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

2008-12-31 Thread paul


I thinkHeikki makes a valid point here. I am not a particularly strong player (about 1-2 dan european), but I have learned that playing defensively is generally detrimental to the final result, whereas taking the initiative is more likely to lead to a win. If moves close to the existing position are given much greater weight than those further away, this may result in more defensive play than otherwise.
During much of thegame, most moves between human players, even at professional level, are playednear to the previous move. Soconsideringall moves near to the last played moveis likely to increase the probablility of selecting the best move. Thiscould be the factor that is currently resulting in more wins where the 3-4-5 rule is applied.
However, there are times when the best move ismost definitely not in the vicinity of the previous one, and a strong player will 'tenuki' -i.e. leave that part of the position to play something more important elsewhere - an urgent invasion on the other side of the board for example. If computer go programmes are to become truly strong they will need to have a way to emulate this kind of approach.
In my (limited) opinion, the 3-4-5 rule may result in a short-term gain, butwill require refinement in due course to allow for what human playersmight call creativity.
Paul
Dec 30, 2008 11:56:58 PM, computer-go@computer-go.org wrote:
On Wed, Dec 31, 2008 at 12:25:10AM +0100, Rémi Coulom wrote:  If you'd like to try a simple pruning scheme that improves playing  strength on 19x19, then I'd suggest progressive widening. It only works  in the tree, not in the playouts. You don't need complex patterns for  progressive widening to work. You can simply use distance to the  previous move. Search moves at distance 1 from the previous move for N  playouts. Then add moves at distance 2 for N*x playouts. Moves at  distance 3 for N*x*x. So, you'd be playing like a beginner, with a local answer to every move theopponent makes. Never taking sente to play elsewhere. Sounds like a receipefor a disaster to me. But then again, I am only a kyu-level player, so I maybe wrong...-H-- Heikki Levanto  "In Murphy We Turst"   heikki (at) lsd (dot) dk___computer-go mailing listcomputer-go@computer-go.orghttp://www.computer-go.org/mailman/listinfo/computer-go/
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Re: Re: [computer-go] 3-4-5 rule

2008-12-31 Thread Don Dailey
On Wed, 2008-12-31 at 12:25 +, p...@tabor.com wrote:
 I think Heikki makes a valid point here. I am not a particularly
 strong player (about 1-2 dan european), but I have learned that
 playing defensively is generally detrimental to the final result,
 whereas taking the initiative is more likely to lead to a win.

This is how I feel about playing in general, but it's better stated by
what a chess master once told me:  Play your own game.   From his own
experience he told me that weaker players often get intimidated when
they play a master and play worse than they normally would.   Also they
avoid tactics even when that is the strongest part of their game feeling
that they will surely get crushed. So the advice is to just do what
you do best, play your strengths.  


  If moves close to the existing position are given much greater weight
 than those further away, this may result in more defensive play than
 otherwise.

As I said before,  for a weak bot this is not really a matter of playing
inferior to what it is capable of.   We are talking about a random
strategy and playing moves that are much more likely to be good than
random moves is probably not a defensive losing strategy in my opinion.
I don't have a strong opinion on how good the actual strategy 3-4-5
strategy is however, I'm not much of a go player.How often is this
rule violated in top level games?And when it is, can it be shown
that no reasonable conforming rule exists?   I don't know the answer to
that.


 
 During much of the game, most moves between human players, even at
 professional level, are played near to the previous move. So
 considering all moves near to the last played move is likely to
 increase the probablility of selecting the best move. This could be
 the factor that is currently resulting in more wins where the 3-4-5
 rule is applied.

The issue is whether resulting in more wins is correlated to playing
stronger in the general case against a variety of opponents.So if
one bot is NOT using this strategy and the other IS using this strategy,
then one of them is not biased in this regard, yet it is losing.   The
conclusion I would draw here is that with high probability the one using
the strategy is actually playing a better overall game.   This is the
simplest and most Occam's razor conclusion.  

If the bot was far stronger and much more sophisticated, then this is a
rule which might very well hold it back.  


