Re: [computer-go] MC approach

2007-02-08 Thread Magnus Persson

Quoting Heikki Levanto [EMAIL PROTECTED]:


On Wed, Feb 07, 2007 at 04:42:01PM -0500, Don Dailey wrote:

In truth the only thing that matters is to increase your winning
percentage - not your score.   There seems to be no point in tampering
with this.


I guess I must accept the wisdom of those who have tried these things.
Still, it hurts my intuition that it could be better for a program to
choose a line where it seems to win by 2 points, when another line seems
to end in a 100 point win. What if the opponent can improve his play
from what I expected, and gain an extra 3 points somewhere?

Maybe all this shows that we have not (yet?) understood all the
complications of the MC evaluation, and that more research is needed?


No, it is actually quite simple although of course more reseacrh is needed for
MC but not on this topic. Here I mght repeat what others already said but I
will try to make it clear out of how I understand it.

The line that ends in a 100 point win is often only a win if the 
opponent makes
a mistake, otherwise you lose some points or even the game. The fallacy 
here (I

have been there too) is that you think of specific situations where all lines
ends with victory. But in real games many lines often exists that wins big but
are also risky. You are of course safe when all moves are valued 1000 
each. But before that there might be some evaluated for example 998 
because the MC

eval knows that something may go wrong (a 7ply deep tactical defect exists) if
you then add the average score of 2 to 1000 and an average score of 10 to 998
then the program makes a mistake. It is all about eliminating uncertainty. The
average score can contain a very large proportion of losees if it is
compensated by bigger wins.

Since mc eval is based on random games it will always have scores less 
than the

maximum 1000, in won positions that can still be lost by greedy moves. And
there is no way of securely determine the point when greedy play. Not even
when all moves are evaluated as sure wins, there can be bugs in the program
that inflates the win score of moves that leads to a tactical disaster.

The solution is to improve the simulation part so that real sure wins are
evaluated as sure wins early and among these one can bias the selected moves
toward profitable moves. Valkyria does something like this, although I have
forgotten the exact details now.

This problem I think become less important when the program become stronger in
other areas. The reason is that the simulation part plays a very bad endgame.
Thus a strong MC/UCT program realizes that more territory is also an insurance
against a bad endgame. I have no solid backing for this but my impression is
that Valkyria used to win with 0.5 points almost always but now often 
wins with

much more.

-Magnus
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Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Magnus Persson

Quoting Don Dailey [EMAIL PROTECTED]:


Doing 8 searches is time-consuming, but I really prefer a book
that has a LOT of variety.


This is also one reason I now hand edit my book. Every time I correct a 
bad move

there are often several ways of playing that I cannot tell which is better or
worse and then I add all of them, and often moves that Valkyria would never
consider.

The idea is that humans on KGS will find Valkyria less predictable and other
programs will have a harder time adapting to the book of Valkyria.

-Magnus
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Re: [computer-go] Paper presents results on proximity heuristic

2007-02-08 Thread terry mcintyre
Thanks, Peter! I have a question or two regarding the opening book, based on a 
collection of 3000 9x9 games provided by Nici Schraudolph. Who played the games 
in this collecton - pros, strong amateurs, or go programs? 

Second,  were any statistics on the  number of game moves  in book versus 
out of book collected?  

Lastly,  it was assumed that the book moves were winning moves; was this 
hypothesis ever tested on a move-by-move basis, whether against GnuGo or itself?

Many thanks  for an  informative  paper!

- Original Message 
From: Peter Drake [EMAIL PROTECTED]

By the way, the paper was rejected on first submission, largely  
because we were just testing Orego against itself. We're now testing  
Orego against GNU Go and have a revised version:

https://webdisk.lclark.edu/xythoswfs/webui/_xy-2352013_1-t_Gct7yJ5s%22

(Markus, could you change the link and title? This was DPSV07.)

Peter Drake
Assistant Professor of Computer Science
Lewis  Clark College
http://www.lclark.edu/~drake/

On Feb 7, 2007, at 12:36 PM, Chris Fant wrote:

 In this paper, you say that you limit the number of moves to
 BoardArea*2 during the playouts.  For me, this barely increases the
 playout rate and slightly reduces the strength (perhaps not
 statistically significant).

 Your paper does not mention suicide.  Prohibiting single-stone suicide
 during playout gave me a nice increase in playout rate and strength.


 On 11/28/06, Peter Drake [EMAIL PROTECTED] wrote:
 Here it is:

 https://webdisk.lclark.edu/xythoswfs/webui/_xy-2115826_1-t_OX34gnaB







 

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Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Jacques BasaldĂșa

Magnus Persson wrote:

This is not a problem for scalability for MC/UCT. It just 
means that a program ..


You are right. I didn't mean it is not scalable, of course
it is. What I mean is complexity is not, as one could 
expect, about ~boardsize^4. (The square of legal moves 
times the square of simulation length.) But even more due 
to the increase in variance.


Jacques.




