
> too.  So, of course they are standing on the shoulders of giants, and
> the massive computational resources of Google had been a lot of help,
> but I'd say there is a fair amount of originality in the AlphaGo
> research, scientifically.
>
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Re: [Computer-go] AlphaGo won first game!

2016-03-09 Thread Olivier Teytaud
Congratulations to AlphaGo people!

Are there strong humans who have an opinion, on whether this advantage at
move 26
is real ?

In pro games, does it happen often that there is a clear advantage at move
26 ?




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Re: [Computer-go] Mastering the Game of Go with Deep Neural Networks and Tree Search

2016-02-02 Thread Olivier Teytaud
>
> If AlphaGo had lost at least one game, I'd understand how people can have
>> an upper bound on its level, but with 5-0 (except for Blitz) it's hard to
>> have an upper bound on his level. After all, AlphaGo might just have played
>> well enough for crushing Fan Hui, and a weak move while the position is
>> still in favor of AlphaGo is not really a weak move (at least in a
>> game-theoretic point of view...).
>>
>
> I just want to point that according to Myungwan Kim 9p (video referenced
> in this thread) on the first game, Alpha Go did some mistake early in the
> game and was behind during nearly the whole game so some of his moves
> should be weak in game-theoric point of view.
>

Thanks, this point is interesting - that's really an argument limiting the
strength of AlphaGo.

On the other hand, they have super strong people in the team (at the pro
level, maybe ? if Aja has pro level...),
and one of the guys said he is "quietly confident", which suggests they
have strong reasons for believing they have a big chance :-)

Good luck AlphaGo :-) I'm grateful because since this happened many more
doors are opened for people
working with these tools, even if they don't touch games, and this is
really useful for the world :-)



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Re: [Computer-go] Mastering the Game of Go with Deep Neural Networks and Tree Search

2016-02-02 Thread Olivier Teytaud
> Without clarity, progress is delayed. Every professor at university will
> confirm this to you.
>

IMHO, Petr contributed enough to academic research
for not needing a discussion with a professor at university
for learning how to do/clarify research :-)






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Re: [Computer-go] AlphaGo and the Standard Mistake in Research and Journalism

2016-02-01 Thread Olivier Teytaud
>
>
> I am pretty sure that such an implicit expression exists: it is << the
>> number of etc etc
>>
>
> We do not speak of just the definition of what kind of number to find, but
> of the construction of finding the number (or already of a compression of
> its explicit digits).


It's hard to come up with a formal definition of "implicit expression"
which excludes the definition itself :-)  maybe something like a fast
algorithm for computing a given digit (this exists for pi
https://www.math.hmc.edu/funfacts/ffiles/20010.5.shtml ).

(Well, it's fun, but I would not spend days on this :-) )
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Re: [Computer-go] AlphaGo and the Standard Mistake in Research and Journalism

2016-02-01 Thread Olivier Teytaud
>
>
> How do you know that an implicit expression (of length smaller than 10^80)
> of the number does not exist? :)
>

I am pretty sure that such an implicit expression exists: it is << the
number of etc etc >> (formalized for your favorite set of rules :-) ).




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Re: [Computer-go] Mastering the Game of Go with Deep Neural Networks and Tree Search

2016-02-01 Thread Olivier Teytaud
If AlphaGo had lost at least one game, I'd understand how people can have
an upper bound on its level, but with 5-0 (except for Blitz) it's hard to
have an upper bound on his level. After all, AlphaGo might just have played
well enough for crushing Fan Hui, and a weak move while the position is
still in favor of AlphaGo is not really a weak move (at least in a
game-theoretic point of view...).



On Mon, Feb 1, 2016 at 12:12 PM, Petr Baudis <pa...@ucw.cz> wrote:

>   Hi!
>
> On Mon, Feb 01, 2016 at 09:19:56AM +, Darren Cook wrote:
> > > someone cracked Go right before that started. Then I'd have plenty of
> > > time to pick a new research topic." It looks like AlphaGo has
> > > provided.
> >
> > It seems [1] the smart money might be on Lee Sedol:
> >
> > 1. Ke Jie (world champ) – limited strength…but still amazing… Less than
> > 5% chance against Lee Sedol now. But as it can go stronger, who knows
> > its future…
> > 2. Mi Yuting (world champ) – appears to be a ‘chong-duan-shao-nian (kids
> > on the path to pros)’, ~high-level amateur.
> > 3, Li Jie (former national team player) – appears to be pro-level. one
> > of the games is almost perfect (for AlphaGo)
> >
> >
> > On the other hand, AlphaGo got its jump in level very quickly (*), so it
> > is hard to know if they just got lucky (i.e. with ideas things working
> > first time) or if there is still some significant tweaking possible in
> > these 5 months of extra development (October 2015 to March 2016).
>
>   AlphaGo's achievement is impressive, but I'll bet on Lee Sedol
> any time if he gets some people to explain the weaknesses of computers
> and does some serious research.
>
>   AlphaGo didn't seem to solve the fundamental reading problems of
> MCTS, just compensated with great intuition that can also remember
> things like corner life shapes.  But if Lee Sedol gets the game to
> a confusing fight with a long semeai or multiple unusual life
> shapes, I'd say based on what I know on AlphaGo that it'll collapse just
> as current programs would.  And, well, Lee Sedol is rather famous for
> his fighting style.  :)
>
>   Unless of course AlphaGo did achieve yet another fundamental
> breakthrough since October, but I suspect it'll be a long process yet.
> For the same reason, I think strong players that'd play against AlphaGo
> would "learn to beat it" just as you see with weaker players+bots on
> KGS.
>
>   I wonder how AlphaGo would react to an unexpected deviation from a
> joseki that involves a corner semeai.
>
> > [1]: Comment by xli199 at
> >
> http://gooften.net/2016/01/28/the-future-is-here-a-professional-level-go-ai/
> >
> > [2]: When did DeepMind start working on go? I suspect it might only
> > after have been after the video games project started to wound down,
> > which would've Feb 2015? If so, that is only 6-8 months (albeit with a
> > fairly large team).
>
>   Remember the two first authors of the paper:
>
>   * David Silver - his most cited paper is "Combining online and offline
> knowledge in UCT", the 2007 paper that introduced RAVE
>
>   * Aja Huang - the author of Erica, among many other things
>
>   So this isn't a blue sky research at all, and I think they had Go in
> crosshairs for most of the company's existence.  I don't know the
> details of how DeepMind operates, but I'd imagine the company works
> on multiple things at once. :-)
>
> --
> Petr Baudis
> If you have good ideas, good data and fast computers,
> you can do almost anything. -- Geoffrey Hinton
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Re: [Computer-go] Mastering the Game of Go with Deep Neural Networks and Tree Search

2016-02-01 Thread Olivier Teytaud
Ok, it's not blitz according to http://senseis.xmp.net/?BlitzGames
(limit at 10s/move for Blitz). But really shorter time settings.

I've seen (as you all) many posts guessing that AlphaGo will lose, but I
find
that hard to know. If Fan Hui had won one game, I would say that AlphaGo is
not ready for Lee Sedol, but with 5-0...

(incidentally, there is one great piece of news for machine learning
people: people in industry are much more interested than before for letting
us try our deep learning algorithms on their data and that's good for the
world :-) )
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Re: [Computer-go] Number of Go positions computed at last (John Tromp)

2016-01-25 Thread Olivier Teytaud
Hi;
maybe, for the rules, you would like the Chinese rules,
and in particular the
"TROMP-TAYLOR CONCISE RULES OF GO"
at https://www.cs.cmu.edu/~wjh/go/tmp/rules/TrompTaylor.html

If you like maths, you might check Robson's result, which shows that with
Japanese rules the game is Exptime-hard (exptime-completeness depends on
the exact formalization of Japanese rules, which are too blurry...) (see at
the end of this message).

The complexity for Chinese rules is somewhere between Pspace and Expspace
(this was discussed earlier in this mailing list, I guess... sorry for not
remembering who pointed out first that the common belief that Go with
Chinese rules is in Exptime has never been formally proved and is in fact
not trivial).

Interestingy, for Japanese rules, even for a subset of positions for which
Robson's result is applied, the decidability of phantom-Go (in the sense:
is there a move with winning probability >= 50% ?) is not proved (the
undecidability is not proved, also :-) ); and for Chinese rules, the
decidability is obvious, but the upper complexity bounds are just
huge.

=
Nb: Robson's paper is discussed here
https://docs.google.com/document/d/1Oq4Vk4oEDZQEbB3hql8nCDUK69pmyJrG0rs9LvsG_WM/edit;
I have scanned the original report and, as Michael agrees for it, I will
put this on the web soon (for the moment only rare people have access to
the document in paper format :-) ).









On Mon, Jan 25, 2016 at 9:11 AM, Mark Goldfain <markgoldf...@comcast.net>
wrote:

> Well, although Dr. Tromp seems rather modest about this result, I haven't
> heard of anyone else doing similarly interesting work on the theoretical
> foundations of the game.  This set of results is fascinating and
> newsworthy.
> Congratulations on carrying this out, all the way up to 19x19 !
>
> I have a couple of questions, if these comments are being seen by Dr.
> Tromp.
>
> 1. So, as you go up the chart, what is the percentage of all possible
> positions that are legal?
> Isn't that a trivially-quick corollary from your results?  [ (Tromp
> result) / (3 **(n*n)) ]
> And isn't that an interesting sequence?  Perhaps more intuitively
> useful to a go-programmer
> than the raw numbers themselves?  Does this set of ratios make any
> intuitive sense to you
> ... or should I rephrase that as -- can you rationalize these results
> of the ratios?
>
> 2. One of the most frustrating things about writing a program to play go
> is that the rules are
> a bit blurry.  Far too blurry to really satisfy a computer
> programmer.  I think some of the
> work you've done over the years is in creating a rigorous and
> computable set of rules.
> Is this correct, or have I heard wrong on this count?  Do you have a
> set of rules that
> could be profitably used for the basis of a go-playing program, that
> you like today?
> Is there a link to such a rule set somewhere?
>
> Thanks,
> -- Mark Goldfain
>
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Re: [Computer-go] Fast pick from a probability list

2015-10-07 Thread Olivier Teytaud
In case the question is more on the computational part, you might
use a binary tree, so that you do the selection in time O(log(number of
moves))
instead of O(number of moves). The update is also in logarithmic time for
some probability update rules (to be discussed, depends on how you modify
your probabilities - well, if you modify them :-) ).
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[Computer-go] cgos 9x9

2015-07-03 Thread Olivier Teytaud
Hello;
we would like to come back to Computer-Go,
starting with the small 9x9 board; is there any such Cgos running somewhere ?
Thanks to people currently running the 13x13.
Or maybe we should run a 9x9 server ourselves if nobody has this in
his/her agenda ?
Best regards,
Olivier
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Re: [SPAM] Re: [SPAM] [computer-go] Paper about Mogo's Opening Strategy

2010-01-17 Thread Olivier Teytaud
 I'm sure many people are curious - MoGo(TW?) doesn't participate much
 in computer tournaments nowadays, are you working on some new exciting
 things or is the project mostly asleep right now? :-)

Competitions are very boring and time consuming. Other people from the mogo-team
can participate in tournaments if they want to, but for me I prefer to
work on improvements, and in particular I prefer to try big changes
(which fail 97% of the time) than small changes which provide
negligible improvements. When there are computations every 2 months,
the small improvements often take all the place.

There are works in progress around MoGo:
- We'd like to have an almost solving of 9x9 Go, by working in
particular on a huge
   opening book. Nonetheless, there's still a lot of work on that. For
example, MoGoTW
   can play very stupid move if the opponent makes a stupid opening
move, and
   removing this would be great.

- As many people, we would really like to have learning from one
branch of the tree
   to another. We have some things which provide a few percents improvements,
   but we are a bit tired of this kind of small improvements, and
I'd like a big
   change.

