Re: [computer-go] Big board, ++physics

2007-02-28 Thread alain Baeckeroot
Le mercredi 28 février 2007 16:49, Oliver Lewis a écrit :
 On 2/23/07, David Doshay [EMAIL PROTECTED] wrote:
 
 
  On 22, Feb 2007, at 9:03 PM, alain Baeckeroot wrote:
   ... I made very slow progress to formalize this ...
   But the whole stuff is rather coherent in my mind.
 
  Then I envy you. I have been trying to bring what I know
  about MC in physics together with Go for over 20 years,
  and I get tripped up every time by temperature. I know
  how to deal with it properly in the physics, but I still have
  no idea at all about how to cool the MC Go simulations.
  The concept of temperature as used in CGT (combinatorial
  game theory) has not helped me.
 
 
 David - using Alain's analogy about temperature being related to mixing,
 isn't there a link with what Peter Drake calls the proximity heuristic in
 the MC playouts? A completely random MC player may be too hot and one that
 always plays next to already occupied points too cold.  In between, it
 should be possible to define a temperature parameter which controls how
 close to the existing points a random MC playout happens.  You could then
 test how strength varies with this temperature parameter.  Is this what
 either of you had in mind?
 

Yes :)
Beginners do not mix enought, random players mix too much.
Alain
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Re: [computer-go] Big board, ++physics

2007-02-28 Thread David Doshay

I do agree with Alain that beginners mix too little and random
players too much.

I am most intrigued with the recent results from Dave Hillis,
where he shows what I have been calling a move towards a
transition temperature with a selected set of heuristics in
the playout. When he is willing to go public with the details
of the correspondence between the heuristics and the scaling
behavior we will all know more.

In the mean time, I am completely hobbled by my physics
background and knowledge. I am too stuck with thinking
about some kind of energy function to make progress the
way Dave is. But I am working towards putting aside any
formal sense of what I think is correct and just trying and
testing like Dave is ... a sort of random experimental view
where I just try stuff and see what happens. Perhaps that
will eventually lead to a new insight.

Cheers,
David



On 28, Feb 2007, at 10:02 AM, alain Baeckeroot wrote:


Le mercredi 28 février 2007 16:49, Oliver Lewis a écrit :

On 2/23/07, David Doshay [EMAIL PROTECTED] wrote:



On 22, Feb 2007, at 9:03 PM, alain Baeckeroot wrote:

... I made very slow progress to formalize this ...
But the whole stuff is rather coherent in my mind.


Then I envy you. I have been trying to bring what I know
about MC in physics together with Go for over 20 years,
and I get tripped up every time by temperature. I know
how to deal with it properly in the physics, but I still have
no idea at all about how to cool the MC Go simulations.
The concept of temperature as used in CGT (combinatorial
game theory) has not helped me.


David - using Alain's analogy about temperature being related to  
mixing,
isn't there a link with what Peter Drake calls the proximity  
heuristic in
the MC playouts? A completely random MC player may be too hot  
and one that
always plays next to already occupied points too cold.  In  
between, it
should be possible to define a temperature parameter which  
controls how
close to the existing points a random MC playout happens.  You  
could then
test how strength varies with this temperature parameter.  Is  
this what

either of you had in mind?



Yes :)
Beginners do not mix enought, random players mix too much.
Alain
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Re: [computer-go] Big board, ++physics

2007-02-28 Thread David Doshay

One more thought:

It would be interesting to see the degree to which following a
proximity heuristic leads to the renormalizations looking cold.

Cheers,
David



On 28, Feb 2007, at 11:07 AM, David Doshay wrote:


I do agree with Alain that beginners mix too little and random
players too much.

I am most intrigued with the recent results from Dave Hillis,
where he shows what I have been calling a move towards a
transition temperature with a selected set of heuristics in
the playout. When he is willing to go public with the details
of the correspondence between the heuristics and the scaling
behavior we will all know more.