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Re: [computer-go] MC approach

2007-02-08 Thread steve uurtamo
 The average score can contain a very large proportion of losees if it is
 compensated by bigger wins.

yes, it is easy to see how this might cripple the play of an MC player.

that 90% territory win that requires 3 opponent blunders is tempting enough
to ignore the fact that all other non-blundering lines lead to 0.5 point losses.

i wonder if this kind of greediness might, however, be useful for selecting,
say, the first move or two in a 9x9 game.  the thinking here is that since the
endgame is essentially noise at this point, you might as well be greedy
before tactics become an issue.  that's probably faulty intuition, though.

on another note, has anyone just let their MC code rip for a day or two (or
maybe a week or more) on the first move alone?  i would think that if you
ordered the distribution of the resulting list, it would give very good 
information
about how well MC acts as a board-eval function.  (i.e. turn off all book lines,
turn off all rules about not playing on the first line or two early in the 
game, etc.
etc.  turn off all heuristics related to the opening and then print the 
distribution
over the board).  what are the top, say, 10 moves on a 9x9 board and how are
they distributed, and the top, say, 40 moves on a 19x19 board along with their
distribution?  if you fold board symmetries into your search, i suppose that you
can get a factor of 8 here.

my thinking is that if it's anything other than a very smooth distribution among
the top moves, that's a good indicator.

s.





 

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Re: [computer-go] MC approach

2007-02-08 Thread Don Dailey
I think there are 15 first moves in 9x9 go if you factor out the
symetries.
UCT isn't good at evauating all the moves, it will pick one of them and
spend most of it's time on it.But you could search each 1 at a time.

The UCT programs are memory bound, so you could search each of these 15
moves 1 at a time and study the scores.

- Don


On Thu, 2007-02-08 at 04:41 -0800, steve uurtamo wrote:
  The average score can contain a very large proportion of losees if it is
  compensated by bigger wins.
 
 yes, it is easy to see how this might cripple the play of an MC player.
 
 that 90% territory win that requires 3 opponent blunders is tempting enough
 to ignore the fact that all other non-blundering lines lead to 0.5 point 
 losses.
 
 i wonder if this kind of greediness might, however, be useful for selecting,
 say, the first move or two in a 9x9 game.  the thinking here is that since the
 endgame is essentially noise at this point, you might as well be greedy
 before tactics become an issue.  that's probably faulty intuition, though.
 
 on another note, has anyone just let their MC code rip for a day or two (or
 maybe a week or more) on the first move alone?  i would think that if you
 ordered the distribution of the resulting list, it would give very good 
 information
 about how well MC acts as a board-eval function.  (i.e. turn off all book 
 lines,
 turn off all rules about not playing on the first line or two early in the 
 game, etc.
 etc.  turn off all heuristics related to the opening and then print the 
 distribution
 over the board).  what are the top, say, 10 moves on a 9x9 board and how are
 they distributed, and the top, say, 40 moves on a 19x19 board along with their
 distribution?  if you fold board symmetries into your search, i suppose that 
 you
 can get a factor of 8 here.
 
 my thinking is that if it's anything other than a very smooth distribution 
 among
 the top moves, that's a good indicator.
 
 s.
 
 
 
 
 
  
 
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Re: [computer-go] MC approach

2007-02-08 Thread Chris Fant

I thought that the memory boundedness was completely fixed by not
expanding a UCT node until it has been visited X number of times.
Just increase X until you are no longer memory bound.  I don't recall
anyone reporting a loss in playing strength by doing this.


On 2/8/07, Don Dailey [EMAIL PROTECTED] wrote:

I think there are 15 first moves in 9x9 go if you factor out the
symetries.
UCT isn't good at evauating all the moves, it will pick one of them and
spend most of it's time on it.But you could search each 1 at a time.

The UCT programs are memory bound, so you could search each of these 15
moves 1 at a time and study the scores.

- Don


On Thu, 2007-02-08 at 04:41 -0800, steve uurtamo wrote:
  The average score can contain a very large proportion of losees if it is
  compensated by bigger wins.

 yes, it is easy to see how this might cripple the play of an MC player.

 that 90% territory win that requires 3 opponent blunders is tempting enough
 to ignore the fact that all other non-blundering lines lead to 0.5 point 
losses.

 i wonder if this kind of greediness might, however, be useful for selecting,
 say, the first move or two in a 9x9 game.  the thinking here is that since the
 endgame is essentially noise at this point, you might as well be greedy
 before tactics become an issue.  that's probably faulty intuition, though.

 on another note, has anyone just let their MC code rip for a day or two (or
 maybe a week or more) on the first move alone?  i would think that if you
 ordered the distribution of the resulting list, it would give very good 
information
 about how well MC acts as a board-eval function.  (i.e. turn off all book 
lines,
 turn off all rules about not playing on the first line or two early in the 
game, etc.
 etc.  turn off all heuristics related to the opening and then print the 
distribution
 over the board).  what are the top, say, 10 moves on a 9x9 board and how are
 they distributed, and the top, say, 40 moves on a 19x19 board along with their
 distribution?  if you fold board symmetries into your search, i suppose that 
you
 can get a factor of 8 here.

 my thinking is that if it's anything other than a very smooth distribution 
among
 the top moves, that's a good indicator.

 s.






 

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Re: [computer-go] MC approach

2007-02-08 Thread Magnus Persson

Quoting Don Dailey [EMAIL PROTECTED]:


I think there are 15 first moves in 9x9 go if you factor out the
symetries.
UCT isn't good at evauating all the moves, it will pick one of them and
spend most of it's time on it.But you could search each 1 at a time.

The UCT programs are memory bound, so you could search each of these 15
moves 1 at a time and study the scores.


