Re: [computer-go] Re: Open source real time Go server

2010-01-19 Thread steve uurtamo
sorry, i should have been more clear.

an SE can't be any smarter than a computer player, because it could
otherwise easily simulate a computer player, as described.  would it
be slower?  yes, by a constant factor that is bounded by the
boardsize.  this simulation could be completely paralellized, however,
so if anyone thinks that i'm wrong, they should build such an SE, and
we can easily put together enough boxes to beat all existing computer
players.

i point this out because a pet peeve of mine is people who complain
about the SE and don't realize that it's equivalently difficult, if
not *more* difficult, than building a computer player.

s.

On Tue, Jan 19, 2010 at 12:20 AM, Michael Williams
michaelwilliam...@gmail.com wrote:
 Your point is obvious but that's a horrible proof since there are usually
 more than one legal moves from which to chose (that means it takes more
 time).

 steve uurtamo wrote:

 As for other things we'd like to see improved, we could build a list. My
 pet
 peeve is the KGS score estimator, which is often wildly wrong.

 an SE can't be any smarter than a computer player that runs in the
 amount of time that you're willing to wait for the SE to calculate*.
 so don't expect much.  ever.  recall that the SE runs locally in your
 client.

 s.

 * proof: if it were, then it would make a better computer player by
 just evaluating its score estimate at all legal board points and
 choosing the maximum at each move.
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Re: [computer-go] Re: Open source real time Go server

2010-01-18 Thread steve uurtamo
 As for other things we'd like to see improved, we could build a list. My pet
 peeve is the KGS score estimator, which is often wildly wrong.

an SE can't be any smarter than a computer player that runs in the
amount of time that you're willing to wait for the SE to calculate*.
so don't expect much.  ever.  recall that the SE runs locally in your
client.

s.

* proof: if it were, then it would make a better computer player by
just evaluating its score estimate at all legal board points and
choosing the maximum at each move.
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Re: [computer-go] Optimizing combinations of flags

2009-11-26 Thread steve uurtamo
 That doesn't seem to directly support deriving information from random
 trials. For computer go tuning, would you play multiple games with each
 parameter set in order to get a meaningful figure? That seems likely to
 be less efficient than treating it as a bandit problem.

you'd decide how many experiments you wanted to run, take a stab at
what you thought the interactions between parameters were (i.e.
independent between #2 and #3, and no worse than quadratic between #1
and #4), generate an optimal design, run enough experiments at each
setting of the parameters (as specified by the design) to keep error
low, then fit the specified model with the resulting data.

the way to consider the model is that you want to model winrate versus
(whomever -- self-play, on kgs, whatever you want), and you have some
idea about interactions between parameters (i think that this cutoff
is only appropriate between these two ranges, and have reason to
believe has only a very weak interaction with this other parameter,
whereas these 12 parameters might all be related in some horrible
quadratic way), but you don't want to blindly run thousands of random
tests.  you'd rather run thousands of tests that were specifically
designed to maximize the amount of information that you can get about
the model that you're trying to fit.

alternatively, it does sphere packing over the direct product of open
or closed (but bounded) intervals and discrete sets, so you can get a
set of points that is slightly better than a random set of experiments
(i.e. guaranteed to cover the space well).

s.
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Re: [computer-go] Optimizing combinations of flags

2009-11-26 Thread steve uurtamo
sorry to self-reply, but:

 alternatively, it does sphere packing over the direct product of open
 or closed (but bounded) intervals and discrete sets, so you can get a
 set of points that is slightly better than a random set of experiments
 (i.e. guaranteed to cover the space well).

arguably it is not slightly better, but much, much better.  especially
when the dimensionality (number of parameters) is high.

s.
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Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread steve uurtamo
the way to do all of this exactly is with experimental design.

to design experiments correctly that handle inter-term interactions of
moderate degree, this tool is quite useful:

http://www2.research.att.com/~njas/gosset/index.html

s.
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Re: [computer-go] Re: Hahn system tournament and MC bots

2009-11-23 Thread steve uurtamo
maybe divided by ten?

s.

On Mon, Nov 23, 2009 at 5:50 AM, Robert Jasiek jas...@snafu.de wrote:
 Ingo Althöfer wrote:

 I would have found a completely continuous result system
 more natural, for instance
 giving +40.5 points for each win with 40.5 or more
 giving -40.5 points for each loss with 40.5 or more

 The most natural score-dependent Go variant(!) would be the game result x
 for the score x, with resignation being not available and using some scoring
 method that has +-361 as its extreme scores.

 --
 robert jasiek
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Re: [computer-go] Re: Hahn system tournament and MC bots

2009-11-23 Thread steve uurtamo
i'm just thinking that approximating the 10 stones on the board == 1
stone of handicap phenomenon might be a nice way to keep track of
score in a tournament.  i realize that it's not terribly accurate, but
it would give a number that's easier to parse.  dividing by 10 for
everyone wouldn't change the overall result, so it wouldn't punish
anyone, right?

s.

On Mon, Nov 23, 2009 at 9:03 AM, Robert Jasiek jas...@snafu.de wrote:
 steve uurtamo wrote:

 maybe divided by ten?

 To punish programs or me for the ability of killing 70 stones dragons?

 --
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Re: [computer-go] Re: Hahn system tournament and MC bots

2009-11-23 Thread steve uurtamo
:)

my point was that simply totaling total won by points after each
game is over, or totalling total won by points divided by ten after
each game should produce the same rank order of results, therefore not
punishing anyone.

my comment that one handicap difference in strength, in an even game,
roughly equates to 10 game stones at the end of the game, was perhaps
too distracting as a rationale (perhaps because it is only empirically
true at the kyu level?).

the idea that i like about keeping track of number of points won or
lost by is that not only could you find the winner, but you could find
how absolutely dominant, on average, they were against their
opponents.  if the variance was low, we might expect to see, say, a
less than 20 stone average advantage in points.  normalizing by
dividing by 10 just scales this down to something chunkier.

s.

On Mon, Nov 23, 2009 at 9:53 AM, Robert Jasiek jas...@snafu.de wrote:
 steve uurtamo wrote:
 dividing by 10 for everyone wouldn't change the overall result

 First you describe something like handicap steps, then you describe
 something different (a mere division by 10). Therefore

 so it wouldn't punish anyone, right?

 ...this question cannot be answered.

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Re: [SPAM] Re: [computer-go] Joseki Book

2009-11-09 Thread steve uurtamo
you could always take a joseki dictionary and build the trees by hand,
if you feel that you're strong enough to work out the most common
variations for the most common opening situations.

s.

2009/11/9 Olivier Teytaud teyt...@lri.fr:
 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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 --
 =
 Olivier Teytaud (TAO-inria) olivier.teyt...@inria.fr
 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
 (one of the 56.5 % of french who did not vote for Sarkozy in 2007)



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Re: [computer-go] Neural networks

2009-11-03 Thread steve uurtamo
these things have definitions, folks.

everything isn't everything else.

s.

On Tue, Nov 3, 2009 at 7:43 AM, Willemien wilem...@googlemail.com wrote:
 I disagree with the point that MCTS is a neural network,

 In my opinion (and i maybe completely off target) One of the essences
 of neural networks is that the program changes/learns from the games
 it has played. .

 MCTS doesn't have that result, the improvement is only in-game
 The program doesn't learn not to make the same mistake anymore, by
 MCTS the mistake is hopefully avoided.

 if MTCS is a neyural network than alpha beta would also qualify.

 but i may be wrong it is just an opening for a discussion in which we
 all can learn


 2009/11/2 Daniel Burgos dbur...@gmail.com:
 Well, at its esence a computer is an universal Turing Machine. If you
 organize the program as a neural network or as a MC algorithm is just
 cosmetics.

 You can see the circuits of your computer as neurons simulating a Von
 Neumann architecture that is simulating a neural network or a MC or
 whatever. An may be your whatever is simulating another thing.

 2009/11/2 Álvaro Begué alvaro.be...@gmail.com

 On Sun, Nov 1, 2009 at 7:50 PM, Aldric Giacomoni ald...@trevoke.net
 wrote:
  Álvaro Begué wrote:
  2009/10/31  compgo...@aol.com:
  Present day MC Go programs are neural networks. The playout is the
  trainng
  process.
 
  What?
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  Go programs using the Monte-Carlo algorithms are neural networks. The
  actual
  fact of playing games is what trains them to play better.
 
  ... I'm pretty sure that's what it means, anyway.

 Except they don't fit any definition of neural network that I've
 been able to find. For starters, they don't have neurons.
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Re: [computer-go] CUDA implementation of the per-intersection GPGPU approach

2009-09-10 Thread steve uurtamo
 Since AMAF values are so helpful, perhaps one can let go of the idea of
 sequential play following the rules of go, and basically play moves in
 parallel on all empty intersection. Compute new state (do captures) and
 repeat a fixed number of times and evaluate.

two thoughts:

i) how do you determine color to play for each thread?

ii) if i) becomes unsynchronized with the rules of go, you're
basically exploring random boards instead of boards that are related
to the game that you're interested in.  the board should rapidly
converge to something that retains no information about the initial
state of the board (assuming that the initial board has stones on it).

s.
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Re: [computer-go] Dynamic komi at high handicaps

2009-08-19 Thread steve uurtamo
zen wins many more of its even games with no handicap than it does
with even, say, an even 2 stone handicap as either black or white.  i
haven't compiled numbers for it (i'm not zen's maintainer), but i
watched it happen over the course of about 50 games one day.  it was
pretty consistently worse with any kind of handicap on the board, the
more handicap the worse.  fix the handicap problem and it would likely
rise a stone in strength.

s.

On Wed, Aug 19, 2009 at 12:15 PM, Jeff Nowakowskij...@dilacero.org wrote:
 On Wed, Aug 19, 2009 at 07:27:00AM -0700, terry mcintyre wrote:
    Consider the game when computer is black, with 7 stones against a very
    strong human opponent.

    Computer thinks every move is a winning move; it plays randomly; a
    half-point win is as good as a 70-point win.

 Didn't this game actually happen? Didn't MoGo *beat* a pro with 7
 stones? Did it play randomly?

 Don't the monte carlo bots frequently win as White when giving
 handicap stones on KGS?

 I think we need some real statistical evidence that this problem is
 even worth talking about, aside from stylistic issues. I'm not the
 first to say this, but I think it bears repeating.

 -Jeff
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Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-11 Thread steve uurtamo
i think that the rationale behind variable komi is intuitive:

good players can handicap one another more effectively
with komi than with handicap stones, because it's more
fine-grained.

this is likely what is leading to the idea that computers
playing handicap games could use this to their advantage.
there's something like an exact tradeoff between stones
and komi, although i don't know the function and it'd be
interesting to find.

s.
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Re: [computer-go] Experimentation

2009-07-07 Thread steve uurtamo
something i've played with a little bit:

only look at algorithms with the following
property:

* they every so often update an in-memory score for each board position.

you can then run a timing loop around this and just make the
highest-scoring valid move the play.  you can use a signal handler to
dump the list at any time.

s.

2009/7/7 terry mcintyre terrymcint...@yahoo.com:
 Digesting Don's remarks, it seems that a reasonable method would start with
 equal numbers of simulations. It could then proceed to try various
 optimizations, and compare algorithms which use equal time.

 It makes perfect sense for the ultimate goal to be better performance using
 the same time or less, but it might be easier to progress stepwise - first
 tweak the top-level design, then tweak the performance - in order to
 separate out the different inputs to the experiment.

 Terry McIntyre terrymcint...@yahoo.com

 “We hang the petty thieves and appoint the great ones to public office.” --
 Aesop



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Re: [computer-go] Complicated seki with Ko

2009-06-30 Thread steve uurtamo
zen builds sekis, and occasionally wins games that way.

s.

On Tue, Jun 30, 2009 at 1:25 PM, Jason Housejason.james.ho...@gmail.com wrote:
 Is it possible to explicitly use a monospace font? I can't read your board
 positions.

 I haven't heard of any handling of seki in playouts except for Remi's
 CrazyStone. I don't think he's ever given specifics on how he did it. Maybe
 he'll respond to your e-mail?

 Sent from my iPhone

 On Jun 26, 2009, at 1:37 PM, Brian Sheppard sheppar...@aol.com wrote:

 Here is a position that exposed some bugs in Pebbles. Maybe it will help
 you.

  1 2 3 4 5 6 7 8 9
 A - O - O X - - X -
 B - X O - O X - O O
 C - O O - O - X O -
 D X X X O O O O O O
 E - O X X X O X O O
 F - - O X O X X X X
 G - - X X O O X X -
 H - O X O - O O X X
 J - O X O O - X - X
 X to play.

 X is already doomed in this position. The bottom O group is in a seki
 with the X group at right. O cannot play J6 self-atari. X cannot fill
 in J8 and then play J6, and after X J6, O captures and X cannot recapture.
 So it will be dual life. Because the top of the board is O's, O have
 more than half the board, even without komi.

 The playouts have to handle certain issues well in order to find that.
 The first point is to filter out plays that make self-atari on large
 groups. This will cause the rest of the board to fill up until only
 the seki remains.

 The the playout will be in a position like the following:

  1 2 3 4 5 6 7 8 9
 A - O - O O - O O -
 B O - O - O O - O O
 C - O O - O - O O -
 D X X X O O O O O O
 E - X X X X O X O O
 F X X - X O X X X X
 G X - X X O O X X -
 H X X X O - O O X X
 J X - X O O - X - X
 X to play.

 Pebbles does not detect superko in playouts, so this position will loop
 forever with J6/J8/J7/pass. In Pebbles, infinite games were scored as
 draws. I changed that to give the win to O on the basis of its
 preponderance
 of material. (No doubt that will bite me at some point.)

 Even if we detect the superko repetition, it seems to me that we are only
 getting the right answer by accident. For instance, if X plays J6 then
 after J8/J7 there is no move for X, so X has self-ataried himself.

 Another possibility if to see that X's J6 is atari and also self-atari, so
 X can look for the approach move. In this case X would play J8 instead of
 J6
 which avoids the ko. Then the seki is obvious.

 How do other programs handle this case?

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Re: [computer-go] Ko in light playouts

2009-06-15 Thread steve uurtamo
what happens with the following?

rank the moves as normal, ignoring ko.
choose the highest ranked legal move at the end.

(i.e. only check for ko-legality when choosing the
final move)

s.


On Mon, Jun 15, 2009 at 4:45 PM, Heikki Levantohei...@lsd.dk wrote:
 I am slowly getting my little bot to do very light playouts. I came to think
 about detecting ko. Is it even necessary in a simple playout? During the
 earlier stages of the game, the playouts have no idea of wanting to
 recapture the ko, of ko threats, or anything else.  Only in the endgame can
 we run into problems, when everything else is filled up, and the only points
 left are in a ko fight. At that point the playout moves are fast, repeating
 the same position all over again, until a limit to the number of moves puts a
 stop to it all.

 I suppose that in the end the right thing is to do the right thing, and
 detect at least a simple ko properly and according to the rules. But I
 thought I'd ask if people are trying alternative tricks?

  - Heikki


 P.S. My progress is awfully slow, as I work full time with other things, and
 have several hobbies cometing for my spare time. Still, I am making slow
 progress, and at some point I get my halfgo playing on cgos. Very badly, to
 begin with...  It is a simple program, written in C, using bitmaps for the
 board images. I just wanted to see how far I could take that approach. Now it
 seems to be a good foundation for my next experiments, which I will have to
 do before discussing them here.





 --
 Heikki Levanto   In Murphy We Turst     heikki (at) lsd (dot) dk

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

2009-06-10 Thread steve uurtamo
 But here is someting interesting:  In the case of computer
 chess it has been estimated that the progress in software
 has been roughly the same as the progress in hardware.
 Modern chess programs are truly amazing, and not just
 a result of faster hardware. There is no reason to think
 that this won't be true of computer go.

This makes me wonder... so how slow (and RAM starved)
of a computer could you use and still get grandmaster level
chess play?

In other words, how far back could we go in time if we had
today's software and expect a computer to play chess as
well as humans?

s.
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Re: [computer-go] MCTS, 19x19, hitting a wall?

2009-06-10 Thread steve uurtamo
 To conclude, it appears that 500 MHz (embedded: poor
 cache performance) with little memory for transposition
 tables is the lowest you can go, while still staying at grandmaster
 level.

that's quite impressive.

some kind of pipelining is involved?  are they 32bit?

s.
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Re: [computer-go] bots and handicaps (Re: New CGOS)

2009-06-07 Thread steve uurtamo
 The handicap system is imperfect anyway,  it's almost
 a coincidence that it works as well as it does.

okay, this sounds like chess bias.  the handicap
system *defines* the difference in skill levels in go.
it's a coincidence that something like ELO can match
fairly well to stones.  not the other way around.

the fact that chess doesn't have a fine-grained way to
handicap a game, in fact, the fact that most games don't,
doesn't mean that it's hard to deal with.

my guess is that any go playing program that doesn't
depend upon an opening book for a lot of its strength
is going to adapt just fine.  experiments between players
of different CGOS-measured strengths could find this out for
sure -- time for another set of experiments?  i'll donate some
cpu time.

if it helps to encourage the authors, just keep in mind
that winning with handicap is extremely convincing
evidence to regular go players that one player is much
stronger than another.  plus, it takes exponentially fewer
games to determine that difference.

with a logarithmic (in range of handicap, say, +/-6 stones)
number of games you could get a very accurate view of
the strength difference between two players.  say, take
best of 2 out of 3 at each test level and do binary search.

some go clubs just keep track of the relative difference
in stone strength between pairs of players, requiring, say, a
3-win streak by one player to adjust the handicap by a
single stone.

alternatively, you can (somewhat cheesily) map ELO
to handicap and vice-versa for a limited range of ELO
and handicap.

s.
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Re: [computer-go] Congratulations to Steenvreter!

2009-06-01 Thread steve uurtamo
contests are never hindered by weak opponents,
in my opinion.  the more the merrier the better of
course!

s.

2009/6/1  dhillism...@netscape.net:
 One factor is that there seems to be a narrow range between too few entrants
 and too many. For any given contest, the potential pool includes an elite
 few who have a chance at first place and maybe a couple who have a new or
 newly improved bot. There is a larger group, back in the pack, whose last
 breakthrough was a while ago. For many of us in that last group, it would be
 easy enough to enter, but hard to know if that would help or hinder.

 - Dave Hillis


 -Original Message-
 From: David Doshay ddos...@mac.com
 To: computer-go computer-go@computer-go.org
 Sent: Mon, 1 Jun 2009 5:32 pm
 Subject: Re: [computer-go] Congratulations to Steenvreter!

