Re: [computer-go] Re: Big board. Temperature

2007-03-01 Thread alain Baeckeroot
Physics temperature is a macroscopic description (global) of the underlying
(un)-stability, so it comes to mind very quickly :)
Unfortunately the term temperature used in Computer Game theory is misleading
for physicists. CGT-temperature = value of the best move in go, this has
very little relation do with a global description of unstability.

(I propose to ban the term temperature from CGT, and replace it by value,
unless someone can explain the link with temperature in physics, and shows
some identical properties ;-)

Le jeudi 1 mars 2007 08:27, Darren Cook a écrit :
 Just trying to understand what you guys are talking about... I realize
 it is a rather small picture, but do the terminal positions of 19x19
 games between very strong players show more fractal qualities (or some
 other physics thing) than between, say, 15 kyu amateurs?
Yes. Pro games are near a limit of (un)-stability.
It seems one see the kind of physics he knows better (D.Doshay sees magnetic
transition, D.Hillis percolation and spin glass, i see fluid dynamics and
solidification ...)
The common denominator is a critical state, with sudden change in properties,
from a nearly homogeneous state.
- Beginners are under critical
- Pro near critical
- (Quasi) Random players above critical.

 
 Or, from another angle, how do you imagine a very large board would look
 in a game between two very strong players? And would it be any different
 for 15 kyu players?
For sure. On 19x19 one can estimate players strenght by seeing a position.
15 kyu is ugly ;) (overconcentrated, hyperstatic, not mixed, very little Work
of stones/groups, ...)

Alain
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Re: [computer-go] Re: Big board. Temperature

2007-03-01 Thread Jason House

alain Baeckeroot wrote:

(I propose to ban the term temperature from CGT, and replace it by value,
unless someone can explain the link with temperature in physics, and shows
some identical properties ;-)
  
While I bet most of us dislike the term, it seems to express an inherent 
concept.  Renaming temperature to value will lose that.  I know that 
when I first came across the term temperature, I had to look up what it 
meant and then learned something.  If it was value, I never would have.

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[computer-go] MC - Estimating a moves true probability of winning

2007-03-01 Thread Jacques Basaldúa

Hello Jason

I think what you are trying to do can be done more easily.

A. You have a Bernoulli random variable whose result is 0 or 1
following an unknown probability p. (Excuse me for explaining
obvious things, this is for anyone who reads it.) You want to
estimate p from a random sample. The estimator of p computed
from the sample is usually called p-hat (a ^ char on a p)
Of course, the same board position produces 0 or 1 with the
same probability p.

B. You cont the number of wins. Therefore, you have a
random variable which follows a BINOMIAL (n, p) being
n the sample size.

C. To compare if a move is better than another, you have
to compare _confidence intervals_. I.e. the interval in which
p (the unknown probability) lies computed from your
observed p-hat, n and a desired confidence level, say 95%.
These intervals can be computed with methods you can
find searching for Confidence Interval for a Binomial
Proportion. The most used are Wilson and Agresti-Coull
intervals. These intervals include continuity correction
as you mention in your post. Other ways of comparing
proportions are: The difference between proportions, the
relative risk and the odds ratio to name a few. My Bible
for this is a book called Categorical Data Analysis from
Alan Agresti published by Wiley  Sons.

 To use these results, you must make some assumption
 about the underlying distribution of a move's probability
 of winning.

That's the good news. You don't. There is no need to
understand what complex mechanism produces p. Only
that: same position == same p.

*Do not* expect a sound statistical analysis to tell you
the best move, unless it is very obvious, n is immense or
your confidence level is extremely low. But, if you are
lucky, it will tell you what moves are clearly bad and can
be safely (= with a given confidence) pruned out.

Computing distributions is not as hard as it may seem
because you can interpolate from a LUT with reasonable
precision. Anyway, even if I have the statistical skills
to do that, I personally am not doing things that well
because I believe computing time is more productive
doing more simulations than quality control. I may
be wrong.