It is perhaps better to do this experiment on 7x7 where it is actually known
what the best moves in the opening are so it is possible to judge the quality.
I am now not thinking about the first move mut more of finding a high quality
principal variation. I did some experiments long time ago with t least several
hours of computing time for some opening positions, but found that there were
some serious problems for many positions. Improvements or changes to the
program seemed to change the evaluation of opening positions almost randomly.

-Magnus
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Re: [computer-go] MC approach

2007-02-08 Thread Don Dailey
On Thu, 2007-02-08 at 08:59 -0500, Chris Fant wrote:
 I thought that the memory boundedness was completely fixed by not
 expanding a UCT node until it has been visited X number of times.
 Just increase X until you are no longer memory bound.  I don't recall
 anyone reporting a loss in playing strength by doing this.

There is a loss of playing strength as X grows,  but the loss 
grows very slowly.
  
Obviously, if you set X really high, it would not build much
of a tree and it would play very weak.

I have been planning to make this dynamic in Lazarus, but I
have not done so yet.   The idea is that X starts at 1 but
when the table fills up there is a consolidation pass where
the table is rebuilt, child nodes may fold back into their 
parents and X gets reset to a higher value.  As the search 
proceeds this may happen a few time, perhaps doubling the 
value of X each time.

In this way the program continues to scale smoothly.  There
is never a sudden out of memory wall and you can set the table
initiallly to any size that suits you.

I haven't bothered because I cannot detect a loss of strength
in values up to 100 but it's on my todo list - I know there is
a small loss of strength even if I cannot measure it.  

Right now, Lazarus simply stops searching and returns a move
when this happens, but I have X set high enough that it can
think for many minutes.

- Don



 
 On 2/8/07, Don Dailey [EMAIL PROTECTED] wrote:
  I think there are 15 first moves in 9x9 go if you factor out the
  symetries.
  UCT isn't good at evauating all the moves, it will pick one of them and
  spend most of it's time on it.But you could search each 1 at a time.
 
  The UCT programs are memory bound, so you could search each of these 15
  moves 1 at a time and study the scores.
 
  - Don
 
 
  On Thu, 2007-02-08 at 04:41 -0800, steve uurtamo wrote:
The average score can contain a very large proportion of losees if it is
compensated by bigger wins.
  
   yes, it is easy to see how this might cripple the play of an MC player.
  
   that 90% territory win that requires 3 opponent blunders is tempting 
   enough
   to ignore the fact that all other non-blundering lines lead to 0.5 point 
   losses.
  
   i wonder if this kind of greediness might, however, be useful for 
   selecting,
   say, the first move or two in a 9x9 game.  the thinking here is that 
   since the
   endgame is essentially noise at this point, you might as well be greedy
   before tactics become an issue.  that's probably faulty intuition, though.
  
   on another note, has anyone just let their MC code rip for a day or two 
   (or
   maybe a week or more) on the first move alone?  i would think that if you
   ordered the distribution of the resulting list, it would give very good 
   information
   about how well MC acts as a board-eval function.  (i.e. turn off all book 
   lines,
   turn off all rules about not playing on the first line or two early in 
   the game, etc.
   etc.  turn off all heuristics related to the opening and then print the 
   distribution
   over the board).  what are the top, say, 10 moves on a 9x9 board and how 
   are
   they distributed, and the top, say, 40 moves on a 19x19 board along with 
   their
   distribution?  if you fold board symmetries into your search, i suppose 
   that you
   can get a factor of 8 here.
  
   my thinking is that if it's anything other than a very smooth 
   distribution among
   the top moves, that's a good indicator.
  
   s.
  
  
  
  
  
  
   
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[computer-go] Suicide in MC playouts

2007-02-08 Thread Chris Fant

When I added code to by bot to prohibit single-stone suicide in the MC
playouts, I saw about a 200 ELO point gain plus an increase in pps due
to the shorter games.  I did not need to limit game length to 2x board
area.

When I added code to also prohibit multi-stone suicides in the MC
playouts, I saw the appearance of infinitely long games due to
unrestricted board repetition.  So I then had to add the 2x board area
limit.  But I also saw a significant drop in strength and a
significant drop in pps.

I understand that allowing multi-stone suicide seems like a bad idea,
but because it makes board repetition much more unlikely, it seems
like a good idea.

Do I have a bug?  Has anyone else actually tried prohibiting
single-stone suicide while allowing multi-stone suicide?
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Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread Magnus Persson

Quoting Chris Fant [EMAIL PROTECTED]:


I understand that allowing multi-stone suicide seems like a bad idea,
but because it makes board repetition much more unlikely, it seems
like a good idea.


I do not understand how you get a problem of board repetition, and how
multi-stone suicde help with that. Do you not prohibit ko recaptures? 
If you do
then more legal moves would prevent situation where ko are the only 
possibility.


-Magnus
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Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread dhillismail
  
 Sounds like a bug. The randomness of the moves should make infinite loops 
fairly rare (though not impossible) and your average game length should be 
close to 100 moves. 
 
 It's a good idea to step through playout games one move at a time. Also to 
run a lot of games, stopping to look at the final game state. And also to 
switch to step-at-a-time mode when/if a game has run more than 120 moves to 
examine what is causing the repetition. I've caught quite a few mystifying bugs 
this way. Are you implementing simple ko? Have you added some tactical rule 
like always make a capture if you can?
 
