RE: Re: [computer-go] computer Go article in The Economist

2007-01-30 Thread tk424
Dear all,

In the Economist, two Hungarian guys are mentioned.
Do you guys know who they are?
Do they have a website?

Thank you in advance!

Yours truly,
Tae-Hyung
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Re: Re: [computer-go] computer Go article in The Economist

2007-01-30 Thread Sylvain Gelly

Hello,

I think that they are the authors of the UCT algorithm, so  L. Kocsis and C.
Szepesvari.

Regards,
Sylvain

2007/1/30, tk424 [EMAIL PROTECTED]:


Dear all,

In the Economist, two Hungarian guys are mentioned.
Do you guys know who they are?
Do they have a website?

Thank you in advance!

Yours truly,
Tae-Hyung
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Re: [computer-go] computer Go article in The Economist

2007-01-30 Thread Nick Wedd
In message [EMAIL PROTECTED], 
Sylvain Gelly [EMAIL PROTECTED] writes

Hello,
I think that they are the authors of the UCT algorithm, so  L. Kocsis
and C. Szepesvari.


and their paper is at http://zaphod.aml.sztaki.hu/papers/ecml06.pdf

Nick


Regards,
Sylvain

2007/1/30, tk424 [EMAIL PROTECTED] :
 Dear all,

 In the Economist, two Hungarian guys are mentioned.
 Do you guys know who they are?
 Do they have a website?

 Thank you in advance!

 Yours truly,
 Tae-Hyung
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--
Nick Wedd[EMAIL PROTECTED]
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[computer-go] IEEE Computer article

2007-01-30 Thread terry mcintyre
Found a recent article on computer Go in the IEEE Computer journal.

pdf here: http://csdl2.computer.org/comp/mags/ex/2007/01/x1005.pdf

The author is Jan Krikke. title The Challenge of Go

Terry McIntyre
[EMAIL PROTECTED]




 

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Re: [computer-go] IEEE Computer article

2007-01-30 Thread Don Dailey
That was a well written article.   Too often you see articles
written with cliches copied from other sources but this one
was refreshing - although written in laymen terms.

- Don


On Tue, 2007-01-30 at 06:28 -0800, terry mcintyre wrote:
 Found a recent article on computer Go in the IEEE Computer journal.
 
 pdf here: http://csdl2.computer.org/comp/mags/ex/2007/01/x1005.pdf
 
 The author is Jan Krikke. title The Challenge of Go
 
 Terry McIntyre
 [EMAIL PROTECTED]
 
 
 
 
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Re: [computer-go] Is skill transitive? No.

2007-01-30 Thread Don Dailey
On Mon, 2007-01-29 at 23:17 -0600, Matt Gokey wrote:
  1. Game playing skill is a function of time.
  
  2. Memory (or knowledge) can proxy for time - saving enormous
 amounts
  of time in many cases.
  
  3. Technique is a function of knowledge and how it's organized -
  which translates to a big time savings indirectly.  This is really
  the ability to apply knowledge.
  
  4. Because these various aspects of game playing ability can be
 mixed
  and matched,  you are sure to get very interesting intransitives.
  
  (snip)
  
 
 I agree this is quite reasonable and very well said.  The intransitive
 nature of ratings for players in complex games is evident. Much of
 what
 you are describing accurately reflects my understanding and explains
 in
 another way what I was trying to express earlier.
 
 Let me take this reasoning a little further.  Rating systems - yes
 they
 are one dimensional whereas reality strength is very much 
 multi-dimensional. Ratings are not perfect, but do pretty good job 
 especially for widely disparate ratings which rarely exhibit 
 intransitivity.  Where widely disparate could be defined as
 whatever 
 rating difference is needed to achieve a, let's say, 99% win rate 
 between the higher and lower rated player.

It would be interesting if it would be possible to construct a 2
dimensional
model statistically.   A 2 dimensional system would not be a perfect fit
either,
but would simply be a better approximation.So in some way a players
strength could be expressed by 2 numbers instead of 1,  and the 2
numbers 
together would predict your chances of beating another (2 dim) player 
more accurately that a 1 dimension system could.   And of course you
could
extend this.   But I don't have a clue how one would construct such a
system
or if it's even possible - but it seems like more information should be
better
than less.


 #1 - I completely agree with this; it is only the curve that is
 different and in question for each type of player and individual
 player.
 
 #2  #3 - These are exactly what I was referring to and especially I
 think apply in Go to a significantly greater extent than many other 
 games.  This is primarily because there is no relatively simple and 
 reliable evaluation method in conjunction with the huge branching 
 factors and deep play.  Other games mentioned such as Chess,
 Checkers, 
 Armimaa, Othello for example have simpler evaluations that work.
 