 SlugGo has not been participating because we had made no progress.
 I hope to have something by the end of summer.

 Cheers,
 David


 On 1, Jun 2009, at 1:39 PM, Nick Wedd wrote:

 would like to know what I might do to attract more entrants.

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Re: [computer-go] Implications of a CPU vs Memory trend on MCTS

2009-05-12 Thread steve uurtamo
increasing memory is more expensive than increasing cpu speed
at this point.  there was an addressing issue with 32bit machines,
but that shouldn't be too much of an issue anymore.  most people
want to pay less than or equal to the price of their last machine
whenever they buy one, though, so companies oblige them --
companies have to change something, though, so they make new
cpus.  i agree that ram is the more useful thing to have access to,
but it's just hideously expensive to have lots and lots of high speed ram
available to the cpu.  if you need some extra ram, feel free to use
your graphics
card's ram.  most modern graphics cards have way more ram than
you might think.

there aren't many technologies that work cheaper than ram
that are within an order of magnitude or two of the speed of ram.

so you're pretty much stuck.

one nice thing about your compression idea is that fast cpu means
that you can afford to spend more time fiddling with compression
and decompression.

if the size of any object is really an issue, here's what i'd suggest --

* look at the structure of your objects during actual games and try
to figure out where self-similarity lies.

* actually copy the memory objects to disk and bzip them and see how
much compression you get.  if it's not much, it's a big waste of time
to even think about it.

* think, hard, about how much extra ram you'd need to be happy and
content, and how much extra gameplay you'd get out of having that
extra ram.  if doubling your ram would only effect a 10% advantage,
is it worth the effort?

* turn the problem around and ask yourself what you'd do if you had,
say, a terabyte of ram.  such machines exist, but that isn't that important.
how would you write your code differently if you had that much ram,
and would it instantly mean that your program would be immensely
stronger?  if not, then ram isn't the main issue.  if you can figure out
how to use that much ram to guarantee a much stronger player,
then maybe someone will loan you one to play with.  even if they don't,
it's an important exercise, especially if it turns out that:

* perhaps your structures are so self-similar that you can get radical levels
of compression easily.  there are some very cheesy ways to do this.  you
can use zlib on structures that haven't been accessed in awhile or which
you expect not to be accessed for awhile.  you'll need to fully decompress
them to access anything inside of them, though, so it might make sense
to set up your compression hierarchically according to how you wander
through your structure.  this is very tricky stuff that entirely depends upon
what access patterns you're using through your structure, and how it's
built.  enjoy serializing and unserializing your objects.

basically, if you want to have high-speed random access to nearly random
data, you have to use ram.  change any two of these variables and you
can probably hog some of the cpu to give you a hand.

s.
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Re: [computer-go] Implications of a CPU vs Memory trend on MCTS

2009-05-12 Thread steve uurtamo
is the ssd fast enough to be practical?

s.

On Tue, May 12, 2009 at 12:41 PM, Michael Williams
michaelwilliam...@gmail.com wrote:
 Don Dailey wrote:

 On Tue, May 12, 2009 at 12:16 PM, Michael Williams
 michaelwilliam...@gmail.com mailto:michaelwilliam...@gmail.com wrote:

    I have a trick  ;)

    I am currently creating MCTS trees of over a billion nodes on my 4GB
    machine.


 Ok,  I'll bite.    What is your solution?

 I use an SSD.  There are many details, of course.  But it's still in the
 works and I'm still making lots of changes and adjustments.  I seem to be
 able to solve (there are lots of definitions) 6x6 Go in that when I use a
 komi of 3.5, it is unable to find a winning line for white and when I use
 4.5, it is unable to find a winning line for black.

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Re: [computer-go] Implications of a CPU vs Memory trend on MCTS

2009-05-12 Thread steve uurtamo
cool, that's what i was wondering -- that you'd have to treat it
as something inbetween ram and a HD.

thanks,

s.

On Tue, May 12, 2009 at 12:48 PM, Michael Williams
michaelwilliam...@gmail.com wrote:
 It depends on how you use it and how much you pay for it.  If you get a
 high-end Intel SSD, you can treat it however you like.  But I can't afford
 that.  I got a cheap SSD and so I had shape my algorithm around which kind
 of disk operations it likes and which ones it doesn't.


 steve uurtamo wrote:

 is the ssd fast enough to be practical?

 s.

 On Tue, May 12, 2009 at 12:41 PM, Michael Williams
 michaelwilliam...@gmail.com wrote:

 Don Dailey wrote:

 On Tue, May 12, 2009 at 12:16 PM, Michael Williams
 michaelwilliam...@gmail.com mailto:michaelwilliam...@gmail.com
 wrote:

   I have a trick  ;)

   I am currently creating MCTS trees of over a billion nodes on my 4GB
   machine.


 Ok,  I'll bite.    What is your solution?

 I use an SSD.  There are many details, of course.  But it's still in the
 works and I'm still making lots of changes and adjustments.  I seem to be
 able to solve (there are lots of definitions) 6x6 Go in that when I use
 a
 komi of 3.5, it is unable to find a winning line for white and when I use
 4.5, it is unable to find a winning line for black.

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Re: [computer-go] Monte-Carlo Simulation Balancing

2009-04-28 Thread steve uurtamo
also, i'm not sure that a lot of most amateurs' moves are very
good.  the spectrum of bad moves is wide, it's just that it takes
someone many stones stronger to severely punish small differences
between good and nearly-good moves.  among players of relatively
similar strength, these differences will go unnoticed and unpunished.

s.

2009/4/28 Don Dailey dailey@gmail.com:
 A simplistic model that helps explain this is golf.   On a single hole, even
 a casual golfer has a realistic chance of out-golfing Tiger Woods.  Tiger
 occasionally shoots a 1 over par on some hole and even weak amateurs
 occasionally par or even birdie a hole.    It's not going to happen a lot,
 but it's not ridiculous either.   Years ago I taught a player how to golf,
 and on his third time out with me,  he hit a hole in one on a short par
 3. If Tiger Woods had been playing with us, he would have lost that hole
 to this beginner.

 But in a 9 hole match,  the odds go down enormously - for all practical
 purposes there is no chance.

 I kind of think of GO like that, even though it's a pretty simplistic
 model.   Each move is like a hole of golf,  it can be a good shot or a bad
 one. With GO, however, probably a LOT of your moves are just as good as
 the moves of a good player.   But it's the ones that fall short, that kill
 you.

 Go on a big board is like 18 holes of golf  compared to just 1 or 2 holes of
 golf.   The better player is far more likely to win the 18 hole match than
 the 1 hole match.

 - Don





 On Tue, Apr 28, 2009 at 1:53 PM, Ivan Dubois dubois_i...@yahoo.fr wrote:

 I noticed that, in general, changes in the playout policy have a much
 bigger impact on larger boards than on smaller boards.

 Rémi

 I think rating differences are emplified on larger boards. This is easy to
 see if you think about it this way :

 Somehow a 19x19 board is like 4 9x9 boards. Let us define a new game that
 I would call 4-Go where instead of playing one game, you play simultenously
 4 games and determine the winner by calculating the sum of the scores of the
 four games. Certainly rating differences would be bigger with 4-go than with
 go (given the same two players). This explains why rating differences are
 bigger on 19x19 than 9x9.

 Ivan

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Re: [computer-go] Could be that nobody is playing?

2009-04-20 Thread steve uurtamo
it would slowly grow in (measured) strength over time.

s.

2009/4/20 terry mcintyre terrymcint...@yahoo.com:

 
 From: Jason House jason.james.ho...@gmail.com

 CGOS requires us to use new names on the server each time we change our
 bots. It computes the strength using all games (heavilly biased with the
 results of the first 100 games)

 Hypothetically speaking, if a bot were to actually learn from experience,
 how would CGOS deal with that?



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Re: [computer-go] COGS bug in Ko detection?

2009-04-13 Thread steve uurtamo
it's simply too easy to write the code to check for this
on the server side for it to be a bug.

:)

s.

2009/4/13 Don Dailey dailey@gmail.com:
 Hi Brain,

 I get a superko bug report or two almost every month since CGOS has been
 running (2 or 3 years?)    It's usually due to a misunderstanding of which
 specific superko rule CGOS uses.   CGOS uses positional superko.    I'm
 quite sure there is no bug here.  There are OTHER bugs in the server, but
 not superko!

 - Don



 On Mon, 2009-04-13 at 09:32 -0400, Brian Sheppard wrote:

 Black is flagged for an illegal Ko at the end of game 738921 on CGOS. Black
 played H1, which looks legal to me. Server bug?



 Scanning through the log today, I found a similar situation in game 738998.



 The setup is that two stones in the corner are captured by playing 1 stone.
 Recapture of the capturing stone is declared a Ko. There was no SuperKo
 repetition involved in either game.



 Best,

 Brian



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Re: [computer-go] Fast ways to evaluate program strength.

2009-04-07 Thread steve uurtamo
otherwise pair-go wouldn't be as funny to watch.

s.

On Tue, Apr 7, 2009 at 8:05 PM, Michael Williams
michaelwilliam...@gmail.com wrote:
 Łukasz Lew wrote:

 I would like to rephrase my question:
 Let's measure prediction of pro moves of a whole engine while
 modifying heavy playouts / MCTS in the engine.
 How well might it work?

 Probably not well.  Because what matters is not how often you play strong
 moves, but how often you avoid blunders.

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Re: [computer-go] Rules for remote play at the Computer Olympiad

2009-04-04 Thread steve uurtamo
Moreover, this is a really complicated issue.

There has been some extensive statistical work on human
cheating in chess done by Ken Regan at the University at Buffalo.
However, this relies heavily upon the fact that computers
dominate human play by a wide margin.

The same is not the case in go.

s.

On Sat, Apr 4, 2009 at 1:56 AM, Robert Jasiek jas...@snafu.de wrote:
 Vincent Diepeveen wrote:

 If a program under no circumstance can reproduce a specific move and that
 for several occasions, then that's very clear proof of course.

 [...]

 Statistics prove everything here.

 No. Rather it proves that the program cheats OR that the methods of
 detecting cheating are improper.

 One always must have a logfile

 Good.

 --
 robert jasiek
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Re: [computer-go] time measurement

2009-02-03 Thread steve uurtamo
if it really mattered, remote participants could
use a phone to connect -- it's not like these
are very high-volume transmissions, and the
latency, while high, is still an unimportant
fraction of total time.  on the plus side, the
latency is exact.  on the minus side, it's a
pretty expensive phone call.  :)

s.

On Tue, Feb 3, 2009 at 12:03 PM, terry mcintyre terrymcint...@yahoo.com wrote:
 I would not want to discourage remote players - some systems are designed to 
 take advantage of large supercomputers which are not very portable.

 However, remote players need to accept the trade-off. They get to avoid the 
 trouble of packing up and shipping a trailer full of computer gear to the 
 other side of the world. The downside is that network lag happens.

 As others have mentioned, client-side timing can be gamed by the simple 
 expedient of pulling the plug to the modem; I can think of a few ways to 
 manipulate iptables which would have similar effects.

 I hope that tournament organizers do their best to provide a decent 
 connection. Remote participants need to do likewise.




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Re: [computer-go] time measurement

2009-02-03 Thread steve uurtamo
a slightly simpler protocol:

you let me put a machine on your local network that i control,
and you agree to do an ntp-like service with it.

s.
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Re: [computer-go] Re: Hardware limits

2009-01-15 Thread steve uurtamo
my biased $0.02:

i don't think that the point is to call it even.
someone's got to win, and everyone else has
to come in = 2nd place.  moreover, pretending
as if this is the kind of contest that can be won
with money (or hardware) alone is just sour grapes.

one way to make this a contest about algorithms
would be to require everyone's code to run on
identical hardware under the identical operating
system.

how much fun would that be?

not very much at all.

imagine that you're used to being able to fit a
very frequently-accessed table entirely in ram.  in
fact, many of your other data structures and code flow
are built around the fact that it fits entirely in ram on
your box.  then imagine that the contest hardware has
less ram and that you get to spend 90% of your thinking time
watching the machine swap, or rewrite all of your code.
no thanks.

sure, this is the opposite of the problem that is being
described -- instead of it being a sad story for the
guy who has tiny hardware, it's a sad story for the guy
who has access to better hardware.  in neither case is
it a really sad story, however.  it's just that arbitrary limits
always cause problems for somebody.

the *only* time where hardware could really become an
issue is if everyone competing is using algorithms all of
which scale at roughly the same rate, all of which parallelize
at roughly the same rate, etc.  talk about a boring contest!

this isn't an asymptotic problem requiring an algorithmic
solution.  this is a fixed-size board requiring a best of show
answer.  whoever gets there, however they get there, deserves
to win, as long as the machines are choosing their own
moves.

s.
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Re: [computer-go] Re: GCP on ICGA Events 2009 in Pamplona

2009-01-14 Thread steve uurtamo
i think you might be estimating this incorrectly.

s.

On Sat, Jan 10, 2009 at 9:00 AM, Gian-Carlo Pascutto g...@sjeng.org wrote:
 Ingo Althöfer wrote:

 What prevents you from freezing in your chess
 activities for the next few months and hobbying
 full (free) time on computer go.

 The amount of chess players compared to the amount of go players.

 --
 GCP
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Re: [computer-go] Re: Hardware limits

2009-01-14 Thread steve uurtamo
also, it's quite surprising how few watts the human
brain uses.

s.
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Re: [computer-go] 3-4-5 rule

2008-12-30 Thread steve uurtamo
that's with or manhattan distance 2 as well?  how about 3 or 4?

s.

On Mon, Dec 29, 2008 at 7:42 PM, Don Dailey dailey@gmail.com wrote:
 After 842 games with 19x19 go the version with the 3-4-5 line rule is
 scoring about 55%

 I thought it might do better, I think the rule is reasonably sound - but
 55% is pretty respectable for such an easy change and it hardly slows
 down the search at all.

 Rank Name   Elo+- games score oppo. draws
   1 d2p   2037   12   12   842   55%  20000%
   2 base  2000   12   12   842   45%  20370%


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Re: [computer-go] Value of rule

2008-12-22 Thread steve uurtamo
don, this rule is very intuitive for a 19x19 board even if you include
the 5th line.

for a 9x9, i'm not so sure.

s.

On Sun, Dec 21, 2008 at 3:55 PM, Don Dailey dailey@gmail.com wrote:
 As previously mentioned, I have been testing the rule which says move
 only to the 3rd and 4th lines unless something is nearby.In this
 case, the rule is 3-5 lines.

 I started with 200 playouts,  because I'm also interested in how this
 rule affects play at various depths.   Here is the 200 playout results:

 Rank Name   Elo+- games score oppo. draws
   1 d2p   204188  5803   53%  20210%
   2 d2r   202988  5803   50%  20290%
   3 d3r   200988  5810   50%  20080%
   4 d3p   200788  5805   49%  20160%
   5 base  200088  5803   48%  20130%


 Here is a key:

   base - no rule
   d2 - distance 2  (must be = 2, otherwise move only to 3-5 lines)
   d3 - distance 3
   r  - only applied to root move selection.
   p  - applied in playouts AND root move selection.

  So  d2p - is the version with distance 2 applied in playouts and root.


 From the above ELO chart,  the idea look pretty good.  Distance 2 seems
 to be superior to distance 3 and the best version takes it all the way
 through the playouts.


 The other test uses 2000 playouts.   The results is not so rosy and
 could be due to statistical noise.  But at least the same idea tested
 strongest, but only by 17 ELO.   17 ELO gives you a win expectancy of a
 little over 52% using ELO's formula.


 Rank Name   Elo+- games score oppo. draws
   1 d2p   2017   12   12  2190   52%  20010%
   2 d3r   2004   12   12  2196   49%  20080%
   3 base  2000   12   12  2193   49%  20040%
   4 d2r   1999   12   12  2191   50%  19980%
   5 d3p   1993   12   12  2190   49%  20010%


 Conclusion:  At low playouts, it works well.  At high playouts, it's
 difficult to say if it helps or not.   The evidence is slightly in favor
 of using it, especially since it does not show much of a slowdown.  I'm
 now measuring approximately 3% slowdown for doing this in the playouts.

 I have a feeling this would work significantly better on larger boards,
 so I will try 11x11 next.

 11 x 11 is the best board size for go :-)

 - Don









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Re: [computer-go] MC Opening stage

2008-12-11 Thread steve uurtamo
the thing about within manhattan distance (small) of other stones type
heuristics is that they seem to leave out the possibility of tenuki.

s.

On Thu, Dec 11, 2008 at 5:27 AM, Thomas Lavergne
[EMAIL PROTECTED] wrote:
 I've not tryed it for the moment due to lack of time for computer go,
 but I've thinked about an opening heuristic thta from a go player point
 of view seems acceptable :
 - For the first play, restrict to intersection at a manhatan distance of
  2 from the corner hoshi (4-4 points) (and tengen if you want ot allow
  a more cosmic style)
 - Next restrict to a manhatan distance of 2 from :
- Corner hoshi
- Side hoshi if at there is a stone in at least one of the corners
  and manhatan distance of 3 from stones already on board
 As the game progress, increase theses distance progressively. Probably
 something like add 1 to each every five moves.

 Play on the first line are forbidden until mid-game, unless there is a
 stone in manhatan distance of 2.

 You can stop using early, for example at play 15 or 20, or wait to the
 time were there is no restriction due to the ever increasing number of
 stone and distance restriction.

 This cover most of professional games, and seems for me sufficiently
 conservative.
 Other policies can reduce more the search tree, but from my point of
 view they can prune too much the search tree.

 Tom

 On Thu, Dec 11, 2008 at 08:29:40AM +0900, Darren Cook wrote:
  Most of those 55 distinct moves are rarely used in the opening. I
  once heard a simple rule which seems to cover just about everything
  interesting: consider only moves which are on the 3rd and 4th lines,
  and/or within a manhattan distance of n, for some small n, of some
  other stone already on the board.

 Wandering off the opening theme a bit, but the book, Oriental Strategy
 in a Nutshell, by Bruce and Sue Wilcox has numerous rules of thumb of
 this nature. It will probably appeal to the people on this list more
 than the wishy-washy play here because it feels good style of most
 traditional go books. The rules might be useful in MC heavy playouts.

 Going back to the topic, for 19x19 at least, I would suggest make an
 opening book from pro and strong amateur games. Only start using MCTS
 once you leave the book. Using MCTS on the first move is like trying to
 use a precision screwdriver to hammer in a three-inch nail: your tool
 will break before you get any worthwhile results.

