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

2009-07-20 Thread Stefan Kaitschick
I think the most promising field for using dynamic komi is in low handicap play.
Because the main strategic principle for w in low handicap play is patience, 
which is
easily and naturally modeled by a declining komi.
For high handicaps the main strategic principle is light play, which is an 
elusive concept even for humans,
and very difficult to even begin to implement. Light play is not the same as 
bean scattering.
Maybe it will be possible to give greater weight to sparse shape patterns in 
high handicap go, but who knows?

Stefan


  - Original Message - 
  From: terry mcintyre 
  To: computer-go 
  Sent: Wednesday, July 15, 2009 12:29 AM
  Subject: Re: [computer-go] Re: Dynamic komi in commercial programs


  Maybe we should go back to the question which dynamic komi is an attempt to 
solve: how to obtain better discrimination when every move seems to be 
clustered near I am so freaking dead or I am so far ahead, as the case may 
be.


   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] Re: Dynamic komi in commercial programs

2009-07-14 Thread Don Dailey
On Tue, Jul 14, 2009 at 4:07 AM, Ingo Althöfer 3-hirn-ver...@gmx.dewrote:

 Darren Cook wrote:
  Ingo's suggestion (of two buttons to increment/decrement komi by one
  point) was to make it easy for strong humans to test out the idea for us.

 Don Dailey wrote:
  There is no question that if you provide a button to push,  all kinds
  of positions will appear where this idea works.  Providing a button is
  not nearly the same as providing an actual working algorithm that you
  can prove is superior.

 Right. Especially it may turn out that dynamic komi works well as a
 tool in computer-aided analysis.


 To give an example, the very new version 12.013 of Many Faces of Go
 has a feature: the program does not only compute its best move but
 also shows percentages for alternative popular moves (name coined
 by David Fotland).

 Here is a screenshot
 http://www.althofer.de/image-fotland.jpg
 or in context
 http://www.althofer.de/k-best-visualisations.html

 Of course, this feature not at all improves the playing strength
 of autonomous Many Faces. But it is a very hepful tool for computer-
 aided analysis of positions.

 The experience from almost two decades of chess programs on the pc:
 when you give users such tools to play with you will earlier or
 later get very helpful feedback.


But this to me is just a random feature - it seems like many other more
useful features would be much higher priority than a pseudo komi feature.

- Don





 Ingo.

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

2009-07-14 Thread Stefan Kaitschick


- Original Message - 
From: Dave Dyer dd...@real-me.net

To: computer-go computer-go@computer-go.org
Sent: Saturday, July 11, 2009 10:54 PM
Subject: [computer-go] Re: Dynamic komi in commercial programs




If you are in a lost position, good play is play that maximizes
the probability of a turnaround, which is quite different depending
on how far behind you are, and for what reason.

If the status of all the major groups is solid, then concentrating
on tactics which can gain a few points reliably might be the right
thing.

On the other hand, if the status of some groups is less than
immutable, then focusing on changing their status favorably might
be correct. It's hard to see how shifting Komi will influence
the style of play in this direction.




Dynamic komi in a sense means that the bot is deluding itself on purpose.
Obviously this is dangerous medicine, a kind of magic mushroom.
So what could be worse than a deluded bot?
I say, letting a monkey play could be worse.
And monkeys' play is what you get from an mc bot when all possible moves 
come back with indistinguishably

wonderful or terrible win rates.
Adding a wishful (or pessimistic) komi will distort reality, but will help 
create bigger win rate differences between moves.
It should be possible to assign costs to both dynamic komi and to 
insufficiently spreading win rates between moves.
My hypothesis is, that with unstable groups on the board, the win-rate 
spread will tend to be larger then with stable groups.
So with proper balancing, the bot should refuse to take dynamic komi when he 
sees a chance to win outright.


Stefan

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

2009-07-14 Thread terry mcintyre
Maybe we should go back to the question which dynamic komi is an attempt to 
solve: how to obtain better discrimination when every move seems to be 
clustered near I am so freaking dead or I am so far ahead, as the case may 
be.


 Terry McIntyre terrymcint...@yahoo.com


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




From: Stefan Kaitschick stefan.kaitsch...@hamburg.de
To: computer-go computer-go@computer-go.org
Sent: Tuesday, July 14, 2009 3:17:38 PM
Subject: Re: [computer-go] Re: Dynamic komi in commercial programs

Dynamic komi in a sense means that the bot is deluding itself on purpose.
Obviously this is dangerous medicine, a kind of magic mushroom.
So what could be worse than a deluded bot?
I say, letting a monkey play could be worse.
And monkeys' play is what you get from an mc bot when all possible moves come 
back with indistinguishably
wonderful or terrible win rates.
Adding a wishful (or pessimistic) komi will distort reality, but will help 
create bigger win rate differences between moves.
It should be possible to assign costs to both dynamic komi and to 
insufficiently spreading win rates between moves.
My hypothesis is, that with unstable groups on the board, the win-rate spread 
will tend to be larger then with stable groups.
So with proper balancing, the bot should refuse to take dynamic komi when he 
sees a chance to win outright.