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Re: [computer-go] Big board, ++physics

2007-02-26 Thread Don Dailey
On Tue, 2007-02-27 at 11:11 +0900, igo wrote:
  If computers ever become world champion strength at 19x19,  there will
  probably have been some simplification that makes this possbile,  I
  don't
  see it being a (direct) result of faster computers or more processors.
  
  So in this situation it is POSSIBLE, that the game gets difficult more
  quickly for humans than for computers if some such wonderful discovery
  is made.
 
 It is an impressive idea, thanks.
 
 Sometimes I also imagine that a computer connect to a brain. 
 Then the computer would be a so-called 'fifty-fifty' machine^^.
 Then it would be a fast way to overcome human easily anytime, any boardsize. 

I've often imagined a computer brain implant that would allow you
to seamlessly use the computing facilities of a computer, but with a
very natural interface, input and output directly to the brain.  


 igo

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Re: [computer-go] Big board, ++physics

2007-02-25 Thread igo
Hello Jacque:

Thanks for the comments.

 my point is that 19x19 is the optimal size for human abilities. 

I don't think so. 
19x19 is merely the size of Go originally.
for human abilities in Go, 19x19, 21x21...99x99 are about the same. 

 ... The entire fuseki theory is board size dependent. 

Not really.

fuseki theory is logic dependent.

When human learns Go, he learns the logic of Go, the essence of Go,
but doesn't care about the boardsize so much. 
(I am human, and you are human too. I think^^)

Sometimes when boardsize is involved in some situation,
then human will adjust it automatically, 
like adjust temperature in winter or summer.

 Top humans playing 21x21 may be weaker than a 19x19 world champion computer.

May be, but it will take time (to proof that) surely.

My point is simple.
for example, [MoGo] can beat a 3d person at 9x9 now.
but the same person(3d) will beat [MoGo] at 13x13 easily at this time. 
Will you agree ?
when [MoGo] can beat the same person at 13x13,
then the same person will beat [MoGo] at 19x19 easily at that time. 
Will you agree ?

The person doesn't improve in Go at all, but only adjusts automatically. 

igo
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RE : Re: [computer-go] Big board, ++physics

2007-02-25 Thread achille audouard
no englich me french

igo [EMAIL PROTECTED] a écrit :  Hello Jacque:

Thanks for the comments.

 my point is that 19x19 is the optimal size for human abilities. 

I don't think so. 
19x19 is merely the size of Go originally.
for human abilities in Go, 19x19, 21x21...99x99 are about the same. 

 ... The entire fuseki theory is board size dependent. 

Not really.

fuseki theory is logic dependent.

When human learns Go, he learns the logic of Go, the essence of Go,
but doesn't care about the boardsize so much. 
(I am human, and you are human too. I think^^)

Sometimes when boardsize is involved in some situation,
then human will adjust it automatically, 
like adjust temperature in winter or summer.

 Top humans playing 21x21 may be weaker than a 19x19 world champion computer.

May be, but it will take time (to proof that) surely.

My point is simple.
for example, [MoGo] can beat a 3d person at 9x9 now.
but the same person(3d) will beat [MoGo] at 13x13 easily at this time. 
Will you agree ?
when [MoGo] can beat the same person at 13x13,
then the same person will beat [MoGo] at 19x19 easily at that time. 
Will you agree ?

The person doesn't improve in Go at all, but only adjusts automatically. 

igo
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Re: [computer-go] Big board, ++physics

2007-02-25 Thread Don Dailey
On Mon, 2007-02-26 at 02:50 +0900, igo wrote:
 My point is simple.
 for example, [MoGo] can beat a 3d person at 9x9 now.
 but the same person(3d) will beat [MoGo] at 13x13 easily at this
 time. 
 Will you agree ?
 when [MoGo] can beat the same person at 13x13,
 then the same person will beat [MoGo] at 19x19 easily at that time. 
 Will you agree ?
 
