Re: [computer-go] Technical Report on MoGo

2006-12-05 Thread sylvain . gelly
Hello,

 I'd be a bit more careful about the comparison with alpha-beta in
 section 2.3.  I believe that iterative deepening of alpha-beta is very
 common.  It can be argued that when iterative deepening is used, an
 early termination isn't very detrimental.  [...]
 Alpha-Beta is for practical reasons of course also an anytime algorithm. 
[...] .My reaction when I read this
 statement was: iterative deepening is not yet invented in the Go
 community.

Of course iterative deepening exists. But to me it does not make Alpha-Beta 
algorithm an anytime algorithm. First because the unit (one iteration) 
costs much more in alpha-beta. By iteration I mean that if you stop your 
program during an iteration, then it behaves as in the last iteration (the 
current iteration is lost). In MC/UCT, the iteration takes less than 1 ms. 
Second, and more importantly, the time increase of the iteration is huge in 
alpha-beta. The time to perform the search at depth k+1 is much higher than 
for depth k.

So for me the reasons we gave comparing to alpha-beta hold, even if you are 
right by saying that we should have mentionned iterative deepening.

Sylvain

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RE: [computer-go] Technical Report on MoGo

2006-12-04 Thread House, Jason J.
I'd be a bit more careful about the comparison with alpha-beta in
section 2.3.  I believe that iterative deepening of alpha-beta is very
common.  It can be argued that when iterative deepening is used, an
early termination isn't very detrimental.  I've seen people get
completely turned off to a paper simply because they compare their
carefully optimized results to a poor implementation of some other
algorithm (ie. alpha beta).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, December 01, 2006 6:03 PM
To: computer-go@computer-go.org
Subject: [computer-go] Technical Report on MoGo

Hello all,

as perhaps some of you may be interested, I give here a link to a
technical 
report about MoGo. You can find there a lot of details about the ideas
around 
MoGo. While we tried to be as clear as possible, some details may lack.
There 
is still no number on this report, but this will come in a few days.

http://hal.inria.fr/inria-00117266

I would like to thank of course all the authors, but also Rémi Coulom
who 
shared a lot of details about CrazyStone and his ideas. I also would
like to 
thank all the contributors in this list for interesting discussions.

Now my feeling is that the improving random simulations part of this
work is 
promising. We have only done very few steps in this direction, and it
gives 
quite convincing results. It was what I meant in the random
distribution 
discussions we have in this list. I am pretty sure that making
improvements 
in this direction would increase a lot the level of MC players even (or

especially) in 19x19. And this can be done very soon (well, perhaps not

before sunday :)).

Sylvain

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Re: [computer-go] Technical Report on MoGo

2006-12-04 Thread Chrilly


- Original Message - 
From: House, Jason J. [EMAIL PROTECTED]

To: [EMAIL PROTECTED]; computer-go computer-go@computer-go.org
Sent: Monday, December 04, 2006 8:10 PM
Subject: RE: [computer-go] Technical Report on MoGo


I'd be a bit more careful about the comparison with alpha-beta in
section 2.3.  I believe that iterative deepening of alpha-beta is very
common.  It can be argued that when iterative deepening is used, an
early termination isn't very detrimental.  I've seen people get
completely turned off to a paper simply because they compare their
carefully optimized results to a poor implementation of some other
algorithm (ie. alpha beta).

Alpha-Beta is for practical reasons of course also an anytime algorithm. In 
chess one does not send the first iterations to the GUI, because showing the 
result in the GUI is slower than the calculation of the engine. And the user 
would not notice it anyway, its too fast. My reaction when I read this 
statement was: iterative deepening is not yet invented in the Go 
community.
But Alpha-Beta is not a continous algorithm. If one searches to depth k, the 
nodes till the first move at depth k+1 is completly searched  have no 
additional information. Usually one does some estimates beforehand if it 
pays to search for another iteration.


Chrilly





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, December 01, 2006 6:03 PM
To: computer-go@computer-go.org
Subject: [computer-go] Technical Report on MoGo

Hello all,

as perhaps some of you may be interested, I give here a link to a
technical
report about MoGo. You can find there a lot of details about the ideas
around
MoGo. While we tried to be as clear as possible, some details may lack.
There
is still no number on this report, but this will come in a few days.

http://hal.inria.fr/inria-00117266

I would like to thank of course all the authors, but also Rémi Coulom
who
shared a lot of details about CrazyStone and his ideas. I also would
like to
thank all the contributors in this list for interesting discussions.

Now my feeling is that the improving random simulations part of this
work is
promising. We have only done very few steps in this direction, and it
gives
quite convincing results. It was what I meant in the random
distribution
discussions we have in this list. I am pretty sure that making
improvements
in this direction would increase a lot the level of MC players even (or

especially) in 19x19. And this can be done very soon (well, perhaps not

before sunday :)).

Sylvain

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Re: [computer-go] Technical Report on MoGo

2006-12-02 Thread Magnus Persson

Quoting [EMAIL PROTECTED]:

Now my feeling is that the improving random simulations part of 
this work is

promising. We have only done very few steps in this direction, and it gives
quite convincing results. It was what I meant in the random distribution
discussions we have in this list. I am pretty sure that making improvements
in this direction would increase a lot the level of MC players even (or
especially) in 19x19. And this can be done very soon (well, perhaps not
before sunday :)).


I just read through your paper eagerly, and found that the your changes to the
random simulations are pretty much exactly the same in principle as 
most things

Valkyria does. The difference is that my hardcoded patterns are fewer simply
because I have not implemeted all yet. Valkyria also checks stones freshly in
atari for good moves to save them and tests hardcoded patterns directly near
the last move.

The reason this is important for MC is that otherwise move sequences 
that never

occur in real game occur frequently such as cutting a diagonal connection
without a double threat. Without such knowledge about basic patterns MC 
program

tends to play too strong shapes.

I am now currently working with a system for matching larger but netherthelees
very fast patterns, which I might be able to use in the random simualations as
well as in the UCT-tree.

The things that were different from Valkyria was a little difficult to get the
first time but I will read it through more carefully soon and come back with
more comments.

-Magnus


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[computer-go] Technical Report on MoGo

2006-12-01 Thread sylvain . gelly
Hello all,

as perhaps some of you may be interested, I give here a link to a technical 
report about MoGo. You can find there a lot of details about the ideas around 
MoGo. While we tried to be as clear as possible, some details may lack. There 
is still no number on this report, but this will come in a few days.

http://hal.inria.fr/inria-00117266

I would like to thank of course all the authors, but also Rémi Coulom who 
shared a lot of details about CrazyStone and his ideas. I also would like to 
thank all the contributors in this list for interesting discussions.

Now my feeling is that the improving random simulations part of this work is 
promising. We have only done very few steps in this direction, and it gives 
quite convincing results. It was what I meant in the random distribution 
discussions we have in this list. I am pretty sure that making improvements 
in this direction would increase a lot the level of MC players even (or 
especially) in 19x19. And this can be done very soon (well, perhaps not 
before sunday :)).

Sylvain

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