Re: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-23 Thread Magnus Persson
I analyzed these positions with Valkyria, and it has no problems  
seeing what is happening in these positions. Also going back some  
moves valkyria for example proposes Ws8 instead of Wp12 for move 218,  
which clearly kills the black group and reduces it no eyes, and showes  
that Valkyria does know what it is doing (it is not perfect but play  
acceptable with a few seconds of thinking timew most of time).


My point here is just that playing strongly in one type of semeai does  
not mean it will crush you. But you are right in that analyzing  
positions like this can identify systematic weaknesse of programs. The  
problem is that at least for how valkyria works there is not one  
single fix, the problem is often that a special situation in the  
playout has to be safely identified and a particulrly bad move need to  
be pruned, or a deterministic response has to be made to some special  
kind of threat. But these changes rarely apply to more than a small  
proportion of the positions encountered in games. The main playing  
strength come from efficient search in general, and the knowledge that  
apply to common shapes rather than special tricky situations.


Nethertheless I discoverd a nice way of finding tricky situations  
where evaluations goes very wrong.


I run long tests whith 50-500 playouts per move. I also allow Valkyria  
to resign in these tests. This makes testing go faster and as side  
effect one sometimes get very long games because the losing colour did  
not understand it was losing.


So I play a 1000 such test games and look for unusually long games.  
Often it was just a complicated even fight but sometimes one finds  
some huge misevaluation to fix. Still fixing those things rarely give   
a measurable boost to playing strength. But I hope they will add up in  
the long run.


Best
Magnus




Quoting terry mcintyre terrymcint...@yahoo.com:

I haven't got a ladder example at the moment, but here's an instance  
 where Leela does not realize it is in terrible trouble.


I ( with my 8 kyu AGA rating) know with certainty by move 223 (T5)   
that Black has captured a large white group. A stronger player could  
 read this out sooner than I. This fight is too big to lose for   
either side; nothing else on the board matters. ( anyone? how early   
is this outcome pre-ordained? )


Based on the results of its analysis mode, Leela does not recognize   
the outcome of this semeai until the large white group in the bottom  
 right is down to two liberties.



The problem is even more stark in example2 -- similar board, black   
has foolishly played one of his own liberties for illustrative   
purposes. It is black's play, black has three liberties, white has   
three. Black must take away a liberty from white to win the   
capturing race, or make two eyes at T8. Black has only four playable  
 moves; any other choice fails.


Leela proposes - even after several minutes of analysis and a   
million nodes - that Black should tennuki at H14. That would snatch   
defeat from the jaws of certain victory; White would dive into T8   
and win the race.


I started this thread with the contention that analysis mode can   
help developers find problems, I hope this example explains why. My   
theory is that if a program could reliably recognize the outcome of   
such capturing races five or ten moves sooner, it could crush the   
likes of me. :D

 Terry McIntyre terrymcint...@yahoo.com


Government is an association of men who do violence to the rest of us.
- Leo Tolstoy





From: Michael Williams michaelwilliam...@gmail.com
To: computer-go computer-go@computer-go.org
Sent: Tuesday, April 21, 2009 1:57:54 PM
Subject: Re: [computer-go] Reply to Lukasz and Don + Roadmap 2020

Mention the program so that the author can either refute your claim   
or fix the bug.



terry mcintyre wrote:
Is it reasonable to expect pro players to use 6-dan programs as a   
tool for analysis? The pro players are markedly better - at a rough  
 guess, a pro player could give a 6 dan amateur human or program a  
3  stone handicap.


On the other end of the scale, beginning players and mid kyu   
players could indeed make good use of an analysis mode by a program  
 which is better than themselves.


Lastly, an analysis mode would be helpful to developers, methinks.   
After winning a game, I like to back up a few moves and find out   
when the program realized that it was behind. This often happens   
several moves after the fatal blow has already been struck. I know   
the feeling too well, when stronger players deftly skewer my group   
and I only discover the problem five moves later. What do they know  
 that I don't? What do they know that the program doesn't?


We have a saying, you learn the most from reviewing games which you  
 have lost. An analysis mode can help developers to discover when   
their pride and joy first begins to miss the target.
 Lately, I have been playing quite 

Re: [computer-go] Digital Mars

2009-04-23 Thread elife
Hi Łukasz ,
  It's fixed now. Thanks a lot!

laptop:/u/SW/src/lukaszlew-libego-e4acac7545770fe008c1ff30cf99f874fd7e9272$
build/example/opt/ego
= Benchmarking, please wait ...