 
 However, there are times when the best move is most definitely not in
 the vicinity of the previous one, and a strong player will 'tenuki' -
 i.e. leave that part of the position to play something more important
 elsewhere - an urgent invasion on the other side of the board for
 example. If computer go programmes are to become truly strong they
 will need to have a way to emulate this kind of approach.

I don't think that is in question.   What is being called into question
is whether there should be any kind of rules or evaluation that might
occasionally be in error.   The answer is crystal clear, all strong go
programs have biased playouts and it works. 


 
 In my (limited) opinion, the 3-4-5 rule may result in a short-term
 gain, but will require refinement in due course to allow for what
 human players might call creativity.

I agree.  To me this is like a chess evaluation function, nobody has
every written a good one but they work really well anyway.   You could
do without one and watch your program get really weak.  

Random playouts by themselves probably never will advance beyond
horrible play and thus approximate rules can be a big win.

- Don


 
 Paul
 
  
 
 Dec 30, 2008 11:56:58 PM, computer-go@computer-go.org wrote:
 
 
 On Wed, Dec 31, 2008 at 12:25:10AM +0100, Rémi Coulom wrote:
  
  If you'd like to try a simple pruning scheme that improves
 playing 
  strength on 19x19, then I'd suggest progressive widening. It
 only works 
  in the tree, not in the playouts. You don't need complex
 patterns for 
  progressive widening to work. You can simply use distance to
 the 
  previous move. Search moves at distance 1 from the previous
 move for N 
  playouts. Then add moves at distance 2 for N*x playouts.
 Moves at 
  distance 3 for N*x*x. 
 
 
 So, you'd be playing like a beginner, with a local answer to
 every move the
 opponent makes. Never taking sente to play elsewhere. Sounds
 like a receipe
 for a disaster to me. But then again, I am only a kyu-level
 player, so I may
 be wrong...
 
  -H
 
 -- 
 Heikki Levanto   In Murphy We Turst heikki (at) lsd
 (dot) dk
 
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Re: Re: [computer-go] 3-4-5 rule

2008-12-31 Thread Heikki Levanto
On Wed, Dec 31, 2008 at 12:25:01PM +, p...@tabor.com wrote:
 I think Heikki makes a valid point here. I am not a particularly strong
 player (about 1-2 dan european), but I have learned that playing
 defensively is generally detrimental to the final result, whereas taking
 the initiative is more likely to lead to a win. If moves close to the
 existing position are given much greater weight than those further away,
 this may result in more defensive play than otherwise.


Actually, as I undersand it, the rule was not to play close to the opponent's
last move, but to limit play to either
  - 3rd, 4th, or 5th row
  - near any stone already played.

This makes much more go-sense to me, even though I am a weak player
(something like 5 kyu in Denmark). This rule will allow most of the common
side extensions, invasions, etc, as well as answering any move locally or
not. It will disallow some few moyo-reducing moves, but not too many. I guess
in most cases those moyos can also be reduced by playing close enough to
other stones, and/or on the 4th or 5th line. Of course a clever player who
knows about this can direct the game so that he ends with a moyo, where the
optimal reduction move does not get considered. That sounds tricky, and the
advantage from such is slight, he can be a tiny bit more confident of keeping
his moyo...


  - Heikki

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

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

2008-12-31 Thread Don Dailey
On Wed, 2008-12-31 at 14:45 +0100, Heikki Levanto wrote:
 Of course a clever player who
 knows about this can direct the game so that he ends with a moyo,
 where the
 optimal reduction move does not get considered. That sounds tricky,
 and the
 advantage from such is slight, he can be a tiny bit more confident of
 keeping
 his moyo...

A player sophisticated enough to even think about doing this is way
beyond the level of a simple reference bot using this strategy in the
playouts.In fact, even trying to win like this would probably weaken
him a little.  Why go to the trouble when it's so easy to win other
ways?   I would love it if my much stronger opponents were to try to get
clever on me when they didn't have to.   

Like this same chess master told me,  keep it simple, don't get too
clever when you don't have to.

