Re: [computer-go] Dynamic komi at high handicaps

2009-08-19 Thread Stefan Kaitschick
One last rumination on dynamic komi:

The main objection against introducing dynamic komi is that it ignores the true 
goal
of winning by half a point. The power of the win/loss step function as scoring 
function underscores
the validity of this critique. And yet, the current behaviour of mc bots, when 
either leading or trailing by a large margin, resembles random play.
The simple reason for this is that either every move is a win or every move is 
a loss.
So from the perspective of securing a win, every move is as good as any other 
move.
Humans know how to handle these situations. They try to catch up from behind, 
or try to play safely while defending enough of a winning margin.
For a bot, there are some numerical clues when it is missbehaving.
When the calculated win rate is either very high or low and many move 
candidates have almost identical win rates, the bot is in coin toss country.
A simple rule would be this: define a minimum value that has to separate the 
win rate of the 2 best move candidates.
Do a normal search without komi.
If the minimum difference is not reached, do a new a new search with some komi, 
but only allow the moves within the minimum value range from the best candidate.
Repeat this with progressively higher komi until the two best candidates are 
sufficiently separated.(Or until the win rate is in a defined middle region)
There can be some traps here, a group of moves can all accomplish the same 
critical goal.
But I'm sure this can be handled. The main idea is to look for a less ambitious 
gloal when the true goal cannot be reached.
(Or a more ambitious goal when it is allready satisfied). By only allowing 
moves that are in a statistical tie in the 0 komi search,
it can be assured that short term gain doesn't compromise the long term goal.

Stefan___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

[computer-go] Human vs Computer in IEEE conference

2009-08-19 Thread Ingo Althöfer
Forthcoming human-vs-computer games in go:

http://www.althofer.de/ieee-go-0.jpg
http://www.althofer.de/ieee-go-1.jpg
http://www.althofer.de/ieee-go-2.jpg
http://www.althofer.de/ieee-go-3.jpg

http://oase.nutn.edu.tw/FUZZ_IEEE_2009/result.htm

Ingo.
-- 
GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT!
Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Dynamic komi at high handicaps

2009-08-19 Thread Don Dailey
One must decide if the goal is to improve the program or to improve it's
playing behavior when it's in a dead won or dead lost positions.

It's my belief that you can probably cannot improve the playing strength
soley with komi manipulation,  but at a slight decrease in playing strength
you can probably improve the behavior, as measured by a willingness to fight
for space that is technically not relevant to the goal of winning the
game.And only then if this is done carefully.  However I believe
there are better ways,  such a pre-ordering the moves.

Even if this can prove to be a gain,  you are really working very hard to
find something that only kicks in when the game is already decided - how to
play when the game is already won or already lost.But only the case when
the game is lost is this very interesting from the standpoint of making the
program stronger.

And even this case is not THAT interesting, because if you are losing, on
average you are losing to stronger players.   So you are working hard on an
algorithm to beat stronger players when you are in a dead lost game?   How
much sense does that make?

So the only realistic pay-off here is how to salvage lost games against
players that are relatively close in strength since you can expect not to be
in this situation very often agaist really weak players.So you are
hoping to bamboozle players who are not not weaker than you - in situations
where you have been bamboozled (since you are losing,  you are the one being
outplayed.)

That is why I believe that at best you are looking at only a very minor
improvement.If I were working on this problem I would be focused only on
the playing style,  not the playing strength.

If you want more than the most minor playing strength improvement out of
this algorithm, you have to start using it BEFORE the loss is clear,  but
then you are no longer playing for the win when you lower your goals,  you
are playing for the loss.

- Don




2009/8/19 Stefan Kaitschick stefan.kaitsch...@hamburg.de

  One last rumination on dynamic komi:

 The main objection against introducing dynamic komi is that it ignores the
 true goal
 of winning by half a point. The power of the win/loss step function as
 scoring function underscores
 the validity of this critique. And yet, the current behaviour of mc bots,
 when either leading or trailing by a large margin, resembles random play.
 The simple reason for this is that either every move is a win or every move
 is a loss.
 So from the perspective of securing a win, every move is as good as any
 other move.
 Humans know how to handle these situations. They try to catch up from
 behind, or try to play safely while defending enough of a winning margin.
 For a bot, there are some numerical clues when it is missbehaving.
 When the calculated win rate is either very high or low and many move
 candidates have almost identical win rates, the bot is in coin toss country.
 A simple rule would be this: define a minimum value that has to separate
 the win rate of the 2 best move candidates.
 Do a normal search without komi.
 If the minimum difference is not reached, do a new a new search with some
 komi, but only allow the moves within the minimum value range from the best
 candidate.
 Repeat this with progressively higher komi until the two best candidates
 are sufficiently separated.(Or until the win rate is in a defined middle
 region)
 There can be some traps here, a group of moves can all accomplish the same
 critical goal.
 But I'm sure this can be handled. The main idea is to look for a less
 ambitious gloal when the true goal cannot be reached.
 (Or a more ambitious goal when it is allready satisfied). By only allowing
 moves that are in a statistical tie in the 0 komi search,
 it can be assured that short term gain doesn't compromise the long term
 goal.

 Stefan

 ___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Dynamic komi at high handicaps

2009-08-19 Thread Magnus Persson
Don, what you write is certainly true for even games, but I think the  
problem is a real one in high handicap games with the computer as  
white. I use a hack to make Valkyria continue playing the opening in  
handicap games as white. It is forbidden to resign in the opening and  
early middle game because it would if it could.


To rephrase your argument for even games, the problem situation should  
never occur because the losing player *should out of courtesy* resign  
long before the evalutaion become so skewed.


But this does not apply to h9 games on 19x19 for example. And if I am  
not mistaken strong heavy playouts evaluates such positions very  
pessimistically, and thus we have a problem to solve, which grows with  
increasing playing strength. Still stronger programs will discriminate  
between bad and good moves even with extreme scores, so I think the  
dimensions of this problem is exaggerated.


-Magnus

Quoting Don Dailey dailey@gmail.com:


One must decide if the goal is to improve the program or to improve it's
playing behavior when it's in a dead won or dead lost positions.

It's my belief that you can probably cannot improve the playing strength
soley with komi manipulation,  but at a slight decrease in playing strength
you can probably improve the behavior, as measured by a willingness to fight
for space that is technically not relevant to the goal of winning the
game.And only then if this is done carefully.  However I believe
there are better ways,  such a pre-ordering the moves.

Even if this can prove to be a gain,  you are really working very hard to
find something that only kicks in when the game is already decided - how to
play when the game is already won or already lost.But only the case when
the game is lost is this very interesting from the standpoint of making the
program stronger.

And even this case is not THAT interesting, because if you are losing, on
average you are losing to stronger players.   So you are working hard on an
algorithm to beat stronger players when you are in a dead lost game?   How
much sense does that make?

So the only realistic pay-off here is how to salvage lost games against
players that are relatively close in strength since you can expect not to be
in this situation very often agaist really weak players.So you are
hoping to bamboozle players who are not not weaker than you - in situations
where you have been bamboozled (since you are losing,  you are the one being
outplayed.)

That is why I believe that at best you are looking at only a very minor
improvement.If I were working on this problem I would be focused only on
the playing style,  not the playing strength.

If you want more than the most minor playing strength improvement out of
this algorithm, you have to start using it BEFORE the loss is clear,  but
then you are no longer playing for the win when you lower your goals,  you
are playing for the loss.

- Don




2009/8/19 Stefan Kaitschick stefan.kaitsch...@hamburg.de


 One last rumination on dynamic komi:

The main objection against introducing dynamic komi is that it ignores the
true goal
of winning by half a point. The power of the win/loss step function as
scoring function underscores
the validity of this critique. And yet, the current behaviour of mc bots,
when either leading or trailing by a large margin, resembles random play.
The simple reason for this is that either every move is a win or every move
is a loss.
So from the perspective of securing a win, every move is as good as any
other move.
Humans know how to handle these situations. They try to catch up from
behind, or try to play safely while defending enough of a winning margin.
For a bot, there are some numerical clues when it is missbehaving.
When the calculated win rate is either very high or low and many move
candidates have almost identical win rates, the bot is in coin toss country.
A simple rule would be this: define a minimum value that has to separate
the win rate of the 2 best move candidates.
Do a normal search without komi.
If the minimum difference is not reached, do a new a new search with some
komi, but only allow the moves within the minimum value range from the best
candidate.
Repeat this with progressively higher komi until the two best candidates
are sufficiently separated.(Or until the win rate is in a defined middle
region)
There can be some traps here, a group of moves can all accomplish the same
critical goal.
But I'm sure this can be handled. The main idea is to look for a less
ambitious gloal when the true goal cannot be reached.
(Or a more ambitious goal when it is allready satisfied). By only allowing
moves that are in a statistical tie in the 0 komi search,
it can be assured that short term gain doesn't compromise the long term
goal.