- Also, we have many applications in progress in other fields, from
classical artificial
   intelligence tasks (like expensive optimization or active learning)
or for completely
   industrial tasks (like my favorite application, namely power management)

- We also try to automatize the building and validation of patterns or
UCT formula -
something which is important far beyond Go. However, for Go, this
is clearly not
very important - mogo and all strong programs are by far too optimized for
improving a lot by empirical tuning. For partially observable
games, things are very
different I think - as pointed out in some nice papers tuning
becomes the main
thing in very difficult frameworks like partially observable
games, making them
quite interesting as a benchmark.

I guess some of these goals are shared by many people in this mailing
list, so I'm
sorry for this long email with probably nothing very original in it :-)
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Re: [SPAM] Re: [computer-go] Paper about Mogo's Opening Strategy

2010-01-17 Thread Olivier Teytaud
 Apparently an opening book cannot be used with a stronger or weaker Go
 player as-is, but I wonder how useful it would be as a seed?

If we follows the fictitious play algorithm, maybe we should accept
a modification
of the opening book only after comparison with *all* previous versions
of the OB.
However it is quite time consuming... may be there's nothing faster than that...
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Re: [SPAM] Re: [SPAM] Re: [SPAM] [computer-go] Paper about Mogo's Opening Strategy

2010-01-17 Thread Olivier Teytaud

   This is very interesting, do you have pointers to any papers or
 presentations concerning MCTS applications like this in any detail?
 If not yet, I'm sure many people on this list will be interested
 to hear about any publications in this area too when you finish some
 of the applications.


1) Application to fundamental AI tasks:

Application to noisy non-linear optimization (Algorithmica 2009):
 http://hal.inria.fr/inria-00369788 (personnally, this
work convinced
 me that UCT was really a great algorithm - for noisy
applications,
 UCT really brings an improvement over many forms of
MCTS, and
 as I've spent a long time trying to solve the same
thing with
 other tools without success, I've been very surprised
of succeeding
 at the first trial with UCT)

Application to non-linear optimization:
http://hal.inria.fr/inria-00374910/fr/

Application to active learning (ECML 2009)
http://hal.inria.fr/inria-00433866

2) Benchmarks on problems not too far from industry:
   - Guillaume Chaslot et al published something around stock management
   - Martin Müller et al published something around planning

3) Directly real-world or industrial applications
Application to library tuning (ICML 2009)
http://hal.inria.fr/inria-00379523/

The application to energy management is a big concern to me - it's in
progress. These problems have a huge ecological and economical importance,
it would really be great if computer-Go had an impact on this, and the
specificities of the problem are perfect - withing the partially observable
nature of the problem :-)
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Re: [SPAM] [computer-go] Paper about Mogo's Opening Strategy

2010-01-16 Thread Olivier Teytaud
 I recommend the paper
 http://hal.inria.fr/docs/00/36/97/83/PDF/ouvertures9x9.pdf by the Mogo team,
 which describes how to use a grid to compute Mogo's opening book using
 coevolution.

I must precise that you often find bad moves in the opponing book.
Doing this grid-based opening-book building is much better than nothing,
but interacting with humans is quite efficient. We now have a similar process,
but with interactions with humans in the loop.

Best regards,
Olivier
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Re: [SPAM] Re: [computer-go] Reference Montecarlo TreeDecision Bot.

2009-12-14 Thread Olivier Teytaud

 I've found that AMAF gives very little boost with light playouts,


Thanks for this interesting comment.
I would (erroneously) have believed that AMAF gives
better results with non-optimized implementation (e.g. in Havannah with no
expertise Amaf provides huge improvements). In particular, I believed it was
moderately efficient in 19x19 due to the patterns which already provide
relevant
informations - but I could never test it (testing properly this assumption
requires the tuning of the version without Rave, which would be time
consuming and boring :-) ).

Best regards,
Olivier
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Re: [SPAM] Re: [computer-go] Simple gogui problem

2009-12-13 Thread Olivier Teytaud
 • record results for all visited
 nodes___

 Where do you record the results?


In each node, you keep the statistics of simulations in this node. Many
informations can be useless in each node: rave values (the gellysilver
paper I've emailed to you)
criticality (to be found on Rémi Coulom's web page), but for a first
implementation
the main thing is the number of won simulations and the number of lost
simulations (among those which go through this node).

Possibly, you use a hashtable so that if two nodes are identical (up to the
history
reaching the node, which might nonetheless matter in case of superko) you
can
share the information.
Olivier
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Re: [SPAM] Re: [computer-go] Mathematical Go

2009-11-29 Thread Olivier Teytaud

 You can see and hear Elwyn Berlekamp delivering a 2006 talk about
 Mathematics and Go (culminating in a discussion of coupon go) at:

  http://www.youtube.com/view_play_list?p=005B561126D6A51E .


Thanks a lot for pointing out this very interesting video. Seemingly, the
nice historical discussion is not in the book ? (not sure of that, I just
did not find it on the google-books version)

For an overview of the book, google-books provides the introduction and
overview (just google-books berlekamp wolfe).

Someone knows a written reference with contents similar to this video and
in particular the historical aspects ?
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Re: [SPAM] Re: [computer-go] Live broadcasting at UEC Cup

2009-11-29 Thread Olivier Teytaud
Wow! This is quite surprising to me:

 1 KCC Igo
 2 Katsunari
 3 Zen
 4 Shikousakugo
 5 Many Faces of Go
 6 Erica
 7 Kiseki
  8 Galileo  (upset Crazy Stone, due to a Chinese/Japanese rules mismatch)
  9 Crazy Stone
 10 Aya

There are so many programs stronger than Zen,
ManyFaces, CrazyStone and Aya ?

There was, as sometimes in the past,
a trouble with the communication time or something like that, or there
are really so many very strong bots now ?

Best regards,
Olivier


2009/11/29 Ian Osgood i...@quirkster.com

 Thanks for the early report!  (I was sorry not to see Fudo Go in the
 tournament. Were you involved with any of the other teams?)

 Here are the second day knockout tournament unofficial results. Any
 mistakes are my own. Thanks to the organizers for the live screencast!

  1 KCC Igo
  2 Katsunari
  3 Zen
  4 Shikousakugo
  5 Many Faces of Go
  6 Erica
  7 Kiseki
  8 Galileo  (upset Crazy Stone, due to a Chinese/Japanese rules mismatch)
  9 Crazy Stone
 10 Aya
 11 GOGATAKI
 12 Rock
 13 Nomitan
 14 Kinoa Igo
 15 Boon
 16 Kerebos

 Also, several exhibition matches were held (Zen beat Crazy Stone, and MFGO
 beat Aya).  I did not stay up for the two professional exhibition games.

 Ian


 On Nov 28, 2009, at 5:42 AM, Hideki Kato wrote:

  You can watch some interesting games and exhibition games on the
 second day of the third UEC Cup at
 http://jsb.cs.uec.ac.jp/~igo/eng/broadcast.htmlhttp://jsb.cs.uec.ac.jp/%7Eigo/eng/broadcast.html
 .

 Schedule: 
 http://jsb.cs.uec.ac.jp/~igo/eng/schedule.htmlhttp://jsb.cs.uec.ac.jp/%7Eigo/eng/schedule.html

 Unofficial quick results of the first day:
 pos program win-lose-draw
 1 Zen   6-0-0
 2 Nomitan   5-1-0
 3 KCC Igo   5-1-0
 4 Kinoa Igo 5-1-0
 5 GOGATAKI  4-1-1
 6 Shikosakugo   4-2-0
 7 Erica 4-2-0
 8 Aya   4-2-0
 9 Kiseki4-2-0
 10 Rock 4-2-0
 11 boon 3-2-1
 12 Kerberos 3-3-0
 13 Galileo  3-3-0
 --- cut line to the second day ---
 14 Island   3-3-0
 15 caren3-3-0
 16 PerStone 3-3-0
 17 Tombo3-3-0
 18 Sango alpha  3-3-0
 19 Igoppi   2-4-0
 20 Boozer   2-4-0
 21 Kasumi   2-4-0
 22 ME_arc   2-4-0
 23 Mayoigo  2-4-0
 24 Martha   2-4-0
 25 Njarahojara  1-5-0
 26 kudok1-5-0
 27 Gekishin 0-6-0
 28 Sanshine 0-6-0

 Solkoff and SB are omitted.

 Seeded programs to the second day:
 1  Crazy Stone
 2  Many Faces of Go
 3  Katsunari

 The Third UEC Cup: 
 http://jsb.cs.uec.ac.jp/~igo/eng/index.htmlhttp://jsb.cs.uec.ac.jp/%7Eigo/eng/index.html

 Short random comments:
 Aya was unlucky, lost two games against Erica and KCC.  Erica gets
 much stronger by implementing Remi's larger patterns; lost two
 games by a communication trouble and waisting time by a sleeping
 laptop.  Zen vs. KCC was a close game.  Zen uses 512 cores.

 Hideki
 --
 g...@nue.ci.i.u-tokyo.ac.jp (Kato)
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Re: [SPAM] Re: [SPAM] Re: [computer-go] Re: A cluster version of Zen is running on cgos 19x19

2009-11-25 Thread Olivier Teytaud
 In your (or Sylvain's?) recent paper, you wrote less than one second
 interval was useless.  I've observed similar.  I'm now evaluating the
 performance with 0.2, 0.4, 1 and 4 second intervals for 5 second per
 move setting on 19x19 board on 32 nodes of HA8000 cluster.


Yes, one second is fine for 5 seconds per move.
Maybe you can check if you have a linear speed-up if you artificially
simulate a
zero communication time ?
My guess is that the communication time should not be a trouble, but if you
don't use MPI, maybe there's something in your implementation of
communications ?

By the way, a cluster parallelization in MPI can be developped very quickly
and
MPI is efficient - mpi_all_reduce has a computational cost logarithmic in
the number of nodes.

Good luck,
Olivier
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Re: [SPAM] Re: [SPAM] Re: [SPAM] Re: [computer-go] Re: A cluster version of Zen is running on cgos 19x19

2009-11-25 Thread Olivier Teytaud
 Even if the sum-up is done in a logarithmic time (with binary tree
 style), the collecting time of all infomation from all nodes is
 proportional to the number of nodes if the master node has few
 communication ports, isn't it?


No (unless I misunderstood what you mean, sorry in that case!) !
Use a tree of nodes, to agregate informations, and everything is
logarithmic. This is implicitly done in MPI.

If you have 8 nodes A, B, C, D, E, F, G, H,
then
(i) first layer
A and B send information to B
C and D send information to D
E and F send information to F
G and H send information to H
 (ii) second layer
B and D send information to D
F and H send information to H
(iii) third layer
D and H send information to H

then do the same in the reverse order so that the cumulated information is
sent back to all nodes.


 By the way, have you experimented not averaging but just adding sceme?
 When I tested that my code had some bugs and no success.


Yes, we have tested. Surprisingly, no significant difference. But I don't
know
if this would still hold today, as we have some pattern-based exploration.
For a code with a score almost only depending on percentages, it's not
surprising that averaging and summing are equivalent.

Best regards,
Olivier
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Re: [SPAM] Re: [SPAM] Re: [SPAM] Re: [SPAM] Re: [computer-go] Re: A cluster version of Zen is running on cgos 19x19

2009-11-25 Thread Olivier Teytaud


 Interesting, surely the order is almost logarithmic.  But how long it
 takes a packet to pass through a layer.  I'm afraid the actual delay
 time may increase.


With gigabit ethernet my humble opinion is that you should have no problem.
But, testing what happens if you artificially cancel the time of the
messages might confirm/infirm this. If you have troubles due to the
communication
time, I'm sure you can optimize it.

MPI provides plenty of well done primitives for encoding communications.
Except if you need very precise optimization, it's not worth working
directly with sockets.
Olivier
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Re: [SPAM] Re: [computer-go] Re: A cluster version of Zen is running on cgos 19x19

2009-11-24 Thread Olivier Teytaud

 The performance gap is perhaps due to the algorithms.  Almost all
 cluster versions of current strong programs (MoGo, MFG, Fuego and Zen)
 use root parallel while shared memory computers allow us to use thread
 parallelism, which gives better performance.