- Don


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

2008-12-31 Thread Don Dailey
On Wed, 2008-12-31 at 17:59 +0200, Berk Ozbozkurt wrote:
 Heikki Levanto wrote:
  On Tue, Dec 30, 2008 at 08:01:27PM +0200, Berk Ozbozkurt wrote:

  I think such a change may make engine objectively stronger while making 
  it more vulnerable against humans. Even if the human opponent isn't 
  aware of the move pruning logic initially, it wouldn't take a lot of 
  games to figure out that the computer never makes a move away from the 
  last move to the center or to the sides. 
  
 
  So sorry, but I think you have misunderstoodthe rule being tested here. It
  has nothing to do with the last move played, it is all about *not* playing 
  to
  a point that is more than 3 (or 2) poitns away from any stone on the board,
  *or* that is on the 3th 4th, or the 5th row from the edge. 
 
  This still leaves open a possibility of setting up two ladders, so that a
  ladder break somewhere in the center would be the right move. But even then,
  the random nature of the MC playouts would make such a position look pretty
  bad, and direct the program away from it - which would most often be good
  playing style anyway.

 My real mistake was thinking this was a tree searching engine. My all 
 points are moot as this was only ref-bot doing AMAF.
 
 Assume, for argument's sake, the rule is implemented in a searching go 
 engine and moves not conforming to the rule are hard pruned during 
 search. It doesn't matter whether 2 points from any stone or just last 
 move is considered. In many openings neither side would have any stones 
 near the center, so no moves to the center would be considered by the 
 engine, for at least a few more branches down the tree. Note that, it is 
 the human opponent, who makes losing ladders with the intention of 
 putting a ladder breaker in the center. As the program is oblivious to 
 the fact that only one ladder may be won by it, the program will 
 evaluate its position *highly* and tend to continue ladders as long as 
 human continues playing them.

It is not necessary to construct an example - it's just understood that
any imperfect rule can be taken advantage of.   

I think most game tree search expert understand that hard pruning is
wrong in the sense that it produce non-scalable programs.   It might
make your program stronger in the short term as someone said,  but you
would now have some rule that a clever opponent can take advantage of
such as the case you just constructed.

No matter what hard pruning rule you come up with, someone can construct
an example where it's wrong,  unless of course the rule is 100 percent
correct and fool-proof.  You basically just set up a position where the
opponent really must play the forbidden move knowing that he cannot see
it.

But that doesn't mean you should not use SOFT pruning or bias - even in
the tree.In fact most progress in computer go and computer chess has
been in shaping the tree using imperfect heuristics, sometimes domain
specific.There is no convincing logic that I know of that says it's
better NOT to do that.   You can always construct an example of some
position where it goes wrong,  but go ahead and build a program with the
principal of not using knowledge and I will show you an extremely weak
program.

The perfect example is humans. Full of contradiction, bias and imperfect
knowledge.  A clever enough player can take advantage of even the
strongest human players with methods like you suggest.   

I think the key is that knowledge you add must be reasonable and
practical.   Generally, beginners are given good practical rules of
thumb, that serve him well.   But a good strong player following such
rules religiously would be compromised. You see, the same rule can
make one play much better, another much worse.The rule must be
compatible with your competence.  

Image being able to construct hundreds of rules like the 3-4-5 rule that
are applied in decision tree fashion.  One can imagine the program
playing better and better as you add more rules.   At some point the
program would reach a level of competence where you would have to
reconsider some of the rules, because they are now hurting the program.
The 3-4-5 rule might be good at first, but imagine (I know this is
silly) that such a program reached several dan level.   The 3-4-5 rule
would have to be replaced, or refined with exceptions otherwise further
progress is hindered.  

As a kid I did a paper program for chess that worked like this.   You
just followed the instructions and eventually a move was produced.  The
program was designed to delay development of the queen - because every
beginner knows not to move your queen out early.   So you could threaten
the opponent in such a way that a queen move was required, and the
program could not defend.   But the program was so weak and primitive
that it was still a good rule - i.e. better than no rule at all.   

- Don








- Don




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

2008-12-31 Thread Don Dailey
After 39 games it looks pretty close:

Rank Name   Elo+- games score oppo. draws 
   1 d3p   2009   55   5539   51%  20000% 
   2 base  2000   55   5539   49%  20090% 

confidence interval still too high to say for sure, but it is starting
to appear that depth 2 works better.