 The person doesn't improve in Go at all, but only adjusts
 automatically. 
 
 igo 

Your point follows the logical progression,  so far the bigger the board
the better humans are relative to computers.

If computers ever become world champion strength at 19x19,  there will
probably have been some simplification that makes this possbile,  I
don't
see it being a (direct) result of faster computers or more processors.

So in this situation it is POSSIBLE, that the game gets difficult more
quickly for humans than for computers if some such wonderful discovery
is made.

This is all pretty speculative though, probably you are right.

- Don

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Re: [computer-go] Big board, ++physics

2007-02-24 Thread Jacques Basaldúa

Hello igo:

igo wrote (on behalf of Making the board bigger would probably make the 
game
weaker for humans. I presume the day a computer is world champion, 
increasing

board size would give the computer even more advantage.):

I presume exact the opposite way. 


Of course, who knows. This is only intuition, but my point 
is that 19x19 is the optimal size for human abilities. It is
both complicated and the game can be analyzed very deeply. 
It has taken centuries for humans to reach near-perfection 
(another intuition). If computers reach humans after, say 40 
years of research, all gigantic-search-space related problems
will have been solved. (They are present at much smaller sizes.) 
Making the search space 22% bigger won't be a big problem compared 
with creating 21x21 human Go theory from scratch. According to 
Ikuro Ishigure, professional 8 dan, author of In the Beginning, 
in a professional game of two days, the first day is dedicated 
to the first 50 moves. The entire fuseki theory is board size 
dependent. Fuseki is based on presumptions and those are founded 
on experience. Top humans playing 21x21 may be weaker than a 19x19 
world champion computer.


The computer will be probably the champion (as in chess) because 
it can search deeper and do error free subdivision of the search 
space. The same groups it can overhumanly kill/defend on a 19x19 
board may be managed on a bigger board in similar time. (If it 
looses its time considering unrelated moves, it won't be a 19x19

world champion either.)

Again, who knows. I hope to see that in my lifetime.

Jacques.


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Re: [computer-go] Big board, ++physics

2007-02-23 Thread Jacques Basaldúa

Ray Tayek wrote:

it's also hard to see why 21x21 would be boring (i 
can see 17x17 being too simple in some sense).


There is also the length of a game. 21x21 is 22% bigger
in terms of cells. Professional players can work two 
days on a 19x19 game. Making the board bigger would

probably make the game weaker for humans. I presume
the day a computer is world champion, increasing board
size would give the computer even more advantage. (Against
the common search-width based intuition.)


Jacques.

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Re: [computer-go] Big board, ++physics

2007-02-23 Thread igo
 Making the board bigger would probably make the game weaker for humans. 
 I presume the day a computer is world champion, 
 increasing board size would give the computer even more advantage. 
 (Againstthe common search-width based intuition.)
 
I presume exact the opposite way. 

The day a computer is world champion at 19x19, 
increasing boardsize would give human advantage. 
because computer has mechanical power, but human has wisdom.

igo
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Re: [computer-go] Big board, ++physics

2007-02-23 Thread dhillismail

-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Fri, 23 Feb 2007 12:03 AM
Subject: Re: [computer-go] Big board, ++physics


Your analogy with physics encourage me to share other physical analogies.
1/ Cooling the simulation could be done by controlling the mixing rate
and the density of stones. 
-Beginners'games are too cold, not enought mixed (=overconcentrated or
  very high viscosity, nearly solid state, not ignitable)
-Professionnal games are probably near critical state (explosive conditions,
  gaz state)
-MC-players are nearly random = too hot, too mixed, plasma state.