I think you should not have troubles with your networks, at least with
the number of machines you are considering.

Perhaps you should increase a little the time between two communications ?
With something like mpi_all_reduce for averaging the statistics over all the
tree at each communication, more than 3 or 4 communications per second
is useless. Averaging statistics in nodes with less than 5% of the total
number of simulations might be useless also.

Best regards,
Olivier
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Re: [SPAM] Re: [SPAM] [computer-go] MoGo and Fuego question.

2009-11-17 Thread Olivier Teytaud

 How to activate patterns?
 Why they are not on on default?

 They are the default, but they are removed if
they are not in the path when running (it can be seen
on the stderr - the number of patterns read must be 0).
In 19x19 there is a big impact.

(In the release, there's no pattern)
Olivier
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Re: [SPAM] Re: [computer-go] Joseki Book

2009-11-09 Thread Olivier Teytaud
There is a paper about that in
http://hal.inria.fr/inria-00369783/en/
and Tristan Cazenave published something around that also.
(these two works are about the automatic building of opening book in
self-play)
See also the references in the PDF above.
Best regards,
Olivier


 Only papers I can recall are from seventies (assuming you mean academic
 papers) from Wilcoxx. I may have electrical copies. Not sure though. I
 managed to find some of them from ACM site.

 That paper described  position based approach where each and every stage
 was stored into datastructure, kinda like huge pattern matching library. Was
 called lenses if I remember correctly. More common way is store joseki moves
 as a tree.

 Biggest issue is always hos key in all those variations.

 Petri

 2009/11/9 Jessica Mullins jmull...@lclark.edu

 Hi,

 I am wondering what is the best way to build a Joseki Book? I am a student
 at
 Lewis  Clark College and am working with Professor Peter Drake to build a
 Joseki Book for the program Orego.sed aproach i.e each state of joske


 Right now I am extracting moves from professor players and saving those
 into a
 database. Then if during game play a position is contained in the
 database,
 play the response move like the professional. I am just wondering what
 other
 people have done to build a Joseki Book, or if anyone knows of any papers
 that
 might be helpful.

 Thank you,
 Jessica Mullins
 Lewis  Clark College '10


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Re: [SPAM] [computer-go] Citation on zero exploration?

2009-11-09 Thread Olivier Teytaud

 http://computer-go.org/pipermail/computer-go/2009-June/018773.html


As I've often said something related to that (e.g. in
http://hal.inria.fr/inria-00369786/fr/ ) I'd like to be more precise. What
follows is for binary deterministic games, and I precise at the beginning
that this is not intended to make programs much stronger.

UCT (with exploration) is consistent, in the sense that asymptotically it
will find
an optimal move, if any winning move exists.

With no exploration, this is no more true, even with rave: there are cases
in which rave will only focus on one move and will simulate only this one,
in spite of a poor winning rate. However, a simple trick recovers
consistency:
use (nbWins+K)/(nbSimulations+2K) for example, or other regularization
tricks, if the weight of Rave decreases to 0 when the number of simulations
goes to infinity. However, if you have patterns with negative weights and
the score is biased by these patterns (possibly until a negative value),
then you loose consistency whenever the weight of the patterns decrease to 0
when the number of simulations of the corresponding move goes to 0.

Then, we might feel that we need more than consistency: we want consistency,
and we do not want to simulate all the tree infinitely often. This can be
done
with some specific rules, and in mogo we have added a simple patch which,
roughly, consists in simulating randomly the children nodes when the success
rate of a node is very low (below 30%). This ensures that the following
rules are enough for ensuring consistency:

   score(move) - winRate(move) -- 0 as nbSims(move) --
infinity

as we optimize automatically patterns and parameters, the advantage is that
we can do it without any risk of loosing consistency.

More precisely, http://www.lri.fr/~teytaud/consistency.pdf (submitted; not a
lot of numerical experiments, it's for theory mainly - yet, for 500 000
simulations per move, there is a significant difference, and for a specific
position, it works well - there was absolutely no tuning for this).

I don't claim this will make a big change in Monte-Carlo Tree Search - just
a bit of theoretical understanding, and the pleasure of asymptotic
consistency - maybe it will make a real difference for very long thinking
time for which we can't use tuning due to the computational cost  :-)
and it's the first time I have more than 50% for a modification derived by
theoretical ideas :-)

Best regards,
Olivier
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Re: [SPAM] Re: [SPAM] Re: [computer-go] Citation on zero exploration?

2009-11-09 Thread Olivier Teytaud
I don't know if a post in the computer-go mailing list is a report, but you
can find numbers in this post:
http://computer-go.org/pipermail/computer-go/2008-May/014854.html

From the numbers I would say that it shows that all sufficiently small
constants
are equivalent - maybe more experiments would be interesting.
Olivier

I'm actually looking for something weaker than what Olivier has offered: a
 published report of the empirical finding that (for some programs, at least)
 an exploration coefficient of zero works best.

 Peter Drake
 http://www.lclark.edu/~drake/ http://www.lclark.edu/%7Edrake/



 On Nov 9, 2009, at 10:15 AM, Olivier Teytaud wrote:

 Hi; I'd like to answer your post but I must admit I've
 not clearly understood.

 My PDF file is essentially a mathematical analysis, proving that we can
 have consistency with some rules, without having infinitely many visits
 of the whole tree. UCT has the first property (consistency), but not the
 second
 (UCT visits all the tree infinitely often). This is proved under clearly
 stated assumptions on the problem; including deterministic two-player
 zero-sum games,
 and therefore including Go.

 Best regards,
 Olivier


 By result, do you mean this observation or a quest for an explanation?
 If you merely wish to say that many/most current UCT programs have no
 need for an exploration term, then that is a context-specific (e.g.
 not for the E-E in Go paper) heuristic or experimental statement,
 not a formal one. A source for such a statement has to be more than a
 paper that simply notices a similar effect for their own application.
 One would have to reference a larger body of experimentalists or a
 general consensus.

 Just my humble opinion,
 Cenny Wenner


 On 11/9/09, Peter Drake dr...@lclark.edu wrote:
  Many of us have concluded that, with RAVE, there is no need for a UCT
  exploration term:
 
  http://computer-go.org/pipermail/computer-go/2009-June/018773.html
 
  Is there a published source on this result that I could cite?
 
  Thanks,
 
  Peter Drake
  http://www.lclark.edu/~drake/ http://www.lclark.edu/%7Edrake/
 
 
 
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Re: [SPAM] Re: [SPAM] Re: [computer-go] Re: First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-30 Thread Olivier Teytaud
Thanks a lot for this information.
This is really very interesting and not widely known.
Maybe chess is less closed than I would have believed :-)
Olivier



 Arno Nickel played three games with Hydra over a few months in 2005.
 He won 2.5-0.5

 http://en.wikipedia.org/wiki/Arno_Nickel

 I doubt much have changed since 2005. Also note that, while certainly
 among top players, Arno Nickel was never a correspondence chess
 champion.

 --
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[computer-go] Re: First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-29 Thread Olivier Teytaud
Some elements around blitz:

- My feeling that blitz games are harder for computers is based on our games

against humans: we always lost games with short time settings. Even in
9x9,
Motoki Noguchi or Pierre Audouard could win plenty of fast games, whilst

playing strange openings for fun. This is for sure on a small sample.

- The newspapers don't take into account or even report the difference
between
   blitz games and standard games on the 29th of october, and they use the
not
   very relevant complexity comparisons based on the number of possible
boards
   or games. But they have nice photos for promoting computer-go :-)

Best regards,
Olivier

Dear all (in particular for your question, Hideki!), please find enclosed
 some newspapers about the games played on October 29th. Most of them are in
 chinese.

 I don't read chinese, if some people can extract some elements... I'll try
 to have some translations here with our chinese students.

 Best regards,
 Olivier




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Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-29 Thread Olivier Teytaud

 Yes,  this group does not have a consensus at all on this.   On the one
 hand we hear that MCTS has reached a dead end and there is no benefit from
 extra CPU power, and on the other hand we have these developers hustling
 around for the biggest machines they can muster in order to play matches
 with humans!  And Olivier claims that computers benefit more from
 additional thinking time than humans!



Thanks for this comment. I agree that something is strange here :-)
Olivier
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Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-29 Thread Olivier Teytaud


 Just curious, who actually claimed that and what was it based on?


I don't know who claimed it first, and who agreed for it,
but I agree with it :-)

More precisely, I think that increasing time and computational power
makes computers stronger, but not for some particular things like
long-term life-and-death in corners, or semeai situations. This makes a
big limitation on what is possible with MCTS algorithms, in particular
against humans. We made a lot
of efforts for online learning of Monte-Carlo simulations, in order to
improve
this, but there's no significant improvement around that.

Best regards,
Olivier
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Re: [SPAM] Re: [SPAM] Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-28 Thread Olivier Teytaud


 But is it shown that the score is well done for these properties to
 hold in case of RAVE-guided exploration? Since it massively perpetuates
 any kind of MC bias...


This only matters for the fact that we don't visit all the tree. For the
consistency (the fact that
asymptotically we will find the best possible decision), there's no problem.
If score ~ success rate for n-- infinity (which holds for most usual
rules, including rave rules) we also
have that, for binary games, we have some good properties on the part of the
tree which is visited.

Please not that I do not claim that major improvements are possible in
computer-go thanks to this.
We only observed a very small improvement on success rates, and a good
behavior on the situation
which appeared during the game against Fan Hui. It might be interesting to
know, for people who have
similar problems in their bot (a situation in which, even with huge
computation time, the good estimate is
not found), they solve it with this.


  We use a stupid method, i.e. the success rate. The pattenrs are bigger
 than
  3x3, with jokers in them. Bandits (Bernstein races, slightly modified)
 are
  used
  for distributing the computational effort among the tested patterns.

 Thank you for pointing me to more study material. :-)


The following paper is great for Bernstein races:

http://icml2008.cs.helsinki.fi/papers/523.pdf

Please note, however, that we had only very small improvements with races.
Maybe our code has had too many tuning steps in the past for being strongly
improved
by random generation of patterns and bernstein races for validating them.

Best regards,
Olivier
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Re: [SPAM] Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-28 Thread Olivier Teytaud


 If there are people interested in a ph.D. or a post-doc around Monte-Carlo
 Tree Search, candidates are welcome (Monte-Carlo Tree Search, and not
 necessarily / not only computer-go).

 Excuse me, but what press conference and where to ask?


People interested in a ph.D. or a post doc can contact me.

This was during a press conference at Taipei around a French-Taiwanese
 grant
 for joint research.
 but I can find no links even with Google.


I'll ask to the taiwanese people if there is something on the web about the
press conference. I was only there through
a video. I don't know if there is something on the web. This is
essentially for the launching of a France/Taiwan collaboration around
Monte-Carlo Tree Search, I guess there are not thousards of journalists from
tenths of countries interested in it :-)

Best regards,
Olivier
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Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-27 Thread Olivier Teytaud
 Could you give us at least a general picture of improvements compared to
 what was last published as 
 www.lri.fr/~teytaud/eg.pdfhttp://www.lri.fr/%7Eteytaud/eg.pdf? Is it just
 further tuning and small tweaks or are you trying out some exciting new
 things? ;-)


There is one important improvement, for which I must check with coauthors if
they agree for me to explain it. Below the other recent improvements in 9x9.

We have also recently encoded some (very simple) tricks against bad cases as
we had
against Fan Hui (i.e. cases in which the only good move is not simulated).
Roughly,
is the value of the node is very bad, then simulate randomly among the sons.
We can
show (mathematically) that with such tricks, we have the consistency (as
UCT),
plus some frugality (i.e. we do not simulate all the tree, even with
infinite computation time whereas UCT simulates all the tree AND simulates
all the tree infinitely often).
It gives very little improvement in self-play, but it understands better at
least the situation seen in the game with Fan Hui. What I like in this
improvement is that it's
the first time there is something which was mathematically developped for
mogo and
which leads to a positive result. Well, maybe this changes only 1% of games,
but maybe it makes mogo more robust for complicated ko fights which do not
occur in self-play.