- Don




On Tue, 2008-12-30 at 23:22 +0100, Heikki Levanto wrote:
 On Tue, Dec 30, 2008 at 02:01:29PM -0500, Don Dailey wrote:
  It looks like 3 is no good: 
  
  Rank Name   Elo+- games score oppo. draws 
 1 base  2000  296  199 3   67%  18880% 
 2 d3p   1888  199  296 3   33%  20000% 
  
  I think I have proven decisively that 3 doesn't work,  it lost 2 out of
  the 3 games I played :-)
 
 So sorry, but as far as I can see, three games don't prove very much. Could
 you please run at least 10 games more, before jumping into conclusions.
 
   -H
 

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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] 3-4-5 rule

2008-12-30 Thread Don Dailey
I used distance = 2 first because it tested better on 9x9.   Of course
3 might test better on 19x19 and I will try that now.The error bar
makes it clear that 2 is an improvement, so I will stop the test and try
3 next.

- Don

On Tue, 2008-12-30 at 12:52 -0500, steve uurtamo wrote:
 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] 3-4-5 rule

2008-12-30 Thread Berk Ozbozkurt

Don Dailey 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% 




  
You are using the rule for move selection during the playouts and the 
search, right?


I think such a change may make engine objectively stronger while making 
it more vulnerable against humans. Even if the human opponent isn't 
aware of the move pruning logic initially, it wouldn't take a lot of 
games to figure out that the computer never makes a move away from the 
last move to the center or to the sides. Once the player understands the 
reason (because the engine never _considers_ such moves) building traps 
should be very easy for a good go player. For example, start a losing 
ladder towards the center on one side, then start another losing ladder 
to the center from another side, such that a ladder breaker in the 
center can break both ladders. Now the engine would play thinking all of 
its stones in the ladder are safe, oblivious to the fact it will be able 
to rescue only one group of them, if a move to the center is made. Of 
course the same idea may be used by a programmer to specifically build 
an engine stronger against engines with 3-4-5 rule too.


The engine should at least allow _opponent_ to break the rule in the 
search tree. That is quite a bit harder to exploit. Now the player must 
find moves with refutations outside of the allowed search window. But 
there is now the problem of increased evaluation difference between odd 
and even depths (as one player is objectively stronger.)


Therefore I think you shouldn't let engine prune in the tree with *any* 
simple heuristic rule, no matter how often that rule is a useful guide. 
OTOH pruning in the playouts seems safe enough. Does that increase 
strength too?

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

2008-12-30 Thread Don Dailey
On Tue, 2008-12-30 at 20:01 +0200, Berk Ozbozkurt wrote:
 Don Dailey 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% 
 
 
 

 You are using the rule for move selection during the playouts and the 
 search, right?

The rule applies in the playouts, as well as final move choice.

 
 I think such a change may make engine objectively stronger while making 
 it more vulnerable against humans. 

I don't think that is the case.The premise is that it's wrong to
violate this rule (even though we admit it is not 100% correct) - and
even so, 99.9% of the time it's probably not a serious error.   When the
opponent violates the rule,  the computer then is free to respond of
course.

 Even if the human opponent isn't 
 aware of the move pruning logic initially, it wouldn't take a lot of 
 games to figure out that the computer never makes a move away from the 
 last move to the center or to the sides. 

No, the computer can always move to line 3,4 and 5,  OR it can make a
move within distance N of ANY STONE  sitting on the board.   This is not
limited to just the last move.   So what you say next is probably based
on a misunderstanding of how I implemented the rule. 


 Once the player understands the 
 reason (because the engine never _considers_ such moves) building traps 
 should be very easy for a good go player. For example, start a losing 
 ladder towards the center on one side, then start another losing ladder 
 to the center from another side, such that a ladder breaker in the 
 center can break both ladders. Now the engine would play thinking all of 
 its stones in the ladder are safe, oblivious to the fact it will be able 
 to rescue only one group of them, if a move to the center is made. Of 
 course the same idea may be used by a programmer to specifically build 
 an engine stronger against engines with 3-4-5 rule too.
 
 The engine should at least allow _opponent_ to break the rule in the 
 search tree. 