 Darren

 --
 Darren Cook, Software Researcher/Developer
 http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
 open source dictionary/semantic network)
 http://dcook.org/work/ (About me and my work)
 http://dcook.org/blogs.html (My blogs and articles)
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 Thomas LavergneEntia non sunt multiplicanda praeter
 necessitatem. (Guillaume d'Ockham)
 [EMAIL PROTECTED]http://oniros.org
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Re: [computer-go] MC Opening stage

2008-12-10 Thread steve uurtamo
and there are nontrivial arguments concerning points way out near the center.

s.

On Wed, Dec 10, 2008 at 3:39 PM, terry mcintyre [EMAIL PROTECTED] wrote:
 
 From: tony tang [EMAIL PROTECTED]


 Back to the original question - accounting for symmetry, there 55
 distinct opening moves on a 19x19 board.

Are there a noted collection of these opening moves? if so could you direct
 me to the
 material? cheers

 Do you mean the 55 distinct opening moves? Divide a 19x19 grid along the two
 diagonals, and the vertical and horizontal midlines; you have eight
 identical pie slices. The number of points in any triangular slice is the
 sum of 1,2,3..10 - or 55. The slices share points along the common edges.

 Most of those 55 distinct moves are rarely used in the opening. I once heard
 a simple rule which seems to cover just about everything interesting:
 consider only moves which are on the 3rd and 4th lines, and/or within a
 manhattan distance of n, for some small n, of some other stone already on
 the board. If memory serves, David Fotland mentioned this at the Portland
 Congress. Some players favor opening moves on the fifth line, however.



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Re: [computer-go] Re: hex robot

2008-11-27 Thread steve uurtamo
don,

i agree, although i will point out one of C's biggest flaws, which
happens (conveniently for the sake of this argument) to be its
least important one for game programming:

string handling sucks

if i never have to handle a string, i'll choose C without question.
when i need to handle strings, i choose C with major reservations.

s.

On Thu, Nov 27, 2008 at 11:55 AM, Don Dailey [EMAIL PROTECTED] wrote:
 On Thu, 2008-11-27 at 13:03 -0200, Mark Boon wrote:
 You say you're going to try to make a prototype first and then when it
 shows promise, move to a more flexible language like Java. What
 language are you intending to use? It seems the wrong way around to
 me. Develop the prototype in a flexible language and when it seems to
 work, move it to a specific langauge that can leverage some specific
 CPU features. Seems to make much more sense to me.

 This is clearly the conventional wisdom,  but I think it's a mistake for
 an ultimately  high performance game program, even for an initial
 prototype. The supposed benefit is freedom to experiment and nail
 down your algorithm,  but I think this is a myth.

 I know that sounds like blasphemy,  but when I've tried this before I
 discovered that even though C/C++ is pretty gnarly,  it has at least 3
 major advantages that might not matter for many other things, but is
 very important for games:

   1.  It's about as fast as you will get.

   2.  It is superbly flexible.

   3.  It is not a memory hog.


 To summarize my experiences, these wonderful high level languages are
 full of limitations and you spent more time pulling your hair out to
 work around them. Even the speed limitation is more of an issue that
 you think, if you make heavy use of testing.  If you don't make heavy
 use of testing, you don't know what you are doing anyway.

 For instance,  let's say you are experimenting with an algorithm.  At
 some point you must test that algorithm to see if it's better than what
 you were doing, or to compare it with something else.  You must play a
 large number of games to measure superiority, unless it is overwhelming.
 Most changes won't be overwhelming and even if it is you still need a
 lot of games to know how overwhelming it is.  With a slower language
 this is correspondingly a slower process, negating much of the supposed
 high level language advantage.   I spend more time waiting on tests than
 programming, even in C.

 Someone says, but if you have a large bank of workstations ...Well
 if you do, it doesn't change the fact that you are wasting them.   An
 author for a strong playing engine for any game will be able to utilize
 as much power as you give him for testing.   If I had 100 workstations I
 still would not use Ruby (a joy to program in and one of my favorites)
 because what a stupid waste of resources it would be to make those 100
 workstations perform like only 2 or 3 workstations.


 When developing the simple reference bot, and experimenting with ideas
 to make it play better with fewer simulations,  guess what?   I am
 performance bound - I cannot test ideas fast enough and this would be
 worse with a high level language.

 A word about Java, which will probably produce some anger because I know
 some of us here love Java.   I have never seen a top level, non-trivial
 game playing program in Java.   I don't think you could build a strong
 chess program in Java.  Probably more due to memory issues than
 performance - but I think for a top chess program performance would be
 an issue too.   Yes, it's possible to write some programs in Java that
 are almost as fast as C,  but probably not a chess program.You
 really need system level programming type of flexibility that C
 provides,  not high level abstractions that the processor doesn't care
 about, and the compiler cannot optimize away.

 An ad-hoc poll:  What is the strongest Java playing program on CGOS?

 I can't see building a very strong MCTS GO program in Java, because even
 in C,  the tree does not fit in memory.

 My little reference bot can be done in Java however.  The performance
 loss is modest and memory isn't an issue.   But the code is clearly
 larger.   Perhaps because I'm not a Java expert, it seems to take more
 code to do the same thing in Java.   All kinds of scaffolding required
 to use the standard data structures.Much more typing.
 System.out.printf()  is just one example.   Seems like a little thing
 and I'm nitpicking - I see some value in this kind of anal-ism for big
 projects especially, but it's pretty annoying.  I cannot see an ease of
 use difference between Java and C but I can imagine with large projects
 Java has some advantages.With it's strong typing Java seems almost
 as low level to me as C.

 To summarize, I have found over the years that just plain CPU/MEMORY
 performance is the primary barrier not just to program strength, but
 development time.

 You must measure development time 2 ways.  One is how many man hours are

Re: [computer-go] On Don Dailey's first chess program

2008-11-22 Thread steve uurtamo
commercial software was freely available on BBSes when
i was a small child, and very, very many people had modems.
no internet access, but modems and local BBSes.

s.

On Sat, Nov 22, 2008 at 10:13 AM, Matthew Woodcraft
[EMAIL PROTECTED] wrote:
 Don Dailey wrote:
 A few years later I was pointed to a site where I could download that
 and just about any commercial chess program.We are talking several
 decades ago,  I didn't bookmark the site or use it myself and I have no
 idea if it's still there.

 It seems to me that only a very small number of people would have been
 in a position to download anything, several decades ago. What kind of
 'site' was it, anyway? Doubtless not a web site!

 -M-

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Re: [computer-go] One-sided 2-inch Rules

2008-11-18 Thread steve uurtamo
for small k, this should give a massive advantage to black.

the additional requirement that white place a stone within the
smallest cityblock distance of the last stone whenever he has
no valid move within distance k of black's last move is an even more
substantial advantage for black.  i'm thinking that black can set
up situations that cause white to make bad shape.  if not, it's
an unimportant rule, but otherwise it's a big advantage to black.

just my $0.02.

s.

On Tue, Nov 18, 2008 at 5:20 PM, Ingo Althöfer [EMAIL PROTECTED] wrote:
 Hello,

 one of the basic problems of go newbies
 is their tendency to place the next stone
 near to the latest stone of the opponent.
 Sometimes this is called the 2-inch heuristic
 of beginners.

 What do you think about a formalized variant
 of Go with one-sided distance-k rule?

 Let k be some natural number.
 The normal rules of Go hold, except for one thing:
 When possible, White has to place his next stone
 within distance k (in city-block metric) of the latest
 stone of Black. If there is no feasible move of this type
 the stone has to be placed within the smallest
 possible city-block distance of the latest stone of
 Black. White may pass at any time.  Example:
 On 19x19 board k=36 would mean no restriction at all.)

 * What should be fair values of komi(k) or fair numbers
  of handicap stones?

 * Main question: How strong would MCTS-based programs be in this variant(s)?

 * Would computers be stronger than humans for certain values of k?

 Ingo.

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Re: [computer-go] simple MC reference bot and specification

2008-10-13 Thread steve uurtamo
sorry to be pedantic, but:

13. Chinese scoring.

s.

On Sat, Oct 11, 2008 at 9:11 AM, Don Dailey [EMAIL PROTECTED] wrote:
 On Sat, 2008-10-11 at 13:33 +0100, Claus Reinke wrote:
 I have a rough idea of what that might be. And I suspect that keeping
 this
 de facto standard implicit has been hiding some actual differences
 in what
 different people think that standard is. Some of my questions arise
 from trying
 to pin down where and why different authors have different ideas of
 what the
 standard is. If there has been some explicit standardisation since
 those papers
 were published, I'd be interested in a pointer to that standard and
 its rationale.

 I'm going to publish a real simple java reference program and some docs
 to go with it and a program to test it for black box conformance.
 (Actually, it will test 2 or more and compare them.)   I would like to
 get someone who writes better than I do to write up the standard in less
 casual language but it goes something like this:

  1. A complete game playing program so it can also be tested in real
 games.

  2. Play uniformly random moves except to 1 pt eyes and avoiding simple
 ko.  When a move is otherwise not possible,  pass.

  3.  Playout ends after 2 consecutive pass moves (1 for each side.)

  4.  1 pt eye is an empty point surrounded by friendly stones for the
 side to move.  Additionally, we have 2 cases.  If the stone is NOT on
 any edge (where the corner is an edge) there must be no more than one
 diagonal enemy stone.If the point in question is on the edge, there
 must be NO diagonal enemy stones.

  5.  In the playouts, statistics are taken on moves played during the
 playouts.   If the move is played FIRST (during the playout) by the side
 to move it is one data point and the win loss record is maintained.

  6.  The move with the highest statistical win rate is the one selected
 for move in the actual game.

  7.  In the case of moves with even scores a random selection is made.

  8.  Pass move are never selected as the final move to play unless no
 other non-eye filling move is possible.

  9.  Random number generator is unspecified - your program should
 simply pass the black box test and as a further optional test your
 program should score close to 50% against other properly implemented
 programs.

  10.  Suicide not allowed in the playouts or in games it plays.

  11.  When selecting moves to play in the actual game (not playouts)
 superko is checked and forbidden.

  12.  If a move has NO STATS taken (which is highly unlikely unless you
 do very few playouts) it is ignored for move selection.

 Did I miss anything?  I would like to get feedback and agreement on
 this.

 Please note - a few GTP commands will be added in order to instrument
 any conforming programs.   Haven't figured those out yet,  but it will
 be designed so that it can report number of nodes, number of playouts,
 average score of playouts, etc.   So the tester may set up some position
 and a ko,  and ask for statistics based on the number of specified
 playouts.

 - Don









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Re: [computer-go] Congratulations to David Fotland!

2008-10-02 Thread steve uurtamo
The fault tolerance is not a serious problem, even
being tolerant against false result reporting isn't
too bad with a decent error-correcting coding
scheme for handing out the work.

The networking issue is somewhat more serious.
Not the actual network delay, but the mechanism
that the boinc client software uses to process work requests
and the interval at which people typically send
back their results is such that you'd be unlikely to
get a single work request back until after you needed
it.

This could work for very long-length (24h-ish) games,
however, if that's the only boinc project that the remote
machines were participating in.

s.

On Thu, Oct 2, 2008 at 3:43 PM, David Doshay [EMAIL PROTECTED] wrote:
 Yes, various kinds of off-line (not in-game) processing could be done.
 But nothing in a real-time game.

 Cheers,
 David



 On 2, Oct 2008, at 10:48 AM, terry mcintyre wrote:

 An @home network might be better for things such as creating opening
 books, testing algorithms, etc.

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Re: [computer-go] Congratulations to David Fotland!

2008-10-02 Thread steve uurtamo
sure, this would work much better, and is easy to implement
(diameter is log(# nodes) if you set it up as an expander!).

but writing it from scratch is a bit of a burden.  i may have
a project like this next semester for my networking class, if so,
we can tack the rest onto it if anyone's interested, over the summer,
perhaps.

s.

On Thu, Oct 2, 2008 at 5:19 PM, Zach Wegner [EMAIL PROTECTED] wrote:
 On Thu, Oct 2, 2008 at 3:48 PM, steve uurtamo [EMAIL PROTECTED] wrote:
 The networking issue is somewhat more serious.
 Not the actual network delay, but the mechanism
 that the boinc client software uses to process work requests
 and the interval at which people typically send
 back their results is such that you'd be unlikely to
 get a single work request back until after you needed
 it.

 This makes the assumption that boinc is used, or at least that one
 central server is used. I've thought a lot about this issue, and I
 think one central server would be too inefficient. I would use a
 distributed network, and let each computer just connect with a small
 number of others, creating something more like a web than a tree. This
 could be optimized for ping time as well--arrange the nodes in the web
 so that they talk most with those close to them.
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Re: [computer-go] Analysis of 6x6 Go

2008-09-27 Thread steve uurtamo
even-sized boards have the disability that there's no
tengen.  i think that this makes mirror go functional
until fairly late in the game.

s.
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Re: [computer-go] Re: sgf format for non-quadratic board sizes?

2008-09-22 Thread steve uurtamo
every point having 4 liberties would seem to make the opening
much more about influence.  my guess is that it's an easier game.
(but that's just wild speculation).

s.

On Fri, Sep 19, 2008 at 2:30 PM, David Doshay [EMAIL PROTECTED] wrote:
 First move is easy, but depending upon ratio of diameter to length
 of torus, ladders can get complicated.

 Cheers,
 David



 On 19, Sep 2008, at 10:48 AM, Álvaro Begué wrote:

 On Fri, Sep 19, 2008 at 1:29 PM, Don Dailey [EMAIL PROTECTED] wrote:

 Would go on a torus be interesting?  There are not corners or edges, the
 sides of the board simply wrap around.

 - Don

 Yes, it's probably similar in spirit to regular go, except everything
 feels like the center of the board. It would also make the first move
 easy. :)

 Álvaro.



 On Fri, 2008-09-19 at 09:52 -0700, Ross Werner wrote:

 Urban Hafner wrote:

 Ah, right. I thought you were talking about implementing this feature
 for your own program. Personally I don't know of any program that
 supports rectangular boards.

 There was a recent thread on GoDiscussions about this topic:
 http://www.godiscussions.com/forum/showthread.php?t=6960

 Not much information there, but maybe enough to be useful.

 ~ Ross
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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread steve uurtamo
i've read suggestions along the lines of teaching capture go
first.  this should get a lot of the life-and-death intuition under the
belt (plus should help learn counting liberties).

s.

On Thu, Sep 18, 2008 at 3:15 PM, Jeff Nowakowski [EMAIL PROTECTED] wrote:
 On Thu, 2008-09-18 at 11:12 -0700, Peter Drake wrote:
 Eventually, sure -- but I'd like them to have a few games under their
 belts before I bring up the issue of different versions of the rules.

 Ok, then play some 9x9 games with area scoring rules as Dave Devos
 suggested.  I was making the same suggestion.  Don't hit them with both
 rules at the same time, but make sure to choose the right set to start
 with!

 I may just follow Kim and Jeong's pedagogical lead and let the
 students experiment with pieces of the rules before trying to play a
 complete game.

 It's ok to teach unconditional life or simple life and death first,
 but once you get beyond that you need to be able to end and score the
 game, and beginners just can't do that easily with territory scoring and
 an agreement phase.

 I tried to learn with Kim's Learn to Play Go, and I was absolutely
 confused and frustrated when it came to end game scoring.

 The computer scientist's instinct is to lay down a
 terse and elegant set of rules and then deal with the consequences of
 those rules, but perhaps that is a bad thing when teaching.

 You need foundations to build on.  One foundation is life and death;
 however, life and death is just a simple consequence of the capturing
 rule. The other foundation is the score at the end of the game.  Having
 an easy way to score let's the beginner experiment with what is alive
 and what is dead, what is true territory that cannot be invaded.  An
 informal agreement phase with rules that punish a player for trying to
 play it out is a detriment.

 Nobody is advocating that you give noobs Tromp-Taylor and letting them
 figure it out.  Just don't give them territory rules with dead-stone
 agreement as a first ruleset.

 -Jeff

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Re: [computer-go] Disputes under Japanese rules

2008-09-16 Thread steve uurtamo
 I've asked this question of a couple of people and got different answers,
 so I thought I'd check here.

to get a different set of different answers. :)

 Suppose, under Japanese rules, I throw a (hopeless) stone into your
 territory. I keep passing until you've actually removed it (playing four
 stones inside your own territory, thus losing a net three points). If you
 try to pass as well, I stubbornly insist that the stone is alive, thus
 restarting the game.

stones on the board aren't counted unless they're dead.  your hopeless
one stone has neither two eyes nor is a seki, so i can ignore it and we
will remove it from my territory after the game is over.  in fact, after you
place it there, i will pass, unless you've actually caused me some danger
by placing it there, in which case i will respond (and the net effect will
be that we will each have placed a stone inside my territory, not affecting
the outcome of the score so far).

if, after we've both passed, you suggest that this clearly dead stone is in
fact alive, and that all of its surrounded territory should be counted
as yours, i'll point out that it doesn't surround any territory and isn't a
seki, so is dead.

the stones on the board that are alive dont count toward points in
japanese rules, just the territory, so it matters not how many stones
are on the board or if you've placed a stone inside my territory,
simply that we agree on the life and death status of stones inside
what we both agree *is* our territory.  right?

so imagine instead that you have three dead stones inside my
territory and place a fourth, surrounding one point of territory, and
i pass, and you place a fifth and create some intensely important
ko or seki opportunity for yourself.  well, then perhaps i shouldn't
have passed.  i was being greedy, or cocky, by taking those 3
free points, but after that, i should have been more careful.

when i was first learning how to play, i would occasionally drop a
stone into my opponent's territory thinking that it counted for something
(that i could build life in the hopeless chasm of my opponent's territory).

he'd pass.  i'd drop another in.  he'd pass again.  basically, until he
responded, i was making moves that didn't provide a real threat to him.
it was only after a bit of gentle advice that i realized that i was both
giving him free points and annoying the crap out of him.

even an opponent who doesn't understand the concept of two eyes
or seki could be persuaded according to the official
procedure, which i've never seen anyone need to use in practice.

if the putative opponent actually doesn't understand two eyes or
seki, playing out on a separate board might be a good way to
educate them without ruining the stones-in-play and creating
a situation that is well-nigh impossible to undo without convincing
your opponent that you're doing something sneaky to the score.  of course,
you could bore them to tears by writing each move down in the
on-the-board after-game sequence so that they could be undone,
one at a time, after life or death had been established.

superko and bent four in the corner actually do require someone
explaining why this is a rule, same as explaining why ko is a rule.
ko because it makes the game more fun.  superko because of the
same thing as ko only over a longer timeframe.  bent four because
it's a totally crappy situation that is hard to resolve otherwise.

in the case of malicious intent, a much simpler option, which i
have seen exercised, is for the stronger opponent to resign and
watch or start a game with someone else.  it's about having fun,
after all.

s.
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Re: [computer-go] Congratulations to Leela and to Many Faces!