Stefan

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/







--
Magnus Persson

Re: [computer-go] Dynamic komi at high handicaps

2009-08-19 Thread terry mcintyre
Consider the game when computer is black, with 7 stones against a very strong 
human opponent.

Computer thinks every move is a winning move; it plays randomly; a half-point 
win is as good as a 70-point win. 

Pro gains ground as computer makes slack moves, taking slightly less than its 
full due. 

At some point, the computer, being the weaker player, makes one slack move 
too many and loses the game.

Rinse and repeat.

At some point, it dawns on the programmer: must attack to win handicap games. 
Must be a little bit greedy, to slow down the process of attrition.

Dynamic komi models something real: the significant advantage of the computer 
in a handicap game. It tries to preserve as much of that advantage as possible.

I don't know if it will work for computer vs human games.

I do know that a similar idea helped me defeat a human player and reduce my 
handicap by 3 stones. Not having the patience for thousands of 30-minute games 
to achieve statistically valid results, I settled for trouncing my opponent 
three games in a row by a large margin, then doing it again with a smaller 
handicap for three more games. I can't win by 70 stones in a 7 stone game, but 
20 or 30 was enough to prove my point. If I made random plays under the 
assumption that I still had a half-point win, my opponent's predictive powers 
would be superior to mine - that's why he gives me a handicap and not vice 
versa.

 
I can't really be sure that my prediction of a 22.5 point win is exact to the 
last decimal point - but if it should be within 5 or 10 or even 20, I'm 
perfectly happy.

It's nice that statistics of a series of one-bit values are so useful, but when 
a significant fraction of those one-bit values are 100% wrong, that introduces 
a bit of noise to one's estimates. One hopes that they balance evenly, but 
perhaps they do not. 

Terry McIntyre terrymcint...@yahoo.com


“We hang the petty thieves and appoint the great ones to public office.” -- 
Aesop





From: Don Dailey dailey@gmail.com
To: computer-go computer-go@computer-go.org
Sent: Wednesday, August 19, 2009 6:03:50 AM
Subject: Re: [computer-go] Dynamic komi at high handicaps

One must decide if the goal is to improve the program or to improve it's 
playing behavior when it's in a dead won or dead lost positions. 

It's my belief that you can probably cannot improve the playing strength soley 
with komi manipulation,  but at a slight decrease in playing strength you can 
probably improve the behavior, as measured by a willingness to fight for space 
that is technically not relevant to the goal of winning the game.And only 
then if this is done carefully.  However I believe there are better ways,  
such a pre-ordering the moves.   

Even if this can prove to be a gain,  you are really working very hard to find 
something that only kicks in when the game is already decided - how to play 
when the game is already won or already lost.But only the case when the 
game is lost is this very interesting from the standpoint of making the program 
stronger.

And even this case is not THAT interesting, because if you are losing, on 
average you are losing to stronger players.   So you are working hard on an 
algorithm to beat stronger players when you are in a dead lost game?   How much 
sense does that make?   

So the only realistic pay-off here is how to salvage lost games against players 
that are relatively close in strength since you can expect not to be in this 
situation very often agaist really weak players.So you are hoping to 
bamboozle players who are not not weaker than you - in situations where you 
have been bamboozled (since you are losing,  you are the one being outplayed.)  
 

That is why I believe that at best you are looking at only a very minor 
improvement.If I were working on this problem I would be focused only on 
the playing style,  not the playing strength.   

If you want more than the most minor playing strength improvement out of this 
algorithm, you have to start using it BEFORE the loss is clear,  but then you 
are no longer playing for the win when you lower your goals,  you are playing 
for the loss.  