2/ Soap Bubbles = potential territory 
In addition to previous fluid state, i see hypothetical bubbles:
- beginners makes some (less than 10) big bubbles, and their size and place
  are early known. (still too cold and too high viscosity)
- professional can makes lots of bubbles (20+), but they are changing and
  turning very often and quickly
- nearly-random makes a foam

3/ Solidification and cristal growth often comes to mind.
Cristal growth need a seed to begin, generally it is a defect or some
impurity. In go the defect are the corners:
- they need less material to build a frontier (like soap bubbles) so corners
 are the beginning of the process of solidification or cristal growth.
- the topology of the corner (2 libs, 3 libs and 4 libs) imposes the
 size and shape of a living group.
- impurity is a captured stone/group

4/ shape/size resonance
(un)fortunately the 19x19 size is just the critical size to have problems.
-17x17 is too small, corners influence is too strong, it is quickly
  possible to take the border. (= 3 bubbles)
-21x21 is too wide, it is not possible to quickly prevent easy invasion.
 (= 4 bubbles) (a strong go player told me: both are boring to play)
-19x19 is critical, just in between, that's why it's fun (=3.1415 bubbles ;)


 
5/ Percolation: I tend to think of some dynamical systems (like spin-glasses) 
as naturally moving toward a static end-state where every cell is frozen (e.g 
up or down, black or white). (This is generally a good property for go games to 
have too.) But some systems just keep going. As you bring water to a boil, 
first you get tiny bubbles too widely spread to intact; later they start to 
merge; there is an edge of chaos/complexity region; and then you wind up with a 
chaotic boiling mess.
 
 If you removed any go rules against suicide or eye filling and made 
passing illegal (any empty space is legal-although it might be suicide), then a 
playout game would boil away forever. Just what my go engine needs ;) By tuning 
the playout rules, you might get different scaling effects.
 
- Dave Hillis
 
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Fri, 23 Feb 2007 12:03 AM
Subject: Re: [computer-go] Big board, ++physics


Le jeudi 22 février 2007 01:16, David Doshay a écrit :
 It is pretty clear to me that, if the analogy to MC simulations in  
 magnets
 is of any value, the temperature of the Go game you show is hotter than
 optimal.
 
 If the temperature were at the transition temperature, then each of the
 renormalized lattices would look just like a piece that size cut from  
 the
 original. Because the details all get smaller, the original lattice  
 is on the
 random, or hotter, side of the transition.
 
 Thank you very much for this work. I am mulling this over ... how to
 cool the Go simulation slightly from the pure MC that you did.
 

Your analogy with physics encourage me to share other physical analogies.
1/ Cooling the simulation could be done by controlling the mixing rate
and the density of stones. 
-Beginners'games are too cold, not enought mixed (=overconcentrated or
  very high viscosity, nearly solid state, not ignitable)
-Professionnal games are probably near critical state (explosive conditions,
  gaz state)
-MC-players are nearly random = too hot, too mixed, plasma state.

2/ Soap Bubbles = potential territory 
In addition to previous fluid state, i see hypothetical bubbles:
- beginners makes some (less than 10) big bubbles, and their size and place
  are early known. (still too cold and too high viscosity)
- professional can makes lots of bubbles (20+), but they are changing and
  turning very often and quickly
- nearly-random makes a foam

3/ Solidification and cristal growth often comes to mind.
Cristal growth need a seed to begin, generally it is a defect or some
impurity. In go the defect are the corners:
- they need less material to build a frontier (like soap bubbles) so corners
 are the beginning of the process of solidification or cristal growth.
- the topology of the corner (2 libs, 3 libs and 4 libs) imposes the
 size and shape of a living group.
- impurity is a captured stone/group

4/ shape/size resonance
(un)fortunately the 19x19 size is just the critical size to have problems.
-17x17 is too small, corners influence is too strong, it is quickly
  possible to take

Re: [computer-go] Big board, ++physics

2007-02-23 Thread dhillismail
But note that I said passing was disallowed so he would have no choice. In 
a percolation simulation, you can have quasi-stable regions. To follow the 
analogy for go, you could have situations where each color was trading small 
regions back and forth, like trading kos or 2 for 1 trades. Even with super-ko 
enforcement, you could still have some very long sequences where most of the 
board was stable. In principle, you could tune the playout rules to get the 
dynamic properties that you want.
 