Jacques.
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Re: [computer-go] Re: Big board. Temperature

2007-03-01 Thread Darren Cook
 it is a rather small picture, but do the terminal positions of 19x19
 games between very strong players show more fractal qualities (or some
 other physics thing) than between, say, 15 kyu amateurs?

 Yes. Pro games are near a limit of (un)-stability. ...
 - Beginners are under critical
 - Pro near critical
 - (Quasi) Random players above critical.

It'd be an interesting experiment to see if you can train a neural
network to be shown a large set of final positions (*) from each of A:
pro, B: 10-15kyu, and C: random player, and be able to categorize them
correctly. My guess would've been that A and B look very similar, but
unfortunately I don't have the time to investigate currently.

Darren

*: To avoid a bias due to pros recognizing and resigning lost games
earlier, it'd have to be games that were actually scored and the size of
the win was no more than around 4 pts.
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Re: [computer-go] Re: Big board. Temperature

2007-03-01 Thread alain Baeckeroot
Le jeudi 1 mars 2007 11:51, Jason House a écrit :
 alain Baeckeroot wrote:
  (I propose to ban the term temperature from CGT, and replace it by 
  value,
  unless someone can explain the link with temperature in physics, and shows
  some identical properties ;-)

 While I bet most of us dislike the term, it seems to express an inherent 
 concept.
OK. Do you have some good link which clearly explain CGT temperature ?
Nowhere i find something explaining why it is a good name,
in the sense it is alike what all physicists call temperature (= more
or less global average of underlying agitation*density).

 Renaming temperature to value will lose that.  I know that  
 when I first came across the term temperature, I had to look up what it 
 meant and then learned something.  If it was value, I never would have.
I read some papers about thermography in go, and in this papers
it was much more clear if i replace temperature with value.

Some clever temperature stuff sounds trivial if you replace it by the word
value. Like saying winning strategy = play the highest temperature point.
Also except in small yose, it is hard to have a thermometer, about
as hard as a valuemeter ;-)

I agree that using value could also be misleading, but it seems much better
name than temperature.
maybe cgtemperate, or cvalue ?

Cheers
Alain
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Re: [computer-go] Re: Big board. Temperature

2007-03-01 Thread steve uurtamo
 *: To avoid a bias due to pros recognizing and resigning lost games
 earlier, it'd have to be games that were actually scored and the size of
 the win was no more than around 4 pts.

i don't think that i've ever seen a 15kyu game that was that close.

s.





 

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Re: [computer-go] Re: Big board. Temperature

2007-03-01 Thread Nick Wedd
In message [EMAIL PROTECTED], alain 
Baeckeroot [EMAIL PROTECTED] writes

Physics temperature is a macroscopic description (global) of the underlying
(un)-stability, so it comes to mind very quickly :)
Unfortunately the term temperature used in Computer Game theory is misleading
for physicists. CGT-temperature = value of the best move in go, this has
very little relation do with a global description of unstability.

(I propose to ban the term temperature from CGT, and replace it by value,
unless someone can explain the link with temperature in physics, and shows
some identical properties ;-)


This would be confusing.  A position in CGT has a value and a 
temperature.  If you really want to use some other word for temperature, 
don't choose a word that already has a different meaning in the same 
context.


By the way - I thought CGT stood for Combinatorial Game Theory.

Nick
--
Nick Wedd[EMAIL PROTECTED]
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Re: [computer-go] Re: Big board. Temperature

2007-03-01 Thread Al
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

steve uurtamo wrote:
 *: To avoid a bias due to pros recognizing and resigning lost games
 earlier, it'd have to be games that were actually scored and the size of
 the win was no more than around 4 pts.
 
 i don't think that i've ever seen a 15kyu game that was that close.
 
 s.
 