- Don





2009/8/19 Stefan Kaitschick stefan.kaitsch...@hamburg.de

One last rumination on dynamic komi:
 
The main objection against introducing dynamic komi 
is that it ignores the true goal
of winning by half a point. The power of the 
win/loss step function as scoring function underscores
the validity of this 
critique. And yet, the current behaviour of mc bots, when either leading or 
trailing by a large margin, resembles random play.
The simple reason for this 
is that either every move is a win or every move is a loss.
So from the 
perspective of securing a win, every move is as good as any other 
move.
Humans know how to handle these situations. They try to catch up from 
behind, or try to play safely while defending enough of a winning margin.
For 
a bot, there are 

Re: [computer-go] Dynamic komi at high handicaps

2009-08-19 Thread Don Dailey
On Wed, Aug 19, 2009 at 9:39 AM, Magnus Persson magnus.pers...@phmp.sewrote:

 Don, what you write is certainly true for even games, but I think the
 problem is a real one in high handicap games with the computer as white. I
 use a hack to make Valkyria continue playing the opening in handicap games
 as white. It is forbidden to resign in the opening and early middle game
 because it would if it could.


In handicap games the situation is different.   You have roughly even
chances whether taking the handicap or giving it.

I think this illustrates that fundamentally this is an opponent modeling
issue.And I really like the idea that someone had of throwing in
occasional pass moves  for the player who is presumed weaker.

There is an analogy in computer chess - it's called the null move
heuristic.   If it is white to move,  you can measure the potential of
blacks positions by playing a pass move for white (called the null move) and
the a reduced depth search.Whatever score is returned can be considered
a lower bound - since you as white skipped one of your moves.

With Go it is a little different.   If you are trying to beat a much
stronger player but you have been given a nice advantage due to handicap,
then the playouts will see you easily winning the game and you will play
these random looking moves.  However, if the computer throws in some
pass moves for itself in the playouts,  it will play more focused - it will
be challenged to find strategies that work in the presense of  it's own
sloppy play.

In other words the computer will stop this anything works attitude and it
will focus on robust strategies that give it some room for error.   It
should be able to find these more robust strategies because it knows it is
comfortably ahead.

I don't know if this will actually work,  it's only at the idea stage as far
as I know  - but it's something that seems more consistent with the actual
problem.Komi manipulation changes the goal which is very dangerous but
this ideas does not change the goal,  just how it is achieved.




 To rephrase your argument for even games, the problem situation should
 never occur because the losing player *should out of courtesy* resign long
 before the evalutaion become so skewed.


That's not correct,  because with handicap games the premise is different.

My reasoning is based on the well known fact that you will not often get
outplayed by signficantly weaker opponents and you will not often outplay
signficantly stronger opponents. But this does not apply to handicap
games because nobody was outplayed - you started from a game that is a dead
win for one side.

In a handicap game, it's not only likely,  it is CERTAIN that you will find
youself in a dead won game against a much stronger opponent.In even
games this is going to be a rare occurance.



 But this does not apply to h9 games on 19x19 for example. And if I am not
 mistaken strong heavy playouts evaluates such positions very
 pessimistically, and thus we have a problem to solve, which grows with
 increasing playing strength. Still stronger programs will discriminate
 between bad and good moves even with extreme scores, so I think the
 dimensions of this problem is exaggerated.


Yes, it's a problem.   And likewise with komi manipulation,  the stronger
the program is the more likely a small komi change will wildly change the
score,  from dead won to dead lost or visa versa.

Imagine a program so strong that it always plays random moves when losing,
and when  winning it randomly plays any move that does not lose. It
should be obvious that in a winning position, it is going to play a winning
move with certainty,  but if you adjust komi to make it play better it
will play a random move - which could be a losing move.  This thought
experiment consistitues a kind of proof that the idea at it's most
fundamental level is wrong.

This can be salvaged by doing multiple searches with different komi's and
only playing moves they have in common.

I think this all gets complicated (and interesting) becasue we tend to think
in two different ways about playing games,   one way is all about
correctness, finding the best move in the game theoretic sense and the other
is how to improve your practical winning chances in the face of fallible
opposition (such as blowing smoke in his face.) So it's rather hard to
make any kind of proof that something like this is better or not better
- it all has to be emprical.