- Dave Hillis 
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Thu, 8 Feb 2007 10:45 AM
Subject: [computer-go] Suicide in MC playouts


When I added code to by bot to prohibit single-stone suicide in the MC 
playouts, I saw about a 200 ELO point gain plus an increase in pps due 
to the shorter games. I did not need to limit game length to 2x board 
area. 
 
When I added code to also prohibit multi-stone suicides in the MC 
playouts, I saw the appearance of infinitely long games due to 
unrestricted board repetition. So I then had to add the 2x board area 
limit. But I also saw a significant drop in strength and a 
significant drop in pps. 
 
I understand that allowing multi-stone suicide seems like a bad idea, 
but because it makes board repetition much more unlikely, it seems 
like a good idea. 
 
Do I have a bug? Has anyone else actually tried prohibiting 
single-stone suicide while allowing multi-stone suicide? 
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-08 Thread Sylvain Gelly

Hello,


Is there any known (by theory or tests) function of how much a increase
in the strength of the simulation policy increases the strength of the
MC/UCT Program as a whole?


I think that is a very interesting question.
In our work on MoGo we found that there could be a decrease of the
strength of the MC/UCT program while using a stronger simulation
policy. It is why in MoGo it is more the sequence idea, than the
strength idea. Our best simulation policy is quite weak compared to
others we tested.
But we have further experiments, in a work with David Silver from the
university of Alberta. We found out that the relation strong
simulation policy = strong MC program is wrong at a much larger
scale. So the intransivity is true even with much much stronger
simulation policies.

Of course there is the simple counter example of a deterministic
player. But our results  hold even if we randomise (in a lot of
manners, and tuning as best as we can the parameters) the much
stronger policy.

I have some theory about this phenomenon in general, but not enough
polished for the moment. I really think that understanding deeply
this experimental evidence, deeper than some intuition, would help
going further.
But maybe some already did.

Sylvain
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Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread Don Dailey
This makes no sense to me.   Most of us are working on how to improve
the quality of the quasi random simulations and you are considering
to allow the worst moves.   

Your eye rule probably keeps this from getting completely out of 
control,  but I would say allowing any suicide should greatly
increase the games lengths, not reduce it.

- Don


On Thu, 2007-02-08 at 10:45 -0500, Chris Fant wrote:
 When I added code to by bot to prohibit single-stone suicide in the MC
 playouts, I saw about a 200 ELO point gain plus an increase in pps due
 to the shorter games.  I did not need to limit game length to 2x board
 area.
 
 When I added code to also prohibit multi-stone suicides in the MC
 playouts, I saw the appearance of infinitely long games due to
 unrestricted board repetition.  So I then had to add the 2x board area
 limit.  But I also saw a significant drop in strength and a
 significant drop in pps.
 
 I understand that allowing multi-stone suicide seems like a bad idea,
 but because it makes board repetition much more unlikely, it seems
 like a good idea.
 
 Do I have a bug?  Has anyone else actually tried prohibiting
 single-stone suicide while allowing multi-stone suicide?
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Re: [computer-go] Paper presents results on proximity heuristic

2007-02-08 Thread Eric Boesch

On 2/7/07, David Doshay [EMAIL PROTECTED] wrote:



On 7, Feb 2007, at 1:35 PM, Don Dailey wrote:

 Although suicide can occasionally be the best move in some
 rule-sets,  I think it weakens your program to include it,

At best you are going to get a ko threat, so it requires a pretty
sophisticated program to know how and when to use it.



There are weird cases where suicide is more than just a ko threat.

http://www.goban.demon.co.uk/go/bestiary/rule_challenge.html

(Just picking nits.)
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-08 Thread Chris Fant

In our work on MoGo we found that there could be a decrease of the
strength of the MC/UCT program while using a stronger simulation
policy. It is why in MoGo it is more the sequence idea, than the
strength idea. Our best simulation policy is quite weak compared to
others we tested.


Could you elaborate on the sequence idea?  Or point me to somewhere
where you have already done so?
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-08 Thread Sylvain Gelly

Could you elaborate on the sequence idea?  Or point me to somewhere
where you have already done so?


Sure. We already describe it in our research report that you can find there:
http://hal.inria.fr/inria-00117266
or there if you prefers the web interface in english but with a longer URL :-)
http://hal.inria.fr/index.php?halsid=f72d067037f3b8f161448b400d117210view_this_doc=inria-00117266version=3

Sylvain
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Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread dhillismail
 Last one, I promise :) If your eye rule doesn't allow the defender to fill 
in behind the ko stone (the one in atari), that can set up infinite loop triple 
kos.
 
- Dave Hillis 
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Thu, 8 Feb 2007 12:19 PM
Subject: Re: [computer-go] Suicide in MC playouts


 This one's a long shot. If you get the simple ko rule a little bit wrong, 
you can run into a situation where a move that was illegal for black doesn't 
get reset correctly and white isn't allowed to move there either. This can lead 
to endless triple kos.
 
_ Dave Hillis
 
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Thu, 8 Feb 2007 11:24 AM
Subject: Re: [computer-go] Suicide in MC playouts


  
 Sounds like a bug. The randomness of the moves should make infinite loops 
fairly rare (though not impossible) and your average game length should be 
close to 100 moves. 
 