 #4 - I completely agree.
 
 Now with regard to #2 and #3, if these can be substitutes for enormous
 amounts of time, which usually must be learned over whole games and
 real
 experience (this is what I understand as 'enormous amounts of time'),
 doesn't this support my position?  When you say 'enormous amounts of 
 time' are you talking about a few doublings of thinking time over one 
 move or more like weeks or months of practice and experience and
 study, 
 etc.?

With humans, a few days of studying a position probably leads directly
to becoming a better player with permanent benefits.

However, I would prefer to isolate this from the picture.   An
inflexible
but scalable program might improve with thinking time,  but it doesn't
benefit permanently.   In other words, it won't help the program play
the
next game better.   (But I will conjecture that a properly designed
god
program probably would be picking up skill every time it makes a move.) 

I believe that in principal you play a complete game better on the 
average with more thinking time and this scales naturally.   Of course
I went to great lengths to make the point that even in a human lifetime
you don't have very many doublings to work with (that allow you to play
a single game) so you cannot expect to be able to play pro level if you
not just a few stones away already.And I believe that this is even
worse because of the scaling properties of different algorithms,
including
the various human algorithms (where stronger players have a different
playing algorithm in some sense of the word.)It's even stronger with
computer go (and even computer chess it's true.)   In computer chess, 
programs that run faster tend to be significantly stronger than other
programs, but they seem to improve a bit less against humans.  

I believe there is a mathematical way to model this.  I have considered
trying to build a pseudo game simulation where I could specify all these
factors to get a better feel for this.It wouldn't be a real game,
but it would have some number of moves,  a probability of making an
error and a variable to determine the seriousness of the error and 
perhaps I could divide game playing skill into 100 different categories,
so that you could abstractly create players with different degrees of
skill in different areas of the game (perhaps phases of the game for
instance.)A purely mathematical system where I could create
intransitives and run matches etc.   Perhaps some insights could be
gained here.   




 The scalability experiment you 

Re: [computer-go] Is skill transitive? No.

2007-01-30 Thread David Doshay

On 29, Jan 2007, at 9:17 PM, Matt Gokey wrote:


  I wrote:
   In computer-go where there are so many wildly different techniques
   being used, some scalable to some degree or another and some  
not, it

   doesn't make sense to make generalizations.  Whether a specific
   program's scalability results in any improvements (linear or  
otherwise)
   with time-doubling depends entirely on the algorithms and  
techniques

   in use.

Of course we all know many computer-go programs don't scale  
extremely well.  MC Go (and variants) scale fairly well but  
probably need a lot more knowledge and probably other methods built  
into them to become good as MoGo is showing.  But this doesn't  
really say anything about human play.  In fact, since Go would not  
succumb to standard game-search techniques, most computer-go  
programs used fairly simplistic models, pattern matching, combined  
with some reading - roughly attempting to emulate certain aspects  
of human play.


So I thought of another way to express some of what I was thinking.  
Humans play kind of like GNU Go only lots better and can think  
beyond what they've learned and learn as they play.  GNU Go can't  
get dramatically better by thinking longer, only modestly better.   
Instead GNU Go must learn (i.e. be programmed with knowledge/ 
techniques - #2 and #3) to get that much better (no offense to the  
GNU Go team).


Matt, I think your statements, particularly the ones above, are the  
most accurate. Not that Don is wrong, just that I think he is over- 
focused upon methods that do scale better.


First, as a human player I very definitely feel that I can improve a  
few specific moves somewhat with  perhaps one doubling of my time,  
but after that my mind just fills up and I cannot get any better by  
myself, even if I recognize and understand immediately when a  
stronger player shows me a better move. But on my own, after a few  
minutes I just am not going to find anything new.


Second, with respect to computer algorithms (and I know that the  
primary thrust of your argument was NOT directed towards computer Go)  
I think that SlugGo shows rather well that some algorithms do not  
scale well. SlugGo gives GNU Go about 72 times as much thinking, and  
while it could be argued that some of our heuristics and evaluation  
functions sometimes lead us to make worse moves, in a statistical  
sense when SlugGo decides to make a move that GNU Go considered to  
have a lower value, it is often correct that it is a better move  
(even if rarely the best from the view of a good human). SlugGo is  
at best 2 stones stronger than GNU Go against a third opponent. Don's  
curve does hold much better when SlugGo plays GNU Go, where we have  
seen that we can get SlugGo to beat GNU Go with 7 handicap stones  
with enough lookahead time.