Finally, there was a GP-based development of new patterns. However, this is
quite minor I guess - I like the fact that this GP-based module works in a
somehow stable manner, but maybe it would only be worth using it on an
implementation which is not
yet optimized.

Best regards,
Olivier
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Re: [SPAM] Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-27 Thread Olivier Teytaud


 AIUI, once upon N simulations in a node you take let's say the node with
 the lowest value, pick one son of it at random within the tree and start
 a simulation?


I'll try to write it clearly (for binary deterministic games, extensions can
be shown but they are too long and out of topic in this mailing list I guess
:-) ):

If (average value of father  threshold )
then
randomly pick up one son
   else
   pick up the son with maximum score
end

If the score is asymptotically equivalent to the success rate, and if the
threshold is 0 and  1, then this ensures
consistency (convergence to optimal move). If the score is well done, then
this is consistent without visiting all the tree.

UCT (with non-zero constant) visits all the tree, and does so infinitely
often.
UCT (with zero constant) does not visit all the tree, but it is not
necessarily consistent.

Wow - one of my planned little projects was genetic development of the
 3x3 patterns... To evaluate patterns, do you use tournaments or some
 smarter method? I feared one generation would take awfully long...


We use a stupid method, i.e. the success rate. The pattenrs are bigger than
3x3, with jokers in them. Bandits (Bernstein races, slightly modified) are
used
for distributing the computational effort among the tested patterns.

Best regards,
Olivier
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[computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-27 Thread Olivier Teytaud
Dear all, some comments by my Taiwanese colleagues about the game played by
MoGo against the 9p pro:

1) mogoTW finally ran on the 16*8 system on Oct. 26, 2009.

2) Contributors for which I did not know their real name: Hsien-Der Huang
and Cheng-Wei Chou  (sorry for them!)

3) Some comments by the pro, translated by people from Taiwan:

===

He told the jounalists that he made a mistake on move 26, which is a move
that it is hard to find such kind an error (move 26) even for a professional
Go player. However, he was so surprised that MoGoTW found this mistake that
he made during the game. That means the level of MoGoTW in 9x9 game has made
an improvement than last time (08/2009).

In addition, he also told the journalists that MoGoTW made a good move at
Move 29. He thought that the main reason that MoGoTW won the game was Move
29 and MoGoTW didn't make any mistake after Move 29.
==
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Re: [SPAM] Re: [computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-27 Thread Olivier Teytaud
I forgot the most important thing around this win against a pro:
this press conference was for the starting of a project, and in this project
we have funding for ph.D. or postdocs.
If there are people interested in a ph.D. or a post-doc around Monte-Carlo
Tree Search, candidates are welcome (Monte-Carlo Tree Search, and not
necessarily / not only computer-go).

Best regards,
Olivier
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Re: [SPAM] [computer-go] MoGo Zones

2009-10-26 Thread Olivier Teytaud
  (Sylvain et al. 2006) describes the use of CFG-based zones in random
 simulations to simulate only the local position and tune the score based
 on few thousands of simulations of outside of the zone. It doesn't seem
 the idea is too practical (especially with RAVE, but there seem to be
 more problems), but I'm wondering if MoGo or anyone is still using it,
 perhaps in a modified form?


Not like that in Mogo. We have some local tool for heavy playouts which use
local simulations, but for the moment this version is weaker than the light
playout - even with fixed number of simulations.

Best regards,
Olivier
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[computer-go] First ever win of a computer against a pro 9P as black (game of Go, 9x9).

2009-10-26 Thread Olivier Teytaud
Dear all,

 For information, our Taiwanese partners(**) for a ANR grant have organized
public demonstration games between

MoGoTW (based on MoGo 4.86.Soissons + the TW modifications developped
jointly with our Taiwanese colleagues)
 and
C.-H. Chou 9P, top pro player winner of the LG Cup 2007.

This was during a press conference at Taipei around a French-Taiwanese grant
for joint research.

Details:
a) MoGoTW was running on 32 quad-cores(*) in Taiwan.
b) There were two blitz games (15 minutes per side), won by the pro.
c) There was one non-blitz game (45 minutes per side). MoGo was unlucky
  as it was black, but it nonetheless won the game. This game is
enclosed.
 All games can be found on KGS (account nutngo)

Remarks:

a) Fuego won as white against a 9P a few months ago. Therefore computers
have won both as white and black against top players :-)  We now should
win on a complete game like 4 out of 7 games and the job would be
completly done for 9x9 Go :-)

b) MoGo already won a game as black, against Catalin Taranu, but I guess
   the pro, at that time, had played an original opening somehow for fun
   (I'm not sure of that, however).

c) My feeling is that blitz games are not favorable to computers...
Statistics
are in accordance with this I guess. Humans are stronger for short time
settings.

d) If I understand well, MoGo won a final semeai in the upper right part.
But,
   nearly everybody on this mailing (except you, Sylvain, maybe, if you
still
   read this mailing-list :-) ?) reads go games better than me, so don't
trust this
   comment :-)

e) The game was longer than most important games I've seen (59 moves).

All comments welcome.

Best regards
Olivier

(*) mogoTW was supposed to run on this 32x4 system, but other platforms were
prepared in case of trouble on this cluster. I'll publish a correction if I
see that the game was not played on this machine.

(**) contributors include all the mogo-people, plus Mei-Hui Wang,
Chang-Shing Lee, Shi-Jim Yen, and people that I only know by their nicknames
(Coldmilk, TomTom...) - sorry for the people I've forgotten, names in
Chinese are difficult for me :-)


20091026-1-Zhou vs. MoGoTW9X9.sgf
Description: application/go-sgf
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Re: [SPAM] [computer-go] Software for a supercomputer?

2009-10-10 Thread Olivier Teytaud
We tested mogo on several Linux clusters, and if MPI
is available everything is fine. If you want the code, I can send you
a .tar.gz and a README on how to make it run. Real time discussion
with gmail-talk or something like that is a good tool also.

My humble opinion on the relevance of supercomputers in computer Go
is that supercomputers might matter for 19x19,
but no so much as there are strong limitations which are the same
for a quad-core and a supercomputer; and in 9x9 the difference is
big in self-play, but not so big in games against humans. If you choose
9x9 we can use mogoTW instead of MoGo.

But you might use Fuego or ManyFaces as well  :-)
Or we can run each bot once if you have time for it :-)

Best regards,
Olivier
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Re: [SPAM] Re: [computer-go] Progressive widening vs unpruning

2009-10-02 Thread Olivier Teytaud

 What's your general approach?  My understanding from your previous posts
 is
 that it's something like:

 Your understanding is right.


By the way, all the current strong programs are really very similar...
Perhaps Fuego has something different in 19x19 (no big database of patterns
?). I'm not at all sure of this conjecture on Fuego.

Best regards,
Olivier
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Re: [SPAM] [computer-go] Progressive widening vs unpruning

2009-09-29 Thread Olivier Teytaud
hi;

I don't know to which extent my terminology is commonly used, but it seems
to be close to the distinction by Dave (but not exactly equal).

 For me I use progressive widening when we add moves, progressively,
to the pool of moves which are to be considered;

whereas I use progressive unpruning when a score is computed for all
moves, with a weight depending on the number of simulations; typically, I
consider the Rave formula in GellySilver as a progressive unpruning (with,
for prior value, the Rave value).

Progressive unpruning is better in MoGo, in spite of the fact that:
* with progressive widening, if you apply pure UCB values, you are
   definitely consistent and explore (asymptotically) all the tree;

* with progressive unpruning, if your prior is bad, you might have
situations
   in which the score of the only good move is 0, whereas all bad moves have

   values going to 0 but 0 and therefore the good move is never simulated
   (this can, however, easily be patched by a lower bound on the value given
   by the prior)

Progressive unpruning, if you use the same terminology as me, has the
advantage that the number of moves to be considered is adapted depending on
the score; if you have three reasonnable moves and 300 bad moves, with
progressive unpruning you'll visit all moves, whereas progressive unpruning
will stay on the three reasonnable moves as long as they provide a better
score than the prior score for the 300 bad moves.

(The difference with Dave's terminology is that I do not necessarily use a
sum of a prior number of simulations and a number of real simulations; I
use a weighted sum with weight depending on the number of simulations in a
complicated manner - I think this was not the case in the first paper by
Chaslot et al about progressive un pruning (well, I believe this is the
first paper about progressive unpruning))

Best regards,
Oliveir
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Re: [SPAM] Re: [computer-go] Progressive widening vs unpruning

2009-09-29 Thread Olivier Teytaud
I guess I'm not really appreciating the difference between node value
 prior and progressive bias - adding a fixed small number of wins or
 diminishing heuristic value seems very similar to me in practice. Is the
 difference noticeable?


It just means that the weight of the prior does not necessarily decrease
linearly. For example, for Rave, you might prefer to have a weight which
depends on both the number of Rave simulations and on the number of real
simulations.

The formula designed by Sylvain for Rave, for example, can't be recovered
without this generalization. For the current mogo, as we have several terms
(one for the empirical success rate, one for Rave, one for patterns, one for
expert rules...), some of them with used at different places in the code
(there is a prior expressed in terms of rave simulations, and a prior
expressed as real simulations), it would be complicated to come back to
something much simpler ... but perhaps it's possible. Such a clarification
might be useful, I have no clear idea of the impact of Rave values now in
mogo, in particular for long time settings, and it's not so easy to clarify
this point - too many dependencies between the many terms we have.

I think someone pointed out a long time ago on this mailing list that
initializing the prior in terms of Rave simulations was far less efficient
than initializing the prior in terms of real simulations, at least if you
have classical rave formulas - at least, we had an improvement when adding
a prior in the real simulations, but we had also an improvement when
adding one more term, which is not linear. Sorry for forgetting who :-(
Olivier
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[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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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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Re: [SPAM] [computer-go] KGS bot tournament

2009-09-20 Thread Olivier Teytaud
 As always, all players, however weak, are welcome.  There are in fact some
 strong entrants for this event, but they will not mind at all having some
 weaker opponents - the more the better, particularly in this fast
 tournament
 with 15 rounds.  Instructions for entering are at
 http://www.weddslist.com/kgs/how/index.html

I hope you did not consider us as a strong entrant; this is the first
participation of our new bot and main parts change everyday (even this
morning :-) ). A long time ago it was said that weak or uncertain
entrants
are welcome and we participate in this spirit.

(I have precised that some parts are common with mogo and therefore
according to the rules versions of mogo existing in various other
locations can't participate - how I precise that this would not be a
trouble for us.)
Olivier
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Re: [SPAM] [computer-go] Re: KGS bot tournament

2009-09-20 Thread Olivier Teytaud
 Independently of you own view I consider MoGoBot to be a very
 interesting participant in the tournament.

It's really a trial for MoGoTw :-) the name is mogobot1 because I've
kept the same KGS account, but mogotw is not mogo.

 In my eyes, besides MoGo, MFoG, and Zen
 only Fuego and Valkyria are missing from the top league.

There's CrazyStone at least, also.
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Re: [SPAM] Re: [SPAM] RE: [SPAM] [computer-go] Conflicting RAVE formulae

2009-09-16 Thread Olivier Teytaud
 We added (MoGo's original) patterns and RAVE at about the same time. Both
 helped a great deal, and using both was best of all.


You mean mogo's 3x3 patterns I guess; the discussion here is about pattern
databases for biasing the research in the tree (patterns with size until
19x19) and how they cumulate with Rave in 19x19.

Essentially, MoGo, Mango, Zen, CrazyStone use a automatically built pattern
database, whereas ManyFaces use a mix between an automatically built pattern
database and a handcrafted pattern database.
Mogo, ManyFaces, CrazyStone use Rave values; I don't know for Mango and Zen.
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Re: [SPAM] RE: [SPAM] [computer-go] Conflicting RAVE formulae

2009-09-15 Thread Olivier Teytaud
Hi David, Thanks for these information.

Your patterns are not automatically extracted; I don't know to which extent
we would benefit
from patterns like yours in MoGo, or to which extent you would benefit from
automatically
extracted patterns as ours, and to which extent it is nearly equivalent or
redundant.

