Re: [computer-go] State of the art of pattern matching

2008-04-01 Thread Mark Boon
On 31-mrt-08, at 20:28, Don Dailey wrote: You could be blind-siding the program. I think this is the crux of the matter. Not just in MC but in Go programming in general. If you add 'strong' knowledge you can create blind-spots. For example, I guess a ko rarely gets played during

Re: [computer-go] State of the art of pattern matching

2008-04-01 Thread Jacques BasaldĂșa
Hi Lukasz In RĂ©mi's paper about Bradly Terry models he found a way to give a comparable gamma score to things that were different, for instance: capturing a stone v.s. a given 3x3 pattern. His model is much more general, but has less patterns (not at all around 200K patterns of my system).

Re: [computer-go] State of the art of pattern matching

2008-04-01 Thread Petr Baudis
On Mon, Mar 31, 2008 at 03:12:39PM -0700, Christoph Birk wrote: On Mar 31, 2008, at 1:05 PM, Don Dailey wrote: Christoph Birk wrote: On Mar 31, 2008, at 10:48 AM, Mark Boon wrote: I don't know about this. I'm pretty sure MoGo checks if the stone can make at least two liberties (ladder

[computer-go] Some ideas how to make strong heavy playouts

2008-04-01 Thread Magnus Persson
A recurrent concept popping up in discussions on how to improve playouts is balance. So I would like to try to share my philosophy behind the playouts of Valkyria and how I define balance and how it relates to the evaluation of go positions. *Background In an old school program the

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

2008-04-01 Thread steve uurtamo
don, But I also discovered that there seems to be no benefit whatsoever in removing them from the play-outs.I have no real explanation for this. But it does tell me that the play-outs are very different in nature from the tree - you cannot just use the same algorithms for

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

2008-04-01 Thread Don Dailey
Hi Magnus, Your post makes a great deal of sense. I agree with all the points you have stated. I don't think you have ever made an illogical post like most of us have (including myself) and they are always well thought out and worded. I have a response to this comment: Still I think

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

2008-04-01 Thread Magnus Persson
Quoting Don Dailey [EMAIL PROTECTED]: I have a response to this comment: Still I think predicting the best moves is very important in the tree part, but this may be much less important in the playouts, and perhaps even detrimental as some people have experienced. A class of bad

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

2008-04-01 Thread Don Dailey
steve uurtamo wrote: don, But I also discovered that there seems to be no benefit whatsoever in removing them from the play-outs.I have no real explanation for this. But it does tell me that the play-outs are very different in nature from the tree - you cannot just use the

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

2008-04-01 Thread Jonas Kahn
I think there was some confusion in Don's post on ``out of atari'' in play-outs. For one thing, I do not agree with the maximal information argument. Testing ``out of atari'' moves is not good because they might be good, or might be bad, but merely because they might be good. By contrast, you

Re: [computer-go] State of the art of pattern matching

2008-04-01 Thread Jonas Kahn
Hi Jacques No. for a reason I don't understand, I get something like: Distribution fit expected 0.1 found 0.153164 Distribution fit expected 0.2 found 0.298602 Distribution fit expected 0.3 found 0.433074 Distribution fit expected 0.4 found 0.551575 Distribution fit expected 0.5 found

Re: [computer-go] State of the art of pattern matching

2008-04-01 Thread Joshua Shriver
Do you have a link to those papers? -Josh My go-programming efforts are very much concentrated on patterns. (maybe I have been influenced by the Kojima-papers) ___ computer-go mailing list computer-go@computer-go.org

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

2008-04-01 Thread Don Dailey
Jonas Kahn wrote: I think there was some confusion in Don's post on ``out of atari'' in play-outs. For one thing, I do not agree with the maximal information argument. This is more a theory than an argument. Maybe I didn't express it very well either. It's a pretty solid principle in

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

2008-04-01 Thread terry mcintyre
Don, I'd strongly agree. You must know whether ladders work or not, whether a nakade play works or not, whether various monkey jumps and hanes and so forth succeed or not. In and of themselves, few moves are objectively good or bad in any sense - one has to try them and see what happens. Some

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

2008-04-01 Thread Don Dailey
terry mcintyre wrote: Don, I'd strongly agree. You must know whether ladders work or not, whether a nakade play works or not, whether various monkey jumps and hanes and so forth succeed or not. In and of themselves, few moves are objectively good or bad in any sense - one has to try them