Cheers,
David
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Re: [computer-go] Is skill transitive? No.

2007-01-30 Thread terry mcintyre

From: David Doshay [EMAIL PROTECTED]
I think that SlugGo shows rather well that some algorithms do not  
scale well. SlugGo gives GNU Go about 72 times as much thinking, and  
while it could be argued that some of our heuristics and evaluation  
functions sometimes lead us to make worse moves, in a statistical  
sense when SlugGo decides to make a move that GNU Go considered to  
have a lower value, it is often correct that it is a better move  
(even if rarely the best from the view of a good human). SlugGo is  
at best 2 stones stronger than GNU Go against a third opponent. Don's  
curve does hold much better when SlugGo plays GNU Go, where we have  
seen that we can get SlugGo to beat GNU Go with 7 handicap stones  
with enough lookahead time.



--- my comment:

This is why, much as I appreciate the value of the scalability study now
being done, in which I am participating, it will be even more valuable to
run a study against a variety of opponents. Of course that is easier said
than done, alas.

There are some efforts, such as the Home SETI search, which make it
easier to recruit people to volunteer spare computer cycles. It will take
a good bit of effort to set things up, but once done, the process seems 
to be fairly automatic.





 

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Re: [computer-go] Is skill transitive? No.

2007-01-30 Thread Don Dailey
On Tue, 2007-01-30 at 10:16 -0800, David Doshay wrote:
 Second, with respect to computer algorithms (and I know that the  
 primary thrust of your argument was NOT directed towards computer
 Go)  
 I think that SlugGo shows rather well that some algorithms do not  
 scale well. SlugGo gives GNU Go about 72 times as much thinking, and  
 while it could be argued that some of our heuristics and evaluation  
 functions sometimes lead us to make worse moves, in a statistical  
 sense when SlugGo decides to make a move that GNU Go considered to  
 have a lower value, it is often correct that it is a better move  
 (even if rarely the best from the view of a good human). SlugGo is  
 at best 2 stones stronger than GNU Go against a third opponent.
 Don's  
 curve does hold much better when SlugGo plays GNU Go, where we
 have  
 seen that we can get SlugGo to beat GNU Go with 7 handicap stones  
 with enough lookahead time. 

But my understanding is that SlugGo is like Botnoid,  it improves
to a point but isn't truly scalable.   

A truly selective program cannot be scalable unless it is selective
in an admissible way.   I think SlugGo is a true selective search
program right?

Computer chess programs are called selective, but they are really
what I call progressively full width.  They prune more aggressively
near leaf nodes but as they iterate to deeper levels, those same nodes
start looking more like root nodes than leaf nodes and get more and more
consideration.If any of these pruned moves turns out to be best,
it is guaranteed to be eventually discovered.   Thus it's
scalable.   

- Don


  


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Re: [computer-go] Is skill transitive? No.

2007-01-30 Thread Don Dailey
I have been thinking lately in terms of building a turn based
server than logs in, grabs a set of positions to process, your
program processes them off-line, you log back in and report 
your moves.   

This sounds real simple, but if you think about the problems
involved you realize there are some issues with scheduling
that have to be solved.   But I think you don't need a time
limit - all games are pending and if a program retires there
is no foul.   (However, for scheduling purposes I think you
have to void a game after some period of time - 1 to 4 weeks
perhaps.)

But beyond this,  it's a very simple thing.  
A client could be provided that handles all the details in
a very convenient and simple way.  

- Don







On Tue, 2007-01-30 at 10:52 -0800, David Doshay wrote:
 It seems it would not be that hard to set up cgos-like environments
 where participants offer up more than one version of their program:
 some play quickly, and some are allowed to take longer. ELO levels
 can be set for some to correspond to mean values obtained on the
 normal cgos.
 
 Cheers,
 David
 
 
 
 On 30, Jan 2007, at 10:33 AM, terry mcintyre wrote:
 
 
  This is why, much as I appreciate the value of the scalability  
  study now
  being done, in which I am participating, it will be even more  
  valuable to
  run a study against a variety of opponents. Of course that is  
  easier said
  than done, alas.
 
 
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[computer-go] Re: Scaling monte carlo up to 19x19

2007-01-30 Thread Dave Dyer

Here's an idea for scaling up, which should result in only factor
of 10 slower speed.   To scale from 9x9 to 19x19, subdivide the
board into four, overlapping 10x10 boards.   Run a standard 9x9
monte carlo up to the 90% full stage on each of the four boards,
then run a full board monte on the whole board remaining.   