I play them all the time. Obviously you can find SOME, even if they are
rare ; )

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Version: GnuPG v1.4.6 (GNU/Linux)

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2Di7z9wnFH8SpaIaEypRB/U=
=rnBI
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Re: [computer-go] Re: Big board. Temperature

2007-03-01 Thread steve uurtamo
 Nowhere i find something explaining why it is a good name,
 in the sense it is alike what all physicists call temperature (= more
 or less global average of underlying agitation*density).

you'll probably be happier just noting that it's an appropriation of the
word 'temperature' in use in a different field in a different context.

if physicists had invented CGT, they might have used a different word,
but they didn't, because they were busy ... doing physics.

s.




 

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in 45,000 destinations on Yahoo! Travel to find your fit.
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Re: [computer-go] Re: Big board. Temperature

2007-03-01 Thread alain Baeckeroot
Le jeudi 1 mars 2007 12:36, Nick Wedd a écrit :
 [EMAIL PROTECTED] writes
 (I propose to ban the term temperature from CGT, and replace it by value,
 unless someone can explain the link with temperature in physics, and shows
 some identical properties ;-)
 
 This would be confusing.  A position in CGT has a value and a 
 temperature.  If you really want to use some other word for temperature, 
 don't choose a word that already has a different meaning in the same 
 context.
Ah, this shows how much i misunderstood what i have read on the topic :-(

 
 By the way - I thought CGT stood for Combinatorial Game Theory.
Yes, it was big brain lag.

Alain
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Re: [computer-go] Re: Big board

2007-03-01 Thread dhillismail
 I think it would make the most sense to make the measurements at the stage 
of the game where a human expert would find it easiest to distinguish them by 
looking at the board (After the first 30 moves?) Waiting till the end probably 
isn't ideal, although it was a perfectly good place to start.
 
 There might be some other physics thing but fractal dimension is out for 
19x19. If I want to measure the fractal dimension of a 512x512 board, I make a 
measurement, reduce the x and y dimensions by a factor of 2, and repeat until 
done. Then I try to fit a curve to the 8 or so resulting points: not great, but 
doable. If I start with 19x19, I wind up trying to fit a curve to a couple of 
points: garbage. Or maybe there's some clever way to make a 19x19 game 
effectively bigger by looking at the sequence of moves and measure the fractal 
dimension of that.
 
Dave Hillis
 
 
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Thu, 1 Mar 2007 3:27 AM
Subject: Re: [computer-go] Re: Big board


 Chris Fant opened a door by demonstrating how easy it is to generate
 a decent sized image from a go game using fast playout games. ...
 ... But there's not a lot to be done with a 19x19 grid.
 ...
 And I agree with you that the middle image is getting close to a
 proper fractal but not yet there.

Just trying to understand what you guys are talking about... I realize
it is a rather small picture, but do the terminal positions of 19x19
games between very strong players show more fractal qualities (or some
other physics thing) than between, say, 15 kyu amateurs?

Or, from another angle, how do you imagine a very large board would look
in a game between two very strong players? And would it be any different
for 15 kyu players?

Darren

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[computer-go] GTPv3

2007-03-01 Thread Łukasz Lew

Hi,

There are some issues that are not so well defined in GTP v2.
Maybe GTP v3 should be released to avoid too much legacy later?

1.
The most important thing is controller - engine architecture.
There are situations that engine would like to have the control. For instance
When he want to send commands to GUI to draw something while he is working.

In gogui this is solved by using stderr to send those commands, but:
- stderr is not network transparent
- syntax is not standardized
- there is no confirmation about success / failure for those commands.

2.
The second thing is that there are many variables in the engine (komi,
board size, time, etc).
Developers tend to have more of them to control various parameters of
the engine.
End users could like to have some control over strength of the algorithm, etc.

3. If GTP would supports chats, KGS would probably implement it.

4. Opponent identification.

5. Interrupt. Users do not always want to wait until the program finish work.
 GoGui uses comment #interrupt to do it, but this is a hack.
(this is somewhat related to 1.)

6. Position setup. I had conversation with Marcus about setup in GoGui.
And we concluded that there should be a separate command for that.