This is one of those things that look good on paper,  but I have real
doubt it would work in practice.I have never seen asymmetric rules
or evaluation actually work out like you think it should.   I never say
never,  you may be right, I'm just saying I don't have any faith in that
idea.  

The problem with asymmetric rules like this, is that it's really based
on the assumption that you (the program) doesn't know what it is doing,
but your opponent does.If he plays one of those moves it must be
good but if you play it it's probably bad.That's a self-defeating
attitude to base a game playing program on and it's eventually
self-limiting. 

It's funny, but I have done the same thing in my own games when playing
a stronger player and have come to grief.   I once thought I had a
pretty strong attack (in chess), which my much stronger opponent, by his
move choice, told me that he didn't believe there was anything there.
My time was relatively short, so I relied on his analysis and believed
him.It turns out that I was a fool in this case.  He really needed
to defend against my attack to win.  He had a probably win if he had
defended,  and now he had a win because I failed to follow through with
natural attacking moves.   I should have just trusted my own analysis.
Even if your opponent is stronger you should never assume his moves must
be correct and yours must suck.   


 That is quite a bit harder to exploit. Now the player must 
 find moves with refutations outside of the allowed search window. But 
 there is now the problem of increased evaluation difference between odd 
 and even depths (as one player is objectively stronger.)
 
 Therefore I think you shouldn't let engine prune in the tree with *any* 
 simple heuristic rule, no matter how often that rule is a useful guide. 
 OTOH pruning in the playouts seems safe enough. Does that increase 
 strength too?

I don't think you realize that this is not a tree based program - it is
basically the simple reference bot modified with the 3-4-5 rule.  The
refbot does N playouts, then uses AMAF to select a move without any kind
of proper tree search.

But I definitely agree with what you just said about pruning in the
tree.   I don't believe in hard pruning, it should always be
progressive.  Unless of course you have stone cold proof that a move is
less than the best.For a practical program you may be able to do
cold hard pruning right now, but this is inherently non-scalable.  It
means there will always be a class of moves your program can never play
correctly even with an infinite or arbitrarily deep search.   

In the case of the reference bot,  it's not 

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

2008-12-30 Thread Don Dailey
On Tue, 2008-12-30 at 12:52 -0500, steve uurtamo wrote:
 that's with or manhattan distance 2 as well?  how about 3 or 4?

It looks like 3 is no good: 

Rank Name   Elo+- games score oppo. draws 
   1 base  2000  296  199 3   67%  18880% 
   2 d3p   1888  199  296 3   33%  20000% 

I think I have proven decisively that 3 doesn't work,  it lost 2 out of
the 3 games I played :-)

- Don



 
 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] 3-4-5 rule

2008-12-30 Thread Jason House

I hope you're joking...

Sent from my iPhone

On Dec 30, 2008, at 2:01 PM, Don Dailey dailey@gmail.com wrote:


On Tue, 2008-12-30 at 12:52 -0500, steve uurtamo wrote:

that's with or manhattan distance 2 as well?  how about 3 or 4?


It looks like 3 is no good:

Rank Name   Elo+- games score oppo. draws
  1 base  2000  296  199 3   67%  18880%
  2 d3p   1888  199  296 3   33%  20000%

I think I have proven decisively that 3 doesn't work,  it lost 2 out  
of

the 3 games I played :-)

- Don





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] 3-4-5 rule

2008-12-30 Thread Don Dailey
On Tue, 2008-12-30 at 14:23 -0500, Jason House wrote:
 I hope you're joking...

It lost twice as many as it won, you're not convinced?  :-)

Ok,  I'll let it run a few hundred more games just in case it somehow
manages to turn things around.

- Don


 
 Sent from my iPhone
 
 On Dec 30, 2008, at 2:01 PM, Don Dailey dailey@gmail.com wrote:
 
  On Tue, 2008-12-30 at 12:52 -0500, steve uurtamo wrote:
  that's with or manhattan distance 2 as well?  how about 3 or 4?
 