2008-09-16 Thread steve uurtamo
without vast captures of territory, someone
will either violate the superko rule or make an
illegal move before lots of time passes.

s.

On Tue, Sep 16, 2008 at 10:24 AM, Jeff Nowakowski [EMAIL PROTECTED] wrote:
 On Tue, 2008-09-16 at 10:10 -0400, Don Dailey wrote:
 It's a shame Fischer Timing is not available.   A small Fischer
 increment of 1 or 2 seconds would do the job nicely.

 It doesn't solve the problem of two programs that don't pass.  You can't
 keep to a fixed schedule if you keep on allowing just a few seconds
 more ad nauseum.

 -Jeff

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Re: [computer-go] Bobby Fischer

2008-09-11 Thread steve uurtamo
i thought that story was about lasker.

s.


On Thu, Sep 11, 2008 at 9:43 AM, Magnus Persson [EMAIL PROTECTED] wrote:
 I know a 4-Dan player who told a story that goes something like this: He and
 his friends who were all very strong chess players at the time, discovered
 the rules of go and played a bunch of games against each other until they
 thought they mastered it. Later they met a player who gave them a 9-stone
 handicap and beat them easily. They were shocked and told him he must be a
 master player but he just replied: No I am just a beginner.

 -Magnus

 Quoting Mark Boon [EMAIL PROTECTED]:

 On Thu, Sep 11, 2008 at 8:53 AM, Adrian Grajdeanu [EMAIL PROTECTED]
 wrote:

 I read that story in a book, just after Bobby Fisher's death. Don't
 remember
 all details, save that he was astonished he got beaten.
 Adrian

 Hehe. After I learned the game (from a book, playing with my father
 who brought a set from Japan for my birthday) I was also astonished to
 be beaten by the first other person I met that knew the game. And he
 gave me 9 stones handicap! But rather than putting me off it made me
 even more intrigued by the game. Now I know this person was probably
 not even 15 kyu.

 Mark
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 --
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 Berlin, Germany
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Re: [computer-go] Kaori-Crazystone

2008-09-04 Thread steve uurtamo
1d (amateur) is a kind of holy grail for amateurs, because
it separates fairly serious players from people just messing
around, so seeing a program at that level on a 19x19 board at
reasonable (non-blitz) time controls is quite impressive.

1p is generally stronger than all but a small handful of
amateurs, so can be thought of as =7d (amateur).

beating a 1p in a zero-handicap game would be a
really, really big deal for a computer player.  $1M prize
was well-considered, from that point of view.  i think
that the insurance value of such a proposition is still
pretty low.

s.

On Thu, Sep 4, 2008 at 11:38 AM, Don Dailey [EMAIL PROTECTED] wrote:
 It's difficult for me to understand this due to different ranking
 systems and pro ratings vs amateur ratings.   I see here listed as a 4
 dan player on this page:

http://www.nihonkiin.or.jp/player/htm/ki000343.htm


 Is that 4 dan pro?  My understanding is something like this:

 kyu player are casual players (or weak tournament players)

 low dan players are something like advanced amateurs or experts and weak
 masters in chess.

 Pro's are like super high dan players and there is not very much
 difference between ranks compared to regular dan players.  I have heard
 that a 1d professional will beat a 9d professional with 3 or 4 stones.

 So a 1d pro is something like a 7 or 8d+ amateur?

 Is this all roughly correct?

 So I assume that Aoba Kaori is a 4d professional?  That would relate to
 something in the ballpark of 9 or 10d amateur if there were such a
 thing.   And with 8 stones handicap, this implies that CrazyStone did
 what a 2d+ would have done,  or it is weaker than 2d but got lucky.  So
 it's performance rating for that one game is lower bounded at around 1
 or 2 dan.   Since it won the game we could pick 2 dan as a better lower
 bound guess although since it won we do not have a reasonable upper
 bound guess on it's performance except our own credulity.

 Does what I said make any sense?  I am not a go player and I'm not very
 comfortable with this guesswork.   In chess, if you beat a player I am
 used to thinking in terms of setting a performance rating of around 400
 ELO higher for that one game.   I know this is not precise, but I also
 think of 400 ELO subtracted from the player you beat as a kind of
 estimated lower bound on your strength.  If you beat a 2500 ELO chess
 player, it's a relatively safe bet that you are at least 2100 ELO in
 strength although technically there is a chance you could lose to
 anybody, even a random move generator.

 I know this isn't precise language, but how many ranks would give us
 around 90 - 95% confidence of superiority?If I beat a 5 dan player,
 could you say that it's very likely I am at least 3 dan in strength?

 I'm thinking that if we estimate Aoba at 10d amateur and CrazyStone wins
 with 8 stone handicap, it is roughly equivalent to beating a 2d player
 without handicap and that we can subtract 2 stones to say that with
 pretty high confidence CrazyStone is playing at least 1 kyu  (but that's
 it's much more likely Crazy Stone is stronger than this - after all it
 performed in this one game at least as well as 2d player.)


 - Don




 On Thu, 2008-09-04 at 16:28 +0200, Rémi Coulom wrote:
 terry mcintyre wrote:
  Congratulations!
 

 Thanks.

  I'm dying for details! What was the time limit?

 The organizers asked that the program should play at a constant time (30
 second) per move. The sgf file contains time stamps (you can see the
 time with gogui, for instance). I don't know what was her time control,
 but she apparently played at the same pace as the program.

   Did the game end on time or by resignation at move 179?
 

 She resigned.

  The pro was Aoba Kaori, yes?
 

 Yes.

 The only other information I have about the match are these pages in
 Japanese:
 https://secure1.gakkai-web.net/gakkai/fit/program/html/event/event.html#6
 http://www.ipsj.or.jp/10jigyo/fit/fit2008/events.html#1-4-1

 I hope the organizers can send me some photos tomorrow. Then I will set
 up a web page and tell the list.

 Rémi
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Re: [computer-go] Kaori-Crazystone

2008-09-04 Thread steve uurtamo
in fact, if you made a betting game out of it, and formed a pool
that would go to anyone willing to take the challenge, i think
that you'd find that the ratio of dollars against to dollars for
would be a fairly accurate depiction of the strength increase over
time.  the ratio would likely lag behind the reality, but with
money involved, people might tend to think more carefully about
the situation.

i think that people have set up such market indicators for all
kinds of things just to see how accurately they predict reality.

s.

On Thu, Sep 4, 2008 at 12:38 PM, steve uurtamo [EMAIL PROTECTED] wrote:
 1d (amateur) is a kind of holy grail for amateurs, because
 it separates fairly serious players from people just messing
 around, so seeing a program at that level on a 19x19 board at
 reasonable (non-blitz) time controls is quite impressive.

 1p is generally stronger than all but a small handful of
 amateurs, so can be thought of as =7d (amateur).

 beating a 1p in a zero-handicap game would be a
 really, really big deal for a computer player.  $1M prize
 was well-considered, from that point of view.  i think
 that the insurance value of such a proposition is still
 pretty low.

 s.

 On Thu, Sep 4, 2008 at 11:38 AM, Don Dailey [EMAIL PROTECTED] wrote:
 It's difficult for me to understand this due to different ranking
 systems and pro ratings vs amateur ratings.   I see here listed as a 4
 dan player on this page:

http://www.nihonkiin.or.jp/player/htm/ki000343.htm


 Is that 4 dan pro?  My understanding is something like this:

 kyu player are casual players (or weak tournament players)

 low dan players are something like advanced amateurs or experts and weak
 masters in chess.

 Pro's are like super high dan players and there is not very much
 difference between ranks compared to regular dan players.  I have heard
 that a 1d professional will beat a 9d professional with 3 or 4 stones.

 So a 1d pro is something like a 7 or 8d+ amateur?

 Is this all roughly correct?

 So I assume that Aoba Kaori is a 4d professional?  That would relate to
 something in the ballpark of 9 or 10d amateur if there were such a
 thing.   And with 8 stones handicap, this implies that CrazyStone did
 what a 2d+ would have done,  or it is weaker than 2d but got lucky.  So
 it's performance rating for that one game is lower bounded at around 1
 or 2 dan.   Since it won the game we could pick 2 dan as a better lower
 bound guess although since it won we do not have a reasonable upper
 bound guess on it's performance except our own credulity.

 Does what I said make any sense?  I am not a go player and I'm not very
 comfortable with this guesswork.   In chess, if you beat a player I am
 used to thinking in terms of setting a performance rating of around 400
 ELO higher for that one game.   I know this is not precise, but I also
 think of 400 ELO subtracted from the player you beat as a kind of
 estimated lower bound on your strength.  If you beat a 2500 ELO chess
 player, it's a relatively safe bet that you are at least 2100 ELO in
 strength although technically there is a chance you could lose to
 anybody, even a random move generator.

 I know this isn't precise language, but how many ranks would give us
 around 90 - 95% confidence of superiority?If I beat a 5 dan player,
 could you say that it's very likely I am at least 3 dan in strength?

 I'm thinking that if we estimate Aoba at 10d amateur and CrazyStone wins
 with 8 stone handicap, it is roughly equivalent to beating a 2d player
 without handicap and that we can subtract 2 stones to say that with
 pretty high confidence CrazyStone is playing at least 1 kyu  (but that's
 it's much more likely Crazy Stone is stronger than this - after all it
 performed in this one game at least as well as 2d player.)


 - Don




 On Thu, 2008-09-04 at 16:28 +0200, Rémi Coulom wrote:
 terry mcintyre wrote:
  Congratulations!
 

 Thanks.

  I'm dying for details! What was the time limit?

 The organizers asked that the program should play at a constant time (30
 second) per move. The sgf file contains time stamps (you can see the
 time with gogui, for instance). I don't know what was her time control,
 but she apparently played at the same pace as the program.

   Did the game end on time or by resignation at move 179?
 

 She resigned.

  The pro was Aoba Kaori, yes?
 

 Yes.

 The only other information I have about the match are these pages in
 Japanese:
 https://secure1.gakkai-web.net/gakkai/fit/program/html/event/event.html#6
 http://www.ipsj.or.jp/10jigyo/fit/fit2008/events.html#1-4-1

 I hope the organizers can send me some photos tomorrow. Then I will set
 up a web page and tell the list.

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

2008-08-28 Thread steve uurtamo
you could use HMMs as long as you
didn't mind retraining (and thus starting your ratings
system over from scratch) every time you added or
subtracted a new player.  it'd be relatively fast in any case.

s.

On Thu, Aug 28, 2008 at 11:44 AM, Rémi Coulom
[EMAIL PROTECTED] wrote:
 This was my post about multi-dimensional Elo:
 http://www.mail-archive.com/computer-go@computer-go.org/msg06267.html

 I have not tried it since that time.

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

2008-08-28 Thread steve uurtamo
this approach would also severely limit the number
of players that could be involved in the rating system,
since it would require manipulating an 2*(N choose 2)
matrix, where N is the number of players involved.

s.

On Thu, Aug 28, 2008 at 12:35 PM, steve uurtamo [EMAIL PROTECTED] wrote:
 you could use HMMs as long as you
 didn't mind retraining (and thus starting your ratings
 system over from scratch) every time you added or
 subtracted a new player.  it'd be relatively fast in any case.

 s.

 On Thu, Aug 28, 2008 at 11:44 AM, Rémi Coulom
 [EMAIL PROTECTED] wrote:
 This was my post about multi-dimensional Elo:
 http://www.mail-archive.com/computer-go@computer-go.org/msg06267.html

 I have not tried it since that time.

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

2008-08-28 Thread steve uurtamo
out of curiosity, can you estimate the largest number of opponents
that all played each other a reasonable number of times?  (i.e. what's
the largest subset of opponents and number of games that you
can choose so that everyone started playing everyone else in
the subset without anyone leaving for good)?  i've got some HMM
code lying around and could generate the full matrix of win probabilities
from such a dataset.

this would answer the question, just how intransitively do these players
play against one another.

s.

On Thu, Aug 28, 2008 at 12:37 PM, Don Dailey [EMAIL PROTECTED] wrote:
 If you ever want to try,  I can give you the data for cgos in compact
 form that you can experiment with (one line per game - 2 names and 1
 result + date)  or you can simply extract them from the archived games.

 - Don


 On Thu, 2008-08-28 at 17:44 +0200, Rémi Coulom wrote:
 This was my post about multi-dimensional Elo:
 http://www.mail-archive.com/computer-go@computer-go.org/msg06267.html

 I have not tried it since that time.

 Rémi
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Re: [computer-go] What was the specific design of the Mogo version which beat the pro...

2008-08-13 Thread steve uurtamo
 And what language/platform is Mogo written in; C/C++, Java, Assembly, PHP,
 etc.?

This made coffee spray out of my nose (PHP).

I think that C is most likely, based upon how they parallelized it.  Did you
read the list posting that mentioned (briefly) how they scaled it up?

s.
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Re: [computer-go] Re: mogo beats pro!

2008-08-13 Thread steve uurtamo
this is interesting!

perhaps i misunderstand the setup of the experiment -- what
is the unit of measure for the delay, or how is delay being
implemented?

the FIFO queue is doing what, and where is the delay
being introduced?

thanks,

s.

On Wed, Aug 13, 2008 at 9:20 AM, Hideki Kato [EMAIL PROTECTED] wrote:
 Magnus Persson: [EMAIL PROTECTED]:
Quoting Don Dailey [EMAIL PROTECTED]:

 Yes, UCT is easier to use with multiple CPU's because with additional
 processors alpha-beta programs do wasted work, unless you are talking
 about theoretical programs with perfect move ordering, which you aren't.

Nice that all is clear about alpha-beta programs.

But... does not UCT with additional processors waste a lot of
simulations because what would be the optimal path through the search
tree depends on the threads that have not finished yet?

 Yes, UCT does.  From my recent experiments with a delay
 line (a fixed size FIFO queue) between a UCTsearcher and an MC
 simulator with RAVE against GNU Go 3.7.11 level 0 on 9x9 (single
 thread):

 delay   #po winsgames   winning rateELO 1 sigma of wr
 0   1,000   721 2,000   36.05%  -99.6   1.07%
 1   1,000   721 2,000   36.05%  -99.6   1.07%
 2   1,000   690 2,000   34.50%  -111.4  1.06%
 3   1,000   663 2,000   33.15%  -121.8  1.05%
 5   1,000   642 2,000   32.10%  -130.1  1.04%
 10  1,000   522 2,000   26.10%  -180.8  0.98%
 20  1,000   412 2,000   20.60%  -234.4  0.90%
 50  1,000   82  2,000   4.10%   -547.6  0.44%

 Hideki

Some people reported that more processors helps a lot on large boards,
whereas on smaller one there is not much gain.

-Magnus
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Re: [computer-go] Re: What's happening at the European Go Congress?

2008-08-12 Thread steve uurtamo
what happens when the opponent deviates from joseki?

knowing how to punish joseki mistakes can be very,
very tricky.

also knowing which joseki to use where is very, very
sophisticated.  the wrong joseki can be worse globally
than a non-joseki move.

s.

On 8/12/08, Ian Osgood [EMAIL PROTECTED] wrote:

  On Aug 12, 2008, at 5:25 AM, Don Dailey wrote:


  On Tue, 2008-08-12 at 08:43 +0200, Gian-Carlo Pascutto wrote:
 
  
   I don't like opening books. They are a liability when the rest of the
   program is still improving so quickly.
  
 
  I had one that worked effectively, but had to be redone if the program
  improved substantially, so it was a program.  I essentially deep-search
  each new position encountered.  So each game played presented a new book
  position to learn which I did off-line.  It even had variety - I didn't
  want it too predictable so I deep searched N times, and used the moves
  in the same ratio they were chosen.  Usually only 1 or 2 moves get
  played.
 

  This is a different kind of opening book than I'm thinking of. You are both
 talking about cached computation, whereas I consider an opening book as
 codified theory and wisdom gained over the entire history of the game
 (semeais and joseki).  How could adding established semeai and joseki
 patterns (probably for early move selection and bias) to a program make it
 weaker?  If anything, the global view of full-board MCTS has the potential
 to make better use of semeai and joseki patterns than the classical
 shallow-search programs.

  Self-learned books were also abandoned in chess. Hand tuned books are labor
 intensive, often requiring a separate team member to create them, but the
 best chess programs all have them.

  Ian


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Re: [computer-go] Re: Strength of Monte-Carlo w/ UCT...

2008-08-11 Thread steve uurtamo
erm.

you guys seem to be arguing for the sake of arguing,
without a clear or precise definition of what you're even
arguing about.

there is a mathematical proof that go, for any fixed sized
board, can be completely solved.

there is a mathematical proof that given a fixed komi and
fixed number of handicap stones, every game is either a
forcible win or loss or draw for a particular one of the two
players.  we don't know this function yet, so we don't know
if there's advantage for white or black or not, but it's guaranteed
to exist.  is proven to exist.

there is a mathematical proof that current algorithms can
solve go.

it makes no sense to ask if there is a mathematical proof
of anything related to humans.  the two are simply
incommensurate.  the mathematical proofs are simply
about whether a computer with a lot of memory and a lot
of free time can win or force draws in every game of go
against any player.  and it turns out that this is true.

whether or not computers can beat humans at go on a
19x19 board in a reasonable amount of time is unrelated
to mathematics.

* computers are getting better and better at go.

most people on this mailing list are mainly interested in
helping (*) to happen.

s.




On Sun, Aug 10, 2008 at 11:46 PM, Denis fidaali
[EMAIL PROTECTED] wrote:

  Hi there.

 I do agree with your point Robert Waite.
 I have yet seen no such paper as one that would prove that there is such
 thing as scalability based on any mathematical proofs.
 So all your points at criticizing the mathematical certainty of the
 scalability, is probably 100% right. There is no such things as mathematical
 certainty there.

 It can be modelized easily, as you already did : what if the the evaluation
 function is giving on purpose wrong data. How would one mathematically
 prove that it doesn't ? You would at a minimum have to know WHAT the
 evaluation function ACTUALLY exactly is ... In fact all the evidences that
 we have gathered about the scalability may rather been surprising to some
 persons : why in hell does all that works so well ?