- Don





 -Magnus


 Quoting Don Dailey dailey@gmail.com:

  One must decide if the goal is to improve the program or to improve it's
 playing behavior when it's in a dead won or dead lost positions.

 It's my belief that you can probably cannot improve the playing strength
 soley with komi manipulation,  but at a slight decrease in playing
 strength
 you can probably improve the behavior, as measured by a willingness to
 fight
 for space that is technically not relevant to the goal of 

Re: [computer-go] Dynamic komi at high handicaps

2009-08-19 Thread Jeff Nowakowski
On Wed, Aug 19, 2009 at 07:27:00AM -0700, terry mcintyre wrote:
Consider the game when computer is black, with 7 stones against a very
strong human opponent.
 
Computer thinks every move is a winning move; it plays randomly; a
half-point win is as good as a 70-point win.

Didn't this game actually happen? Didn't MoGo *beat* a pro with 7
stones? Did it play randomly?

Don't the monte carlo bots frequently win as White when giving
handicap stones on KGS?

I think we need some real statistical evidence that this problem is
even worth talking about, aside from stylistic issues. I'm not the
first to say this, but I think it bears repeating.

-Jeff
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Dynamic komi at high handicaps

2009-08-19 Thread steve uurtamo
zen wins many more of its even games with no handicap than it does
with even, say, an even 2 stone handicap as either black or white.  i
haven't compiled numbers for it (i'm not zen's maintainer), but i
watched it happen over the course of about 50 games one day.  it was
pretty consistently worse with any kind of handicap on the board, the
more handicap the worse.  fix the handicap problem and it would likely
rise a stone in strength.

s.

On Wed, Aug 19, 2009 at 12:15 PM, Jeff Nowakowskij...@dilacero.org wrote:
 On Wed, Aug 19, 2009 at 07:27:00AM -0700, terry mcintyre wrote:
    Consider the game when computer is black, with 7 stones against a very
    strong human opponent.

    Computer thinks every move is a winning move; it plays randomly; a
    half-point win is as good as a 70-point win.

 Didn't this game actually happen? Didn't MoGo *beat* a pro with 7
 stones? Did it play randomly?

 Don't the monte carlo bots frequently win as White when giving
 handicap stones on KGS?

 I think we need some real statistical evidence that this problem is
 even worth talking about, aside from stylistic issues. I'm not the
 first to say this, but I think it bears repeating.

 -Jeff
 ___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Dynamic komi at high handicaps

2009-08-19 Thread Don Dailey
2009/8/19 terry mcintyre terrymcint...@yahoo.com

 Consider the game when computer is black, with 7 stones against a very
 strong human opponent.

 Computer thinks every move is a winning move; it plays randomly; a
 half-point win is as good as a 70-point win.

 Pro gains ground as computer makes slack moves, taking slightly less than
 its full due.

 At some point, the computer, being the weaker player, makes one slack
 move too many and loses the game.

 Rinse and repeat.


All you are doing here is repeating the idealized scenario that illustrates
the rationale for this idea.

That is a fine way to describe how this has potential to be a solution to
the problem,  but it doesn't explain why it has not been made to work and it
does not address the fact that your scenario is highly idealized - not all
positions work that way with everything so cut and dried.

I can do exactly the same thing and I have been,  constructing scenarios
that will fail with any heuristic you propose.   But that does not prove or
disprove anything.

So I propose that we need to start thinking about why this has been so
resistant to success and consider the possibility that it doesn't work, or
that we are not properly addressing the reason why it doesn't work.And
to do this YOU have to be the one that constructs counter-examples.



 At some point, it dawns on the programmer: must attack to win handicap
 games. Must be a little bit greedy, to slow down the process of attrition.


The attack part I agree with, the greed I do not.




 Dynamic komi models something real: the significant advantage of the
 computer in a handicap game. It tries to preserve as much of that advantage
 as possible.


I think the problem and what I consider your misconception is revealed
here.   You use the word advantage incorrectly.   Grabbing up points on
the board is a different concept than having or not having an advantage

Your solution is to suddenly switch to an inferior definition of
advantage,  one that is clearly broken, otherwise we would be using point
count instead of win count in our programs.

So I don't see this at all as trying to preserve the advantage,  I see it
as giving it away.