= 20 playouts in 2.83218 seconds
70.6171 kpps
34.8904 kpps/GHz (clock independent)
105316/94359 (black wins / white wins)

= 20 playouts in 2.82418 seconds
70.8171 kpps
35.324 kpps/GHz (clock independent)
104924/94746 (black wins / white wins)

= 20 playouts in 2.81217 seconds
71.1193 kpps
35.4917 kpps/GHz (clock independent)
105097/94582 (black wins / white wins)

= 20 playouts in 2.80818 seconds
71.2206 kpps
35.518 kpps/GHz (clock independent)
105139/94547 (black wins / white wins)

= 20 playouts in 2.81618 seconds
71.0183 kpps
35.5761 kpps/GHz (clock independent)
104896/94794 (black wins / white wins)

= Try 'help'
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Re: [computer-go] Digital Mars

2009-04-23 Thread Łukasz Lew
On Thu, Apr 23, 2009 at 01:25, elife elife2...@gmail.com wrote:
 On my Intel(R) Core(TM)2 Duo CPU     T7200  @ 2.00GHz, using linux and
 the exact compiler libego was tuned for, I get 70 kpps/GHz.

 = 20 playouts in 2.85618 seconds
 70.0236 kpps
 -154.124 kpps/GHz (clock independent)


I found this kind of garbage associated with 64 bit systems.
It's probably because of my poor assembly, but I thought I fixed it recently.
Can you check newest version?

http://github.com/lukaszlew/libego/zipball/master

Lukasz

 104896/94794 (black wins / white wins)
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Re: [computer-go] Libego benchmarking

2009-04-23 Thread Łukasz Lew
This is because there is no getrusage function on windows, so I just
return (and divide) by 0.
I will try to fix it in next week.

Lukasz

On Thu, Apr 23, 2009 at 07:28, Petri Pitkanen
petri.t.pitka...@gmail.com wrote:
 Because your time measurement has gone wrong. You get 0 seconds in
 time hence kpssa in infinity.

 Petri

 2009/4/23 Michael Williams michaelwilliam...@gmail.com:
 Here is my full set of numbers.  I wonder why the known kpps/GHz but unknown
 kpps.



 = Benchmarking, please wait ...

 = 20 playouts in 0 seconds
 1.#INF kpps
 40.0245 kpps/GHz (clock independent)
 105316/94359 (black wins / white wins)
 --
 Petri Pitkänen
 e-mail: petri.t.pitka...@gmail.com
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Re: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-23 Thread terry mcintyre
I appreciate that Go programs are complex and not easy to tune.

Thinking over Magnus' excellent automated method ( play many games, allow early 
resignation, inspect long games ), and my own experiences, I'd like to suggest 
an additional method: when a game ends with a large loss, determine 
retroactively a) how far back the program was doomed but deluded about the 
outcome, and b) what the correct earlier plays would have been. Tune and test 
with a regression suite of difficult positions. This is like troubleshooting 
any other large and complex program; a subtle error in one portion may only 
reveal itself when a perfect storm of circumstances arises - but the bug is 
there all the time.

As Magnus and Valkyria pointed out, proper play at an earlier point in my 
example game would have destroyed Black's position. I don't feel so proud now, 
lol.

At my level of play, it is distressingly common to mis-read capturing races -- 
it's possible that a good understanding of that topic would improve Go 
programs. The difficulty cannot be understated - others have indicated that 
Hunter's Counting Liberties and Winning Capturing Races book, valuable as it 
may be, misses some cases. As Hunter observes, even dan-level players sometimes 
make mistakes in capturing races.


Programs which get semeai and seki right every time might be a few stones 
stronger. They'd certainly be more valuable as teaching tools. In the game 
above, a stronger program would have exploited my earlier weakness; this would 
have encouraged me to make better moves.

Back to Roadmap: 2020, I'd love a status map showing groups which are 
certainly alive, groups which are unstable, and groups which are certainly dead 
( assuming proper play ). That would be quite a feedback tool. When an approach 
move or throw-in threatens the status of a group, the group marker would change 
from green to blinking yellow. When the attack succeeds, the group marker would 
change to red. To be useful, this tool would have to be accurate. If not 100% 
accurate, it should at least give some indication of its level of confidence. 
Even better, especially for double-digit-kyu players, would be an exposition of 
why a group is live, dead, seki, unstable, etc. 