 I don’t think of Many Faces as having a big database of patterns since
 there is so much code, and only 1900 general patterns, but I think in
 comparison with other strong programs you might consider it to have a large
 pattern database.

Sure! it's different in the way you generate it, but it's also a large
pattern database. That's nearly what I meant by writing that
you have a huge part of go expertise (in my mind I separated automatically
extracted patterns and handcrafted rules for biasing the tree search - sorry
for my unclear email).

For us, we had a big improvement in mogo when adding patterns _after_ RAVE,
and I don't know clearly if we should try to remove rave (and then tuning
the formula - this is a tedious work and that's why I've not tested it yet).
If you have added rave _after_ patterns, and also had a great improvement,
this might indicate that both are necessary for optimal performance.

Best regards,
Olivier
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Re: [SPAM] [computer-go] rave and patterns

2009-09-15 Thread Olivier Teytaud
Thanks for sharing all this information, David.


 It would be easy to turn off rave and run some tests to do
 the win rate.  Would take about a day to get significant
 results.  I think RAVE still helps a lot.

I agree that it's easy to turn off rave, but I think that for a fair
comparison
you would have to tune the formula for using patterns. For sure, just
removing RAVE will make the code much weaker, but removing Rave + re-tuning
the formula without rave is something else.

 All win rates are on 9x9 vs gnugo 3.7.20 level 10 with 5000 playouts.
 After this I switched to testing 19x19, and stopped tuning for 9x9.

Just a point around that: tuning in 9x9 and 19x19 is very different (at
least for us), but also tuning for short time settings and tuning for long
time settings is very different. We always check that the improvement
remains significant for real numbers of simulations. Some of the best
improvements in MoGo (in particular the fill board) were of no use for
small numbers of simulations (by the way, I hope you'll have improvements
with this as well as us, it would be nice for this rule if it was more
general than only efficient in MoGo :-) ).

 I think many faces’ patterns help much more on 19x19 than on 9x9.

For us, in MoGo, the database of patterns has a very little effect in 9x9.
But we made no effort for designing patterns specifically for 9x9.

Best regards,
Olivier
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Re: [SPAM] [computer-go] Conflicting RAVE formulae

2009-09-14 Thread Olivier Teytaud
Just a small comment: adding one more term taking into account big patterns
(big = more than 3x3) provide a huge improvement in 19x19. In my humble
opinion there is more to win with adding such a term than by modifying the
formula. Of course, it implies collecting a database of SGF files and
extracting from it a database of patterns with their values :-)

In 19x19, databases of big patterns (as in CrazyStone, Mango, Zen, I think,
and for sure in MoGo) are really great.

I don't know to which extent RAVE is still useful when you have patterns in
19x19. In 9x9, I'm sure that we have no database of patterns which replaces
RAVE values, but perhaps it's because we have no database of patterns
specialized for 9x9. Or perhaps big patterns in 9x9 don't work :-)

Also I don't know to which extent go expertise can replace big databases of
patterns; I guess that in manyFaces there's no such big database of patterns
(I'm not sure of that), but much more Go expertise. Perhaps Zen has both ?
MoGo has RAVE+patterns+go expertise, but the go expertise is probably
smaller than in ManyFaces and Zen.

In Fuego, I guess there's go expertise and rave values, but no database of
patterns ?

Sorry for people working on Fuego, Zen, Mango, CrazyStone, ManyFaces if I
have made mistakes about their programs :-)

Best regards,
Olivier


Gelly and Silver (Combining Online and Offline Knowledge in UCT, section
 6) give this formula for the weight given to RAVE values (as opposed to the
 direct MC values):

 sqrt(k / (3*n(s) + k))

 Here, k is a constant and n(s) is the number of playouts through state s.
 Clearly, as the number of playouts increases, this approaches zero.

 Hembold and Parker-Wood (All-Moves-As-First Heuristics in Monte-Carlo Go)
 site the Gelly and Silver paper, but give a different formula! Adjusting for
 notation, they use:

 (k - n(s)) / k, or 0 if this expression is negative

 This also converges toward (and then sticks at) zero, but it it not the
 same formula.

 Why are they different? Does it matter? Is there an explanation anywhere
 for Gelly and Silver's more elaborate formula? Is there anything wrong with
 k / (n(s) + k)?

 On  a related note, in a message on this list, David Silver gives a newer
 formula:

 http://computer-go.org/pipermail/computer-go/2009-May/018251.html

 Was this ever published? (Orego is using this newer formula, and it appears
 to work well.)

 Peter Drake
 http://www.lclark.edu/~drake/ http://www.lclark.edu/%7Edrake/



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Tel (33)169154231 / Fax (33)169156586
Equipe TAO (Inria-Futurs), LRI, UMR 8623(CNRS - Universite Paris-Sud),
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Re: [computer-go] fill board not effective in Many Faces

2009-08-29 Thread Olivier Teytaud

 If none, fill_board: pick a random empty point.  If it is not on the 1st or
 2nd line and there are no stones in 8 adjacent points, play it


We repeat this several times, but this does not explain why it does not work
for just a single time.

The main weakness in your experimental setup is that you consider a small
number of simulations per move, 10k, for which in our publication we have
shown that there was no improvement - the improvement is for large numbers:
78.4% for 200 000 simulations per move.

I hope it will be better now :-)
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Re: [computer-go] fill board not effective in Many Faces

2009-08-29 Thread Olivier Teytaud
 Hmm.  It will take quite a while to run a few thousand games with 200K
 playouts, and I might need a stronger opponent, but I’m trying it now.


Yes, I know it takes time :-)   by the way it was already significantly
efficient at 100 000 sims / move. I don't know the result for 50 000 but
perhaps this is a good compromise and would already provide an improvement.

I recall that in MoGo we test several locations (details
http://www.lri.fr/~teytaud/eg.pdf).

Best regards,
Olivier
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Re: [computer-go] Monte-Carlo Simulation Balancing

2009-08-13 Thread Olivier Teytaud
 . Pebbles has a Mogo playout design, where you check
 for patterns only around the last move (or two).


In MoGo, it's not only around the last move (at least with some probability
and when there are empty spaces in the board); this is the fill board
modification.

(this provides a big improvement in 19x19 with big numbers of simulations,
see http://www.lri.fr/~rimmel/publi/EK_explo.pdf , Fig 3 page 8 - not only
quantitative improvement, but also, according to players, a qualitative
improvement in the way mogo plays)

Best regards,
Olivier
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Re: [computer-go] Monte-Carlo Simulation Balancing

2009-08-13 Thread Olivier Teytaud


 Just to clarify: I was not saying that Mogo's policy consisted
 *solely* of looking for patterns around the last move. Merely that
 it does not look for patterns around *every* point, which other
 playout policies (e.g., CrazyStone, if I understand Remi's papers
 correctly) appear to do. The RL paper seems to require that
 playout design.


Fine!



 BTW, FillBoard seems to help Pebbles, too. A few percent better
 on 9x9 games. No testing on larger boards. YMMV, and like everything
 about computer go: all predictions are guaranteed to be wrong,
 or your money back.


For us the improvement is essential in 19x19 - I'll find that for the
generality
of fillboard if it helps also for you :-) the loss of diversity due to
patterns
is really clear in some situations, so the problem solved by fillboard is
understandable,
so I believe it should work also for you - but, as you say, all predictions
in computer-go
are almost guaranteed to be wrong :-)
Olivier
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Re: [computer-go] MoGo and passing

2009-06-30 Thread Olivier Teytaud

 On 
 http://www.lri.fr/~gelly/MoGo_Download.htmhttp://www.lri.fr/%7Egelly/MoGo_Download.htm,
  under the FAQ section,
 I found the bullet point:

 MoGo continues playing after the game is over?: MoGo never consider
 a pass unless you pass first. If you think the game is over, simply
 pass.

 Is this still true? If so, how does MoGo deal with situations where
 the best move is to pass (e.g. seki).


When passing is necessary, mogo passes. So this sentence is not exactly
true;
mogo can pass first in extremal cases (very rare cases, against humans).

Best regards,
Olivier
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Re: [computer-go] Zero exploration?

2009-06-23 Thread Olivier Teytaud
There has been some talk here of using a zero exploration coefficient. Does
 this literally mean using the win ratio (with one dummy win per node) to
 decide paths through the MC tree? It seems that the best move could easily
 be eliminated by a couple of bad runs.

 Does this only work when using RAVE/AMAF?


I can at least explain how is this exploration in MoGo.

For the case with Rave/Amaf, we have 0 in front of the UCB-like term
sqrt(log(...)/...).

For a long time, the exploration was a linear compromise between the
Amaf-winRate and the standard winRate, without other term, and in particular
no optimistic term. However:

- the winRates are regularized, i.e. it is for example
(nbWins+K)/(nbLosses+2K), or
   something like that which avoids bad luck. This simple trick is, I think,
central in
   avoiding bad luck.

- since we have patterns, we added a third term; in early versions, this
term was a
  coefficient between 0 and 1, and the linear combination between the three
terms
  was weighted so that the sum was equal to 1 - there was still something
which
  was an estimate of success rate, without optimism in front of
uncertainty.

- then, we had a real improvement by adding an optimistic exploration
term, using
   the pattern value: +mangoPatternValue/log(nbSimulationsForThisMove+2).
This
  decreases very slowly (logarithmically), with a small initial value - it's
nearly a
  small systematic bias.

By the way, the conditions for consistency in Astar, which is quite related
to Monte-Carlo Tree Search in my humble opinion, imply optimism in the sense
that the value must be overestimated. UCT/MCTS is really similar to Astar
without so-called close set.

Best regards,
Olivier
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Re: [computer-go] MCTS, 19x19, hitting a wall?

2009-06-11 Thread Olivier Teytaud
In my humble opinion, we need a change in the algorithm. The numbers are
misleading - 95% of win of
MoGo on 32 nodes against MoGo on 1 node (this is a real number for 19x19)
certainly means that the
parallel version is stronger than the sequential version, but not much
better, far less than what suggests
this 95%. MCTS algorithms adapt the beginning of simulations only, and for
many cases we have to deal
with predictions on the end of simulations: something like if the opponent
plays X, I'll reply Y. The bias
on semeais is, in my humble opinion, equivalent to this fact that we learn
only the beginning of the simulations
(the tree part) and not the end.

I don't know if the good word is to say that it's a wall or a mountain, but
I think the idea is that we need
something really different - perhaps heavy playouts that solve some tactical
elements, or perhaps
some statistical trick for modifying the playouts depending on the
simulations - I'd like to solve this with
supervised learning like when I reply X to move Y then I win with higher
probability. It would be a nice
solution, efficient beyond the game of Go.

Well, as I've spent a lot of time on this idea without finding an
implementation which works better than the
baseline, perhaps my ideas are not very interesting :-)


Regarding Moore's Law, I'd love to hear the Mogo team's perspective on this;
 they have probably had more opportunity to test their algorithms extensively
 on big-n-count computers than any of us.


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Re: [computer-go] US Go Congress

2009-06-10 Thread Olivier Teytaud
Hi;

What is sure is that MoGo is available. We can also let the opportunity
to other programs which have had less opportunities of games against pro.

We have only small progresses in 19x19. From what I saw in previous
games, I guess many programs have nearly the same limit and
nearly the same architecture: patterns in the tree and monte-carlo tree
search are necessary for good performance, sequence-like Monte-Carlo is also
mandatory. I guess (but I'm not sure) that Rave is not absolutely required.
As
programs improve, my humble opinion is that computational power becomes less
and less efficient as now the main trouble is the systematic bias for some
positions
(semeais or too complicated life-and-death situations) - parallelization is
not required.

In 19x19, the best performance so far was a win against a pro with handicap
6,
or against a top pro (9P Zhou Junxun) with handicap 7 - this is a bad
piece of news for 19x19 games, as I guess it will be really very difficult
to do
better than that.
I prefer 9x9 games for that, as I guess it's possible to do
better than previous best results so far (in particular computers might
win in complete games), but I know that Kim is not interested in 9x9.