I really believe the secret has to be in the playouts - we use those to
estimate our chances.   If you change komi the playouts try to estmate the
chances that you will win at that NEW KOMI,  not at some other komi.





 I don't know if it will work for computer vs human games.

 I do know that a similar idea helped me defeat a human player and reduce my
 handicap by 3 stones. Not having the patience for thousands of 30-minute
 games to achieve statistically valid results, I settled for trouncing my
 opponent three games in a row by a large margin, then doing it again with a
 smaller handicap for three more games. I can't win by 70 stones in a 7 stone
 game, but 20 or 30 was enough to prove my point. If I made random plays
 under the assumption that I still had a half-point win, my opponent's
 predictive powers would be superior to mine - that's why he gives me a
 handicap and not vice versa.


That trick helped you due to human psychology.  Humans have a tendancy to
rise to the occaions and computers do not know how to try harder like we
do. In computer chess one of the strengths of the old programs was that
when they were losing they did not become disheartened like human players
often do. Once I win a pawn or two or a piece you can sometimes feel
your oppoent resign even if he doesn't say the words right away.

You also assume the computer program is being sloppy which could not be
farther from the truth.  If the comptuer plays a random looking move it's
only because the move has no affect on the winning chances that are within
the computers ability estimate.And the move is only random because you
define it to be so.

If you try the same thing,  you are just being cocky and you are letting
your guard down.   Us humans must always be vigilant and keep our interest
in the game as high as possible and the best way to do this is to continue
to fight - what is called the follow through in baseball.   In tennis
doubles, after breaking the opponent serve we used to say, now that we have
them down, let's kick them. You almost have to play like you are losing
in order to win if you are human.   But computers always play at full
throttle.





 I can't really be sure that my prediction of a 22.5 point win is exact to
 the last decimal point - but if it should be within 5 or 10 or even 20, I'm
 perfectly happy.

 It's nice that statistics of a series of one-bit values are so useful, but
 when a significant fraction of those one-bit values are 100% wrong, that
 introduces a bit of noise to one's estimates. One hopes that they balance
 evenly, but perhaps they do not.

 Terry McIntyre terrymcint...@yahoo.com

 “We hang the petty thieves and appoint the great ones to public office.” --
 Aesop

 --
 *From:* Don Dailey 

[computer-go] (no subject)

2009-08-19 Thread Ingo Althöfer

Jeff Nowakowski wrote:
On Wed, Aug 19, 2009 at 07:27:00AM -0700, terry mcintyre wrote:
Consider the game when computer is black, with 7 stones against a very
strong human opponent.
  ...

 Didn't this game actually happen? Didn't MoGo *beat* a pro 
 with 7 stones?

It was long ago: in February 2009, and it was only the first
game in a series of 6 games. All other five games in that event
were won by the humans.
Later, only one more bot-win against a low pro at h7. 
http://www.computer-go.info/h-c/index.html

Without special techniques the h7 wall will stand for a long time.

Ingo.

PS: Once again I would like to mention my report on Laziness of Monte Carlo, 
at  http://www.althofer.de/mc-laziness.pdf
In the meantime, a student has found the same phenomenon in UCT search
(instead of basic MC). Also in discrete online optimization (so outside
of combinatorial games) it has been observed by another Ph.D. student
of mine: porcedures on Monte Carlo basis are stronger when they have
the impression that the situation is tense.
-- 
Neu: GMX Doppel-FLAT mit Internet-Flatrate + Telefon-Flatrate
für nur 19,99 Euro/mtl.!* http://portal.gmx.net/de/go/dsl02
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] (no subject)

2009-08-19 Thread Don Dailey

 PS: Once again I would like to mention my report on Laziness of Monte
 Carlo, at  http://www.althofer.de/mc-laziness.pdf
 In the meantime, a student has found the same phenomenon in UCT search
 (instead of basic MC). Also in discrete online optimization (so outside
 of combinatorial games) it has been observed by another Ph.D. student
 of mine: porcedures on Monte Carlo basis are stronger when they have
 the impression that the situation is tense.


Laziness is something we all agree on.  This is not in dispute.

But how do you create the required tension in a way that produces a program
that plays the game better?   I don't mean selected positions, but the
entire game.