  It looks like 3 is no good:
 
  Rank Name   Elo+- games score oppo. draws
1 base  2000  296  199 3   67%  18880%
2 d3p   1888  199  296 3   33%  20000%
 
  I think I have proven decisively that 3 doesn't work,  it lost 2 out  
  of
  the 3 games I played :-)
 
  - Don
 
 
 
 
  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] 3-4-5 rule

2008-12-30 Thread Christoph Birk

On Tue, 30 Dec 2008, Don Dailey wrote:


On Tue, 2008-12-30 at 14:23 -0500, Jason House wrote:

I hope you're joking...


It lost twice as many as it won, you're not convinced?  :-)

Ok,  I'll let it run a few hundred more games just in case it somehow
manages to turn things around.


I agree with Jason ... how can it (distance=3) be worse?

Christoph

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

2008-12-30 Thread Don Dailey
On Tue, 2008-12-30 at 12:19 -0800, Christoph Birk wrote:
 On Tue, 30 Dec 2008, Don Dailey wrote:
  Rank Name   Elo+- games score oppo. draws
1 base  2000  296  199 3   67%  18880%
2 d3p   1888  199  296 3   33%  20000%
 
  I think I have proven decisively that 3 doesn't work,  it lost 2 out of
  the 3 games I played :-)
 
 ok, you got me there (3 games played :-)

So you thought Jason was responding to the idea that distance 3 might be
worse?  

Distance 3 could easily play worse - we shall see.   Just because a
distance 3 move is sometimes good doesn't mean it will make the program
play better not throwing those out.   If it's RARELY best, then the
reduced effort and increased focus on (usually) more relevant moves
could be a win.   In fact I expect distance 2 to be better for that
reason.

But we shall see - no need to debate it :-)

- Don


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

2008-12-30 Thread Christoph Birk

On Tue, 30 Dec 2008, Don Dailey wrote:

Distance 3 could easily play worse - we shall see.   Just because a
distance 3 move is sometimes good doesn't mean it will make the program
play better not throwing those out.   If it's RARELY best, then the
reduced effort and increased focus on (usually) more relevant moves
could be a win.   In fact I expect distance 2 to be better for that
reason.


IMHO 'd3' could be worse than 'd2' but not worse than 'base'.

Christoph

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

2008-12-30 Thread Don Dailey
On Tue, 2008-12-30 at 13:13 -0800, Christoph Birk wrote:
 On Tue, 30 Dec 2008, Don Dailey wrote:
  Distance 3 could easily play worse - we shall see.   Just because a
  distance 3 move is sometimes good doesn't mean it will make the program
  play better not throwing those out.   If it's RARELY best, then the
  reduced effort and increased focus on (usually) more relevant moves
  could be a win.   In fact I expect distance 2 to be better for that
  reason.
 
 IMHO 'd3' could be worse than 'd2' but not worse than 'base'.

Agreed.  

d3 should definitely be safer and has less potential to hurt things.
So although I believe d2 will come out better than d3,  it's like a
risky investment with a higher expected value, such an investment has
more risk too.

- Don



 
 Christoph
 

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

2008-12-30 Thread Heikki Levanto
On Tue, Dec 30, 2008 at 02:01:29PM -0500, Don Dailey wrote:
 It looks like 3 is no good: 
 
 Rank Name   Elo+- games score oppo. draws 
1 base  2000  296  199 3   67%  18880% 
2 d3p   1888  199  296 3   33%  20000% 
 
 I think I have proven decisively that 3 doesn't work,  it lost 2 out of
 the 3 games I played :-)

So sorry, but as far as I can see, three games don't prove very much. Could
you please run at least 10 games more, before jumping into conclusions.

  -H

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

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

2008-12-30 Thread Heikki Levanto
On Tue, Dec 30, 2008 at 08:01:27PM +0200, Berk Ozbozkurt wrote:
 I think such a change may make engine objectively stronger while making 
 it more vulnerable against humans. Even if the human opponent isn't 
 aware of the move pruning logic initially, it wouldn't take a lot of 
 games to figure out that the computer never makes a move away from the 
 last move to the center or to the sides. 

So sorry, but I think you have misunderstoodthe rule being tested here. It
has nothing to do with the last move played, it is all about *not* playing to
a point that is more than 3 (or 2) poitns away from any stone on the board,
*or* that is on the 3th 4th, or the 5th row from the edge. 