Terry McIntyre terrymcint...@yahoo.com


Government is an association of men who do violence to the rest of us.
- Leo Tolstoy



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Re: [computer-go] Re: Analysis mode for human use

2009-04-23 Thread Don Dailey
But odd move numbers always mean black to move.   That becomes second nature
very quickly and I personally prefer the less verbose syntax.

- Don

On Thu, Apr 23, 2009 at 1:47 AM, Darren Cook dar...@dcook.org wrote:

  translated to Ishi-go
  B 1 Q4
  W 2 R16
  B 3 C4
  W 4 F3
  ...
 
  ***
  modified Ishi-go
  1. q4
  2. r16
  3. c4
  4. f3
  ...
  from the west - my modified Ishi-go-format should be even
  better. (The repetitive B W are a bit annoying in Ishi-go,
  and small letters are better to read than capital ones.)

 I find the B/W very useful: when playing out a long list of moves it is
 very easy to lose track where I am. Most moves are equally likely for
 both sides.

 Darren

 --
 Darren Cook, Software Researcher/Developer
 http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
open source dictionary/semantic network)
 http://dcook.org/work/ (About me and my work)
 http://dcook.org/blogs.html (My blogs and articles)
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[computer-go] Re: Analysis mode for human use

2009-04-23 Thread Ingo Althöfer
Don Dailey wrote:
 But odd move numbers always mean black to move.   That 
 becomes second nature very quickly and I personally 
 prefer the less verbose syntax.

Darren Cook wrote:
 I find the B/W very useful: when playing out a long list of moves it is
 very easy to lose track where I am. Most moves are equally likely for
 both sides.

You may have a look at the notation on the gameserver
http://www.littlegolem.net .

There no B and W are shown, but the moves themselves are
in black and white, on a grey background.

Example
http://www.littlegolem.net/jsp/game/game.jsp?gid=933716 

Ingo.
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Neu: GMX FreeDSL Komplettanschluss mit DSL 6.000 Flatrate + Telefonanschluss 
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RE: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-23 Thread David Fotland
Many faces will show group status, but with letters on the stones, not
colors.

 

From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of terry mcintyre
Sent: Thursday, April 23, 2009 7:04 AM
To: computer-go
Subject: Re: [computer-go] Roadmap 2020 - using analysis mode to improve
programs

 

 

Back to Roadmap: 2020, I'd love a status map showing groups which are
certainly alive, groups which are unstable, and groups which are certainly
dead ( assuming proper play ). That would be quite a feedback tool. When an
approach move or throw-in threatens the status of a group, the group marker
would change from green to blinking yellow. When the attack succeeds, the
group marker would change to red. To be useful, this tool would have to be
accurate. If not 100% accurate, it should at least give some indication of
its level of confidence. Even better, especially for double-digit-kyu
players, would be an exposition of why a group is live, dead, seki,
unstable, etc. 

 

 

Terry McIntyre terrymcint...@yahoo.com

Government is an association of men who do violence to the rest of us.
- Leo Tolstoy

 

 

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Re: [computer-go] Digital Mars

2009-04-23 Thread Adrian Grajdeanu

I have two benchmarks:

On an: Intel(R) Core(TM)2 CPU T7200  @ 2.00GHz stepping 06
g++ --version
g++ (GCC) 4.1.2 20070925 (Red Hat 4.1.2-33)
I had to modify SConstruct to refer to the default g++, not g++.4.2 
and had to remove -march=native


= Benchmarking, please wait ...

= 20 playouts in 2.72759 seconds
73.3249 kpps
36.5657 kpps/GHz (clock independent)
105316/94359 (black wins / white wins)

= 20 playouts in 2.73858 seconds
73.0304 kpps
36.4108 kpps/GHz (clock independent)
104924/94746 (black wins / white wins)

= 20 playouts in 2.72858 seconds
73.2981 kpps
36.5291 kpps/GHz (clock independent)
105097/94582 (black wins / white wins)

= 20 playouts in 2.76258 seconds
72.3961 kpps
36.1141 kpps/GHz (clock independent)
105139/94547 (black wins / white wins)

= 20 playouts in 2.74358 seconds
72.8974 kpps
36.3124 kpps/GHz (clock independent)
104896/94794 (black wins / white wins)

= Try 'help'



on an: Intel(R) Core(TM)2 Quad CPUQ9650  @ 3.00GHz stepping 0a
g++ --version
g++ (GCC) 4.3.0 20080428 (Red Hat 4.3.0-8)
(with -march=native flag)
= Benchmarking, please wait ...