  But, it's a proven fact that it does indeed works well so far. So that it
 seems perfectly natural to speak such phrases as there are evidences that
 given the hardware we got in twenty years, human will be beaten by current
 algorithms. I don't see how those evidences can be qualified with the term
 mathematical, but they are here (hiding among us !). Now if someone has
 the feeling that maybe there is a roadblock, it has to be considered for
 what it is : a personal intuition. What is this intuitions precisely based
 on ? Why are you trying to share it with us in the first place. For myself,
 i believe that what you are trying to do, is to begin to analyses all the
 data the community has gathered so far, trying to understand why indeed it
 worked so well that it even beaten out a pro with a 9 stones handicap and
 with as few as 1.7 million evaluations/second (running on some 800 hundreds
 cores). To the point that the pro felt he had no chances of wining at all
 with that much of a handicap. Your are trying to understand this, and are
 probably right on track for that goal. The term mathematical is very
 valuable to you, and you'll find it that it has a much wider use (on this
 list) than what you would like it to. But now, mathematics as proven to be
 of little use in the context of go programming lately. It's more of a
 physician world. You make up a (mathematical) model. You test it again
 reality via experimentations. You then get empirical certitudes that the
 model is indeed correct.

  There is no way of mathematically proving that light speed would still be
 constant if i chose to dance naked on the champs-Elysée some day. You'll
 definitely find no paper on that. Yet to speak of it as mathematically
 certain, is probably not as wrong as it sound.


  But as it is, i'm playing the devil advocates here. I'm totally agreeing
 with you. I found your way to fight irrationnality very interesting indeed.
 It's been very refreshing.


 -
 Robert Waite has wrote :

 I would really like to see what paper you are referring to. Do you mean
 Bandit based Monte-Carlo Planning? Please post the name of the paper which
 you are referring to. I do not think that the empirical evidence is
 overwhelming that it is scalable in a practical way for the problem of
 beating a human.

 Now the topic has moved to scalable to beat a human and I disagree with the
 interpretation of the data. We are both interpreting data. Your data doesn't
 count as a theory.. where you reduced my theory to one that has no data. We
 are both interpreting the same data. Diminishing returns was just an example
 of something that could be a roadblock. I was questioning how this
 necessarily scales to humans. It seems more data is needed from MC-programs
 vs. humans to make a rigorous theory of scalability. So far.. the only
 scalability 

Re: [computer-go] Re: Strength of Monte-Carlo w/ UCT...

2008-08-11 Thread steve uurtamo
 You mentioned three proofs relating to go... could you post the links to the
 papers?

the first two statements are consequences of the following:

all two-person, finite, zero-sum games have solutions. *

for a more precise statement, see john von neumann's 1928 paper:

Von Neumann, J: Zur theorie der gesellschaftsspiele Math. Annalen. 100
(1928) 295-320
and the definitions of the terms used in the statement (*).

or perhaps more helpfully, a modern treatment on the subject of game theory.

the third statement is true simply because the minimax algorithm exists.

i am not claiming that any of this has anything to do with the actual problem
of beating a human.  i am not making this claim because i also make the claim
that beating humans at go is pretty much unrelated to the mathematics in
these proofs.

 I didn't ask for a mathematical proof saying if a computer can beat a human.
 I asked in a roundabout way if this algorithm (or any known algorithm) has a
 proven complexity that is somehow tractable or useful to beat humans. Just
 by throwing human in does not mean you are out of the realms of math. What
 about statistics? The object of many statistical models is a group of
 people. So please don't say it makes no sense to ask about mathematical
 proofs of anything related to humans. A mathematical proof can have a result
 that affects humans. If it was proven tomorrow that there is a set of
 algorithms that can solve the game in poly time.. we could draw relevant
 conclusions with regards to beating a human being. Relating humans to math
 does not destroy the accuracy of the relation.

algorithms do not have complexities, problems do.  algorithms may have
asymptotic runtimes, but even this isn't always true.

poly time doesn't mean tractable.  just like exptime doesn't mean intractable.
there's a coefficient in front of the polynomial (or exponential function) that
can radically affect the real-world tractability of the problem.

another thing is that complexity classes are used to describe problems like,
find me an algorithm that can solve the game of go for *any* sized board.  in
this sense, go is quite difficult.

however, nobody on this list is seriously hoping to write a program to solve go
for any sized board and hoping that it will succeed on a 19x19 board.  what they
are doing is trying to engineer very good programs to beat humans on a 19x19
board.

 whether or not computers can beat humans at go on a
 19x19 board in a reasonable amount of time is unrelated
 to mathematics.

 Why? Let's say you can prove that the game is solvable so that black wins.
 Let's say that you can prove that it is solvable in linear time. You can
 then infer that we could build a machine to play the solved game and beat a
 human unconditionally. Why can't you use the math here to make a statement
 about beating humans?

what if the linear function is this one:

time = 10^10^10^10^10^10^10 * (size of board)

that doesn't imply tractability, but it is still linear.

the problem that i mentioned earlier:

how much effort is required to completely solve the game of go for _any_ given
boardsize is known not to be linear.  it's known not to be polynomial.

the problem of solve the game of go for a 19x19 board is
known to be a *constant*.

since there are only a finite number of legal board situations, there are only a
finite number of legal games.  enumerating all of these takes a constant amount
of time.  storing these takes a constant amount of space.

this is not useful to make good programs for playing go, however.

the thing is, all of the talk of asymptotics that you seem to be referring to
are perfectly useful to prove things about arbitrary games on arbitrary sized
boards, but when you have a fixed-size board, what matters is much more
an issue of engineering a fixed problem.

s.


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Re: [computer-go] Some cgos 19x19 suggestions

2008-08-10 Thread steve uurtamo
one more thing -- you may want to keep anchors from playing
one another.  at least, i seem to recall that i saw two anchors
playing one another.  it can't (by definition) affect anyone's ratings,
so... probably pointless for them to do so, right?

s.


On Sun, Aug 10, 2008 at 11:27 AM, Don Dailey [EMAIL PROTECTED] wrote:
 On Sun, 2008-08-10 at 14:15 -0400, Don Dailey wrote:
 I will also modify the server so that losses by anchors don't count.

 Woops,  what I mean is losses on TIME won't count.  They will still
 count if the opponent loses but not if the anchor loses.

 - Don


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Re: [computer-go] mogo beats pro!

2008-08-10 Thread steve uurtamo
your calculation is for mogo to beat kim, according to kim and the
mogo team's estimates.

i think that a better thing to measure would be for a computer program
to be able to regularly beat amateurs of any rank without handicap.
i.e. to effectively be at the pro level.

for one thing, this is easier to measure, and for another, it relies much
less on mogo staying the same, kim being correct, or some other
professional being much better against computer players, for instance.
it just requires some machine connected to KGS to be able to attain,
say, 9d, and keep it for a month or so.

s.
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Re: [computer-go] Re: mogo beats pro!

2008-08-10 Thread steve uurtamo
again, not true.

there are an infinite number of complexity classes beyond
P that do not require infinite space or infinite time.

exptime would just take exponential time instead of polynomial
time, and pspace would just be able to reuse its available
polynomial space (and thus use at worst exponential time).

there are no problems that would take infinite time or infinite
space.  there are problems that cannot be solved no matter
how much space or time you give a computer, but that's a
different matter altogether, and go isn't one of those problems.

s.


On Fri, Aug 8, 2008 at 6:53 PM, Robert Waite [EMAIL PROTECTED] wrote:
 Besides... solving a
 pspace-complete problem would require infinite memory... isn't that
 correct?

 nope.

 I flipped memory and time there. If pspace-complete is not in p, then it
 will be a big problem trying to solve it without infinite time. That doesn't
 seem like an ideal situation for solving it.


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Re: [computer-go] Some cgos 19x19 suggestions

2008-08-10 Thread steve uurtamo
david, is mfgo-12-0805-2c really over 400 ELO better
than mfgo-11, as cgos seems to suggest?  or is mfgo11
still rising up into place?

thanks,

s.


On Sun, Aug 10, 2008 at 8:51 AM, David Fotland [EMAIL PROTECTED] wrote:
 First, thank you very much, Don, for giving us a reliable 19x19 server.

 Please consider increasing the time a program stays on the list until it
 ages off.  I guess you drop programs from the ratings page after some time
 that depends on the number of games they have played.  Since 19x19 games
 take 4 times longs, it seems you should allow four times as much time to age
 off the list, for the same number of games.  I like seeing the top program's
 results a little longer.

 It would be nice if a program can get into position more quickly.  Since the
 games take longer, it can take several days to climb up from the initial
 1200 to 2000, especially if there is an early loos.  Does it make sense to
 set the initial k value a little higher, or to set the initial rating to
 1500 instead of 1200?

 -David


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Re: [computer-go] mogo beats pro!

2008-08-08 Thread steve uurtamo
 I still have this theory that when the level of the program is in the 
 high-dan reaches, it can take proper advantage of an opening book. Alas, it 
 may be a few years before enough processoring power is routinely available to 
 test this hypothesis. I know that we duffers can always ruin a perfectly good 
 joseki just as soon as we leave the memorized sequence.

why would this be the case?

and where would the book come from?

my thinking is that unless mogo created the book itself, playing
games like these, against opponents like these, at time controls
like this one, then it couldn't possibly be helpful.  and even
then it might not be helpful.

s.




 - Original Message 
 From: Darren Cook [EMAIL PROTECTED]

 I do have to ask -- if 1.7 million playouts per second and an hour of 
 playing time are required to reach this level, ...

 Can Olivier give us more details. A few questions that come to mind: how
 many playouts per *move* was it using in each of the opening, middle
 game and endgame? Was it using a fuseki book, and how many moves did the
 game stay in that book? And once it was out of the book was it all UCT
 (*) search, or were there any joseki libraries, etc.?

 I'd also be interested to hear how inefficient the cluster was (e.g.
 1000 CPUs won't be doing 1000 times the number of playouts, there must
 be some overhead).

 Darren

 *: Sorry, I've forgotten the new term we are supposed to use.



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Re: [computer-go] Re: mogo beats pro!

2008-08-08 Thread steve uurtamo
 not something he would necessarily do in a professional tournament.

perhaps true.  money is a great motivating force, even small amounts
of money (as don has pointed out in the past).

s.


On Fri, Aug 8, 2008 at 7:57 AM, Robert Waite [EMAIL PROTECTED] wrote:
 Yeah.. the misclick question is another fuzzy point. There was a lot of
 debate in the actual game about what was happening... but there is the
 difficulty of having weak players and strong players commenting. The only
 person who really knew what was happening and the direction of play is Mr.
 Kim.

 I hope that information becomes available as there are many stakeholders
 hoping that the results of this game provide hope for a computer crushing
 human opponents : )

 I have a feeling that the devs are going to put out more information.. if
 anyone here finds solid information in the coming weeks.. please post it
 here so it is easier to find.

 What I would really hope for is someone who has a channel to Mr. Kim. This
 event received some coverage in AGA eJournal and certainly some here.. but
 to me this was a huge victory where the implications of the game did not
 come out until the victory. I feel that if this had occured in Japan or
 Korea... there would be general newspaper articles about the whole match...
 and there would have been dedicated reporters at the event. It would be
 really nice to have an interview with Mr. Kim to give stakeholders as much
 information as possible. I am sure that the Mogo devs are getting feedback
 from him... it would be nice for people in general to have Mr. Kim's take.

 The speed with which he played as well as the idea that he was laughing and
 clapping would indicate that he perhaps was testing the game and did not
 consider this a Showdown. Perhaps he was very surprised with its strength
 compared to other software he has played and was testing various aspects
 with his play... not something he would necessarily do in a professional
 tournament. This is all conjecture since we do not have a solid record yet
 of what Mr. Kim thought. My feelings are that even if Kim gave it his all...
 the overall result would have been the same: a computer got extremely strong
 very quickly.. and this indicates that researchers are on the right track.

 I am sure he is busy.. and he may even give Korean interviews about what
 happened... but if anyone finds information about Mr. Kims perspective of
 the game... I think it would be of great interest to the computer go
 community.

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Re: [computer-go] Re: mogo beats pro!

2008-08-08 Thread steve uurtamo
okay, thanks, david.

s.

On Fri, Aug 8, 2008 at 8:08 AM, David Fotland [EMAIL PROTECTED] wrote:
 The supercomputer nodes did not have shared memory.  Mogo uses shared memory
 within a node, but between nodes it uses MPI message passing.  The
 supercomputer has low latency connections between nodes, and the Mogo team
 has said that the strength scales better on systems with this kind of
 interconnect than on clusters just using Ethernet.

 There is an issue with latency because the statistics in the important nodes
 of the UCT tree are shared frequently.

 Sharing idle time on computers on the internet would be interesting for
 postal games, but won't scale up in performance like Mogo on this
 supercomputer.

 David

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:computer-go-
 [EMAIL PROTECTED] On Behalf Of steve uurtamo
 Sent: Friday, August 08, 2008 2:45 AM
 To: computer-go
 Subject: Re: [computer-go] Re: mogo beats pro!

 hm.  this makes me think back to something.

 did this supercomputer have all of its ram shared
 by all processors?  or could it be emulated by
 a large enough number of machines given individual
 jobs, given that combining the results of those jobs
 isn't too complicated?

 if so, i think that this would be ripe for BOINC -- at
 these time controls, there's no issue with latency,
 and there are clever ways to deal with people
 dropping off of the grid or giving intentionally bad
 information.

 and who wouldn't want to donate idle computer
 time to a project that was, say, sitting on KGS
 and kicking the crap out of decent players?

 lots of people sit on KGS and just simply watch.  why
 not have those idle lurking watchers participate
 in the game as well, with their copious unused cycles?

 s.

 On Fri, Aug 8, 2008 at 2:12 AM, Darren Cook [EMAIL PROTECTED] wrote:
  Yes, MoGo gained much more from the longer time setting than Mr. Kim
  did. Note that Mr. Kim used very little of his time in the one-hour
  game. He said after the match that using more time would not have
 helped
  him.
 
  I imagine that is typical as white in a handicap game; you play
 solid,
  good shape moves and wait for black to do something wrong. (I.e.
 strong
  players can play a dozen simultaneous high-handicap games as easily
 as
  they can play one high-handicap game.)
 
  Darren
 
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Re: [computer-go] Re: mogo beats pro!

2008-08-08 Thread steve uurtamo
don,

thanks for your thoughtful comments.

9 handicap is still a real game, in the sense that
the handicapping isn't arbitrary -- it definitely
measures some skill difference.  i think that even
a match of 3 games would give quite a bit more
information, although i thought that Mr. Kim had
said that 9 stones would be too much regardless
(or suggested as much).

when janice kim won against a (13 stone?) computer
handicap, that was showmanship, but a good highwater
mark at the time.

it'd be great if mogo, with hardware like this, or even
a drastically reduced hardware set, could compete
often enough to get an official ranking according to,
say, the european go federation.  but people are
unlikely to want to risk rating points against computers,
i'd think.

i think that the suggestion that the mogo team with this
hardware could beat a 1dan amateur regularly without
handicap isn't really in question, but it'd still be worth
seeing in practice.  (and i wonder, as i'm sure a lot of
the other scaling geeks here are, about just how much
cluster you'd need in order to perform at that (1d-ish)
level).

although there's nothing magical about 1d versus 2d or
1k, the dan barrier still has an allure for many people,
because it's just so difficult to attain for many amateurs.

s.

On 8/8/08, Don Dailey [EMAIL PROTECTED] wrote:
 I think events like this are great.  They generate interest and
  excitement and are great fun.

  But they have very little scientific value.   They are wide open for
  speculation, non-objective analysis, etc.   Often strong players fail to
  take matches like this seriously because they are exhibitions with
  nothing particular at stake.   I don't know if this was the case or not
  but I know it is happens.

  Also, it seems silly to me to find super strong players only to heavily
  handicap them.   What's with that? I know of course why,  nobody
  cares about an exhibition match with an ordinary player an thus it has
  value.   But it really underscores the nature of this kind of
  exhibition, not really a significant scientific experiment.   No serious
  conclusions are possible.It's also rather silly to rank moves and
  not performance in general over many games.  Such and such a move was a
  5 dan move, this other move was a kyu level move,  etc.   This is a
  sound bite to make people happy but isn't very quantifiable.

  Nevertheless, I have high praise that such an event took place, it's
  always super-cool to be able to utilize such a powerful machine and this
  was a good excuse to do so.

  I am left relatively confused about the outcome however.  Someone gave a
  computer a bunch of stones and it was able to beat a strong player.   Is
  that supposed to be exciting?  I think I would simply be embarrassed
  that it was believed that so many stones were necessary to even the
  match.  (Of course compared to a few years ago, this is an impressive
  victory for a computer go program,  although only a single data point.)

  I hope I don't come across as being critical,  I think this was a great
  idea and such matches should be arranged whenever possible.  I just get
  a little embarrassed when too much significance is made of it.

  - Don






  On Fri, 2008-08-08 at 10:13 -0400, Robert Waite wrote:
   I was in the KGS room for a couple of hours before the match and a
   couple after. I was very surprised by the result as many were.
  
   There still is a lack of clear information about the event. For
   example, when Kim said that the computer plays at maybe 2 or 3 dan...

  does he mean professional or amateur pro? The supercomputer itself is
   unclear... some had said it would be 3000+ cores... for the game they
   said 800 processors. Some said it was indeed 3000+ cores.. because
   each processor was 4 core. But I never found a clear answer on this.
   The records of discussion are in MogoTitan's sgf records.. but the
   discussions in the computer go room and perhaps private rooms are not
   recorded (at least that I know of). If someone did give this
   information, it was very easy to lose track of when 500 people were
   observing the match. Tonight I am probably going to go through the
   records to see if any more information can be gleaned.

 
   One person who seemed to be in the room with Kim said that he was

  laughing and clapping at some of the computer's moves. One person in

  this list, but not the AGA eJournal, mentioned that Kim used about 11
   minutes time.. where the computer used around 50. This was surprising
   to me... Kim is reported to say that he felt having extra time would

  not have helped. To me... this seems a little odd. He may have used it

  as a tactic to give the computer less thinking time (if Mogo was

  indeed thinking during Kim's turn). He also might have done this to
   show that the computer is quite a bit weaker than him. It is really
   hard to tell what really happened without a good report on the event.
   AGA eJournal 

Re: [computer-go] Re: mogo beats pro!

2008-08-08 Thread steve uurtamo
well, in opposition to the p neq np problem, this is a fixed
boardsize.  it's an engineering, optimization, and special-purpose
algorithm issue at this point.  no need for any solution to work
for all boardsizes in some measurable, scalable way.

s.