- Don






 --
 Neu: GMX Doppel-FLAT mit Internet-Flatrate + Telefon-Flatrate
 für nur 19,99 Euro/mtl.!* http://portal.gmx.net/de/go/dsl02
 ___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

[computer-go] Dynamic komi

2009-08-19 Thread Ingo Althöfer
Don wrote:
 But how do you create the required tension in a way that 
 produces a program that plays the game better?

At least in high handicap go on 19x19 (with the dynamic bot being 
the stronger player) it seems to work when the bot is kept
in some 35-45 % corridor, as long as it is clearly behind.

Ingo.


-- 
GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT!
Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


[computer-go] Laziness

2009-08-19 Thread Brian Sheppard
Speaking of laziness, I have been intending to post a study
concerning capturing races, but I haven't gotten around to it.
So is it surprising that MC is lazy, given that MC programmers
are lazy? :-)

Ingo's Double Step Race is a simplified model of capturing race.
My model was more complex, and I solved it recursively rather
than via simulations.

I promise a full post at some point. For now, here are the
overall conclusions:

1) It is possible to be an outright underdog in a race
played out by an MC process even if you win by force under
alternating play.

2) The longer the race, the closer to even it appears, even
if it is lopsided in alternating play (e.g., 4 moves vs 7).

3) If a position features multiple races, then the chance
that MC will play all correctly is very small.

Please consider race here in a general sense: you must reach
your goal before the opponent reaches his goal, where the goals
are incompatible. Semeai is a special case.

My conclusion is the same as Gian-Carlo Pascutto's: I am convinced
that the phenomenon of laziness is real, and that it hurts
practical strength.

To this I would add that laziness is not just a problem in
handicap games. We need to elevate the discussion about laziness
beyond the question of how to win when given 7 stones. I could
not care less. The problem is that we need so many stones.

This comes down to the difference between alternating play and
random play. It is fundamental to the whole framework that MC
will give high scores to positions that are favorable in alternating
play. Unfortunately, there are many dead losing situations that have
a reasonable chance of working in random play.

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


[computer-go] Bulky nakade shapes (was: Mercy rule position)

2009-08-19 Thread Martin Mueller
Fuego has no trouble with the mercy rule here - I guess our threshold  
is high enough. However, it has no clue about how to play out the  
nakade shape. So it starts out with 57% wins for White, and it needs  
maybe 30K simulations until the search pushes it below 50%. Then the  
score keeps dropping continually. It is actually a nice example of how  
search can fix bad playouts in Fuego.


Fuego has an effective rule for stretched nakade shapes, such as 3  
in a row, T or +. It simply moves the single-stone selfataries to the  
adjacent point. However, it cannot handle the bulky shapes such as in  
Brian's example - it just plays the first move randomly, then usually  
a Mogo-style pattern matches, which makes it likely that two eyes will  
be created. How do others handle such cases in the playouts?


Martin
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


[computer-go] Bulky nakade shapes

2009-08-19 Thread Brian Sheppard
Following Mogo, Pebbles uses the 3-in-a-row modification
that automatically plays in the center of 3-point eyeshapes.

Mogo's rule guarantees that an opponent will not be able to
convert a 3-point eyespace into two eyes. The downside of
Mogo's rule is that it wastes a *lot* of moves when it
generates such plays where the opponent strings have other eyes.

Following Fuego, Pebbles has the upgrade self atari rule
that moves attacker plays to the center of 3-point eyes.
Fuego's clump correction rule upgrades the defender's plays.

Fuego's rules triples the chance of making a correct play when
a 3-point eyespace exists, but does not guarantee that any play
will be made. The rules do guarantee that the best move will be
made *within* a 3-point eyespace. This allows RAVE to
accelerate discovery of life-giving shape. The only downside that
I have noticed is that straight-four eyespaces are more likely
to die in the playouts, because attacker moves are upgraded to center
points, and pattern replies are not guaranteed to be made on the vital
point.

When Mogo's rule was first implemented, it made a huge increase
in strength. But when Fuego's rules went in, then Mogo's rule started
being less important, and now it has even become a disadvantage.

My impression is that Fuego's rules covers a lot of situations,
and the upgraded move is almost always an improvement.

Perhaps Mogo's rule would be beneficial if the number of wasted
moves could be cut down. I have not looked into that.