Stefan


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

2009-07-14 Thread ☢ ☠
So changing the komi doesn't actually improve your confidence
interval. If (as Darren said) the win percentage is a crude estimate
of the final score, then changing komi would do nothing to change the
results one got (and at extremes biases it badly). Moving the ratios
closer to 50/50 (by whatever means) at the high end changes the
variance of the data, and in a world where there's a 1:1
correspondence between score and win ratio does nothing to change
one's confidence that the highest ranked node should be.

Of note there is that the goal, of any method chosen, is to make the
ranking of individual moves as accurate as possible. It can do that by
either increasing the number of simulations or by increasing the
granularity of the metric. This second point seems more like a testbed
for that sigmoid function paper than for dynamic komi, but that's just
my guess.

Of course what would be most preferable would be lots of data. Arguing
with guesses instead of data is silly.

~

2009/7/14 terry mcintyre terrymcint...@yahoo.com:
 Maybe we should go back to the question which dynamic komi is an attempt to
 solve: how to obtain better discrimination when every move seems to be
 clustered near I am so freaking dead or I am so far ahead, as the case
 may be.

  Terry McIntyre terrymcint...@yahoo.com

 “We hang the petty thieves and appoint the great ones to public office.” --
 Aesop
 
 From: Stefan Kaitschick stefan.kaitsch...@hamburg.de
 To: computer-go computer-go@computer-go.org
 Sent: Tuesday, July 14, 2009 3:17:38 PM
 Subject: Re: [computer-go] Re: Dynamic komi in commercial programs

 Dynamic komi in a sense means that the bot is deluding itself on purpose.
 Obviously this is dangerous medicine, a kind of magic mushroom.
 So what could be worse than a deluded bot?
 I say, letting a monkey play could be worse.
 And monkeys' play is what you get from an mc bot when all possible moves
 come back with indistinguishably
 wonderful or terrible win rates.
 Adding a wishful (or pessimistic) komi will distort reality, but will help
 create bigger win rate differences between moves.
 It should be possible to assign costs to both dynamic komi and to
 insufficiently spreading win rates between moves.
 My hypothesis is, that with unstable groups on the board, the win-rate
 spread will tend to be larger then with stable groups.
 So with proper balancing, the bot should refuse to take dynamic komi when he
 sees a chance to win outright.

 Stefan



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

2009-07-13 Thread Magnus Persson
I also tried dynamic komi with Valkyria a long time ago. It failed. I  
did not waste much time on it. Anyway here are my opinions and  
intuitions about it.


As usual I am open to been proved being wrong with some empirical  
evidence along with a nice algorithm that I can steal and add to  
Valkyria. :-)


As already mentioned, one needs to set the dynamic komi to some kind  
of magic value, which IMO requires so much insight about the position,  
it means that the program should *know* the best way of playing anyway  
without the help of the dynamic komi.


Personally I am absolutely happy with how Valkyria plays in handicap  
games. It gives large handicaps against weaker players on KGS and  
wins. The only problem is to avoid it resigning early because the  
situation is hopeless. With handicap on small boards it is so strong  
that the problem just do not seem to exist anymore.


Sure it plays ugly moves in handicap games, but this is not different  
from even games where it often plays a little bit too creative to my  
taste.


The problem with MCTS is that they are weak in evaluation. I am pretty  
sure that this fixation on dynamic Komi is confounded with the fact  
that most programs has quite light playouts, and programs with heavy  
playouts still has big holes in the knowledge that leads to delusional  
evaluations. I guess the reason that people think dynamic komi is  
important is that these bad evaluations can always in principle be  
repaired in *hindsight*.


But repairing something in hindsight is useless. If I fiddle with komi  
until the program plays a move I like it is not the program that  
selects the move anymore. As the programmer I cannot add a human  
expert to the code.


This is most certainly true for 19x19.

The correct solution to bad plays is to make the program *stronger*.

I am open to opponent modeling such as make the playouts of black in  
handicap games weaker. But in this case I think real gain if any would  
come from making the statistics more sensitive to the qualitative  
difference in available moves, rather than actually modeling the  
opponent, by bringing the win rates closer to 50%. Although I think it  
would be really hard to degrade the black moves in the playouts in a  
realistic way.


-Magnus




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

2009-07-13 Thread terry mcintyre
Is it possible to design metrics for complexity of positions? An opponent 
model could make use of that information; there are positions which some 
players will totally fail to grok.

Double-digit kyu players are weak on life-and-death, ko, and seki. Some 
otherwise strong programs will fail to read seki properly. As players move up 
in rank, they read life-and-death at an earlier point. Human players, with 
practice, discover the weaknesses of their particular opponents.