= 20 playouts in 1.65575 seconds
120.791 kpps
40.2566 kpps/GHz (clock independent)
105316/94359 (black wins / white wins)

= 20 playouts in 1.65275 seconds
121.011 kpps
40.3069 kpps/GHz (clock independent)
104924/94746 (black wins / white wins)

= 20 playouts in 1.65375 seconds
120.937 kpps
40.2789 kpps/GHz (clock independent)
105097/94582 (black wins / white wins)

= 20 playouts in 1.65475 seconds
120.864 kpps
40.2917 kpps/GHz (clock independent)
105139/94547 (black wins / white wins)

= 20 playouts in 1.65175 seconds
121.084 kpps
40.3084 kpps/GHz (clock independent)
104896/94794 (black wins / white wins)

= Try 'help'


I'd be curious g++ 4.4 what gives?

Cheers,
Adrian

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Re: [computer-go] Digital Mars

2009-04-23 Thread Łukasz Lew
I get
g++-4.1  35 kpps/GHz
g++-4.2  45 kpps/GHz
g++-4.3  40 kpps/GHz
I'm happy it's quite consistent on core2

I'm curious about 4.4 as well.

Lukasz

PS

On Fri, Apr 24, 2009 at 01:29, Adrian Grajdeanu adria...@cox.net wrote:
 I have two benchmarks:

 On an: Intel(R) Core(TM)2 CPU         T7200  @ 2.00GHz stepping 06
 g++ --version
 g++ (GCC) 4.1.2 20070925 (Red Hat 4.1.2-33)
 I had to modify SConstruct to refer to the default g++, not g++.4.2 and
 had to remove -march=native

 = Benchmarking, please wait ...

 = 20 playouts in 2.72759 seconds
 73.3249 kpps
 36.5657 kpps/GHz (clock independent)
 105316/94359 (black wins / white wins)

 = 20 playouts in 2.73858 seconds
 73.0304 kpps
 36.4108 kpps/GHz (clock independent)
 104924/94746 (black wins / white wins)

 = 20 playouts in 2.72858 seconds
 73.2981 kpps
 36.5291 kpps/GHz (clock independent)
 105097/94582 (black wins / white wins)

 = 20 playouts in 2.76258 seconds
 72.3961 kpps
 36.1141 kpps/GHz (clock independent)
 105139/94547 (black wins / white wins)

 = 20 playouts in 2.74358 seconds
 72.8974 kpps
 36.3124 kpps/GHz (clock independent)
 104896/94794 (black wins / white wins)

 = Try 'help'



 on an: Intel(R) Core(TM)2 Quad CPU    Q9650  @ 3.00GHz stepping 0a
 g++ --version
 g++ (GCC) 4.3.0 20080428 (Red Hat 4.3.0-8)
 (with -march=native flag)
 = Benchmarking, please wait ...

 = 20 playouts in 1.65575 seconds
 120.791 kpps
 40.2566 kpps/GHz (clock independent)
 105316/94359 (black wins / white wins)

 = 20 playouts in 1.65275 seconds
 121.011 kpps
 40.3069 kpps/GHz (clock independent)
 104924/94746 (black wins / white wins)

 = 20 playouts in 1.65375 seconds
 120.937 kpps
 40.2789 kpps/GHz (clock independent)
 105097/94582 (black wins / white wins)

 = 20 playouts in 1.65475 seconds
 120.864 kpps
 40.2917 kpps/GHz (clock independent)
 105139/94547 (black wins / white wins)

 = 20 playouts in 1.65175 seconds
 121.084 kpps
 40.3084 kpps/GHz (clock independent)
 104896/94794 (black wins / white wins)

 = Try 'help'


 I'd be curious g++ 4.4 what gives?

 Cheers,
 Adrian

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RE: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-23 Thread David Fotland
For example1, Many Faces' Game Score Graph shows the fight is over around
move 208.