Best regards,
Olivier





 Will Mogo be available?

 Mogo team, do you feel that Mogo has improved since the previous
 demonstration?

 Which is the strongest computer go program nowadays?

 Terry McIntyre terrymcint...@yahoo.com

 “We hang the petty thieves and appoint the great ones to public office.” --
 Aesop
 --
 *From:* David Doshay ddos...@mac.com
 *To:* computer-go computer-go@computer-go.org
 *Sent:* Tuesday, June 9, 2009 10:56:30 AM
 *Subject:* Re: [computer-go] US Go Congress

 Because of my health problems I will not be able to attend this year
 either, so neither of the two people who ran last year's event in Portland
 will be able to do it this year.

 Any other volunteers? It would be nice if this became a regular event
 again.

 Cheers,
 David



 On 9, Jun 2009, at 9:27 AM, Peter Drake wrote:

  Due to other commitments, I will NOT be attending the US Go Congress in
 Fairfax, Virginia, August 1-9. As a result, if there is to be any computer
 Go event there (e.g., computer-computer tournament, computer-professional
 match), someone else will have to organize it.
 
  Peter Drake
  http://www.lclark.edu/~drake/ http://www.lclark.edu/%7Edrake/
 
 
 
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Tel (33)169154231 / Fax (33)169156586
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Re: [computer-go] MCTS, 19x19, hitting a wall?

2009-06-10 Thread Olivier Teytaud

 But, while that may be the case, perhaps we can say that they are
 hitting a wall in their observable playing strength against non-MCTS
 players (such as humans) at higher levels. In [2] I touched upon how the
 nature of the game changes at higher levels, and how scaling results
 obtained between weaker players may not apply at those higher levels. I
 was talking about pure random playouts in that article, but the
 systematic bias Olivier mentions can lead to the same problems as no
 bias at all...


I completly agree with this.
It's like a Monte-Carlo evaluation (in a non-MCTS framework).
Parallelization reduces the variance, but not the bias. You still get
improvements,
and you can believe that parallelization brings a lot, but in fact it does
not.
We spent a lot of energy trying to remove bias by various statistical tricks
(combining MCTS with tactical search or with reweighting according to
macroscopie informations on simulations such as the size of captures) but
nothing works yet
in the case of Go (for some other games we have positive results, but as I'm
not the main author I won't give too much informations on this - I hope
we'll find a similar
solution for Go, but for the moment in spite of many trials it does not work
and I'm not far of being tired of trying plenty of different implementations
of these ideas :-) ).

Best regards,
Olivier
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Re: [computer-go] Go + code + environment

2009-05-25 Thread Olivier Teytaud


 Perhaps I'm mistaken in my reading, but isn't Mogo a clusterized and highly
 tuned version of gnugo? Things like that made me want to make this post. As
 I find the Go programming community more open to sharing ideas and code than
 my chess world counter part.

 Will gladly stand corrected w/ Mogo if i'm wrong. Though curious to hear
 everyones input.



As already pointed out by other people, MoGo is absolutely not
a development based on Gnugo's code. Perhaps it should, as Gnugo is probably
more clean :-)

Some related points:

- MoGo's early developments were based on CrazyStone. Without
   looking at the code of CrazyStone, but with many help from Rémi
   Coulom. The main initial difference, I guess, was the patterns
   introduced by Yizao Wang, and then the RAVE values by Sylvain
   and David.

- Some inclusion of other software inside MoGo was tested, but none
   of these inclusions was kept, neither used in official games - these
   inclusions were never beneficial. The only exception is the use of
   code from Mango (done by me and the author of Mango
   together), but Mango was never participating the same
   competition as MoGo.

- Even if nobody has included code from Gnugo, I guess that all of us
   have used Gnugo intensively for testing and tuning. From this
   point of view, the authors of Gnugo are indirectly the authors of
   MoGo, and probably also CrazyStone, ManyFaces, Zen, etc. I guess
   the binaries of MoGo have been used a lot also, even if only early
   versions are freely available. I guess binaries are much more used
   that codes and therefore MoGo has been used as much as Gnugo
   even if the source code is only given on request and not as open
   source.

- Also, we used the Tsumego provided by Yamato and others on this
   mailing list, as well as e.g. the comments by David Fotland around
   nakade. The scaling study by Don and others was also helpful. The
   Rave values were influenced by early papers on Amaf values.

I've forgotten many helpful hints from many people - the fact that it's so
long to list all contributors probably means that computer-go is friendly
and collaborative :-)
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Re: [computer-go] Match: MoGo vs Taranu on 9x9

2009-05-22 Thread Olivier Teytaud

 http://www.gokgs.com/gameArchives.jsp?user=mogoRennes

 Taranu won the first three games and lost the final one.
 So, the score was 3-1 for him.


Thanks for the report. As far as I know (not completly sure) it's the first
win (in 9x9 game komi 7.5) of a computer against a human as black. I point
this out in order to have at least a positive conclusion , as essentially
the result is that Catalin won 3 games out of 4 :-)

In game 1 mogo lost in the very early moves if I understood well the
comments from strong players; in games 2 and 3 mogo lost quite late with
some stupid very fast moves - this suggests that perhaps we should save up
time in the beginning. Well, it's a conclusion based on a sample of 2 games
:-)

(by the way we corrected a bug in the time management betweent the 3rd and
the 4th game... one day mogo will be bug free :-)   )

Best regards,
Olivier
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Re: [computer-go] Match: MoGo vs Taranu on 9x9

2009-05-22 Thread Olivier Teytaud

 Did you verify that Mogo would have played those stupid fast  moves
 correctly without having to add too much time?


No, I've not checked. But the moves were really fast and
the comments of humans were in that direction.

I agree that we must have more (much more) time for early move. But  for the
three first games it was really very, very, very slow in the beginning and
very, very, very fast in the end - a stupid bug :-/
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Re: [computer-go] Mogo on supercomputer

2009-05-11 Thread Olivier Teytaud
When Mogo runs on the supercomputer with long-ish time limits, how big does
 the search tree get?


Plotting the depth/number of nodes as a function of the thinking time might
be a good idea... No idea :-( I just remember that changing the number of
visits before adding a new node in the tree changes the length of the
simulated variations without having a strong impact on the level.
Olivier
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Re: [computer-go] Justification for c==0

2009-05-01 Thread Olivier Teytaud
 Theorem: In a finite game tree with no cycles, with binary rewards, the UCT
 algorithm with c==0
 converges (in the absence of computational limitations) to the game
 theoretic optimal policy.


This is also tree with RAVE instead of UCT, if you ensure that RAVE values
are never below some positive constant (this was posted in discussions
between Sylvain and me a long time ago in this mailing list, but never
published I guess).

By the way:
- I guess there are several codes in which c=0, or c0 but with no
significant
  improvement over c=0. If you want to publish scientific papers, claim that
c0;
  UCT is so widely accepted that your paper is more likely to
  be accepted with c0   :-)
- even withou parallelization, mogo is better with constant 0.
- on the other hand, and in particular for stochastic games with one player
(which
   is industrially quite relevant), I find UCT quite good. Also, progressive
widening
   as published by Rémi is efficient in this one-player setting (but with
different
   constants). I'm definitely convinced that UCT provides a very great
   improvement, e.g. in front of Bellman's dynamic programming, in many
cases.
- Another point is that with the pattern-based exploration term (not
UCT-like), we
   have an exploration term; but not at all UCT-like (something like
   Heuristic(move)/log(2+numberOfSimulations) ).

A somewhat philosophical point related to the fact that UCT is not so
efficient for Go, is that clear sound algorithms are probably not the main
elements in Go; plenty of parameters (the coefficients of patterns, the
choice of Monte-Carlo player) are necessary and do not follow short and
sound rules. If you want to publish scientific papers,
do not say that - you should preferably hide the details, and show only a
small and well chosen part of your results, so that people can believe that
a small sound idea is the explanation for the fact that the program works.
But, in the particular case of Go,
and somewhat disappointingly, I'm not sure that reality is like that. I
prefer
nonlinear optimization or applications of UCT in one-player games or
applications for this point of view - there, sound ideas usually work and
outperform
dirty tricks :-)
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Re: [computer-go] Any newer version of Mogo beyond version 3...

2009-02-22 Thread Olivier Teytaud
Hi.

For your email about newer versions of MoGo;
technically, the main differences with version 3 are:
- use of MPI (useless unless you have a cluster);
- opening books in 9x9;
- more go-expertise
- better exploration term (not UCT-like)
- much stronger handling of patterns in the tree part
- better handling of Nakade
- a specific bandit for the root of the tree;
- better MC player (more randomization)
 and I am sorry for all the improvements I have forgotten

The new version has the drawback that I don't know if it works under
windows. Also the command line is not exactly the same (but almost).

I think I also published a newer version on this mailing list a long time
ago
for 64 bits.

Please send a private email if you want a Linux binary.
Olivier
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Re: [computer-go] 19x19: MoGo (handicap 7) vs Jun-Xun Zhou (9p)

2009-02-10 Thread Olivier Teytaud
The game can be found here http://www.lri.fr/~teytaud/H7.sgf
or on KGS, for user mogo.

I'm posting these results, but I must precise that I was not operating
myself - Arpad Rimmel did operate, and Guillaume Chaslot was also very
involved in the preparation. MoGo was running on Huygens (in Amsterdam) as
usual.

The lag is probably conservatively estimated (it's better to be too much
conservative than not enough conservative :-) ).

Best regards,
Olivier
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Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Olivier Teytaud

 Well, empirically, when I set the exploration component to zero it starts
 to play a lot worse. Like I wrote: the winning percentage drops to 24% vs.
 the same program with the exploration component, which is a huge difference.

 So if you have a different experience, you must have something else that
 overcomes this hurdle that's not part of a simple MCTS-RAVE implementation.
 I'd be very interested to learn what that is. Sylvain didn't take the bait
 ;-)


Here, we have a non-zero initialization of the number of wins, of the
numbere of simulations, of the number of Rave-wins, of the number of
Rave-losses.
We have then a 0 constant for exploration, but also an exploratory term
which is very different, and for which I am not the main author - therefore
I let the main author
give an explanation if he wants to :-)

I point out that even before this exploratory term, the best UCB-like
exploration-constant was 0 - as soon as the initializations of numbers of
wins, of losses, of Rave-wins, of Rave-losses are heuristic values.
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Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Olivier Teytaud

 I'd like to make sure I understand what you mean exactly. You use some
 heuristics to intialize all the moves (or maybe some of the moves) with a
 certain win-loss and rave-win-loss ratios?


Not only ratios, but also numbers of simulations. Thanks to patterns, expert
rules.




 To a certain extent I suppose these could come from the reading of the
 previous move? I think I slowly start to make sense of things...


We have (almost) no warm start from the values of previous moves. This
should be improved, as very clearly there is some time lost here (e.g.
patterns
should not be checked from scratch).

A+
Olivier
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Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Olivier Teytaud
 Of course you can do put much more clever prior if you are a player and
 know the subtleties of the game.


E.g. patterns extracted from databases - but it's not enough, carefully tune
the coefficients for empty triangles (important!) and various other
importants patterns/rules (don't just keep the empirical probabilities from
datasets as coefficients). I'm afraid the coefficients are very
implementation-dependent unless the bandit and the random player are
specified with
a lot of details.

You can put an exploration term, but the cases where it is needed are rare.
 I did a lot of experiments on that, and even at long thinking time, no
 exploration term was always better (statistically).


Well, now mogo has an exploration term - but not at all UCB-like. As said
previously, I'm not the main author of this modification and I'll not
explain it myself.
Also, for the main node (the root), the bandit in mogo is different from
the bandit elsewhere in the tree. More diversification is useful. But it's
not a very important improvement, a few percents.

Best regards,
Olivier
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Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Olivier Teytaud
 Well, now mogo has an exploration term - but not at all UCB-like.


 I was talking about times where I was still there ... ages ago :)


Good old times :-)
you've been helpful several times even from far away :-)
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Re: [computer-go] Black/White winning rates with random playout?