Terry McIntyre terrymcint...@yahoo.com


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





From: Magnus Persson magnus.pers...@phmp.se

I am open to opponent modeling such as make the playouts of black in handicap 
games weaker. But in this case I think real gain if any would come from making 
the statistics more sensitive to the qualitative difference in available moves, 
rather than actually modeling the opponent, by bringing the win rates closer to 
50%. Although I think it would be really hard to degrade the black moves in the 
playouts in a realistic way.


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

2009-07-12 Thread Christian Nentwich
Ingo,

are you sure you already want to bet on one particular technique? :)

I don't believe a score optimisation algorithm like UCT works all that
well when behind. I am pretty sure that human players do *not* choose
between the top three moves if their values are 40%, 39% and 38%. They
will start looking for other moves. I am also not sure the dynamic
komi will help, if all it ends up doing is shifting the percentages.

Criteria for moves for humans when playing behind may look something
like this (subjective assessment):
  1. Am I certain of the score after the move, and does it lead to a
loss? Discard it, there is no point - unless it is a waiting sequence
to prepare for another move, or a move that answers a sente play.
  2. Does the move create uncertainty in the score? One does not play
for certainty when behind, but for confusion. If I cannot see the
result, my opponent probably can't either.
  3. Is it a meltdown move (i.e. if it goes wrong, I will definitely
lose the game)? If so, I might not want to play it unless I am very
far behind ( 10 points, and in the middle game)

I wonder if anybody has looked at alternating the evaluation function
when behind? This is, of course, very difficult without providing a
point of attack or discontinuity in its playing style. Perhaps moves
with a higher standard deviation could be chosen once in a while?

Whatever the case may be, I agree that things definitely need to be
tried out, against strong players, perhaps on KGS. I gave Zen, an
excellent program, 2 stones yesterday night, and sure enough it melted
down spectacularly once it was behind :)

Christian
p.s. I believe handicap games need to be treated differently from
situations where one is behind in even games - in the former, one can
wait for the opponent's mistakes; in the second, one needs to be
proactive.


Ingo Althöfer wrote:
 Don Dailey wrote:
 I think we should open up to other ideas, not
 just dynamic komi modification.   In fact that
 has not proved to be a very fruitful technique
 and I don't understand the fascination with it.

 I was not clear enough in the original posting.
 My main point is the following: Currently the
 programmers are developing program, and customers
 are playing with them.

 But we should try to bring creative customers inside
 the process of development. Dynamic komi might be
 one good early try for this approach.

 You write that [DyKo] has not proved to be a very
 fruitful technique but you are right only concerning
 the rather narrow community of programmers.
 (Some) creative customers have lots of time to test strange
 things and settings and are willing to do so, provided the
 programs are sufficiently test-friendly. Concerning dynamic
 komi I would bet 1:1 that their findings might lead to a
 breakthrough.

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

2009-07-12 Thread Benjamin Teuber
Hi,

I would like to know what exact experiments with virtual komi have
been made and why thay failed. To me, this idea seems very natural, as
it encodes the confidence of the stronger player that the weaker one
will eventually make more mistakes on his own. You don't need to catch
up a fourty-point handicap at once and try to kill all - instead you
just overplay a little in order to catch up slowly but steadily.

If you're behind by 5 points after move 100 against a player who is
five stones weaker than you, you can almost consider it a sure win. If
you're behind by the same amount, but when the last endgame moves are
being played, it's a safe loss. This all is encoded very naturally by
a decreasing virtual komi.

So why exactly shouldn't it work?

Cheers, Benjamin
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Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Don Dailey
On Sun, Jul 12, 2009 at 8:07 AM, Benjamin Teuber benjamin.teu...@web.dewrote:

 Hi,

 I would like to know what exact experiments with virtual komi have
 been made and why thay failed. To me, this idea seems very natural, as
 it encodes the confidence of the stronger player that the weaker one
 will eventually make more mistakes on his own. You don't need to catch
 up a fourty-point handicap at once and try to kill all - instead you
 just overplay a little in order to catch up slowly but steadily.


You just hit the nail on the head.   Dynamic komi does not encourage a
program to overplay the position.   Since you are starting from a losing
position you HAVE to overplay a bit.   You have to attack when it is futile.


Dynamic komi just makes the program happy with less.That is NOT a good
algorithm for winning against fallible opponents when you are behind.It'
s NOT a natural algorithm and I don't believe it's what humans do either.

Dynamic komi doesn't tell the program that you should fight for something
that you probably cannot win - which is what you have to do in handicap
play.   It just tells the program that it's ok not to fight and play as if
everything is fine.

What I'm suggesting is not to ignore the problem but to find some other
technique that actually addresses the true problem.