This still leaves open a possibility of setting up two ladders, so that a
ladder break somewhere in the center would be the right move. But even then,
the random nature of the MC playouts would make such a position look pretty
bad, and direct the program away from it - which would most often be good
playing style anyway.

  - H


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

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

2008-12-30 Thread dhillismail


 -Original Message-
 From: Heikki Levanto hei...@lsd.dk
 To: dailey@gmail.com; computer-go computer-go@computer-go.org
 Sent: Tue, 30 Dec 2008 5:22 pm
 Subject: Re: [computer-go] 3-4-5 rule
 


 On Tue, Dec 30, 2008 at 02:01:29PM -0500, Don Dailey wrote:
  It looks like 3 is no good: 
  
  Rank Name   Elo+- games score oppo. draws 
 1 base  2000  296  199 3   67%  18880% 
 2 d3p   1888  199  296 3   33%  20000% 
  
  I think I have proven decisively that 3 doesn't work,  it lost 2 out of
  the 3 games I played :-)

 So sorry, but as far as I can see, three games don't prove very much. Could
 you please run at least 10 games more, before jumping into conclusions.

   -H

Yes, 10 more trials would conclusively prove that 2.5 is the correct value. 
(Our sense of humor is what makes engineers the life of every party.)



Actually, the best?answer might turn out to be something like?2.5 or 3.5. 
I have a similar rule in my program, but I search for neighbors in a 
square region because I am interested in Knight's moves and Monkey Jumps.

?
- Dave Hillis




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

2008-12-30 Thread terry mcintyre


 


From: dhillism...@netscape.net dhillism...@netscape.net


 I have a similar rule in my program, but I search for neighbors in a square 
 region because I am interested in Knight's moves and Monkey Jumps.

Here's an interesting scenario: A row of stones high on the fifth line, open on 
one side. A long knight's move invasion to the edge might be very successful. 
It might never be considered by the 3-4-5-manhattan-3 rule because it is not on 
the 3,4,5 lines, and is not within a manhattan distance of 3 of any stone on 
the board. 

( The long knight's move has a manhattan distance of four - but it is a quite 
solid connection in many cases. )

These scenarios, being uncommon, are unlikely to occur even in a long series of 
games, but a savvy opponent would delight in laying such traps. 

I suspect that such rules might be most useful with an arbitrary cutoff at move 
50 or some such point. After that, they don't discriminate much, and may weed 
out good moves.



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

2008-12-30 Thread Don Dailey
On Tue, 2008-12-30 at 23:22 +0100, Heikki Levanto wrote:
 On Tue, Dec 30, 2008 at 02:01:29PM -0500, Don Dailey wrote:
  It looks like 3 is no good: 
  
  Rank Name   Elo+- games score oppo. draws 
 1 base  2000  296  199 3   67%  18880% 
 2 d3p   1888  199  296 3   33%  20000% 
  
  I think I have proven decisively that 3 doesn't work,  it lost 2 out of
  the 3 games I played :-)
 
 So sorry, but as far as I can see, three games don't prove very much. Could
 you please run at least 10 games more, before jumping into conclusions.


You are right,  the d3p version rallied to come from behind and staged
an exciting and dramatic comeback:

Rank Name   Elo+- games score oppo. draws 
   1 d3p   2016   77   7521   52%  20000% 
   2 base  2000   75   7721   48%  20160% 


- Don




 
   -H
 

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

2008-12-30 Thread Rémi Coulom

Don Dailey wrote:

You are right,  the d3p version rallied to come from behind and staged
an exciting and dramatic comeback:

Rank Name   Elo+- games score oppo. draws 
   1 d3p   2016   77   7521   52%  20000% 
   2 base  2000   75   7721   48%  20160% 



- Don


If you'd like to try a simple pruning scheme that improves playing 
strength on 19x19, then I'd suggest progressive widening. It only works 
in the tree, not in the playouts. You don't need complex patterns for 
progressive widening to work. You can simply use distance to the 
previous move. Search moves at distance 1 from the previous move for N 
playouts. Then add moves at distance 2 for N*x playouts. Moves at 
distance 3 for N*x*x. N and x are the two parameters that need tuning. I 
expect you can get tremendous strength improvement on 19x19 with this 
simple scheme.