 It's a good idea to step through playout games one move at a time. Also to 
run a lot of games, stopping to look at the final game state. And also to 
switch to step-at-a-time mode when/if a game has run more than 120 moves to 
examine what is causing the repetition. I've caught quite a few mystifying bugs 
this way. Are you implementing simple ko? Have you added some tactical rule 
like always make a capture if you can?
 
- Dave Hillis 
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Thu, 8 Feb 2007 10:45 AM
Subject: [computer-go] Suicide in MC playouts


When I added code to by bot to prohibit single-stone suicide in the MC 
playouts, I saw about a 200 ELO point gain plus an increase in pps due 
to the shorter games. I did not need to limit game length to 2x board 
area. 
 
When I added code to also prohibit multi-stone suicides in the MC 
playouts, I saw the appearance of infinitely long games due to 
unrestricted board repetition. So I then had to add the 2x board area 
limit. But I also saw a significant drop in strength and a 
significant drop in pps. 
 
I understand that allowing multi-stone suicide seems like a bad idea, 
but because it makes board repetition much more unlikely, it seems 
like a good idea. 
 
Do I have a bug? Has anyone else actually tried prohibiting 
single-stone suicide while allowing multi-stone suicide? 
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Re: [computer-go] MC approach

2007-02-08 Thread Weston Markham

On 2/8/07, steve uurtamo [EMAIL PROTECTED] wrote:

i wonder if this kind of greediness might, however, be useful for selecting,
say, the first move or two in a 9x9 game.  the thinking here is that since the
endgame is essentially noise at this point, you might as well be greedy
before tactics become an issue.  that's probably faulty intuition, though.


I believe that I have had some success with an approach like this,
actually.  I believe that I initially only tally games that are won by
a certain margin, and reduce that margin to zero as the game
progresses.  I am pretty sure that this improves upon straight Monte
Carlo.  I think that I can get some numbers on it, if anyone is
interested.

Weston
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Re: [computer-go] Monte-Carlo Go simulation

2007-02-08 Thread Sylvain Gelly

One simple explaination could be that a random player shamelessly tries all
moves (very bad ones but also very nice tesuji) whereas the stronger player
is restricted by its knowledge and will always miss some kind of moves.


Here we are not speeking about the pruning in the tree, but the
simulation player. The tree must explore every move, to avoid missing
important ones. However we totally don't care if all possible games
can or not be played by the simulation player. What we care about is
the expectation of the wins by self play.
If the simulation player sometimes play meaningful sequences but with
a very small probability, then it has very little influence on the
expectation.

It seems to me that the explanation may be more complicated.

Sylvain
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Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread David Doshay

This sounds backwards.

If multi-stone suicides ARE allowed then it opens up board areas
that can then be replayed. This could lead to infinitely long games.

Cheers,
David



On 8, Feb 2007, at 7:45 AM, Chris Fant wrote:


When I added code to also prohibit multi-stone suicides in the MC
playouts, I saw the appearance of infinitely long games due to
unrestricted board repetition.


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Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread Christoph Birk

On Thu, 8 Feb 2007, Chris Fant wrote:

When I added code to also prohibit multi-stone suicides in the MC
playouts, I saw the appearance of infinitely long games due to
unrestricted board repetition.  So I then had to add the 2x board area
limit.  But I also saw a significant drop in strength and a
significant drop in pps.


My program has this limit too, but there are VERY few games (1 in 10)
that have to be stopped. The typical game is more like 100 moves.
There must be a bug in the program if it plays better with suicide.

Christoph

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Re: [computer-go] Monte-Carlo Go simulation

2007-02-08 Thread Sylvain Gelly

It seems i was ambiguous: I was speaking of the simulation player too.
What i meant is a random simulation player is not biased, whereas a better
simulation player is biased by its knowledge, and thus can give wrong
evaluation of a position.

I think we have to start defining what the bias. For me the bias is
the difference between the expected value of the outcomes of playouts
by the simulation player and the real minimax value. In this
definition the uniform random simulation player is VERY biased and
gnugo much less.


A trivial example is GNU Go: its analyze is sometimes wrong.

Of course, if not computer go would be solved :-).


Even if it is obviously much stronger than a random player, it would give wrong 
result if used as a simulation player.

Hum, are you sure? I think that GnuGo with randomisation, (and much
faster of course) would make a very good simulation player (much
better than any existing simulation player). But a weaker player than
GnuGo can make an even better simulation player.


David Doshay experiments with SlugGo showed that
searching very deep/wide does not improve a lot the strength of the engine,
which is bound by the underlying weaknesses of GNU Go.

Yes, this a similar non trivial result. I think there are more
existing experimental and theoritical analysis of this, though.
Perhaps such an analysis already exist for MC also, it is just that I
don't know.


Or maybe i just understood nothing of what you explained ;)

It was not really explanations, just thoughts. I have no the
solution, just think that it is an interesting question, and that it
may be discussed. May be from a strong explanation of this phenomenon
could come new ideas.

I understand all these counter examples, I just think that it is more
complicated than that.

Sylvain
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Re[2]: [computer-go] Why not forums?