 If you're behind by 5 points after move 100 against a player who is
 five stones weaker than you, you can almost consider it a sure win. If
 you're behind by the same amount, but when the last endgame moves are
 being played, it's a safe loss. This all is encoded very naturally by
 a decreasing virtual komi.

 So why exactly shouldn't it work?

 Cheers, Benjamin
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Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Matthew Woodcraft
Don Dailey wrote:
 You just hit the nail on the head. Dynamic komi does not encourage a
 program to overplay the position. Since you are starting from a losing
 position you HAVE to overplay a bit. You have to attack when it is
 futile.

 Dynamic komi just makes the program happy with less. That is NOT a
 good algorithm for winning against fallible opponents when you are
 behind. It's NOT a natural algorithm and I don't believe it's what
 humans do either.

It is how I was taught to play when giving a handicap: don't overplay,
let your opponent make their own mistakes.

This is partly because handicap games are traditionally supposed to be
teaching games: you're aiming to set a good example, not to win at all
costs. But I've also found that avoiding conscious overplays in handicap
games is a good winning strategy.

-M-

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

2009-07-12 Thread Matthew Woodcraft
Benjamin Teuber wrote:
 I would like to know what exact experiments with virtual komi have
 been made and why thay failed.

In particular, it would be interesting to know what board sizes people have
tried it with.

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

2009-07-12 Thread Benjamin Teuber
 You just hit the nail on the head.   Dynamic komi does not encourage a
 program to overplay the position.   Since you are starting from a losing
 position you HAVE to overplay a bit.   You have to attack when it is futile.

That depends on the komi - if you're behind by fourty points and set
the virtual komi to 30, you play as if you'd be 10 behind, which would
be agressive, but not kamikaze.

This is exactly what people do, so I don't see your point.

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

2009-07-12 Thread Don Dailey
On Sun, Jul 12, 2009 at 8:59 AM, Benjamin Teuber benjamin.teu...@web.dewrote:

  You just hit the nail on the head.   Dynamic komi does not encourage a
  program to overplay the position.   Since you are starting from a losing
  position you HAVE to overplay a bit.   You have to attack when it is
 futile.

 That depends on the komi - if you're behind by fourty points and set
 the virtual komi to 30, you play as if you'd be 10 behind, which would
 be agressive, but not kamikaze.

 This is exactly what people do, so I don't see your point.


It's not up to me to prove anything.   It's up to you.

Several of us have tried variations of this idea of dynamic komi adjustment,
which seems like a very good premise.  This SHOULD help the play.But the
fact of the matter is that none of us (so far) has made it work.   If the
observations do not fit the premise, at some point we should actually
scrutinize the premise - even if the premise seems logical to us.

I think the ones who still cling to this idea have not actually tried
implementing it.Have you tried?If you have, why are still talking
about it and not showing us something?


- Don






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

2009-07-12 Thread dhillismail

There are 3 commonly cited problems and 4 commonly proposed remedies.
Problems:
1) Human games remain interesting, even after the winner is clear, because the 
players just naturally switch to playing for maximum territory. Wouldn't MCTS 
bots be more fun to play against if they did that too?
2) Sometimes a bot has a win by a small margin, but thinks it's a win by a big 
margin (because it is misreading a seki or whatever). Consequently, the bot 
neglects to defend the space that matters and loses after all.
3) For a big enough handicap, the bot plays random, ugly looking moves in the 
beginning. Can't that be improved?
Remedies:
a) Play for maximum territory sometimes.
b) Fake the Komi sometimes.
c) Unbalance the playout strength sometimes.
d) Worry about more important things.
The vagueness in the sometimes part doesn't help in deciding which remedy is 
best for which problem.

Looking at the handicap problem alone, how can I pick the best remedy and 
justify my decision? Maybe I could take my engine at a reasonable time setting 
and experiment with all the remedies to try to find the highest handicap I can 
give Wally and still win 50% of the games.

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

2009-07-12 Thread Christian Nentwich
Don, others,

are there publications about this? If people have tried it out, are
there any threads on this list that somebody remembers where results
are posted? I have not been able to find  any. It would be interesting
to see.

Christian



2009/7/12 Don Dailey dailey@gmail.com:


 On Sun, Jul 12, 2009 at 8:59 AM, Benjamin Teuber benjamin.teu...@web.de
 wrote:

  You just hit the nail on the head.   Dynamic komi does not encourage a
  program to overplay the position.   Since you are starting from a losing
  position you HAVE to overplay a bit.   You have to attack when it is
  futile.

 That depends on the komi - if you're behind by fourty points and set
 the virtual komi to 30, you play as if you'd be 10 behind, which would
 be agressive, but not kamikaze.

 This is exactly what people do, so I don't see your point.

 It's not up to me to prove anything.   It's up to you.