Would You like to have those issues solved?
I hope we can get somewhere. :)

Best Regards,
Łukasz
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Re: [computer-go] GTPv3

2007-03-01 Thread Don Dailey
Hi Łukasz,

Maybe something could be borrowed from UCI, the universal chess 
interface.   It is a really well designed protocol that serves
the same purpose as GTP does for go,   but it's for chess.

It's about at the same point GTP is,  most chess programs support
it and interfaces are available for it.

  http://www.uciengines.de/UCI_Protocol/uci_protocol.html

I'm not suggesting we switch protocols,  but perhaps we could 
take a look at UCI and borrow some of it's better features for
an updated GTP.

Now, it's about time someone posts that we should be on the
GTP list :-)

- Don



On Thu, 2007-03-01 at 13:22 +0100, Łukasz Lew wrote:
 Hi,
 
 There are some issues that are not so well defined in GTP v2.
 Maybe GTP v3 should be released to avoid too much legacy later?
 
 1.
 The most important thing is controller - engine architecture.
 There are situations that engine would like to have the control. For instance
 When he want to send commands to GUI to draw something while he is working.
 
 In gogui this is solved by using stderr to send those commands, but:
 - stderr is not network transparent
 - syntax is not standardized
 - there is no confirmation about success / failure for those commands.
 
 2.
 The second thing is that there are many variables in the engine (komi,
 board size, time, etc).
 Developers tend to have more of them to control various parameters of
 the engine.
 End users could like to have some control over strength of the algorithm, etc.
 
 3. If GTP would supports chats, KGS would probably implement it.
 
 4. Opponent identification.
 
 5. Interrupt. Users do not always want to wait until the program finish work.
   GoGui uses comment #interrupt to do it, but this is a hack.
  (this is somewhat related to 1.)
 
 6. Position setup. I had conversation with Marcus about setup in GoGui.
 And we concluded that there should be a separate command for that.
 
 Would You like to have those issues solved?
 I hope we can get somewhere. :)
 
 Best Regards,
 Łukasz
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Re: [computer-go] GTPv3

2007-03-01 Thread Markus Enzenberger
On Thu March 1 2007 05:22, Łukasz Lew wrote:
 The most important thing is controller - engine architecture.
 There are situations that engine would like to have the control. For

these requests come up once in a while, but IMO the clear separation between 
who is the controller and the engine is a big advantage of GTP. It makes both 
the implementation of engines and controllers much easier.

Can you do simple, single-threaded controller scripts with UCI? Is it used for 
as many use cases as GTP is, ranging from regression testing to any kind of 
automated experiments with Go engines?

The Go server protocols are designed for humans and asynchronous sending of 
messages between them at any time, but does it make sense for a computer 
engine to allow it to start chatting, whenever it feels like it?

I think that GTP should not be extended in a way that makes the implementation 
of engines or controllers more complicated.

 In gogui this is solved by using stderr to send those commands, but:
 - stderr is not network transparent

Remi Coulom convinced me that it is more convenient for the engine to write to 
standard error and he was right. Typically the GTP interface is only one of 
several interfaces to lower level Go engine code and you don't want to make 
lower level code aware of this.

One idea I had in mind to address this was to allow the engine to send comment 
lines before the actual response. Then you could tunnel the standard error 
output through a network connection in these comment lines, maybe starting 
with a special keyword.

It would need only a minor modification to existing controllers to ignore all 
text before the response. Alternatively, one could extend the tools GtpServer 
and NetGtp in the GoGui package to internally transmit standard error text in 
such a way, that would be transparent for the engine and controller on 
different hosts.

 6. Position setup. I had conversation with Marcus about setup in GoGui.
 And we concluded that there should be a separate command for that.

The coming version 1.0 of GoGui will support a setup command. It is a 
simplified version of a suggestion I made a while ago to the GTP list and 
uses a syntax like:

gogui-setup b A1 b B2 w C3

Originally I had an undoable setup command in mind to incrementally follow 
setup stones in SGF trees, but it is much easier for engine programmers to 
handle only full position setup on empty boards, so GoGui will follow the SGF 
properties incrementally and translate setup nodes into clear_board / 
gogui-setup sequences.