Rémi
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Re: [computer-go] 3-4-5 rule

2008-12-30 Thread Heikki Levanto
On Wed, Dec 31, 2008 at 12:25:10AM +0100, Rémi Coulom wrote:
 
 If you'd like to try a simple pruning scheme that improves playing 
 strength on 19x19, then I'd suggest progressive widening. It only works 
 in the tree, not in the playouts. You don't need complex patterns for 
 progressive widening to work. You can simply use distance to the 
 previous move. Search moves at distance 1 from the previous move for N 
 playouts. Then add moves at distance 2 for N*x playouts. Moves at 
 distance 3 for N*x*x. 


So, you'd be playing like a beginner, with a local answer to every move the
opponent makes. Never taking sente to play elsewhere. Sounds like a receipe
for a disaster to me. But then again, I am only a kyu-level player, so I may
be wrong...

  -H

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

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

2008-12-30 Thread Don Dailey
On Wed, 2008-12-31 at 00:25 +0100, Rémi Coulom wrote:
 Don Dailey wrote:
  You are right,  the d3p version rallied to come from behind and staged
  an exciting and dramatic comeback:
 
  Rank Name   Elo+- games score oppo. draws 
 1 d3p   2016   77   7521   52%  20000% 
 2 base  2000   75   7721   48%  20160% 
 
 
  - Don
 
 If you'd like to try a simple pruning scheme that improves playing 
 strength on 19x19, then I'd suggest progressive widening. It only works 
 in the tree, not in the playouts. You don't need complex patterns for 
 progressive widening to work. You can simply use distance to the 
 previous move. Search moves at distance 1 from the previous move for N 
 playouts. Then add moves at distance 2 for N*x playouts. Moves at 
 distance 3 for N*x*x. N and x are the two parameters that need tuning. I 
 expect you can get tremendous strength improvement on 19x19 with this 
 simple scheme.

I'm not sure I understand - when you say N playouts, do you mean N
visits of that node?   Because once you visit a node, you expand it, no
longer doing playouts from that point.  

For instance if e5 is played (from the root position) are you saying we
would only look at the moves touching e5 the first few times e5 was
visited, then start looking at distance 2 for a while,  and so on
stopping after 3?  

The reference bot of course does not build a tree,  what I'm actually
looking for is a way to produce a medium strength but really simple bot
that does not build a tree and just has a lot of playout magic.  

I wonder if this behavior can be emulated in the playouts somehow?  It's
not so simple because we are not expanding a tree, and when we look at
some moves more often than others we get more statistical noise in the
moves we don't look at, and this can make them look artificially good or
bad.   I can definitely see how such a scheme would work well in the
tree.

- Don



 
 Rémi

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

2008-12-30 Thread Rémi Coulom

Don Dailey wrote:

I'm not sure I understand - when you say N playouts, do you mean N
visits of that node?   Because once you visit a node, you expand it, no
longer doing playouts from that point.


Yes, I mean N visits. In my view, every playout starts at the root.

  


For instance if e5 is played (from the root position) are you saying we
would only look at the moves touching e5 the first few times e5 was
visited, then start looking at distance 2 for a while,  and so on
stopping after 3?  
  


Yes, except that you would not stop after 3. Continue at distance 4, 
then 5, etc. This guarantees that in the limit of infinite thinking 
time, this algorithm would be optimal.



The reference bot of course does not build a tree,  what I'm actually
looking for is a way to produce a medium strength but really simple bot
that does not build a tree and just has a lot of playout magic.  


I wonder if this behavior can be emulated in the playouts somehow?  It's
not so simple because we are not expanding a tree, and when we look at
some moves more often than others we get more statistical noise in the
moves we don't look at, and this can make them look artificially good or
bad.   I can definitely see how such a scheme would work well in the
tree.

- Don


Oh, sorry, I thought your program was an UCT bot. If you build no tree, 
then progressive widening probably does not help much. I am not sure.


Rémi
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[computer-go] 3-4-5 rule

2008-12-29 Thread Don Dailey
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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