 Several of us have tried variations of this idea of dynamic komi adjustment,
 which seems like a very good premise.  This SHOULD help the play.    But the
 fact of the matter is that none of us (so far) has made it work.   If the
 observations do not fit the premise, at some point we should actually
 scrutinize the premise - even if the premise seems logical to us.

 I think the ones who still cling to this idea have not actually tried
 implementing it.    Have you tried?    If you have, why are still talking
 about it and not showing us something?


 - Don






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

2009-07-12 Thread David Fotland
e) use a knowledge system that knows what good moves look to prune or bias
the moves when way ahead or way behind.  This is what many Faces does.

 

David

 

From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of
dhillism...@netscape.net
Sent: Sunday, July 12, 2009 9:54 AM
To: computer-go@computer-go.org
Subject: Re: [computer-go] Re: Dynamic komi in commercial programs

 

There are 3 commonly cited problems and 4 commonly proposed remedies.
Problems:
1) Human games remain interesting, even after the winner is clear, because
the players just naturally switch to playing for maximum territory. Wouldn't
MCTS bots be more fun to play against if they did that too?
2) Sometimes a bot has a win by a small margin, but thinks it's a win by a
big margin (because it is misreading a seki or whatever). Consequently, the
bot neglects to defend the space that matters and loses after all.
3) For a big enough handicap, the bot plays random, ugly looking moves in
the beginning. Can't that be improved?
Remedies:
a) Play for maximum territory sometimes.
b) Fake the Komi sometimes.
c) Unbalance the playout strength sometimes.
d) Worry about more important things.
The vagueness in the sometimes part doesn't help in deciding which remedy
is best for which problem.

Looking at the handicap problem alone, how can I pick the best remedy and
justify my decision? Maybe I could take my engine at a reasonable time
setting and experiment with all the remedies to try to find the highest
handicap I can give Wally and still win 50% of the games.

- Dave Hillis

 

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

2009-07-12 Thread Benjamin Teuber
 It's not up to me to prove anything.   It's up to you.

You entered a discussion in which you gave arguments (that I believe
are nonsense) against this method, which I just meant to counter.
But I don't want to prove anything (well I might want, but I know I cannot).
I'm really just curious about this good-sounding idea and hoped
somebody might be able to give details of its failure.

Cheers, Benjamin
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Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Don Dailey
2009/7/12 David Fotland fotl...@smart-games.com

  e) use a knowledge system that knows what good moves look to prune or
 bias the moves when way ahead or way behind.  This is what many Faces does.


This is what I believe to be the most reasonable approach.

- Don





 David



 *From:* computer-go-boun...@computer-go.org [mailto:
 computer-go-boun...@computer-go.org] *On Behalf Of *
 dhillism...@netscape.net
 *Sent:* Sunday, July 12, 2009 9:54 AM
 *To:* computer-go@computer-go.org
 *Subject:* Re: [computer-go] Re: Dynamic komi in commercial programs



 There are 3 commonly cited problems and 4 commonly proposed remedies.
 Problems:
 1) Human games remain interesting, even after the winner is clear, because
 the players just naturally switch to playing for maximum territory. Wouldn't
 MCTS bots be more fun to play against if they did that too?
 2) Sometimes a bot has a win by a small margin, but thinks it's a win by a
 big margin (because it is misreading a seki or whatever). Consequently, the
 bot neglects to defend the space that matters and loses after all.
 3) For a big enough handicap, the bot plays random, ugly looking moves in
 the beginning. Can't that be improved?
 Remedies:
 a) Play for maximum territory sometimes.
 b) Fake the Komi sometimes.
 c) Unbalance the playout strength sometimes.
 d) Worry about more important things.
 The vagueness in the sometimes part doesn't help in deciding which remedy
 is best for which problem.

 Looking at the handicap problem alone, how can I pick the best remedy and
 justify my decision? Maybe I could take my engine at a reasonable time
 setting and experiment with all the remedies to try to find the highest
 handicap I can give Wally and still win 50% of the games.

 - Dave Hillis


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

2009-07-12 Thread Don Dailey
On Sun, Jul 12, 2009 at 1:22 PM, Christian Nentwich 
christian.nentw...@gmail.com wrote:

 Don, others,

 are there publications about this? If people have tried it out, are
 there any threads on this list that somebody remembers where results
 are posted? I have not been able to find  any. It would be interesting
 to see.


I think I just mentioned that there is probably not much on this except in
the archive.And even then it's probably not very well documented.

I did try this myself but I don't have any data to show what I did.What
I remember is that it's incredibly tricky - how do you actually know when
and how much to adjust? If the score starts getting really low or really
high, do you restart the search with a new komi?If you restart then you
have wasted effort.

I tried 2 different thing.  One of them involved using the total points won
in some kind of hybrid approach and the other involved changing the komi
during the game.