On 8/8/08, Robert Waite [EMAIL PROTECTED] wrote:
 I might come off as being strongly opinionated on the topic.. but I have
 been of the opinion for a while that maybe playing go is a problem that
 can't be solved by computers. I kinda want p != np and for us to be confined
 by mathematics (sorry).The general taunt from my side is that A computer
 can only beat a weak amateur or A computer is easily beaten by an amateur
 child.

 This record clearly will make those taunts change. It certainly affected my
 opinion of the strength of statistical analysis.

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Re: [computer-go] Re: mogo beats pro!

2008-08-08 Thread steve uurtamo
go is worse than np-complete, it's pspace-complete.

s.


On 8/8/08, Robert Waite [EMAIL PROTECTED] wrote:
  well, in opposition to the p neq np problem, this is a fixed
  boardsize. it's an engineering, optimization, and special-purpose
  algorithm issue at this point. no need for any solution to work

  for all boardsizes in some measurable, scalable way.

 I don't necessarily think that go is np-complete... but the board
 does not have to be infinite to be intractable. I mean.. let's

 say that 19x19 go or some other game has 3^361 possible positions.
 That seems to be bigger than the number of available matter we
 have to construct memory.

 It seems like there would be a set of algorithms that will be

 able to beat the strongest human players of go. But it is not
 certain that there aren't certain limits to what we can calculate
 with computers. This is why the whole p != np is interesting.
 There are many common algorithmic problems that might not have

 a polynomial run time solution.

 Go has many angles of attack... but how about eye shapes... how many
 possible 4 stone connected eye shapes are there? Its like tetris.. there
 are 5 unique shapes. But so far... no one has found an efficient algorithm

 that will tell you how many unique shapes for N connected stones.
 I think they have only calculated to N=28. This isn't really an NP
 type problem as it is not a decision problem... but it could
 well be intractable.


 It is possible that as time goes on... computer go (or any computer) will
 run
 into certain problems that cannot be solved on a traditional computer.


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Re: [computer-go] Re: mogo beats pro!

2008-08-08 Thread steve uurtamo
 Besides... solving a
 pspace-complete problem would require infinite memory... isn't that correct?

nope.

s.
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Re: [computer-go] CGOS server boardsize

2008-08-01 Thread steve uurtamo
this would work best for a static board evaluator.

a bot that retains state would likely be best served
by using ram to retain state for a single game.

s.

On Fri, Aug 1, 2008 at 1:51 PM, Don Dailey [EMAIL PROTECTED] wrote:
 How about rotating board sizes?   Each round changes the board size.
 Just an idea.

 One time long ago I considered making a server where there were no time
 controls.  You just played at whatever pace you choose.  The server
 would try to keep your bot busy playing many different games
 simultaneously.  Whenever your move is complete, the server hands you a
 new position to compute which likely would be from some other game.

 Slower bots of course play less games.  Scheduling for this is an
 interesting problem, especially if avoiding mismatches is a priority.

 - Don



 On Fri, 2008-08-01 at 13:09 -0700, Christoph Birk wrote:
 On Fri, 1 Aug 2008, [EMAIL PROTECTED] wrote:
  Something that has worked well in other games would be to change the
  third CGOS every month. Each month, the parameters would be announced
  and the CGOS started empty except for the anchor(s). At the end of the
  month, the bot at the top?would be?the winner. That would allow us to
  experiment with novel settings like 11x11 boards or 20 seconds per game
  that might be interesting for a short while but maybe not for long. It
  can be a way of keeping things fresh and leveling the playing field a
  little.

 It also would need a lot more maintenance ...
 IMHO there would not much to be learned from (eg) 11x11.
 I think of CGOS as a testing arena, not a monthly tournament
 to find the best program at some arbitrary setting.

 Christoph
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Re: [computer-go] What Do You Need Most?

2008-07-28 Thread steve uurtamo
the $500K/year to hire an expert team of programmers to incorporate
everyone's source code into an open-source framework is pretty
wasteful.

just let people dig through the code on their own.  it'd be good enough,
and save $500K/year.

there's no real reason to give out the hardware, either, unless you want to
encourage people to spend their time each year developing tinier and tinier
high-powered wireless devices for cheating.  all they need is access
to an equivalent machine (say, ssh access) during the year to test
and write speed optimizations.

also, after this ran for a few years and started to get very competitive, it'd
be difficult to convince people to give away their source code every year for
the chance to win $100K/year.  one reason is that commercial exploitation
of their code would begin to be worth more as the strength improved
significantly.

another way to do all of this is to set aside a large chunk of money, let
it accumulate interest, and have small milestones set each year that
can pay prizes from a portion of that interest if they are met.  this
automatically
ends up raising the value of the milestones over time.

s.

On Mon, Jul 28, 2008 at 4:24 AM, Mark Boon [EMAIL PROTECTED] wrote:
 It's a question I have often contemplated. I don't think you can do
 anything now that will greatly influence what the level in 2010 will
 be. You have to think a little longer term. What it takes is fairly
 simple, it takes a million bucks per year (roughly). Getting that
 million bucks is not so simple, but if I had it to spend on
 computer-Go, here's what I'd do:

 - Use a system like CGOS to create an online testing system / community.
 - At some predetermined date the top n programs (say 16) get a
 standard state-of-the-art PC to work on.
 - Half a year later those 16 programs play an extensive tournament
 using the standard hardware.
 - Prize-money is $100K, $80K, $60K, $40K and $20K for the top five.
 - All participants contribute their source-code to an open-source
 project created for this event.
 - The cost of organising the competition above is about $500K per
 year, the other $500K is spent on hiring a team of expert programmers
 who incorporate the contributions of the competing programs into an
 open-source framework.

 This is sketchy and lacks some vital details, but you get the idea.
 The main points are
 a) Everybody starts from an equal base each year.
 b) The PC used is a standardized piece of equipment.
 c) The prize-money is enough to make people turn in their source-code.
 Since coming in 2nd or 3rd isnt much less an achievement as coming in
 1st, the prize-money is also not much less.

 With a competition like this in place, I think the progress in a
 decade will be astounding.

 Now we have to find a sugar-daddy who's willing to put in the $1M each year 
 :-)

Mark

 On Sun, Jul 27, 2008 at 10:23 PM, Darren Cook [EMAIL PROTECTED] wrote:
 I have a strong interest in seeing a 19x19 computer go program that is
 at least 3-dan by 2010. The recent jump in strength on the 9x9 board has
 given me new hope and I want to ask people here, especially the authors
 of strong programs, what you now need to make the next jump in strength.
 There seem to be four broad categories:

  * More hardware (CPU cycles? Memory? Faster networking? Do you just
 need that hardware for offline tuning, or for playing too?)

  * More data

  * New algorithms (if so, to solve exactly what? evaluation? search? other?)

  * More community

 By community I mean things like this mailing list, CGOS, open source
 projects, etc.

 By data I mean things like: game records, or board positions, marked up
 with correct/incorrect moves; game records generally; pattern libraries;
 test suites; opening libraries.

 Darren

 --
 Darren Cook, Software Researcher/Developer
 http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
open source dictionary/semantic network)
 http://dcook.org/work/ (About me and my work)
 http://darrendev.blogspot.com/ (blog on php, flash, i18n, linux, ...)
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Re: [computer-go] Random

2008-05-15 Thread steve uurtamo
the only thing to watch is that you'll likely need
30+ bits from these guys to seed a prng, and
getting those bits in any organized way is likely
going to happen on a regular schedule (i.e. if
you get them in a loop, you're likely going to
space them out in an organized way).

s.


On 5/15/08, Don Dailey [EMAIL PROTECTED] wrote:
 For a long time I have pondered whether you could build a very high quality
 random number generator that was extremely fast using the pentium RDTSC
 instruction as a low order bit entropy source. The idea would be to use
 an extremely fast (but low quality) pseudo random number generator,  but
 modify the output (or the internal state of the generator) with the time
 stamp register at each call.

 RDTSC reads the pentiums internal clock and is basically just a 64 bit
 counter.However it increments very quickly and could be viewed as an
 entropy source in the lowest bits as it would introduce at least a little
 bit of non-determinism, and I think a little is all you would need to
 transform a horrible generator into a good practical one for many
 applications.   I  think the lowest 2 or 3 (or more)  bits would appear to
 modern processors as almost unpredictable since there is so much going on
 inside modern computers that are unpredictable.
 I don't know if the call to RDTSC is fast or how it would affect the
 parallelism of todays modern machines.   I'm not particularly interested in
 non-deterministic generators as I sometimes depend on this for testing and
 debugging,  but it's an idea I thought I would throw out there.
 - Don





 Don Dailey wrote:
  If you are looking for a cheap fast and simple random number generator,  A
 post by George Marsaglia, an expert/guru on random number generation has
 several and a C implemention.
 
  These are one line generators,  coded as macros.He also discusses the
 period and quality of each of them. This is a gem of a post  on
 sci.stat.math,sci.math  if you are interested in RNG:
 
http://www.math.niu.edu/~rusin/known-math/99/RNG
 
  - Don
 
 
 
  Heikki Levanto wrote:
 
  
In addition, xor_shift is better than builtin rand() and faster and
much smaller than MT.
   
  
   I don't know that much about random numbers, so excuse my ignorance. But
 a
   bit of googling got me to the Park - Miller Minimal Standard random
 number
   generator
 http://www.firstpr.com.au/dsp/rand31/p1192-park.pdf
  
   From what I read, it should be quite sufficient for go programs. It is
   dead simple and fast:
  
   long int pmrand() {
  const long int a=16807;
  const long int m= ( 1  31 ) -1;
  pmrandseed = ( pmrandseed * a ) % m ;
  return pmrandseed;
   } /* pmrand */
  
  
   Should I worry about this not being good enough?
- Heikki
  
  
  
  
  
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Re: [computer-go] A problem with selectivity and AMAF bias

2008-04-11 Thread steve uurtamo
magnus,

I hate to ask the obvious, but how much time does each simulation
take?

If 100 simulations would be enough information to get it out of its
rut, why not just check every legal move for (say) 100 simulations before doing
anything else?

on another note, i think that it's cool that you have a board situation
that exhibits such borderline behavior (i.e. that it takes relatively few
simulations to fix the problem, but that the code as it stood would never
find the problem on its own).

steve.

On Fri, Apr 11, 2008 at 4:25 AM, Magnus Persson [EMAIL PROTECTED] wrote:
 Quoting Michael Williams [EMAIL PROTECTED]:


  Magnus Persson wrote:
 
   Yesterday I noticed an odd phenomena in Valkyria wich was caused by
 high selectivity and AMAF.
  
 


 
   Then since there is nothing in the AMAF scores that indicate that  move
 2 is any good it is never searched, since the search is so  selective that
 the bounds will not grow large to compensate for the  bias in a reasonable
 time.
  
 


  Isn't this fixed by never straying from a move in the tree until it
  loses and then trying an untried move?
  Or something like that.  It wasn't my idea and I don't remember the
  details, but it seems like it fixes what you describe.
 

  No, it does not because the AMAF score for move 2 is strictly lower than
 the evaluation for move 1 and all other moves for some reason. It will try
 other moves deeper in the tree instead and the position is sufficently
 complex to generate a very large tree until it gives up on the move at the
 root level. The thing is that if it searches move 2 for at least 100
 simulations it will discover it is a good move. But because of the AMAF
 score is so low and all other moves are indeed losing moves it sticks to
 move 1 because it at least makes it into a fight although at bad odds.

  Otherwise I am quite happy with the current implementation since it is
 strong in testing, this only happens when there are two hot candidates and
 the first one is searched first because of a limitation in move ordering,
 and a particularly strong bias works against the second best.

  The annoying thing is that is can suddenly lose a game it was winning.

  But I found a better fix. I also tried to enter my pattern priorities as
 the priors of the AMAF scores. And I now strongly believe that this is also
 better in general and not for this particular situation. In the position I
 wrote about yesterday this version get the right move almost immediately. I
 tested as Valkyria 3.2.0 overnight on CGOS and it seems to be just as strong
 as the previous version, and I can still tune the parameters of it.

  This means that the search of position will be guided in order by

  1) My pattern priorities disguised as priors of AMAF scores.
  2) Then AMAF score will take over
  3) If a move is searched, then the true winrates for those moves will be
 used and there is no bias from the pattern priorities except very weakly
 from the AMAF scores.

  -Magnus



  --
  Magnus Persson
  Berlin, Germany


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Re: [computer-go] My experience with Linux

2008-04-10 Thread steve uurtamo
The difference (and I'm not defending HP here) is that a print scheduler
for your OS shouldn't even be *writable* by the install wizard for your
printer.

Imagine an OS environment where a printer is a completely passive
device that accepts requests to print onto paper.  Imagine that it doesn't
pong every device on the network, or every other printer on the network
(remember appletalk?), and that there is no automatic printer discovery.

In my opinion, printer discovery should happen well before the time that the
printer is installed. There's nothing to discover if you install the
printer yourself.
I didn't discover the printer attached to my PC when I plugged it
in, I discovered
it on the shelf of the store that I bought it from.  If i'm a network
administrator, I
should be pretty much aware of when I plug a networked printer into
the local network,
and it seems to be a reasonable responsibility of mine to first make
the decision about
which machines should be able to print from it, and then to take the
necessary steps to
make that happen.  Expecting an entire network of machines to do that
job for me is
not a particularly smart way to manage your network.

s.
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[computer-go] now: operating systems and love, was: Paper for AAAI (David Silver) PDF problem

2008-04-08 Thread steve uurtamo
  That's the real problem with Windows. I need a double boot, place
  the OS on a FAT32 partition and have a copy of every file + an
  image of the installed partition. Every day I fight against the
  operating system I have paid for and if the OS doesn't let me
  change it the nice way I have to do it the hard way. If I was
  starting now, I would be a Linux user.

There's another way, and it's not too bad, depending upon how
often you want to switch operating systems.

Get a second drive.

I have been burnt by windows more times than I care to have
been (twice), so I decided to do the safest thing possible --
I don't even cross the streams.  I just separate the OSes onto
physically distinct drives, and in my case on different controller
types, which makes it super-easy to switch between them.

Yes, you can modify the boot loader on the main (windows) drive
so that it recognizes the second drive, but I do something even
less error-prone -- I just swap which drive is considered the boot
drive in my BIOS at boot time.  This takes about 2 seconds and
does the obvious thing that I want -- if I'm spending weeks in
FreeBSD, I don't have to do a thing until for some crazy reason
I want to switch back to windows (usually to play a game of some
kind, or to use some esoteric feature of my peripherals that
nobody has bothered to reverse-engineer yet).

Most windows-esque tasks are handleable in a modern unix
system: abiword and openoffice do a reasonable job at emulating
word and office, respectively (and openoffice is about as bloated
a chunk of code as you might expect as a result) can read and
save files from/into the relevant formats, and have about the
same ease/unease of use.  Gimp is a reasonable clone of
photoshop, although if you're a serious designer you already
have a mac and over $1200 worth of adobe software and are
doing it the right way.

There isn't, and this is actually a fortunate thing, yet any way to
use unix without at some point needing to use a command-line
tool.  This is what will keep it out of the hands of consumers for
a long time to come, but I think that it's an inherent fact of a
secure operating system.

Anything that runs in the same way that vmware runs is pretty
cool, although I'm not aware of anything mature and free that
does the same thing as well as it does (i'm sure that someone will
correct me on this point.)  If the company you work for will pay for
it, just tell them that you need a copy to get work done.  As of a few
years ago, it was working really well (vmware, that is -- the tactic is
timeless).

The reason that NetBSD is so good is for a similar reason to the
reason that you like Windows95.  It is tiny.  Extremely tiny.  Moreso,
it will run on just about any hardware that you can still get to power
up.  Unfortunately, it comes with just enough tools to *compile*
everything that you need to use it.  So it's a fantastic way to learn
about unix, but not practical for people who want something that
has, say, a beautiful looking window system with knobs to control
everything about their operating system right out of the box (not
having these things is a good thing in my mind, though).

The reason that it isn't practical for most people is because you're
going to need to compile that window system, and there will be a
large and painfully recursive tree of dependencies that will need to
be compiled first.  If you enjoy this kind of one-time masochism in the
pursuit of knowledge, then it's well worth your time.

Linux is starting to be a good compromise for most folks, and ubuntu
is pretty popular these days, but I still think that FreeBSD
has the best compromise between features and kernel sanity for
someone moderately comfortable with unix.

I've seem windows users semi-easily switch to ubuntu without regret
or too much of a learning curve, but they will eventually find something
that doesn't work and/or is extremely difficult to do without using
windows.  It's just an issue of compromise -- people are so used to
rebooting their broken operating systems that they've forgotten
that it's not something that you're supposed to have to do!  Unix
boxes can brag about 10+ year uptimes, for crying out loud.

s.
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Re: [computer-go] Paper for AAAI (David Silver) PDF problem

2008-04-07 Thread steve uurtamo
Hello,

I'm getting the same thing here in windows:

Cannot extract the embedded font...

Was it made with pdflatex or somesuch?  Could
it be a version issue there?

s.

On Mon, Apr 7, 2008 at 6:48 AM, Jacques Basaldúa [EMAIL PROTECTED] wrote:
 Hi David


 http://www.cs.ualberta.ca/~silver/research/publications/files/MoGoNectar.pdf

  Your paper has a PDF problem concerning embedded font BXGQFO+CMR12. I
 have used
  different versions of Adobe Reader. I even updated one of the computers to
 the latest version
  and I still cannot read any mathematical expressions. I guess this applies
 to all Windows users.

  Jacques.
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NOW: OS wars, WAS: [computer-go] Paper for AAAI (David Silver) PDF problem

2008-04-07 Thread steve uurtamo
 But anyways, NetBSD is the best.

yes, this is obviously true.

on another (the original?) note, the relevant factor regarding
being able to open a scientific paper on multiple platforms is that it
be readable by as many people as possible -- even those
people who run windows.