2009-01-08 Thread Olivier Teytaud
 I don't know the answer, but it's not too surprising - with random play
 the komi should be something like 2 or 3,  so white with 7.5 komi has a
 pretty good advantage. This advantage disappears (or almost
 disappears) if the games are well played, but in your case they are
 not.


I think that the advantage increases when the games are well played, and I
believe some people with other programs have the same results. In particular
with good openings, white becomes very strong. Also, high level human
players
also have this feeling (I think).
Olivier
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[computer-go] 9x9 MoGo vs human

2008-12-16 Thread Olivier Teytaud
In the computer-Go event of Clermont-Ferrand,
MoGo played four 9x9 games, plus blitz games,
against Motoki Noguchi (chinese rules, komi 7.5);
the result is a draw - the games are presented and discussed in
http://www.lri.fr/~teytaud/crClermont/cr.pdf

Best regards,
Olivier
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Re: [computer-go] 9x9 MoGo vs human

2008-12-16 Thread Olivier Teytaud


 Thank you for writing this very interesting report.  But it's a 40Mb pdf
 file, my Internet Explorer can't handle it at all, and my FireFox only
 with difficulty.  A more accessible version, perhaps without the
 high-resolution pictures, might reach more readers.


Sorry for that :-)

http://www.lri.fr/~teytaud/crClermont/cr.pdf
is much easier to download now (10 times smaller).

Thanks to Terry for comments.

Best regards,
Olivier
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Re: [computer-go] Mogo MCTS is not UCT ?

2008-12-01 Thread Olivier Teytaud
  I think it's now well known that Mogo doesn't use UCT.
 I realize that i have no idea at all what Mogo do use for
 it's MCTS.

A complicated formula mixing
(i) patterns (ii) rules (iii) rave values (iv) online statistics

Also we have a little learning (i.e. late parts of simulations
are evolved based on online statistics and not only the early parts).

 I really wonder if there was an article describing
 the new MCTS of mogo somewhere that i missed.
 How is it better than UCT ?

http://www.lri.fr/~teytaud/eg.pdf contains most of the information
(many other things
have been tried and kept as they provided small improvements, but
essentially the
ideas are in this version)

Best regards,
Olivier
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Re: [computer-go] Mogo Opening, Building Strategy ?

2008-11-30 Thread Olivier Teytaud

 Is there any theoretical reasons for the Mogo Opening being built out of
 self play, rather than by spending time increasing the number of
 simulations
 at the root, and after a time, keeping what seems to be the best ?



There are practical reasons: our approach can be used with humans or other
programs as opponent as well;
we can benefit from games launched for other purposes than opening-building;
and we can easily parallelize
the algorithm on grids.

No other reason, at least for me - but these reasons are enough I guess. The
alternate approach is nice,
but is difficult to use for tenths of years of CPU - whereas using
preemptable mode in grids, we can have access
to a huge computational power.

From a more technical point of view, I think that the idea of using results
of games of strong versions of mogo
is better for avoiding biases in the MC. But it's only a conjecture.
Olivier
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Re: [computer-go] Mogo Opening, Building Strategy ?

2008-11-30 Thread Olivier Teytaud


 By conjecture, i suppose you mean that
 no experiments yet has been ran as
 to assess this hypothesis ?


Yes. The other reasons were sufficient :-)


I think Sylvain (and maybe just everyone else) has tried
 at some point to use a UCT decision bot, as a way to
 get the simulation done. Then using those high level
 simulations in an other UCT decision tree (or AMAF,
 or FirstMove wining stats)
 From what i recall, the results were disappointing.


At least, it has been clearly established that
replacing the random player by a stronger player
does not imply
the Monte-Carlo program built on top of the random player becomes stronger
(even with fixed number of simulations)

But, it is also clearly established that the building of the opening book by
self-play
clearly works, whereas it is roughly the same idea. I guess the reason is
the
difference of strength of the player - a MCTS (Monte-Carlo Tree Search - I
don't
write UCT here as it is not UCT in mogo) built on top of a perfect player
should
be a perfect player (this is formally obvious). So perhaps for huge
computational
power, this approach (building MCTS on top of MCTS) is consistent.



 For example, it is well known that Mogo-style decision
 (or crazy stone) lead to very poor understanding of seki
 (and/or semeai ?) Would'nt the use of high level game
 as simulation get to better understanding of those
 really nasty situations ?


I hope so, at least for 9x9 and with really huge computational power.
(by the way I'm afraid we have to patch semeai manually)





 Is it that that it is known it would consume to much time and resources ?


I think it is really difficult to do that - you have to dump your results
unless you have
a machine for a huge time without any reboot, also if you want to have a
huge computational
effort you have to parallelize it - I think this is really hard.

But perhaps trying mogo against mogo built on top of a mogo
with e.g. 1s/move would be fine... this is easy to organize. Well, it
requires
some time, and time is always expensive :-)

Best regards,
Olivier
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Re: [computer-go] Skynet likes Go

2008-11-26 Thread Olivier Teytaud
 It's only a matter of time before MoGo becomes self-aware and destroys us
 all.  ;)


By the way, during the IAGO 2008 (meeting between mogo and Catalin Taranu),
a very angry guy came during the preliminary games against amateur players
and shouted that we were mixing war and art, and plenty
of other strange opinions about computers and games.

I was very afraid of a big
trouble because he came back during the game, but he just sat down and watched
the game :-)
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Re: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread Olivier Teytaud

 I think it was the surprisingly useful combination of UCT with Monte-Carlo
 that got the attention of the 'old school' Go programmers.



I would say Monte-Carlo + Tree Search rather than Monte-Carlo + UCT. You
can have a very strong program without UCT.
You can't without  the incremental tree + the Monte-Carlo search.

Best regards,
Olivier
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Re: [computer-go] light vs. heavy playouts in Many Faces

2008-10-20 Thread Olivier Teytaud
 It's also possible that when David says lite playouts he means
 something heavier than what we think.I doubt even Mogo's heavy
 playout resembles strong play but is simply tuned with some knowledge
 that can be implemented in reasonable time.


Our heaviest playouts are slower but not not much
slower (some percents slower only I guess).
I don't know if our heavier playouts are stronger (as a standalone player)
than
our light ones (we did not check that)..

Best regards,
Olivier
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Re: [computer-go] Go with modified scores

2008-10-10 Thread Olivier Teytaud

 You have to distinguish several scenarii when maximizing
 the playing strength/value of your Go program:
 (a) auto-play (or play between different versions of your prog)
 (a') play against other computer programs
 (b) play against humans
 (c) program as tool for human analysis of Go positions or of whole games
 (d) acceptance by humans


By the way, there has been a game won by mogo against a high-level player
in which, sure of winning by at least 0.5, mogo has given several points to
his opponent.

The human player was not offended, as he could of course understand that we
are not responsible
for this choice of mogo, but he pointed out that this is done in human games
only
- in a discrete manner, when you just want to win by a small amount, by
politeness; in that case
   you do it in a discete manner, and it's fine;
- in a very obvious way, when you want to point out that the opponent should
definitely
   resign now.

Best regards,
Olivier
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Re: [computer-go] Congratulations again to David Fotland !

2008-10-04 Thread Olivier Teytaud
My congratulations also to David :-) and good luck for both
MoGo and Leela for the silver medal in 9x9 :-)
 Olivier


 Many Faces of Go has won also the 19x19 competition
 in the 13th International Computer Games Championships,
 with a 100 % score.  The silver medal goes to MoGo (only
 loss against MFoG), Leela achieves Bronze (only two losses,
 against MFoG and MoGo).


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Re: [computer-go] Bad effect when tree node limit reached

2008-10-03 Thread Olivier Teytaud
Hi;
the node limit is a hard limit on the number of nodes ?
if yes, when you reach this limit, what do you do - you remove some nodes
with small number of simulations ?
Olivier


My engine is basic UCT+MC.  I've been letting it ponder on small empty
 boards with a certain komi to see if it begins to converge to the correct
 position value.  It does as long as the tree is allowed to grow.  But as
 soon as the tree reaches its node limit (with simulations continuing), the
 position value begins to go back toward 0.5 (where 0 represents a white win
 and 1 represents a black win).  I would have expected the convergence to the
 correct value to continue at a slower rate or maybe just stay the same.  Is
 this a bug or can this effect be explained?
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Re: [computer-go] Congratulations to David Fotland!

2008-10-02 Thread Olivier Teytaud
Mogo was allowed to use 800 cores, not more, and only for games against
humans.
We have no acces to so many cores for computer-computer games (if there were
only three teams involved,
we could :-) ).
For some games Huygens was unaivalable at all, and mogo played with much
weaker hardware (some quad-cores,
however, it is not so bad :-) ).

Best regards,
Olivier
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Re: [computer-go] Congratulations to David Fotland!

2008-10-02 Thread Olivier Teytaud
For the use of fast networks:
yes, fast networks improve the results, in particular for 9x9, in my humble
opinion - however, you have already a good speed-up without
that, in particular for 19x19, and in particular if you have multiple cores
per node so that one core can take care of communications whereas the
other nodes compute simulations.

But for grids (instead of clusters), the communication will become much much
bigger - I'd like to study that
carefully one day, I have no clear idea of what is possible.

A trouble is that on grids (at least the ones I've seen) there are often
faults. We'll have to be fault tolerant I guess.

I point out that it has been said that very long delays between
communications are not a trouble - this is not the case
in my experiments, but perhaps this is implementation dependent, or perhaps
I am wrong :-)
Olivier
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Re: [computer-go] 2008 World 9x9 Computer Go Championship in Taiwan

2008-10-01 Thread Olivier Teytaud
Dear all,

the results of the 9x9 computer-go event in Taiwan (including a 9x9
competition and games between humans and computers)
can be seen at
http://go.nutn.edu.tw/eng/main_eng.htm
(see news)
These games were organized by the National University of Tainan and the
Chang Jung Christian University (both in Taiwan).

For convenience, I report the results below - this should be consistent with
the news above, forgive me in case of errors. The
very nice point in this event is that there has been a large number of games
with high-level humans. Also, a nice point for us is that mogo won
the 9x9 competition :-)

Essentially, mogo has usually won against 6D with 5 stones, lost against 6D
with 4 stones, and won against 5D with 4 stones,
with something between 320 and 480 cores of Huygens (amateur dans).

MoGo was using a varying number of cores, from 320 to 800, and was
consistently more than 1D for arithmetics like
humanLevel - handicap (choose your favorite formula :-) ). On the other
hand, mogo has lost in a 19x19 game with H7 against a 9P player;
by the way, Kim already won against MoGo in the same H7 configuration but
with time settings more favorable to MoGo (longer time settings).

By the way, that was my first trip to Taiwan, a colleague in my lab was in
Taiwan in the same time, and we both consider
that the Taiwanese tradition of hospitality is incredibly impressive :-)

Best regards,
Olivier
==
Two events at the intersection of computer-science and the game of Go
were organized by the National University of Tainan (Taiwan) and Chang Jung
Christian University (Taiwan):
* a competition between machines (won by MoGo, youpi tralala)
* some games against humans.

 On September 27, MOGO played with one 9-Dan professional GO player and two
6-Dan amateur GO players and the detailed results are below.
 (a)1st GO player basic information: He is Mr. Zhou Junxun (9-Dan
professional, about 30 years old, won the LG-Cups 2007). MOGO lost  three
games (i)9x9 (ii)9x9 (iii)19x19 with 7 handicap stones. Note: The 19x19
game  was competed through KGS platform with 800 cpus.

 (b)2nd GO player basic information: He is Mr. Chang (6-Dan amateur, about
55 years old). MOGO won the 19x19 game with 5 stones. Note: This game was
competed through KGS platform with 480cpus.

 (c)3rd GO player basic information: He is Prof. Tsai (6-Dan amateur, about
50 years old). MOGO won the 19x19 game with 5 handicap stones. Note: This
game was competed through KGS platform with 480cpus.