Using JUST the total points won is a drastic weakening of the program and
it's surprising how much.   I tried factoring in a percentage of total
points won and other things.After some time I gave up - it seemed like I
was taking something that worked well and trying to make it better by
factoring in something that sucked. It was like trying to make it play
better by putting something in on purpose that I knew makes it play worse.


The dynamic komi adjustment, from my recollection was more promising, but
still played worse.   The only way to make this work is if you know in
advance what kind of position you really have.If you KNOW that you can
pick off a small group without risk, then it probably would work just
fine.But just increasing komi for no reason except that you are winning
is not good enough.   For instance if you KNOW there is a seki issue, then
you should probably do it.But just doing it because there MIGHT be a
seki issue every 50 games that actually matters is not good enough.

You could call this a chicken and egg problem.You can of course easily
construct positions that will illustrate how wonderful the idea is, and it
will probably work great in those positions.Seki positions are always
given as to why this will help - but not every game has a game critical
seki.   But I'm pretty convinced you cannot generalize the idea.   You would
have to do some kind of pre-analsysis to figure out what needs to be done,
and by then you may already know what to do anyway and you have a more
convential program.

- Don




 Christian



 2009/7/12 Don Dailey dailey@gmail.com:
 
 
  On Sun, Jul 12, 2009 at 8:59 AM, Benjamin Teuber benjamin.teu...@web.de
 
  wrote:
 
   You just hit the nail on the head.   Dynamic komi does not encourage a
   program to overplay the position.   Since you are starting from a
 losing
   position you HAVE to overplay a bit.   You have to attack when it is
   futile.
 
  That depends on the komi - if you're behind by fourty points and set
  the virtual komi to 30, you play as if you'd be 10 behind, which would
  be agressive, but not kamikaze.
 
  This is exactly what people do, so I don't see your point.
 
  It's not up to me to prove anything.   It's up to you.
 
  Several of us have tried variations of this idea of dynamic komi
 adjustment,
  which seems like a very good premise.  This SHOULD help the play.But
 the
  fact of the matter is that none of us (so far) has made it work.   If the
  observations do not fit the premise, at some point we should actually
  scrutinize the premise - even if the premise seems logical to us.
 
  I think the ones who still cling to this idea have not actually tried
  implementing it.Have you tried?If you have, why are still talking
  about it and not showing us something?
 
 
  - Don
 
 
 
 
 
 
  Benjamin
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Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Don Dailey
On Sun, Jul 12, 2009 at 3:08 PM, Benjamin Teuber benjamin.teu...@web.dewrote:

  It's not up to me to prove anything.   It's up to you.

 You entered a discussion in which you gave arguments (that I believe
 are nonsense) ...


but at least fits the observation that this method does not work.



 ... against this method, which I just meant to counter.



Why don't you counter it with an argument that fits the actual observation?




 But I don't want to prove anything (well I might want, but I know I
 cannot).
 I'm really just curious about this good-sounding idea and hoped
 somebody might be able to give details of its failure.


There are some things in the archive on this - the idea is literally years
old. But I doubt you will any papers on this since it's a failure.
Paper authors tend to spend more time writing papers on things that work -
unless they have some really surprising or interesting result to report.

- Don






 Cheers, Benjamin
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Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Matthew Woodcraft
Don Dailey wrote:
 I did try this myself but I don't have any data to show what I did.What
 I remember is that it's incredibly tricky - how do you actually know when
 and how much to adjust? If the score starts getting really low or really
 high, do you restart the search with a new komi?If you restart then you
 have wasted effort.

[...]

 The dynamic komi adjustment, from my recollection was more promising, but
 still played worse.

So what board sizes were you working with?

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

2009-07-12 Thread Don Dailey
On Sun, Jul 12, 2009 at 7:12 PM, Matthew Woodcraft
matt...@woodcraft.me.ukwrote:

 Don Dailey wrote:
  I did try this myself but I don't have any data to show what I did.
  What
  I remember is that it's incredibly tricky - how do you actually know when
  and how much to adjust? If the score starts getting really low or
 really
  high, do you restart the search with a new komi?If you restart then
 you
  have wasted effort.

 [...]

  The dynamic komi adjustment, from my recollection was more promising, but
  still played worse.

 So what board sizes were you working with?


I only worked with boardsize 9.

- Don






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

2009-07-12 Thread Darren Cook
 I would like to know what exact experiments with virtual komi
 have been made and why thay failed. ...

I'm only aware of Don's experiment [1], which he admits he doesn't have
any details for and only remembers: I did a bunch of experiments and
ALWAYS got a reduced wins when I faked the komi.

On the other side we have some experiments by Kato-san [2] (where he
reports a 100 ELO improvement over GnuGo, but only from a few tens of
game) and a subjective experiment by Okasaki-san where he reported Mogo
played clearly stronger on KGS [3].