OS belligerence is charming in its own way, but it's unrelated
to whether or not the average person can access the equations
in your work without booting into a particular operating system.

the brand newest version of acrobat is working fine for me
after uninstalling the older version.

for what it's worth, there's anecdotal evidence that it was a change
in the way that acrobat was dealing with certain fonts that they
broke in one version (i think that they were adhering to some
internal spec more stringently) and then fixed (probably because
it caused lots of problems for people).

or maybe it's not adobe's fault at all but something in windows.  :)

s.
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Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-01 Thread steve uurtamo
don,

  But I also discovered that there seems to be no benefit whatsoever in
  removing them from the play-outs.I have no real explanation for
  this.   But it does tell me that the play-outs are very different in
  nature from the tree - you cannot just use the same algorithms for
  selection and prioritizing moves.

did you use the same heuristic in the playouts when pruning them?
i.e. that no other stones are anywhere nearby?

in any particular playout, they may be the killing move for a group
that ends up getting built near to the edge of the board, or a successful
monkey jump.  so removing them from somewhere deep in the tree
as a rule would be bad, but if nothing is anywhere nearby, removing
them as a first move choice is pretty reasonable.

they make up a fairly small fraction of possible moves, and this is
magnified the deeper you go into a search (so the net effect would
be diminished, even with the heuristic).

anything you can say about what not to do on the very first move
of a search, if it applies to every board situation (ha ha ha) is
great, though, if it's fast enough to check for.

in fact, if *nothing* is *anywhere* nearby, a move on even the
second line is bad.  third or fourth is much better.

s.
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[computer-go] 9x9

2008-03-22 Thread steve uurtamo
congratulations to mogo on its performance today!

it was an excellent result (1-2) versus a professional,

s.
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Re: [computer-go] Floating komi

2008-03-06 Thread steve uurtamo
why doesn't someone simply try this and post the results,
if they think that it would help?

s.


On Thu, Mar 6, 2008 at 8:30 AM, Don Dailey [EMAIL PROTECTED] wrote:


  Christoph Birk wrote:
   On Mar 5, 2008, at 11:58 AM, Don Dailey wrote:
   Don Dailey wrote:
not assuming that MC plays the best move.   The problem isn't the
   assumptions I am making, but the assumptions others are making,  that
   it's NOT playing the best move.You want to apply a fix to all
   positions without really knowing which positions are a problem.
  
   One last time: Nobody suggested a one fix for all positions/problems.
   The floating komi was suggested to guide the UCT search along
   certain lines of play during specific (close!) endgame positions.
  When I said all positions I meant all games.You expect to apply this
  to all winning and losing positions in every game, not just specific ones.

  - Don



  
   Christoph
  
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread steve uurtamo
 You have to have a nakade pattern on the
  board  somewhere, the score has to be close and in your favor
  considering the nakade,  and the program has to believe that it is more
  advantageous to give away stones that not.

eh, or it can't see the capture until it's only a few moves away, because
its horizon with respect to self-atari is so shallow.  deepen the horizon and
it'll consider those moves early enough not to screw up its overall win
percentage evaluation.

  Although it's easy to see that nakade is a problem,  I agree with
  someone who said it takes a lot of skill to produce this.In fact, I
  believe that it cannot be done reliably by any player unless he is
  already much stronger than the program, in which case he doesn't need
  to do it in order to beat the program.

I wouldn't go this far -- humans learn from their mistakes, but can stay at
the same skill level regardless of how much they learn, either because they
forget things that they earlier learned, or because they have very shallow
reading, say.

for a computer, though, it's quite possible that every single player ranked one
or two stones lower than (arbitrary mc program with this weakness -- AMCW)
could exploit this weakness in a systematic way, more than 50% of the time.
this would eventually reduce AMCW's ranking, of course, but wouldn't
raise any of
those player's rankings, because their ability to beat one specific
player consistently
isn't enough to modify their ranking.

  (Indeed, it may be a
  counterproductive strategy if it distracts you from playing good moves.)

these aren't bad moves in any way.  they're normal, healthy, strong go-player
moves that are recognized instantly by anyone who has a read a copy of
life and death or similar.

  Most MC programs won't just let you pick off points because that is
  normally a strategy that decreases your  winning chances. They will
  only do that if every move leads to the same win or loss in every single
  play-out,  or if the small win turns out to be easier to manage.

or if they aren't reading out the playouts deeply enough that would allow
them to correctly consider the impact of those moves early enough to avoid
them!

  I would love to see a 5kyu player get on KGS and beat mogo in more than
  1 out of 10 games using this specific strategy.My guess is that if
  your energy is spent setting up this trick, you will play weaker in general.

i dunno.  imagine one of the mate in 20 types of sequences that
you're supposed
to learn when you first learn chess.  imagine that you never learn how
to deal with
them.

s.
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Re: [computer-go] Almost whole board seki

2008-03-05 Thread steve uurtamo
hey, that's great!

s.


On Wed, Mar 5, 2008 at 2:43 PM, Gunnar Farnebäck [EMAIL PROTECTED] wrote:
 For those of you who enjoy uncommon positions, CGOS 9x9 game 322479
  offers a lot of seki. This is the final position:

 A B C D E F G H J
   9 . X X O . O . X . 9
   8 X . X O O X X X X 8
   7 O X X X O O O X O 7
   6 O X X O X X O O O 6
   5 O O X O X X X X O 5
   4 O . O O O X . X O 4
   3 . O O O O O X X . 3
   2 O X X X O O O X X 2
   1 . X . X X O O O O 1
 A B C D E F G H J

   Except for the small black group in the upper left the whole board is
   seki. Amazingly white wins the game without a single independently
   alive stone, in total one proper and two false eyes. Game record is
   attached.

   /Gunnar


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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-04 Thread steve uurtamo
cool.  do you have any examples from a 19x19 game?  that's what
i was referring to when i said that i've never seen an MC player
play out a ko fight.

thanks,

s.

On Tue, Mar 4, 2008 at 9:35 AM, Magnus Persson [EMAIL PROTECTED] wrote:
 Attached is an sgf-game of a long kofight on 9x9 between Valkyria and
  Gnugo. Valkyria of course wins with 0.5 otherwise it would probably
  not have been such a nice example of a long kofight.

  -Magnus


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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-03 Thread steve uurtamo
  So I don't think
  sophisticated ko fights are resolved but I not strong enough to really
  quantify this.

It's very often the case that games between, say, two 7d players on KGS
will come down, in large part, to one or two or three ko fights and their
resolution.  or even the threat of a ko fight if one player is weak enough.  i'm
not sure that even the strongest amateurs count all of their ko threats
correctly ahead of playing them (the game is quite dynamic, after all) but
this is way, way deeper water than i tread in, so i don't have any real idea.

i just wonder if anyone has tried to beat these programs by initiating a
complicated but critical ko fight.  i'd think it'd be a can't-lose if you chose
it correctly.  i wonder if it's a repeatable way to beat these guys, or if the
depth is handled just fine.

the thing that got me thinking about this is that i've never seen an MC
player really play out a ko fight.  (or perhaps they are in their own cryptic
MC way that i can't see).

s.
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-03 Thread steve uurtamo
the general idea is that if the ko represents something of value X,
then making threats of value  X will force your opponent to answer,
and if he does not have as many threats of value  X as you do, then
you can eventually win the ko fight (by filling the ko) and gain X-(value of
sente) points, or have a threat unanswered and gain ( X -  X) points,
along with
possibly taking sente (which could be worth something near to X, but is
probably smaller).

this is really relevant when X is large, or when there are multiple kos on
the board of varying values.

important kos are often at a critical connection point for one or both
players, or at a critical eyespace (such as in the corner or along the edge)

strong players can crush weaker players simply by starting kos in
important places because they know that they can win the ko or gain
points in compensation for starting a ko, since ko fights are generally
very hard for weaker players, who usually misjudge the value of ko
threats, remove ko threats early in the game for no good reason, or
have difficulty finding (or creating a sequence of!) reasonably-valued
ko threats.

s.

On Mon, Mar 3, 2008 at 8:49 AM, Don Dailey [EMAIL PROTECTED] wrote:



  steve uurtamo wrote:
So I don't think
sophisticated ko fights are resolved but I not strong enough to really
quantify this.
  
  
   It's very often the case that games between, say, two 7d players on KGS
   will come down, in large part, to one or two or three ko fights and their
   resolution.  or even the threat of a ko fight if one player is weak 
 enough.  i'm
   not sure that even the strongest amateurs count all of their ko threats
   correctly ahead of playing them (the game is quite dynamic, after all) but
   this is way, way deeper water than i tread in, so i don't have any real 
 idea.
  
   i just wonder if anyone has tried to beat these programs by initiating a
   complicated but critical ko fight.  i'd think it'd be a can't-lose if you 
 chose
   it correctly.  i wonder if it's a repeatable way to beat these guys, or if 
 the
   depth is handled just fine.
  
   the thing that got me thinking about this is that i've never seen an MC
   player really play out a ko fight.  (or perhaps they are in their own 
 cryptic
   MC way that i can't see).
  
  Perhaps I don't know what I'm talking about here,  but is it possible
  that most ko fights can be avoided?Perhaps ko fights introduce too
  much uncertainty and they look for a more simple way to proceed?
  I've seen lot's of positions where there is a ko back and forth 2 or 3
  times and the computer used every other turn to do something
  constructive in some particular area - then when it stopped fighting it
  stayed interested in that other area.   I don't really know if what I
  saw meant anything - it involved only 1 ko point.Is that still
  considered a ko fight? It seemed to me to know what it was doing,
  picking (what seemed to me) just the right moment to abandon the ko.

  - Don



   s.
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-03 Thread steve uurtamo
ah, sorry to respond to my own post, but of course if the
game is close, the threat doesn't even need to be of value  X,
if it is large enough to threaten to win the game, which can
happen in near-endgame situations.

the idea is that you start a ko for something that your opponent
is absolutely unwilling to give up (because it would lose the game),
and for which you have no expectation of being able to win that
fight, you can still either get small compensation (by making an
unanswered tiny threat) or big compensation (by making a threat that
if unanswered would lose the game).  so simply having these threats
lying around in the bank can be quite profitable if they're used correctly.

games are sometimes resigned as soon as one player realizes that
he doesn't have enough ko threats to win a ko fight, if it's for enough
points.

but as you mentioned earlier, sometimes MC players abandon the
fight because something else looks more interesting.  this is fairly
rare behavior in human games, which is why i noticed it of these
(MC) players.

s.

On Mon, Mar 3, 2008 at 12:37 PM, steve uurtamo [EMAIL PROTECTED] wrote:
 the general idea is that if the ko represents something of value X,
  then making threats of value  X will force your opponent to answer,
  and if he does not have as many threats of value  X as you do, then
  you can eventually win the ko fight (by filling the ko) and gain X-(value of
  sente) points, or have a threat unanswered and gain ( X -  X) points,
  along with
  possibly taking sente (which could be worth something near to X, but is
  probably smaller).

  this is really relevant when X is large, or when there are multiple kos on
  the board of varying values.

  important kos are often at a critical connection point for one or both
  players, or at a critical eyespace (such as in the corner or along the edge)

  strong players can crush weaker players simply by starting kos in
  important places because they know that they can win the ko or gain
  points in compensation for starting a ko, since ko fights are generally
  very hard for weaker players, who usually misjudge the value of ko
  threats, remove ko threats early in the game for no good reason, or
  have difficulty finding (or creating a sequence of!) reasonably-valued
  ko threats.

  s.



  On Mon, Mar 3, 2008 at 8:49 AM, Don Dailey [EMAIL PROTECTED] wrote:
  
  
  
steve uurtamo wrote:
  So I don't think
  sophisticated ko fights are resolved but I not strong enough to really
  quantify this.


 It's very often the case that games between, say, two 7d players on KGS
 will come down, in large part, to one or two or three ko fights and 
 their
 resolution.  or even the threat of a ko fight if one player is weak 
 enough.  i'm
 not sure that even the strongest amateurs count all of their ko threats
 correctly ahead of playing them (the game is quite dynamic, after all) 
 but
 this is way, way deeper water than i tread in, so i don't have any real 
 idea.

 i just wonder if anyone has tried to beat these programs by initiating a
 complicated but critical ko fight.  i'd think it'd be a can't-lose if 
 you chose
 it correctly.  i wonder if it's a repeatable way to beat these guys, or 
 if the
 depth is handled just fine.

 the thing that got me thinking about this is that i've never seen an MC
 player really play out a ko fight.  (or perhaps they are in their own 
 cryptic
 MC way that i can't see).

Perhaps I don't know what I'm talking about here,  but is it possible
that most ko fights can be avoided?Perhaps ko fights introduce too
much uncertainty and they look for a more simple way to proceed?
I've seen lot's of positions where there is a ko back and forth 2 or 3
times and the computer used every other turn to do something
constructive in some particular area - then when it stopped fighting it
stayed interested in that other area.   I don't really know if what I
saw meant anything - it involved only 1 ko point.Is that still
considered a ko fight? It seemed to me to know what it was doing,
picking (what seemed to me) just the right moment to abandon the ko.
  
- Don
  
  
  
 s.
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-02 Thread steve uurtamo
i'm just saying (and perhaps i'm misunderstanding something here)
that lots of playout depth, and therefore lots of simulations are required
to see *any* advantage to playing out a ko.

s.


On Sun, Mar 2, 2008 at 3:17 PM, ivan dubois [EMAIL PROTECTED] wrote:
 Mogo is already very strong at endgame and certainly plays perfectly near the 
 end of the game. The more advanced the program, the sooner it can play 
 perfect endgame.
  But correct ko threats playing has nothing to do with the playout part : 
 Since it is a strategic concept that involves global understanting, It is 
 handled by the UCT tree part.

  - Message d'origine 
  De : steve uurtamo [EMAIL PROTECTED]
  À : computer-go computer-go@computer-go.org
  Envoyé le : Dimanche, 2 Mars 2008, 20h25mn 33s
  Objet : Re: [computer-go] Re: Should 9x9 komi be 8.0 ?]

  a few subtleties --

  it's possible for a machine to play a perfect endgame, and my
  guess is that machines will play perfect endgames before people
  do, although most pros are excellent at the endgame.

  counting ko threats and utilizing kos effectively is tricky in playouts --
  kos can naturally extend a playout very, very far beyond where the
  actual advantage would be taken in a non-ko situation, and the likelihood
  of getting this far often enough in playouts to see the advantage is going
  to be difficult for machines without a lot of domain-specific knowledge.

  different humans are often good at different stages of the game, and
  making up a few points in the endgame, or getting a massive lead in
  the beginning of the game may be possible, convincing a computer
  player of something that isn't true -- either that it's nearly guaranteed
  to win, or nearly guaranteed to lose.

  all that having been said, i'm quite impressed with how well these programs
  are doing.

  s.
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Re: Re : endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-02 Thread steve uurtamo
the issue with ko is the order in which the ko threats are played,
which can only be successfully evaluated if the average playout
finishes the ko correctly.

s.

On Sun, Mar 2, 2008 at 4:56 PM, ivan dubois [EMAIL PROTECTED] wrote:
 Ok, I think I see what you mean, but I am not sure I really agree.
  As you say, this is related to horizon effect. I think current MC programs 
 can play ko quite well because they are trying do delay the outcome of losing 
 the ko, therefore they tend to play threats do gain time, just like human 
 players do. I dont think it is essential that the ko be resolved inside the 
 tree part. And I dont believe there exist efficient way to handle ko in the 
 playout other than just fordiding simple ko recapture.

  Ivan

  - Message d'origine 
  De : Jonas Kahn [EMAIL PROTECTED]
  À : computer-go computer-go@computer-go.org
  Envoyé le : Dimanche, 2 Mars 2008, 21h32mn 43s
  Objet : Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

   But correct ko threats playing has nothing to do with the playout part : 
 Since it is a strategic concept that involves global understanting, It is 
 handled by the UCT tree part.

  Yes and no.
  Theoretically, that's the work of the UCT part. But, as Steve pointed
  out, kos can go on for long. I don't know what depth is attained in the
  tree (by the way, I would really like to know), but I doubt it is that
  long. Moreover, some kos must be kept for later.

  Hence, some basic understanding of kos in the playouts might be useful.

  That's merely a variation of the horizon effect. We could even imagine a
  situation where the UCT makes a threat that loses points in the only aim
  of having the ko past the horizon, where it would be 50-50 (for example)
  in the playout.

  Jonas
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Re: [computer-go] Leela is now participating in the scalability study

2008-02-26 Thread steve uurtamo
examples:

playing Mogo_13_06 vs Leela_05  K10 J10 D4 D6 D10 C9 K4 K9 J9 K11 L10
H9 J8 H8 H10 J11 G7 H7 E6 F6 E7 E5 D5 C7 H6 D9 J7 F5 E9 G10 G6 J6 K6
J5 G8 G9 K7 F8 F7 E8 G5 F3 F4 D7 F9 D8 L11 E10 G3 E3 E4 C3 D3 D2 F2 E2
G2 L12 B4 B3 M12 C4 C5 B5 K12 J12 K13 J13 L13 M13 L12 A4 E1 F1 G1 H2
M2 M3 L2 N2 L3 M1 K5 C6 M6 C2 H3 G11 H5 H4 J4 L4 M4 K2 J2 K3 L5 J1 H1
D11 E11 C10 B6 B8 A7 A8 A6 F11 L9 L8 K8 N3 N4 M7 N7 M8 M9 N9 N10 M11
N11 N12 M10 L1 N1 B+Resign

playing Mogo_13_07 vs Leela_10  K10 H10 D4 G4 K4 K8 D10 E9 J9 D9 J7 K6
G5 F5 F6 E5 D5 E6 H5 J8 H8 H9 K7 H7 G8 L7 J6 K9 L10 J10 L6 D6 B6 C6 C5
B7 G7 E10 J12 J11 K11 H12 K12 M6 L8 L5 L9 L3 G11 G12 G9 G10 B5 E3 L2
K3 M3 L4 K2 H4 J9 C3 J3 J4 D3 D2 B9 B2 F10 E11 B8 C7 C11 C10 B10 C12
B12 D11 B11 A7 J5 K5 F4 E4 H2 H11 F3 M8 F11 F12 M7 N7 F9 E8 E12 D12 N5
M9 M5 M4 N4 M2 N2 F2 G3 G2 H3 N3 E7 N6 D7 C8 C13 D8 H13 H1 D13 B13 K4
E13 A8 F7 G6 A12 A6 M10 M1 N1 L1 J2 J1 M12 G13 L12 N12 L11 N11 N10 M13
L13 M11 N13 C9 G1 A2 C2 B1 A3 B4 A10 D10 C13 C1 E1 B3 F13 J13 N2 A9
C10 A11 A10 K13 K8 K9 J8 H13 J13 B8 B9 A4 A8 A3 J4 B11 G13 A11 B12 B10
C11 H4 K4 F8 E7 L10 K12 L9 N11 J2 K9 K10 L8 C4 K11 D1 E2 B11 B10 N5 M5
L10 L9 H6 K10 N9 N8 A1 A5 A4 B4 B5 A3 B1 B6 C1 D1 D5 C5 D3 D4 A2 A1 B1
A2 PASS C1 PASS N4 PASS A11 PASS pass W+108.5

s.
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Re: [computer-go] Leela is now participating in the scalability study

2008-02-26 Thread steve uurtamo
  We should be careful about any conclusions ... your pairing algorithm
  currently creates leela-vs-leela games only.

after 1500 or so games per leela, we should be able to tell.

i'm getting some leela vs. mogo games already...

s.
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Re: [computer-go] Scalability study suggestion

2008-02-02 Thread steve uurtamo
i agree with everything except for the seeding.  it takes very few games
(especially with the distribution you suggest) to get somewhat near the
right spot.  with 500-ish games being played per player, the initial time
to get into the right place isn't unreasonable.

keep in mind that if you totally outmatch someone, likely the time they
spend thinking will be peanuts compared to you, because we're looking
at doublings.  so those initial where do i roughly belong games will go
relatively quickly.

another way of thinking about this is that if you use a uniform prior,
the convergence to the actual value isn't much slower than if you
use a (potentially biased) prior.  fat14, mogos 17, 18, big16 and potentially
big18 might have all been seeded too high this way, and they're the
ones we want the most accurate numbers on at this point.

s.