- Markus
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Re: [computer-go] GTPv3

2007-03-01 Thread Phil G
 The coming version 1.0 of GoGui will support a setup command. It is a 
 simplified version of a suggestion I made a while ago to the GTP list and 
 uses a syntax like:
 
 gogui-setup b A1 b B2 w C3

I would like to suggest using the command setup_sequence instead to miror the 
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Re: [computer-go] GTPv3

2007-03-01 Thread Markus Enzenberger
On Thursday 01 March 2007, Phil G wrote:
 I would like to suggest using the command setup_sequence instead to miror
 the play_sequence command which was introduced by GoGui (I believe).

I finally followed the GTP (draft) standard and used a prefix separated by a 
hyphen for non-standard extension commands, so play_sequence 
became gogui-play_sequence.

setup_sequence wouldn't be a good name, because the setup stones are not a 
sequence, you can specify them in any order.

There will also be a second command gogui-setup_player for setting the color 
to play, but support for that is optional, since it is not strictly necessary 
that the engine is informed about the color to play. The genmove and play 
commands are sent with a color argument anyway.
If an engine does not support gogui-setup, setup stones will be sent as moves 
as previously.

- Markus
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Re: [computer-go] MC - Estimating a moves true probability of winning

2007-03-01 Thread Jason House
I respond to various items below.  Sections of the original e-mail that 
I'm not responding to were completely deleted.


Jacques Basaldúa wrote:

Hello Jason

I think what you are trying to do can be done more easily.


I guess the key question is what am I trying to do?.

In UCT, the next move to simulate is chosen based off of an estimated 
probability of winning.  Correcting bias in that estimate should lead to 
better sampling.


If one abruptly stops all simulations and picks the best move based on 
this estimated probability, I think this may give the optimal answer... 
choosing the move with the highest expectation of winning the game.  
It's important to note that with a peaked distribution of moves' 
probabilities of winning, the estimated probability of winning will rise 
slowly.  That means that moves with only a few simulations will never be 
chosen over moves with (a good win rate and) a lot of simulations.



C. To compare if a move is better than another, you have
to compare _confidence intervals_. I.e. the interval in which
p (the unknown probability) lies computed from your
observed p-hat, n and a desired confidence level, say 95%.
These intervals can be computed with methods you can
find searching for Confidence Interval for a Binomial
Proportion. The most used are Wilson and Agresti-Coull
intervals. These intervals include continuity correction
as you mention in your post. Other ways of comparing
proportions are: The difference between proportions, the
relative risk and the odds ratio to name a few. My Bible
for this is a book called Categorical Data Analysis from
Alan Agresti published by Wiley  Sons.


With lots and lots of simulations, this could lead to a prediction such 
as move a is better than move b with 95% confidence.  If a bot wants to 
prove with high confidence that the move that it has selected is better 
than all others, I suspect it may have to do lots and lots of 
simulations and would be impractical.  I think that was the same point 
you made later in your e-mail.  I welcome someone proving us wrong ;)


An alternate but related approach is move a is better than move b with 
a p-value of xx%.  Of course, I'm also not too sure on how to use that 
result.



 To use these results, you must make some assumption
 about the underlying distribution of a move's probability
 of winning.

That's the good news. You don't. There is no need to
understand what complex mechanism produces p. Only
that: same position == same p.


If you take a good look at your tests, they will make very specific null 
hypothesis which in effect make at least some assumption about the 
underlying distributions (or try to wash away all effects with the 
central limit theorem).




*Do not* expect a sound statistical analysis to tell you
the best move, unless it is very obvious, n is immense or
your confidence level is extremely low. But, if you are
lucky, it will tell you what moves are clearly bad and can
be safely (= with a given confidence) pruned out.



I agree with that.
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