 

From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of terry mcintyre
Sent: Wednesday, April 22, 2009 6:27 PM
To: computer-go
Subject: Re: [computer-go] Roadmap 2020 - using analysis mode to improve
programs

 

I haven't got a ladder example at the moment, but here's an instance where
Leela does not realize it is in terrible trouble.

 

I ( with my 8 kyu AGA rating) know with certainty by move 223 (T5) that
Black has captured a large white group. A stronger player could read this
out sooner than I. This fight is too big to lose for either side; nothing
else on the board matters. ( anyone? how early is this outcome pre-ordained?
)

 

Based on the results of its analysis mode, Leela does not recognize the
outcome of this semeai until the large white group in the bottom right is
down to two liberties.

 

The problem is even more stark in example2 -- similar board, black has
foolishly played one of his own liberties for illustrative purposes. It is
black's play, black has three liberties, white has three. Black must take
away a liberty from white to win the capturing race, or make two eyes at T8.
Black has only four playable moves; any other choice fails.

 

Leela proposes - even after several minutes of analysis and a million nodes
- that Black should tennuki at H14. That would snatch defeat from the jaws
of certain victory; White would dive into T8 and win the race.

 

I started this thread with the contention that analysis mode can help
developers find problems, I hope this example explains why. My theory is
that if a program could reliably recognize the outcome of such capturing
races five or ten moves sooner, it could crush the likes of me. :D

 

Terry McIntyre terrymcint...@yahoo.com

Government is an association of men who do violence to the rest of us.
- Leo Tolstoy

 

 

  _  

From: Michael Williams michaelwilliam...@gmail.com
To: computer-go computer-go@computer-go.org
Sent: Tuesday, April 21, 2009 1:57:54 PM
Subject: Re: [computer-go] Reply to Lukasz and Don + Roadmap 2020

Mention the program so that the author can either refute your claim or fix
the bug.


terry mcintyre wrote:
 Is it reasonable to expect pro players to use 6-dan programs as a tool for
analysis? The pro players are markedly better - at a rough guess, a pro
player could give a 6 dan amateur human or program a 3 stone handicap.
 
 On the other end of the scale, beginning players and mid kyu players could
indeed make good use of an analysis mode by a program which is better than
themselves.
 
 Lastly, an analysis mode would be helpful to developers, methinks. After
winning a game, I like to back up a few moves and find out when the program
realized that it was behind. This often happens several moves after the
fatal blow has already been struck. I know the feeling too well, when
stronger players deftly skewer my group and I only discover the problem five
moves later. What do they know that I don't? What do they know that the
program doesn't?
 
 We have a saying, you learn the most from reviewing games which you have
lost. An analysis mode can help developers to discover when their pride and
joy first begins to miss the target.
  Lately, I have been playing quite a bit with a commercially available
program. An almost-ladder which has an extra liberty will apparently be
evaluated the same as a true ladder, and the program can be tricked into
trying to capture my ladder-like position. This sort of predictable flaw
might provide a clue to improve the next version.
 
 Terry McIntyre terrymcint...@yahoo.com
 
 Government is an association of men who do violence to the rest of us.
 - Leo Tolstoy
 
 
 
 
 
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Re: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-23 Thread Petri Pitkanen
2009/4/23 terry mcintyre terrymcint...@yahoo.com:
 Programs which get semeai and seki right every time might be a few stones
 stronger. They'd certainly be more valuable as teaching tools. In the game
 above, a stronger program would have exploited my earlier weakness; this
 would have encouraged me to make better moves.
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Actually not. It seems so to a human who every now and then avoids
loss by being better at these. But close semeais are rare. Sekis are
rarer and program do not fail on theses every time. Go is a game where
you can excel by making steady progress throughout the game without
any brilliant moves. Also it is quite okay to compensate with other
skill, I just played Mogo in KGS  and got slaughtered after a careless
cut. Well Killing and almost killing a group is where MC programs
excel (relative to their strength) and those situations occur in
almost every game..

I think semeai problem is easier to solve with:
 - Preanalysis by a classical go-algorithm. To my understanding this
is what MFOG does
 - When we have even more CPU we can have even heavier playouts. Still
an open issue whether smarter playout or more playouts is way to go.
Although as I remember there were some mailing were it was mentioned
cases where a smart playout could even hurt.



-- 
Petri Pitkänen
e-mail: petri.t.pitka...@gmail.com
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