- Original Message 
From: Chuck Paulson [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Saturday, February 2, 2008 1:02:15 PM
Subject: [computer-go] Scalability study suggestion





 
 

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I have been following the scaling study closely. Thanks for everyone
for gathering such interesting data and especially to Don and the people
donating computers.
 

  
 

I have 2 suggestions that could help increase the amount of information
gathered from all the CPU hours being used to play these games. The first
suggestion is about changing the algorithm used to pair players together, and
the second is about “seeding” players to an appropriate starting
position.
 

  
 

Suppose we have two players A and B who each have about a 50% chance of
winning when they play each other. We expect to gain about 0.5*log2(0.5) +
0.5*log2(0.5) = 1 bit of information from every game they play. On the other
hand, if player A has a 95% chance of beating player B we get about
0.95*log2(0.95) + 0.05*log2(0.05) = about 0.29 bits of information when they
play each other. Therefore, the more often you are playing nearly equal players,
the more information is gained.
 

  
 

Now suppose we have a list of players ranked 0 to N, where the lower
the ranking, the stronger the player. Assume that player n takes twice as long
to play a game as player n+1 for any n. Also assume that the Elo difference
between player n and player n+1 is 80 points, and that the cost of player 0
playing a game is 1.0 time units. These assumptions seem reasonable for the
upper levels of the study if we only consider the Mogo programs up to Mogo_16
(the ones that have about 500 games). Using these assumptions we can build the
following table.
 

  
 

RankCost WinProb  Bits  Bits/Cost
 

0  2. 0.5000 1. 0.5000
 

1  1.5000 0.3869 0.9627 0.6418
 

2  1.2500 0.2847 0.8618 0.6895
 

3  1.1250 0.2008 0.7234 0.6431
 

4  1.0625 0.1368 0.5758 0.5419
 

5  1.0313 0.0909 0.4395 0.4262
 

6  1.0156 0.0594 0.3249 0.3199
 

7  1.0078 0.0383 0.2344 0.2326
 

8  1.0039 0.0245 0.1660 0.1654
 

9  1.0020 0.0156 0.1160 0.1157
 

101.0010 0.0099 0.0801 0.0801
 

  
 

For example, if player 0 plays player1 then the total cost is 1.5
because player 0 takes 1 unit of time and player 1 takes 0.5 (half of player 0
time) for a total cost of 1.5 units of time. The Elo difference is 80, so using
the formula P = 1 / (1 + 10^(80/400)) = 0.3869 we see that player 1 has about a
39% change of winning. The bits of information we expect to get are
0.3869*log2(0.3869) + (1 – 0.3869)*log2(1 – 0.3869) = 0.9627. The
Bits/Cost is 0.9627/1.5 = 0.6418. The table shows the results of player 0
playing all players ranked 0 to 10 ranks lower. If player 0 plays himself the
cost is 2.0, the probability of a win is 50%, resulting in 1 bit of information
and the Bits/Cost is 0.5.
 

  
 

From the table, to maximize the information gain per unit of time, the
best games are played between players that are 2 ranks apart. That has to be
balanced against having a wide variety of games to get robust rankings.
 

  
 

I believe the current method is to pick 3 random opponents 

Re: [computer-go] 19x19 Study - prior in bayeselo, and KGS study

2008-01-30 Thread steve uurtamo
 I 
would 
agree 
at 
100% 
if 
it 
wasn't 
for 
the 
known 
limitations:
 Nakade, 
not 
filling 
own 
eyes, 
etc. 
Because 
the 
program 
is 
blind
 to 
them 
it 
is 
blind 
in 
both 
senses: 
it 
does 
not 
consider 
those
 moves 
when 
defending, 
but 
it 
does 
not 
consider 
them 
when 
attacking
 either.

this is well said.

one problem with testing this is that there aren't a lot of good examples
of programs that can scale as easily but which are known to not have
these disadvantages.  it's not an issue of time, really -- anything that
can scale as well as mogo would have been worth testing, even if it took 2x as
long to run, simply because it'd be nice for mogo to have some alternate
competition.  and if it really did avoid these particular faults (nakade in the
corner, not filling own eyes, correct seki knowledge, etc.), it'd be
interesting to see when the two programs crossed over, i.e. at what
ELO one started to dominate the other.  that would give a rough idea about
the strength you'd need to be in order to take advantage of these flaws.

my guess is that anyone at the 1k level can generate these situations
with some regularity on a 9x9 board, and even more easily on a bigger board.
making them game-altering, however, might take a much stronger player, or
a much bigger board.  i don't mean because bigger boards are harder for
programs to read, i literally mean simply because there is more room on
the board.

s.



  

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Re: [computer-go] More generic GTP

2008-01-30 Thread steve uurtamo
 But 
if 
ever  
 there's 
new 
version 
of 
GTP 
in 
the 
making 
I 
would 
suggest 
replacing  
 the 
'komi' 
and 
'board_size' 
commands 
by 
a 
more 
general 
'set 
property- 
 name  
property-value' 
command 
and 
turn 
the 
Go 
Text 
Protocol 
more  
 into 
a 
Game 
Text 
Protocol.

okay, this feels a bit trollish, but i can't help myself.

especially if you don't intend to write code for any other games...
why would people want to modify the go text protocol to be
game independent to help your code look cleaner?

s.



  

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Re: [computer-go] More generic GTP

2008-01-30 Thread steve uurtamo
you should rename the protocol TP then.

s.

- Original Message 
From: Mark Boon [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Wednesday, January 30, 2008 11:47:32 AM
Subject: Re: [computer-go] More generic GTP


I 
didn't 
say 
there 
was 
a 
big 
difference. 
It's 
simply 
a 
matter 
of  
elegance, 
if 
none 
of 
the 
commands 
are 
game-specific 
a 
large 
part 
of  
the 
protocol 
implementation 
can 
be 
abstracted.  
I 
suppose 
beauty 
is  
in 
the 
eye 
of 
the 
beholder.


On 
30-jan-08, 
at 
14:23, 
Heikki 
Levanto 
wrote:

 
On 
Wed, 
Jan 
30, 
2008 
at 
01:15:39PM 
-0200, 
Mark 
Boon 
wrote:
 
There's 
one 
bit 
that 
so 
far 
thwarts 
my 
effort 
to 
obtain 
maximum
 
modularization. 
And 
that 
is 
I 
have 
a 
GoEngine 
interface 
that 
is 
kind
 
of 
mirroring 
GTP, 
since 
GTP 
is 
the 
preferred 
communication 
method
 
between 
Go-playing 
engines. 
My 
design 
could 
be 
a 
lot 
cleaner 
however
 
if 
this 
could 
be 
a 
GameEngine. 
What 
stands 
in 
the 
way 
of 
this 
are 
the
 
commands 
that 
are 
really 
Go 
specific 
like 
'komi' 
and 
in 
a 
lesser 
way
 
'board_size' 
that 
are 
part 
of 
the 
'required' 
section 
of 
GTP.

 
Sorry, 
I 
don't 
see 
any 
big 
difference 
between 
having 
a 
mandated  
 
game-specific
 
command, 
and 
having 
a 
general 
set-parameter 
command 
with 
a 
mandated
 
game-specific 
parameter 
name.  
Sooner 
or 
later 
you 
need 
to 
get 
down  
 
from 
the
 
fancy 
abstractions 
and 
actually 
declare 
that 
it 
is 
go 
you 
are  
 
playing! 
And
 
with 
that 
comes 
a 
number 
of 
specific 
needs 
you 
have 
to 
support.

 
- 
Heikki

 
-- 
 
Heikki 
Levanto  
 
In 
Murphy 
We 
Turst  
  
 
heikki 
(at) 
lsd 
(dot) 
dk

 
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Re: [computer-go] 19x19 Study

2008-01-29 Thread steve uurtamo
it is a good thing to make your prior knowledge completely
fair (in the sense of not having any bias) when doing bayesian
calculations.  any estimator being used will reshape that
knowledge on the fly.

the idea is that your prior knowledge of the ELO ranking should
be about the same for every single version of the program, and
as you obtain evidence (i.e. wins and losses) between pairs
of programs, you can get a more and more confident belief about
the actual ELO.  so they'll converge to the correct values, and
should do so reasonably rapidly.  i believe that bayeselo is using
maximum likelihood as an estimator of the actual elo, and
there are other estimators that can be used, but this whole
approach seems much better than the usual elo rating scheme.

note that if you have 10 games between a particular pair of
players and, say, player A wins 7 games and player B wins
3 games, and you repeat for another 10 games and get that
player A wins 7 games and player B wins 3 games, this is
*different* (and more!) information than if i simply told you that player
A won 14 out of 20 games against player B.  even more information
is given if i know who won which games and in what order.

bayesian inference takes this into account, which is nice.

s.

- Original Message 
From: Don Dailey [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Tuesday, January 29, 2008 1:46:56 PM
Subject: Re: [computer-go] 19x19 Study


They seem under-rated to me also.   Bayeselo pushes the ratings
 together
because that is apparently a valid initial assumption.   With enough
games I believe that effect goes away.

I could test that theory with some work.Unless there is a way to
turn that off in bayelo (I don't see it) I could rate them with my own
program.

Perhaps I will do that test.

- Don


Sylvain Gelly wrote:

 but not linearly and you can see a nice gradual curve in the
 plot.

 Now we have something we can argue about for weeks.   Why is it
 not
 mostly linear?   Could it be the memory issue I just mentioned?  
 


 Hi Don and all participants to that study, that is very interesting!

 The memory constrains are certainly a valid hypothesis, especially
 the
 default settings of the release are rather conservative on that side,
 because it seemed better to have a weaker player than begin to make
 the player's machine swapping... Those settings are rather fitting
 your memory constrains as well, so it is fine.

 Reading your email and looking at the curve, I wonder if one possible
 explanation could be an artifact on how the ratings are computed? My
 question is: what curve would we see for that study if the involved
 players were exactly linearly scalable? That seems silly, but I
 wondered if there were an underestimating of higher levels, because
 of
 the way the bayeselo works. I am also looking at the curve after the
 5-6th level (~gnugo), as behavior may be different for very low
 levels.

 I don't know if my hypothesis makes sense.
 Sylvain

 

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Re: [computer-go] 19x19 Study

2008-01-29 Thread steve uurtamo
 But that's not relevant for this study.   All that matters is the 14
 out
 of 20 total score and the order should not matter one little bit.
 With players that change,   that is very relevant however.  

lemme think that over.

by the way, attached is what a quadratic fit looks like to the maximum ELO
for the first 16 mogos, taken at the top end of 2 standard deviations from
their current values.

it peaks at around 17.8 doublings, if my arithmetic is right.

s.



  

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Re: [computer-go] 19x19 Study

2008-01-29 Thread steve uurtamo
sorry, of course you're right -- linearity of expectation,
after all.

the total number of games is relevant for the std. dev.,
though.  which has settled down for everyone but
the new guys to a quite respectably small number of elo points.

s.

- Original Message 
From: Don Dailey [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Tuesday, January 29, 2008 2:18:30 PM
Subject: Re: [computer-go] 19x19 Study




steve uurtamo wrote:
 it is a good thing to make your prior knowledge completely
 fair (in the sense of not having any bias) when doing bayesian
 calculations.  any estimator being used will reshape that
 knowledge on the fly.

 the idea is that your prior knowledge of the ELO ranking should
 be about the same for every single version of the program, and
 as you obtain evidence (i.e. wins and losses) between pairs
 of programs, you can get a more and more confident belief about
 the actual ELO.  so they'll converge to the correct values, and
 should do so reasonably rapidly.  i believe that bayeselo is using
 maximum likelihood as an estimator of the actual elo, and
 there are other estimators that can be used, but this whole
 approach seems much better than the usual elo rating scheme.

 note that if you have 10 games between a particular pair of
 players and, say, player A wins 7 games and player B wins
 3 games, and you repeat for another 10 games and get that
 player A wins 7 games and player B wins 3 games, this is
 *different* (and more!) information than if i simply told you that
 player
 A won 14 out of 20 games against player B.  even more information
 is given if i know who won which games and in what order.

 bayesian inference takes this into account, which is nice.
   
But that's not relevant for this study.   All that matters is the 14
 out
of 20 total score and the order should not matter one little bit.
With players that change,   that is very relevant however.  

- Don



 s.

 - Original Message 
 From: Don Dailey [EMAIL PROTECTED]
 To: computer-go computer-go@computer-go.org
 Sent: Tuesday, January 29, 2008 1:46:56 PM
 Subject: Re: [computer-go] 19x19 Study


 They seem under-rated to me also.   Bayeselo pushes the ratings
  together
 because that is apparently a valid initial assumption.   With enough
 games I believe that effect goes away.

 I could test that theory with some work.Unless there is a way to
 turn that off in bayelo (I don't see it) I could rate them with my
 own
 program.

 Perhaps I will do that test.

 - Don


 Sylvain Gelly wrote:
   
 but not linearly and you can see a nice gradual curve in the
 
  plot.
   
 Now we have something we can argue about for weeks.   Why is it
 
  not
   
 mostly linear?   Could it be the memory issue I just mentioned?
  
 
  
   
 Hi Don and all participants to that study, that is very interesting!

 The memory constrains are certainly a valid hypothesis, especially
 
  the
   
 default settings of the release are rather conservative on that
 side,
 because it seemed better to have a weaker player than begin to make
 the player's machine swapping... Those settings are rather fitting
 your memory constrains as well, so it is fine.

 Reading your email and looking at the curve, I wonder if one
 possible
 explanation could be an artifact on how the ratings are computed? My
 question is: what curve would we see for that study if the involved
 players were exactly linearly scalable? That seems silly, but I
 wondered if there were an underestimating of higher levels, because
 
  of
   
 the way the bayeselo works. I am also looking at the curve after the
 5-6th level (~gnugo), as behavior may be different for very low
 
  levels.
   
 I don't know if my hypothesis makes sense.
 Sylvain

 

  
   
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Re: [computer-go] 19x19 MC improvement

2008-01-26 Thread steve uurtamo
i recommend:

http://www.research.att.com/~njas/gosset/index.html

s.


- Original Message 
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Saturday, January 26, 2008 2:35:01 PM
Subject: Re: [computer-go] 19x19 MC improvement


Eric Boesch

This is probably massive overkill, but one of the most
successful techniques for multi-parameter optimization
is Taguchi methods.

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

However, in my experience, starting with the decisions
that make the biggest difference, and then adding in
the next-biggest decision, and so on, usually gets
close enough to optimal.

In my cgbg performance tests, most reasonable decisions
affect total program performance by a factor of 2 at most,
which translates to 1 rank at most. Likewise, I doubt that
tweaking of existing MC parameters will bring more than
1 rank. Further improvement will require new ideas.

Michael Wing

 By the way, does anybody know of any nifty tools or heuristics for
 efficient probabilistic multi-parameter optimization? In other words,
 like multi-dimensional optimization, except instead of your function
 returning a deterministic value, it returns the result of a Bernoulli
 trial, and the heuristic uses those trial results to converge as
 rapidly as possible to parameter values that roughly maximize the
 success probability. The obvious approach is to cycle through all
 dimensions in sequence, treating it as a one-dimensional optimization
 problem -- though the best way to optimize in one dimension isn't
 obvious to me either -- but just as with the deterministic version of
 optimization, I assume it's possible to do better than that. It might
 be fun problem to play with, but if good tools already exist then it
 wouldn't be very productive for me to waste time reinventing the
 broken wheel.

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Re: [computer-go] Re: Scalbility study: low end

2008-01-24 Thread steve uurtamo
it's a natural tendency to look for patterns
in data as soon as you have any data at
all.  some of these patterns i'd be willing to
bet will hold up over time -- but the bayesian
in me would say that is simply because they have
further given evidence for my prior beliefs.

requiring everyone to stay out of everyone
else's first standard deviation will take quite a
few more trials, and probably won't change the
order of the existing mogos 1-12, for instance.

if you were to plot these datapoints with their
1st or 2nd std. dev. errorbars and look at the possible
set of curves that you could fit through them, though,
it'd give quite a funny story, i'd agree.  :)

95% confidence is a bit misleading and overrated,
in my opinion.

s.

- Original Message 
From: Hideki Kato [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Thursday, January 24, 2008 8:34:42 AM
Subject: [computer-go] Re: Scalbility study: low end


Heikki,

The numbers of games are about 200 and their ratings' standard 
deviations (right of Elo) are 70 to 100, right now.  To get 95% of 
reliability, you have to double them.  Don't you think it's too early 
to conclude any?

-Hideki

Heikki Levanto: [EMAIL PROTECTED]:
Everyone is looking at the top end of the scalability study
   http://cgos.boardspace.net/study/

But what happens in the low end? Both programs show linear progress to
 begin
with, then a corner, and more (almost?) linear development.

Fatman's curve has a clear break at 3 doublings, when it suddenly
 starts to
improve much slower than before. This goes on until 12 doublings,
 after which
we get the mysterious decline.

Mogo's curve is pretty well linear to 4 doublings, after that there is
 more
variation (I suppose random), but the overall scope is clearly not
 what it
was below 4.


It is possible that both programs have a subtle bug that starts to
 disturb
results around this point, but I find it quite unlikely.

The breaks happe at 1350 - 1550 ELO points. Isn't that about the level
 where
plain MC stops improving with more playouts?  Would be fun to see if
 we could
isolate the playout parts of those programs, and let them play pure
 MC. My
guess is that they would end up around this level.


Could it be that there are other limiting factors higher up? Perhaps
 Fatman
is hitting the next one around 12 doublings, and Mogo will follow at
 14 or
15... We will see that in a few days, when the new Mogos join the
 study and
start producing results.

   - Heikki
--
[EMAIL PROTECTED] (Kato)
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