 On September 26, the championship (computer vs computer):
 MoGo won the computer-tournament with 5 wins and no defeat:

Pos.ProgramWinsSOSSoDOS
1MoGo10France
2Go Intellect61618USA
3*Jimmy61612Taiwan
4*Erica61612Taiwan
5Fudo Go6166 Japan
6CPS610  Taiwan
7GoStar420China
8GoKing418  Taiwan
9HappyGo2  Taiwan
10ChangJung10  Taiwan

Note that SOS and SoDOS are given only where needed to break ties.

On September 25, MOGO played with one 5-Dan amateur GO player and one 6-Dan
amateur GO players and the detailed game is below.

 (a)1st GO player basic information: he is retired Prof. Dong (5-Dan
amateur, about 70 years old). MOGO won three games (i)19x19 with 4 handicap
stones(ii)19x19 with 4 handicap stones (iii)19x19 with 4 handicap stones.
Note: These three game  were competed through R900 machine with 16cores.

 (b)2nd GO player basic information: he is  a  GO  teacher, Mr. Luo (6-Dan
amateur, about 50 years old). MOGO  lost three games (i)9x9 (ii)9x9
(iii)19x19 with 4 handicap stones. Note: These three game  were competed
through KGS platform with 320cpus.

On September 24, MOGO played with a  retired Prof. Dong (5-Dan amateur,
about 70 years old). MOGO won three games (i)19x19 with 6 handicap
stones(ii)19x19 with 4 handicape stones (iii)19x19 with 4 handicape stones.
Note: These three game  were competed through R900 machine with 16cpus.
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Re: [computer-go] Lockless hash table and other parallel search ideas

2008-09-10 Thread Olivier Teytaud


 - There had been a TV program of professional 9x9 Go for years (some
 member of this list have the records of the games played in this
 program).  Takemiya 9p and Yuki 9p were the strongest.


I'm afraid the answer is no, but:
are these records free and available somewhere ?

Thanks for your interesting informations around Go and 9x9 Go :-)
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Re: [computer-go] Lockless hash table and other parallel search ideas

2008-09-09 Thread Olivier Teytaud


 Yes.  I use Sylvain's fpu and decrease it a little before starting a
 simulation, say, fpu *= 0.99.  This is very simple and fast.


Ok. Perhaps I'm wrong (I might misunderstand your solution and I might be
wrong
whenever I've understood :-) ); but
- I think that this does not avoid redundancies in the tree, if I understand
well.
- also, even in a final node in a tree, it does not avoid redundancies for
moves
  which have already been simulated.
- finally, in a final node in a tree and for moves which have not yet been
simulated,
  it only avoid redundancies if 0.99 is sufficiently small.

Avoiding redundancies is very important in SMP parallelization. The limited
speed-up
of MPI parallelization in 9x9  is also probably due to redundancies, but for
that we have no
good solution - whereas in 19x19 (or even 13x13), the speed-up of the MPI
parallelization is great (both
in our results and other published papers), in 9x9 it is limited.

Best regards,
Olivier
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Re: [computer-go] Lockless hash table and other parallel search ideas

2008-09-09 Thread Olivier Teytaud


 Although I'm parallelizing in not SMP systems but a cluster of loosely
 coupled (small) computers connected through moderate speed networks
 using broadcasting positions, this may not change the vlaue of
 avoiding redundancies.  I'll study more when implementing
 pre-knowledge or some.  Thanks.



Do you have the winning rate of your best parallel algorithm against the
sequential version in 9x9 Go
in such a setting without shared memory ? We stay below 80% for this form of
parallelization (but this
speed-up can be cumulated with SMP speed-up), whenever we use fast networks
(infiniband).

In 19x19, it's much better, but the MPI parallelization of  9x9 Go is
challenging.

Best regards,
Olivier
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Re: [computer-go] Goal-directedness of Monte-Carlo

2008-09-09 Thread Olivier Teytaud


 MC is playing most goal-directed (zielgerichtet
 in German) when the position is balanced or when
 the side of MC is slightly behind. However, when
 MC is clearly ahead or clearly behind it is playing rather
 lazy.


At some point we were investigating that here, but only on small sets of
games (we have essentially games with no handicap
between versions which are close to each other - for example, the conclusion
according to which white has the advantage when using komi 7.5 in 9x9 is
more documented than questions around handicap). I find the following
elements interesting:

1) MoGo was seemingly weaker in handicap games (was because we did not
have a look at that recently - perhaps it's always true). This was nearly
established by comparing the success rate against people of level X with
handicap n and people of level Y with handicap p. Of course, this was not
very scientific - just an element.

2) MoGo has become stronger (and the difference is huge for long time
settings) with more randomization; I guess this is because with more
randomization, you are less likely to have a constant result as you increase
the number of simulations. With more randomization you are more likely to
see that the x50 % of probability of loosing  becomes yx50% with a
given move than if you have a too much deterministic simulations such that
y=x because the few simulations in which the move introduces a difference
occur with very very very samll probability in your too deterministic
simulations. By the way, this reasonning is also intuitively satisfactory
for explaining that in the MC simulations uniformity on reasonnable moves is
often better than non-uniform probabilities - with uniform probabilities,
the less likely event is more likely than with non-uniform probabilities.
This reasonning is not mathematically sound, of course, it's not a theorem,
but intuitively this looks reasonnable (at least for me :-) ). This strong
improvement with randomization might be also an improvement in the case of
handicap games, but I've not checked that.

3) By the way, we have positive results (small improvements, but
improvements) by using different Monte-Carlo simulations for different
cores. This is consistent with 2) above - by performing N simulations of
type 1 and M simulations of type 2, you cover more
markov models than with one Markov model - you can cover different
scenarios. I'd like to extend this idea - for the moment
we have only two Monte-Carlo simulators and the improvement is small, I hope
we can define 3,4,5,etc Monte-Carlo
simulators and have a strong improvement.
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Re: [computer-go] 9x9 to 19x19 scaling strangeness

2008-09-09 Thread Olivier Teytaud
I made a change over the weekend, which looks like it makes 9x9 150 ELO
 weaker and 19x19 over 200 ELO stronger.

 We have plenty of size-dependent parameters and plenty of if
(boardsize==19) in MoGo for things like that :-)
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Re: [computer-go] 9x9 to 19x19 scaling strangeness

2008-09-09 Thread Olivier Teytaud
Some main differences in mogo between 9x9 and 19x19:

- we have no pattern database for the tree in 9x9 (because we have not done
it yet, but perhaps it would be efficient),
and go-expertise (rules used for introducing a bias in the tree) is nearly
useless in 9x9.

- I have read that Rave values are supposed to be especially efficient in
19x19, but I guess it is
essentially efficient in 19x19 when you have no go-expertise - in my humble
opinion, if you have patterns or go-expertise,
it is in 9x9 that rave values are most efficient (I'm not sure of that, it's
just a feeling when comparing our results)

- the positive effect of randomization (if any) is much smaller in 9x9

- the thresholds for self-atari are different

- the relative weight of amaf-values and standard values is different

- the formulas for the bias depending on the distance to the last move are
different

- the formulas for the time per move are also different (more complicated in
19x19, it's not only parameters)

I probably forget plenty of differences :-)

Can you put crazystone back on 19x19 so I can see if it is just a fluke
 against fuego?

 I added locality to the light playouts - play near last or second to last
 move, and some code to handle long ladders in playouts.  I don't think this
 is anything unusual.

 Both should help 19x19, but I don't know why 9x9 would be damaged.

 I also changed code around playing self atari in seki.  Perhaps there is
 bug, since seki is more important in 9x9.

 The biggest problem that I have with monte carlo is the amount of testing.
 I made four or five changes and I'm testing them together now.  To see the
 effect of each change independently would take a couple of weeks of
 testing,
 since it takes several days on 19x19 to get an accurate rating.

 Regards,


 David


  -Original Message-
  From: [EMAIL PROTECTED] [mailto:computer-go-
  [EMAIL PROTECTED] On Behalf Of Rémi Coulom
  Sent: Tuesday, September 09, 2008 9:20 AM
  To: computer-go
  Subject: Re: [computer-go] 9x9 to 19x19 scaling strangeness
 
  David Fotland wrote:
   I made a change over the weekend, which looks like it makes 9x9 150
  ELO
   weaker and 19x19 over 200 ELO stronger.
  
   Very strange.
  
   David
  
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  Now you must tell us what the change was :-)
 
  Rémi
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Re: [computer-go] Lockless hash table and other parallel search ideas

2008-09-09 Thread Olivier Teytaud


 The bright side here is that 9x9 is not really important but just
 a test bed. If it works for 19x19, that's good.


People moderately intested in Go could also claim that both 9x9 and 19x19
are
just testbeds for power plant management :-)

In my humble opinion, both are intesting, both as testbeds (9x9 is a good
testbed for
parallelization because it's more difficult) and as real targets (as there
are players
for both).

But, I guess it's a controversial political issue :-)
Olivier
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Re: [computer-go] Lockless hash table and other parallel search ideas

2008-09-08 Thread Olivier Teytaud


 By my recent experiments, 8~9 * (threads - 1) ELO is lost.  This
 matches my earlier result well.


Do you have tricks for avoiding redundancies between simulations ?

I suggest simple tricks like do not go to node X if there is a thread
currently in node X
(simply by setting the score of the moves leading to node X to zero until
you get out of the node).
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Re: [computer-go] yet a mogo vs human game

2008-08-26 Thread Olivier Teytaud
Yes, and then 19x19 with handicap.




 On Aug 25, 2008, at 10:47 PM, Olivier Teytaud wrote:

 Just for information, mogo will play in a few minutes (on Kgs /
 computer-go) some games
 against high level humans.


 MogoTitan is playing 9x9 against nutngo ?

 Christoph

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Re: [computer-go] yet a mogo vs human game

2008-08-26 Thread Olivier Teytaud
More informations later, but we can already say that:
- the opponent is 6D
- MoGo was using 5% of Huygens (instead of 25% against Kim);
- there were some software improvements
- MoGo won 2 out of 3 games in 9x9 (even games)
- MoGo won with handicap 5 in 19x19 against the 6D player
- games can be found on KGS, see MoGoTiTan, games against nutngo
- we will have next month a stronger hardware and a stronger software (some
improvements
   have not been included because we did not find time for checking
everything on Huygens
   before the games of this morning)

We thank both the organizers and the player :-)
Best regards,
Olivier for the mogo-team


 Yes, and then 19x19 with handicap.




 On Aug 25, 2008, at 10:47 PM, Olivier Teytaud wrote:

 Just for information, mogo will play in a few minutes (on Kgs /
 computer-go) some games
 against high level humans.


 MogoTitan is playing 9x9 against nutngo ?

 Christoph

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 --
 =
 Olivier Teytaud (TAO-inria) [EMAIL PROTECTED]
 Tel (33)169154231 / Fax (33)169156586
 Equipe TAO (Inria-Futurs), LRI, UMR 8623(CNRS - Universite Paris-Sud),
 bat 490 Universite Paris-Sud 91405 Orsay Cedex France




-- 
=
Olivier Teytaud (TAO-inria) [EMAIL PROTECTED]
Tel (33)169154231 / Fax (33)169156586
Equipe TAO (Inria-Futurs), LRI, UMR 8623(CNRS - Universite Paris-Sud),
bat 490 Universite Paris-Sud 91405 Orsay Cedex France
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[computer-go] yet a mogo vs human game

2008-08-25 Thread Olivier Teytaud
Dear all,

Just for information, mogo will play in a few minutes (on Kgs / computer-go)
some games
against high level humans.

However, we point out that these runs will be on moderately
big hardware - we will come back at the end of september for very big
hardware (hopefully
bigger than against Kim :-) ).

Best regards,
Olivier




-- 
=
Olivier Teytaud (TAO-inria) [EMAIL PROTECTED]
Tel (33)169154231 / Fax (33)169156586
Equipe TAO (Inria-Futurs), LRI, UMR 8623(CNRS - Universite Paris-Sud),
bat 490 Universite Paris-Sud 91405 Orsay Cedex France
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