2007-02-08 Thread Dmitry Kamenetsky
Actually this is all I ever wanted! Now if only I could convince the whole 
Computer Go community to use it, but that seems unlikely :)

-Original Message-
From: Joshua Shriver [EMAIL PROTECTED]
To: Dmitry Kamenetsky [EMAIL PROTECTED], computer-go 
computer-go@computer-go.org
Date: Wed, 7 Feb 2007 09:35:54 -0500
Subject: Re: [computer-go] Why not forums?

 
 I've had a computer go forum running for a while but has low traffic.
 http://www.olympuschess.com/phpBB2
 
 -josh
 
 On 2/4/07, Dmitry Kamenetsky [EMAIL PROTECTED] wrote:
  Hello everyone,
 
  Why can't we use proper forums instead of this outdated list? Forums are 
  easier to keep track of and search for messages. As a start we can use 
  Yahoo groups. What do you think?
 
 
  Cheers,
  Dmitry
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Re: Re[2]: [computer-go] Why not forums?

2007-02-08 Thread terry mcintyre
Now that's low traffic! One post in May of 2006, and since then, nada. No 
spambots, no griefers. :)
 
Terry McIntyre

-Original Message-
From: Joshua Shriver [EMAIL PROTECTED]
To: Dmitry Kamenetsky [EMAIL PROTECTED], computer-go 
computer-go@computer-go.org
Date: Wed, 7 Feb 2007 09:35:54 -0500
Subject: Re: [computer-go] Why not forums?

 
 I've had a computer go forum running for a while but has low traffic.
 http://www.olympuschess.com/phpBB2
 
 -josh
 
 On 2/4/07, Dmitry Kamenetsky [EMAIL PROTECTED] wrote:
  Hello everyone,
 
  Why can't we use proper forums instead of this outdated list? Forums are 
  easier to keep track of and search for messages. As a start we can use 
  Yahoo groups. What do you think?
 
 
  Cheers,
  Dmitry
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Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Unknown
On Thu, 2007-02-08 at 15:55 -0500, Don Dailey wrote:

 The children of one parent almost certainly will have different 64 bit 
 keys than the children of the other parent.  

Not if the parents collide.
(apart from symmetry/canonical considerations):
if H(A)==H(B),
then after applying move 'm'

-- H(A) ^ some_constant == H(B) ^ some_constant

So if you use Zobrist[move] as a some_constant value
(which I understand you do),
then if both parent moves A,B have a successor move (coordinate+color)
in common,
the resulting hashes for the successors will also collide.

 I don't see how you can conclude that I'm not getting much extra 
 safety.
 
 By the way, I use zobrist hashing with XOR to generate these keys and 
 do all the rotations - choosing the smallest key of the 8 possible 
 tranforms as the cannonical key.   In most cases 8 positions will

IIRC, choosing the smallest may cause some unwanted effects. Not sure...

 hash to this same key but the positions are symetrically equivalent.

You mean: _after the canonisation_ they hash to the same key.


 
 You could of course look at it backwards,  what are the odds that
 2 child keys will match?  If you can find 2 that do match,  what are

For two children of the same parent, this is (given an adequate Zobrist
table) impossible. After canonisation, this is unclear (but can be
guaranteed by careful construction of the Zobrist tables).


 the odds that their parents will also have a matching key?   I 
 think this is very unlikely.

I think this is just as likely as the other way around,
since the ^ is its own inverse function.

HTH,
AvK


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Re: [computer-go] Monte-Carlo Go simulation

2007-02-08 Thread David Doshay
I think that the bias Alain meant is the choice of moves that control  
the

branching factor. If I understand correctly, this can happen differently
in two places in MoGo: once in the branching below a node in the UCT
tree, and either the same or differently in the random playouts.

In some ways this is like SlugGo, where branching at the first level
(our move) may or may not be determined in the same way as at
the next (their guessed reply). If SlugGo is set for multiple levels of
branching in the lookahead we do the same thing but from the other
perspective. But for deeper linear lookahead things are different, just
like in your random playouts.

Alain's point, that knowledge can both help narrow the search to good
moves and at the same time steer you away from the best move is
absolutely true in SlugGo's case. This is the primary reason we have
always wanted to have multiple Go engines making move suggestions,
not just multiple instantiations of the same engine like we have now.

But we could get up and running faster with one engine, so that is
where we are now. Hopefully not much longer ...

Cheers,
David



On 8, Feb 2007, at 2:09 PM, Sylvain Gelly wrote:

It seems i was ambiguous: I was speaking of the simulation player  
too.
What i meant is a random simulation player is not biased, whereas  
a better

simulation player is biased by its knowledge, and thus can give wrong
evaluation of a position.

I think we have to start defining what the bias. For me the bias is
the difference between the expected value of the outcomes of playouts
by the simulation player and the real minimax value. In this
definition the uniform random simulation player is VERY biased and
gnugo much less.


A trivial example is GNU Go: its analyze is sometimes wrong.

Of course, if not computer go would be solved :-).

Even if it is obviously much stronger than a random player, it  
would give wrong result if used as a simulation player.

Hum, are you sure? I think that GnuGo with randomisation, (and much
faster of course) would make a very good simulation player (much
better than any existing simulation player). But a weaker player than
GnuGo can make an even better simulation player.


David Doshay experiments with SlugGo showed that
searching very deep/wide does not improve a lot the strength of  
the engine,

which is bound by the underlying weaknesses of GNU Go.