I have implemented a rule that plays on the vital point of nakade
shapes after captures. That rule has never made much effect on
playing strength, but it looks great in particular cases. It should
work out to be a low-cost positive.

Note that all Pebbles testing is on 9x9. I expect situational rules 
to be relatively more important on larger boards.

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Laziness

2009-08-19 Thread Don Dailey
On Wed, Aug 19, 2009 at 2:11 PM, Brian Sheppard sheppar...@aol.com wrote:

 My conclusion is the same as Gian-Carlo Pascutto's: I am convinced
 that the phenomenon of laziness is real, and that it hurts
 practical strength.


Unfortunately this is not that point that is in question - I think we all
agree on this.

- Don
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

[computer-go] Bulky nakade shapes

2009-08-19 Thread Martin Mueller

Following Mogo, Pebbles uses the 3-in-a-row modification
that automatically plays in the center of 3-point eyeshapes.
Fuego's rules triples the chance of making a correct play when
a 3-point eyespace exists, but does not guarantee that any play
will be made. The rules do guarantee that the best move will be
made *within* a 3-point eyespace. This allows RAVE to
accelerate discovery of life-giving shape. The only downside that
I have noticed is that straight-four eyespaces are more likely
to die in the playouts, because attacker moves are upgraded to center
points, and pattern replies are not guaranteed to be made on the vital
point.


Interesting. I looked at some playouts from your sample position, and  
I also saw similar problems, e.g. when O's eye space becomes

X..
then O will live with high likelihood in Fuego playouts, since O will  
soon capture the X stone by the capturing rule, but X has no rule to  
play in the center and kill.


When Mogo's rule was first implemented, it made a huge increase
in strength. But when Fuego's rules went in, then Mogo's rule started
being less important, and now it has even become a disadvantage.


Markus implemented Mogo's nakade rule after we had ours, and could not  
get it to work. So it remains switched off in Fuego by default.


It is very interesting to me that you use the clump correction rule. I  
could never get that to work in Fuego, either.


My impression is that Fuego's rules covers a lot of situations,
and the upgraded move is almost always an improvement.

Perhaps Mogo's rule would be beneficial if the number of wasted
moves could be cut down. I have not looked into that.

I have implemented a rule that plays on the vital point of nakade
shapes after captures. That rule has never made much effect on
playing strength, but it looks great in particular cases. It should
work out to be a low-cost positive.


Yes, I was thinking of trying that.

Martin
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Dynamic komi

2009-08-19 Thread Weston Markham
I'm curious to find out what is meant by lazy.  If, as I am led to
believe by your report, Monte Carlo strategies applied to Double Step
Races are lazy, yet they converge to perfect play, then I'm not sure
why we are meant to worry.  I certainly understand that the strategies
can converge faster in some cases than in others.  I would expect that
this could be used to one's advantage, by using Monte Carlo to
evaluate a related game, that has similar correct moves, but for which
the Monte Carlo evaluation is more accurate.  But it isn't clear how
one is supposed to transform games like his 6-vs-6 into 6-vs-5,
without already knowing enough to completely solve the game!
Specifically, is there a way to do this that doesn't _also_ convert
6-vs-5 into 6-vs-4?

Switching back to go, I would like to point out that it seems to me to
be a serious mistake to apply UCT to any game other than the one at
hand.  If you do some dynamic fiddling with komi, you really ought
to only do it in playouts, and you should ensure that as the length of
the playout decreases, the amount of fiddling approaches zero.  That
way, once UCT has expanded a deep line of play, it will be working
with accurate win/loss values, instead of some fantasy based on a
globally-applied dynamic komi.  This seems very much in line with what
others have already suggested regarding the insertion of passes or
other ways of degrading the play in the playouts.  I suspect that
adjusting komi in the above manner may be an even better solution.

Weston


On Wed, Aug 19, 2009 at 1:45 PM, Ingo Althöfer3-hirn-ver...@gmx.de wrote:
 Don wrote:
 But how do you create the required tension in a way that
 produces a program that plays the game better?

 At least in high handicap go on 19x19 (with the dynamic bot being
 the stronger player) it seems to work when the bot is kept
 in some 35-45 % corridor, as long as it is clearly behind.

 Ingo.


 --
 GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT!
 Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01
 ___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/