My own experiments are even more subjective and small-scale, and in the
context of 9x9 endgames, not 19x19 handicap openings. However they were
enough to make me think the technique is viable, but that if you don't
adjust the komi down so the winning rate is near 50% it is wasted effort
(*), and so you need to replay the same move over and over with
different komi until you zero in on that point.
*: I.e. the program still plays weak moves if you've only adjusted komi
to go from 80% to 65%, or from 25% to 35%.

 kill all - instead you just overplay a little in order to catch up
 slowly but steadily.
 
 You just hit the nail on the head.   Dynamic komi does not encourage
 a program to overplay the position.   Since you are starting from a
 losing position you HAVE to overplay a bit.   You have to attack when
 it is futile.

If the handicap is correct then you don't really need to overplay. As
the stronger player you might guide the game towards more complex
positions to encourage more mistakes, but mainly you are just sitting
around waiting for those inevitable mistakes.

But, the real point of adjusting komi is it is an easy to understand way
to overcome MCTS's problem when seeing all moves as winning/losing, and
choosing effectively randomly instead of falling back on an opponent
model as a human would do.

Ingo's suggestion (of two buttons to increment/decrement komi by one
point) was to make it easy for strong humans to test out the idea for us.

Darren



[1]:
http://computer-go.org/pipermail/computer-go/2008-August/015870.html
[2]:
http://computer-go.org/pipermail/computer-go/2008-February/014283.html
[3]:
http://computer-go.org/pipermail/computer-go/2008-August/015877.html
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Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Darren Cook
 ...
 3) For a big enough handicap, the bot plays random, ugly looking
 moves in the beginning. Can't that be improved?
 Remedies:
 ...

Another remedy is to have some handicap opening books, just to help get
the MCTS programs get a bit further along before they start their all
moves are created equal low-quality play.

Darren



-- 
Darren Cook, Software Researcher/Developer
http://dcook.org/gobet/  (Shodan Go Bet - who will win?)
http://dcook.org/mlsn/ (Multilingual open source semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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Re: [computer-go] Re: Dynamic komi in commercial programs

2009-07-12 Thread Don Dailey
On Sun, Jul 12, 2009 at 8:10 PM, Darren Cook dar...@dcook.org wrote:

  I would like to know what exact experiments with virtual komi
  have been made and why thay failed. ...

 I'm only aware of Don's experiment [1], which he admits he doesn't have
 any details for and only remembers: I did a bunch of experiments and
 ALWAYS got a reduced wins when I faked the komi.

 On the other side we have some experiments by Kato-san [2] (where he
 reports a 100 ELO improvement over GnuGo, but only from a few tens of
 game) and a subjective experiment by Okasaki-san where he reported Mogo
 played clearly stronger on KGS [3].

 My own experiments are even more subjective and small-scale, and in the
 context of 9x9 endgames, not 19x19 handicap openings. However they were
 enough to make me think the technique is viable, but that if you don't
 adjust the komi down so the winning rate is near 50% it is wasted effort
 (*), and so you need to replay the same move over and over with
 different komi until you zero in on that point.
 *: I.e. the program still plays weak moves if you've only adjusted komi
 to go from 80% to 65%, or from 25% to 35%.

  kill all - instead you just overplay a little in order to catch up
  slowly but steadily.
 
  You just hit the nail on the head.   Dynamic komi does not encourage
  a program to overplay the position.   Since you are starting from a
  losing position you HAVE to overplay a bit.   You have to attack when
  it is futile.

 If the handicap is correct then you don't really need to overplay. As
 the stronger player you might guide the game towards more complex
 positions to encourage more mistakes, but mainly you are just sitting
 around waiting for those inevitable mistakes.

 But, the real point of adjusting komi is it is an easy to understand way
 to overcome MCTS's problem when seeing all moves as winning/losing, and
 choosing effectively randomly instead of falling back on an opponent
 model as a human would do.

 Ingo's suggestion (of two buttons to increment/decrement komi by one
 point) was to make it easy for strong humans to test out the idea for us.


There is no question that if you provide a button to push,  all kinds of
positions will appear where this idea works.  Providing a button is not
nearly the same as providing an actual working algorithm that you can prove
is superior.

So if you can do this in a verifiable way I'll be interested.

- Don







 Darren



 [1]:
 http://computer-go.org/pipermail/computer-go/2008-August/015870.html
 [2]:
 http://computer-go.org/pipermail/computer-go/2008-February/014283.html
 [3]:
 http://computer-go.org/pipermail/computer-go/2008-August/015877.html
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 http://www.computer-go.org/mailman/listinfo/computer-go/

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

2009-07-12 Thread terry mcintyre
That's an interesting idea - factoring in knowledge about the variability of 
a position. Certain parts of the board are going to be stable with alternating 
play - you attack, I defend, the position remains stable. Other parts of the 
board are less well-defined. On the 9x9 board, conflicts easily spill over; 
everything is inter-connected until the end-game. On the 19x19 board, it's 
possible to establish stable groups, and the action usually happens on the 
borders. Factor in seki, ko fights, etc. Simply varying  komi as some 
pre-ordained function of move number is unlikely to have enough granularity to 
cope with the structure of a particular game.