Yes, this a similar non trivial result. I think there are more
existing experimental and theoritical analysis of this, though.
Perhaps such an analysis already exist for MC also, it is just that I
don't know.


Or maybe i just understood nothing of what you explained ;)

It was not really explanations, just thoughts. I have no the
solution, just think that it is an interesting question, and that it
may be discussed. May be from a strong explanation of this phenomenon
could come new ideas.

I understand all these counter examples, I just think that it is more
complicated than that.

Sylvain
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Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread David Doshay

We had this same problem and wasted a huge amount of time and
energy on trying to determine the right canonical key. I felt both
proud and stupid when I realized: it really does not make any
difference which is the canonical key, so we just declare the first
one that we find to be the canonical. The rest are the transformed
versions.

Cheers,
David



On 8, Feb 2007, at 3:18 PM, Unknown wrote:
Don wrote:

 - choosing the smallest key of the 8 possible
tranforms as the cannonical key.   In most cases 8 positions will


IIRC, choosing the smallest may cause some unwanted effects. Not  
sure...


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Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread steve uurtamo
   tranforms as the cannonical key.   In most cases 8 positions will
  
  IIRC, choosing the smallest may cause some unwanted effects. Not sure...

 It's not quite as good as using 64 bits free and clear because there is
 compression towards the lower bits.

i must be missing something here -- the whole point of canonicalization is
that you want to be able to recognize a 'book line' when it appears, even if
you have to rotate and/or reflect your board in order to match the book line,
right?  you save 8x the space by only stashing one copy of the book line,
and by using some canonical version of the hash key and doing 8 transforms
on every board position when the game move is less than the longest known
line length, or somesuch.

if you're only storing a few hundred lines, or a few thousand, why not store
all 8 copies?  then it's just a lookup with no extra transforms.

s.




 

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Re: Re[2]: [computer-go] Why not forums?

2007-02-08 Thread Jeff Nowakowski
On Fri, 2007-02-09 at 01:35 +0300, Dmitry Kamenetsky wrote:
 Actually this is all I ever wanted! Now if only I could convince the
  whole Computer Go community to use it, but that seems unlikely :)

Smiley aside, wouldn't it be more constructive to do as somebody else
suggested, and use the email list as a feed into whatever interface you
prefer?  Why ask everybody to switch?

-Jeff

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Re: [computer-go] Suicide in MC playouts

2007-02-08 Thread Chris Fant

Okay, I found the bug.  There was actually two.  I won't bore you with
the details.  Sorry for wasting everyone's time.
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Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Unknown
On Thu, 2007-02-08 at 15:58 -0800, steve uurtamo wrote:
tranforms as the cannonical key.   In most cases 8 positions will
   
   IIRC, choosing the smallest may cause some unwanted effects. Not sure...
 
  It's not quite as good as using 64 bits free and clear because there is
  compression towards the lower bits.
 
 i must be missing something here -- the whole point of canonicalization is
 that you want to be able to recognize a 'book line' when it appears, even if
 you have to rotate and/or reflect your board in order to match the book line,
 right?  you save 8x the space by only stashing one copy of the book line,
 and by using some canonical version of the hash key and doing 8 transforms
 on every board position when the game move is less than the longest known
 line length, or somesuch.

Yes. But Don's confusion was independent of the canonicalization, though
it was probably caused by it.

 
 if you're only storing a few hundred lines, or a few thousand, why not store
 all 8 copies?  then it's just a lookup with no extra transforms.
 

Sure. It is just an engineering decision: do you want to waste the
RAM-space, or only the CPU-time. For a few hundred records, optimising
for space is probably not worth the effort. For a larger fuseki /
joseki /pattern book, it probably is. CPU is cheaper than RAM, and a
cache miss is worth tens of instructions. It depends. (though travel
light is always a good adagium, see David Fotlands hilarious
compression of a joseki library into 12 bits/move, IIRC ;-)

BTW: once you choose the /8 gain by implementing canonicalization,
you'll probably want to implement /2 color-swaps, too. (but this will
only be profitable for libraries, not for 'history' such as in Don's
case.)

HTH,
AvK

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RE: [computer-go] MC Go Effectiveness

2007-02-08 Thread David Fotland
 light is always a good adagium, see David Fotlands hilarious 
 compression of a joseki library into 12 bits/move, IIRC ;-)
 

More like 10 bits per move to store the joseki DAG, moves, pointers, and
good/bad/trick flags.  I would never do anything like that now, but back
then the entire go program including joseki library had to fit in about 300
KB of memory (DOS) on PCs that typically only had 512 KB to 1 MB total
memory.  The library fit about 50K positions in about 60 KB.

David


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Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Don Dailey
On Thu, 2007-02-08 at 15:36 -0800, David Doshay wrote:
 We had this same problem and wasted a huge amount of time and
 energy on trying to determine the right canonical key. I felt both
 proud and stupid when I realized: it really does not make any
 difference which is the canonical key, so we just declare the first
 one that we find to be the canonical. The rest are the transformed
 versions.

Yes, that would work here perfectly.  You just search all 8 until
you find it or you don't.


 Cheers,
 David
 
 
 
 On 8, Feb 2007, at 3:18 PM, Unknown wrote:
 Don wrote:
   - choosing the smallest key of the 8 possible
  tranforms as the cannonical key.   In most cases 8 positions will
 
  IIRC, choosing the smallest may cause some unwanted effects. Not  
  sure...
 