- Dave Hillis
 
 
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Fri, 23 Feb 2007 4:52 PM
Subject: Re: [computer-go] Big board, ++physics


This looks like the only plausible precondition: given a board of n points, n-1 
are filled with the same color, and the opposing player plays the nth point, 
capturing the lot. Hopefully, any player of modest skill would not fill the 
penultimate eye of his own group.

 
Terry McIntyre



From: Chris Fant [EMAIL PROTECTED]

 I wonder if a large board would ever boil away to a single stone.






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Re: [computer-go] Big board, ++physics

2007-02-22 Thread alain Baeckeroot
Le jeudi 22 février 2007 01:16, David Doshay a écrit :
 It is pretty clear to me that, if the analogy to MC simulations in  
 magnets
 is of any value, the temperature of the Go game you show is hotter than
 optimal.
 
 If the temperature were at the transition temperature, then each of the
 renormalized lattices would look just like a piece that size cut from  
 the
 original. Because the details all get smaller, the original lattice  
 is on the
 random, or hotter, side of the transition.
 
 Thank you very much for this work. I am mulling this over ... how to
 cool the Go simulation slightly from the pure MC that you did.
 

Your analogy with physics encourage me to share other physical analogies.
1/ Cooling the simulation could be done by controlling the mixing rate
and the density of stones. 
-Beginners'games are too cold, not enought mixed (=overconcentrated or
  very high viscosity, nearly solid state, not ignitable)
-Professionnal games are probably near critical state (explosive conditions,
  gaz state)
-MC-players are nearly random = too hot, too mixed, plasma state.

2/ Soap Bubbles = potential territory 
In addition to previous fluid state, i see hypothetical bubbles:
- beginners makes some (less than 10) big bubbles, and their size and place
  are early known. (still too cold and too high viscosity)
- professional can makes lots of bubbles (20+), but they are changing and
  turning very often and quickly
- nearly-random makes a foam

3/ Solidification and cristal growth often comes to mind.
Cristal growth need a seed to begin, generally it is a defect or some
impurity. In go the defect are the corners:
- they need less material to build a frontier (like soap bubbles) so corners
 are the beginning of the process of solidification or cristal growth.
- the topology of the corner (2 libs, 3 libs and 4 libs) imposes the
 size and shape of a living group.
- impurity is a captured stone/group

4/ shape/size resonance
(un)fortunately the 19x19 size is just the critical size to have problems.
-17x17 is too small, corners influence is too strong, it is quickly
  possible to take the border. (= 3 bubbles)
-21x21 is too wide, it is not possible to quickly prevent easy invasion.
 (= 4 bubbles) (a strong go player told me: both are boring to play)
-19x19 is critical, just in between, that's why it's fun (=3.1415 bubbles ;)

I made very slow progress to formalize this, except density which is rather
trivial, and a kind of temperature, but it needs a lot of go knowledge
to work (something like gnugo internals), so it is not (yet) very suitable
for a fast MC simulator.
But the whole stuff is rather coherent in my mind.

Alain
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Re: [computer-go] Big board, ++physics

2007-02-22 Thread Ray Tayek

At 09:03 PM 2/22/2007, you wrote:


4/ shape/size resonance
(un)fortunately the 19x19 size is just the critical size to have problems.
-17x17 is too small, corners influence is too strong, it is quickly
  possible to take the border. (= 3 bubbles)
-21x21 is too wide, it is not possible to quickly prevent easy invasion.
 (= 4 bubbles) (a strong go player told me: both are boring to play)
-19x19 is critical, just in between, that's why it's fun (=3.1415 bubbles ;)


don't know about bubbles, but i am under the impression that at 
17x17, there corner and side territory is too large and the reverse 
is true at 21x21. at 19x19, there is a little less turf in in center.


it's also hard to see why 21x21 would be boring (i can see 17x17 
being too simple in some sense).


thanks

---
vice-chair http://ocjug.org/


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