 Terry McIntyre terrymcint...@yahoo.com


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





From: Don Dailey dailey@gmail.com
To: computer-go computer-go@computer-go.org
Sent: Sunday, July 12, 2009 3:40:10 PM
Subject: Re: [computer-go] Re: Dynamic komi in commercial programs




On Sun, Jul 12, 2009 at 1:22 PM, Christian Nentwich 
christian.nentw...@gmail.com wrote:

Don, others,

are there publications about this? If people have tried it out, are
there any threads on this list that somebody remembers where results
are posted? I have not been able to find  any. It would be interesting
to see.

I think I just mentioned that there is probably not much on this except in the 
archive.And even then it's probably not very well documented.

I did try this myself but I don't have any data to show what I did.What I 
remember is that it's incredibly tricky - how do you actually know when and how 
much to adjust? If the score starts getting really low or really high, do 
you restart the search with a new komi?If you restart then you have wasted 
effort.  

I tried 2 different thing.  One of them involved using the total points won in 
some kind of hybrid approach and the other involved changing the komi during 
the game.   

Using JUST the total points won is a drastic weakening of the program and it's 
surprising how much.   I tried factoring in a percentage of total points won 
and other things.After some time I gave up - it seemed like I was taking 
something that worked well and trying to make it better by factoring in 
something that sucked. It was like trying to make it play better by putting 
something in on purpose that I knew makes it play worse.   

The dynamic komi adjustment, from my recollection was more promising, but still 
played worse.   The only way to make this work is if you know in advance what 
kind of position you really have.If you KNOW that you can pick off a small 
group without risk, then it probably would work just fine.But just 
increasing komi for no reason except that you are winning is not good enough.   
For instance if you KNOW there is a seki issue, then you should probably do it. 
   But just doing it because there MIGHT be a seki issue every 50 games that 
actually matters is not good enough.

You could call this a chicken and egg problem.You can of course easily 
construct positions that will illustrate how wonderful the idea is, and it will 
probably work great in those positions.Seki positions are always given as 
to why this will help - but not every game has a game critical seki.   But I'm 
pretty convinced you cannot generalize the idea.   You would have to do some 
kind of pre-analsysis to figure out what needs to be done,  and by then you may 
already know what to do anyway and you have a more convential program. 

- Don





Christian



2009/7/12 Don Dailey dailey@gmail.com:



 On Sun, Jul 12, 2009 at 8:59 AM, Benjamin Teuber benjamin.teu...@web.de
 wrote:

  You just hit the nail on the head.   Dynamic komi does not encourage a
  program to overplay the position.   Since you are starting from a losing
  position you HAVE to overplay a bit.   You have to attack when it is
  futile.

 That depends on the komi - if you're behind by fourty points and set
 the virtual komi to 30, you play as if you'd be 10 behind, which would
 be agressive, but not kamikaze.

 This is exactly what people do, so I don't see your point.

 It's not up to me to prove anything.   It's up to you.

 Several of us have tried variations of this idea of dynamic komi adjustment,
 which seems like a very good premise.  This SHOULD help the play.But the
 fact of the matter is that none of us (so far) has made it work.   If the
 observations do not fit the premise, at some point we should actually
 scrutinize the premise - even if the premise seems logical to us.

 I think the ones who still cling to this idea have not actually tried
 implementing it.Have you tried?If you have, why are still talking
 about it and not showing us something?


 - Don






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

2009-07-11 Thread Don Dailey
On Sat, Jul 11, 2009 at 4:54 PM, Dave Dyer dd...@real-me.net wrote:


 If you are in a lost position, good play is play that maximizes
 the probability of a turnaround, which is quite different depending
 on how far behind you are, and for what reason.


What maximizes the probability of a turnaround depends on your opponent more
than anything else.   I'm sure the best move by this definition will change
according to who you are playing.



 If the status of all the major groups is solid, then concentrating
 on tactics which can gain a few points reliably might be the right
 thing.


I think the best PRACTICAL definition (which can be formalized) is to play
the move (or one of the moves) that maximizes the total points on the
board.I think this is the natural human style, more or less.

My real point is that whether a move is good or bad cannot be precisely
defined if you are looking for a practical definition.   If you use my
theoretical definion, it can be precisely defined, but it may not be the
best practical definition for winning real games against fallible opponents.


- Don




 On the other hand, if the status of some groups is less than
 immutable, then focusing on changing their status favorably might
 be correct. It's hard to see how shifting Komi will influence
 the style of play in this direction.

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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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