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Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread steve uurtamo
 It depends. (though travel light is always a good adagium,
 see David Fotlands hilarious compression of a joseki library
 into 12 bits/move, IIRC ;-)

this reminds me of an old-school optimized piece of scrabble-playing
code.  there was a routine that would take an ascii list of words and
create a DAG out of them, as a ready-made object file, with
headers and everything.  the makefile linked the playing routine
against it, creating a ready-made array that existed at runtime.

http://www.gtoal.com/wordgames/gatekeeper/crab.sh.txt

truly an awesome piece of software.

it requires some minor modification to work on a modern machine,
but it's well worth the effort.

s.




 

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Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Don Dailey
On Thu, 2007-02-08 at 15:58 -0800, steve uurtamo wrote:
tranforms as the cannonical key.   In most cases 8 positions will
   
   IIRC, choosing the smallest may cause some unwanted effects. Not sure...
 
  It's not quite as good as using 64 bits free and clear because there is
  compression towards the lower bits.
 
 i must be missing something here -- the whole point of canonicalization is
 that you want to be able to recognize a 'book line' when it appears, even if
 you have to rotate and/or reflect your board in order to match the book line,
 right?  you save 8x the space by only stashing one copy of the book line,
 and by using some canonical version of the hash key and doing 8 transforms
 on every board position when the game move is less than the longest known
 line length, or somesuch.
 
 if you're only storing a few hundred lines, or a few thousand, why not store
 all 8 copies?  then it's just a lookup with no extra transforms.

Well then my collision rate would go up signficantly.   I don't think
it's a big issue with 64 bits but there is no performance issues with
lookup speed and the routine to do the tranforms has to be there no
matter what - it's now isolated to one routine.   And why waste the
memory if there is no performance issues? I current keep the
book sorted in memory and I would prefer to keep it reasonably small
in the case I may someday have tens of thousands of moves.

Of course by  then I probably would have chosen a different storage
scheme.This discussion has generated enough ideas that I may
consider some changes.

- Don



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Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread Don Dailey
On Thu, 2007-02-08 at 18:43 -0800, steve uurtamo wrote:
  It depends. (though travel light is always a good adagium,
  see David Fotlands hilarious compression of a joseki library
  into 12 bits/move, IIRC ;-)
 
 this reminds me of an old-school optimized piece of scrabble-playing
 code.  there was a routine that would take an ascii list of words and
 create a DAG out of them, as a ready-made object file, with
 headers and everything.  the makefile linked the playing routine
 against it, creating a ready-made array that existed at runtime.
 
 http://www.gtoal.com/wordgames/gatekeeper/crab.sh.txt
 
 truly an awesome piece of software.
 
 it requires some minor modification to work on a modern machine,
 but it's well worth the effort.

I wrote a scrabble program demo in perl with Tk because someone told me
it would be too slow to be practical (several years ago.)  
Even then it found a good move within a second or two.

The way I stored the dictionary was interesting, but I can't quite
remember the details.   I think each word was stored several times
in the dictionary, a hash of each starting prefix.  a,ap,app,appl,apple
something like that.

I was fun and it was pretty but it wasn't good, it basically maximized
it's choices which isn't a good strategy against good players.

- Don



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Re[4]: [computer-go] Why not forums?

2007-02-08 Thread Dmitry Kamenetsky
I was only joking. Ofcourse I will do as you suggested. I just didn't realize 
that it was possible to use the email list as a feed.

Thank you everyone for your constructive feedback and suggestions. Consider 
this topic closed.

-Original Message-
From: Jeff Nowakowski [EMAIL PROTECTED]
To: Dmitry Kamenetsky [EMAIL PROTECTED], computer-go 
computer-go@computer-go.org
Date: Thu, 08 Feb 2007 19:13:09 -0500
Subject: Re: Re[2]: [computer-go] Why not forums?

 
 On Fri, 2007-02-09 at 01:35 +0300, Dmitry Kamenetsky wrote:
  Actually this is all I ever wanted! Now if only I could convince the
   whole Computer Go community to use it, but that seems unlikely :)
 
 Smiley aside, wouldn't it be more constructive to do as somebody else
 suggested, and use the email list as a feed into whatever interface you
 prefer?  Why ask everybody to switch?
 
 -Jeff
 
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Re: [computer-go] MC Go Effectiveness

2007-02-08 Thread David Doshay

On 8, Feb 2007, at 6:42 PM, Don Dailey wrote:


On Thu, 2007-02-08 at 15:36 -0800, David Doshay wrote:

We had this same problem and wasted a huge amount of time and
energy on trying to determine the right canonical key. I felt both
proud and stupid when I realized: it really does not make any
difference which is the canonical key, so we just declare the first
one that we find to be the canonical. The rest are the transformed
versions.


Yes, that would work here perfectly.  You just search all 8 until
you find it or you don't.


No, we opted to store all 8 and have every hash jump to its canonical
hash for the followup. You either get a hash hit with whatever you
calculate off of the board or it is the first time you have seen it.  
After

you have the followup then you transform that move back.

We chose this method because we do all of our book storage while
NOT in a game, but offline at another time. I also took this path
because I feel that RAM is free.

Cheers,
David




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