Treat the ovelapping stripes as edges in a slightly more sophisticated
way than usual, becuase you might be connecting to liberties by playing
in the stripe.

To avoid artifacts caused by the location of the overlaps: the number 
of zones, and the location of the stripes, is also subject to randomization.

It might be interesting to try this on a 9x9 board using a 5x5 zone 
to begin with.

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Re: [computer-go] Is skill transitive? No.

2007-01-30 Thread Don Dailey
On Tue, 2007-01-30 at 14:31 -0500, Don Dailey wrote:
 A truly selective program cannot be scalable unless it is selective
 in an admissible way.   I think SlugGo is a true selective search
 program right? 

You can determine if you program is truly scalable with a thought
experiment:  Would this program play perfect chess given enough
time?

Botnoid is not scalable, but it does improve rapidly up to a
point of severely diminishing returns.   But even if there were
such a think as an googleplex computer, Botnoid would not play
any better than it does as AnchorMan on CGOS.

- Don



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[computer-go] Re: Scaling monte carlo up to 19x19

2007-01-30 Thread Dave Dyer
At 02:59 PM 1/30/2007, [EMAIL PROTECTED] wrote:
 I'm having difficulty picturing this, so I'll start with the most basic 
 questions. 
 
Do you mean Monte Carlo by itself or Monte Carlo combined with tree search 
(e.g. UCT)?
 

The idea isn't more than lightly toasted (less than half baked), but
the kernal is turn the full board search into set of searches on
much smaller boards, using the overlapping strips as boundary
conditions, then do some unifying final step to pick the move.


Do you mean partition the larger board for the course of each playout 
(randomizing zones from one to the next) or in some other sense?

I imagine you'd want to randomizing the set of zones in the
course of the search.

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Re: [computer-go] Re: Scaling monte carlo up to 19x19

2007-01-30 Thread Weston Markham

I have an idea in the back of my mind that is an extreme version of
this:  Divide the board into 361 separate local searches, then use
information from these to guide a global search.  The local searches
would be done on the full board, but would only search for strategies
that will capture or defend individual intersections.  I suspect that
this first phase could potentially benefit from parallelization for a
significant portion of the game.  Eventually this parallelism will
break down because there will only be a limited number of local
battles, and the eventual status of points that are in the same chain
will almost always be the same.  Any practical program would need to
deal with this gracefully, of course, rather than duplicate its effort
many times.  Also, I only have a vague idea of how to take advantage
of the information gained from the local searches, when performing the
global search.

Weston

On 1/30/07, Dave Dyer [EMAIL PROTECTED] wrote:

The idea isn't more than lightly toasted (less than half baked), but
the kernal is turn the full board search into set of searches on
much smaller boards, using the overlapping strips as boundary
conditions, then do some unifying final step to pick the move.

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Re: [computer-go] Re: Scaling monte carlo up to 19x19

2007-01-30 Thread Nick Apperson

I believe this to be a good idea, but I couldn't get around some minor
problems.  Essentially, because the local searches are coupled to one
another, it ends up exploding as you consider this coupling (scaling to
larger regions).  You then have to trade accuracy or have more computing
power than I have access to...  There are cases though where you can find
local solutions that are independent in some sense from the rest of the
board and the program I am working on now does that.  I'm sure someone
smarter than me will be able to figure out a better way though.  There are
certain times when this technique is highly useful.  For a simple example,
imagine a board with two walls down the middle bordering on each other.  In
some sense, as long as both those walls live, there are 2 subgames taking
place.  This type of situation is where I see your approach as being the
most useful.  Just my thoughts.

- Nick

On 1/30/07, Weston Markham [EMAIL PROTECTED] wrote:


I have an idea in the back of my mind that is an extreme version of
this:  Divide the board into 361 separate local searches, then use
information from these to guide a global search.  The local searches
would be done on the full board, but would only search for strategies
that will capture or defend individual intersections.  I suspect that
this first phase could potentially benefit from parallelization for a
significant portion of the game.  Eventually this parallelism will
break down because there will only be a limited number of local
battles, and the eventual status of points that are in the same chain
will almost always be the same.  Any practical program would need to
deal with this gracefully, of course, rather than duplicate its effort
many times.  Also, I only have a vague idea of how to take advantage
of the information gained from the local searches, when performing the
global search.

Weston

On 1/30/07, Dave Dyer [EMAIL PROTECTED] wrote:
 The idea isn't more than lightly toasted (less than half baked), but
 the kernal is turn the full board search into set of searches on
 much smaller boards, using the overlapping strips as boundary
 conditions, then do some unifying final step to pick the move.
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