Re: [Computer-go] Congratulations to CrazyStone!

2015-04-07 Thread Nick Wedd
Rémi, Petr,

Thank you for the corrections. I have update the report.

Nick

On 7 April 2015 at 04:24, Petr Baudis pa...@ucw.cz wrote:

   Hi,

   sorry for not mentioning it, Pachi was running on all threads of

 AMD FX(tm)-8350 Eight-Core Processor

 with 24GB RAM this time.

 On Mon, Apr 06, 2015 at 06:48:22PM +0100, Nick Wedd wrote:
  Congratulations to CrazyStone, winner of yesterday's KGS bot tournament
 on
  13x13 boards!
 
  My report is at http://www.weddslist.com/kgs/past/111/index.html
  As usual I welcome your comments and corrections.


 --
 Petr Baudis
 If you do not work on an important problem, it's unlikely
 you'll do important work.  -- R. Hamming
 http://www.cs.virginia.edu/~robins/YouAndYourResearch.html
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Re: [Computer-go] What's a good playout speed?

2015-04-07 Thread Urban Hafner
On Sat, Mar 28, 2015 at 11:51 AM, Petr Baudis pa...@ucw.cz wrote:

 On Sat, Mar 28, 2015 at 11:45:48AM +0100, Urban Hafner wrote:
  Good to know Petr! Where does the strength come from? Sophisticated
 playouts or a search algorithm or both?

 Frankly, I don't know for sure!  The downside of Michi's slowness is
 that playtesting takes too many resources so configuration performance
 exploration is awkward.

 But my guess based on ad hoc tests during the development is that the
 contribution of basic playout heuristics and RAVE+priors may be about
 1:1 (with large pattern priors giving further extra boost).


Now that I have a bit of time again, what would be a good starting point to
improve upon UCT and light playouts? RAVE definitely comes to mind, as well
as enhancing the playouts with heuristics like the MoGo 3x3 patterns. Are
there are any good papers on adding priors to the search tree (and where
the underlying data is coming from)? I'm sure there must be, but I think I
just don't know how to search for it.

Urban
-- 
Blog: http://bettong.net/
Twitter: https://twitter.com/ujh
Homepage: http://www.urbanhafner.com/
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Re: [Computer-go] What's a good playout speed?

2015-04-07 Thread Hideki Kato

Urban Hafner: 
cahmxpnnkr-ixqou4stxi_dfojfhj7j_qccj_duit6uqw4o8...@mail.gmail.com:
On Sat, Mar 28, 2015 at 11:51 AM, Petr Baudis pa...@ucw.cz wrote:

 On Sat, Mar 28, 2015 at 11:45:48AM +0100, Urban Hafner wrote:
  Good to know Petr! Where does the strength come from? Sophisticated
 playouts or a search algorithm or both?

 Frankly, I don't know for sure!  The downside of Michi's slowness is
 that playtesting takes too many resources so configuration performance
 exploration is awkward.

 But my guess based on ad hoc tests during the development is that the
 contribution of basic playout heuristics and RAVE+priors may be about
 1:1 (with large pattern priors giving further extra boost).


Now that I have a bit of time again, what would be a good starting point to
improve upon UCT and light playouts? RAVE definitely comes to mind, as well
as enhancing the playouts with heuristics like the MoGo 3x3 patterns. Are
there are any good papers on adding priors to the search tree (and where
the underlying data is coming from)? I'm sure there must be, but I think I
just don't know how to search for it.

For prior values in the tree, almost(?) all strong programs use Remi's 
method these days.
http://remi.coulom.free.fr/Amsterdam2007/MMGoPatterns.pdf

Hideki
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Re: [Computer-go] What's a good playout speed?

2015-04-07 Thread Urban Hafner
On Tue, Apr 7, 2015 at 12:56 PM, Petr Baudis pa...@ucw.cz wrote:

   Hi!

 On Tue, Apr 07, 2015 at 12:03:12PM +0200, Urban Hafner wrote:
  Now that I have a bit of time again, what would be a good starting point
 to
  improve upon UCT and light playouts? RAVE definitely comes to mind, as
 well
  as enhancing the playouts with heuristics like the MoGo 3x3 patterns.

   Well, my suggestions would be in the form of Michi (and its git
 history). ;-)


I suspected you'd say something like this. ;) It is definitely on my list
of things to steal a few things from Michi. But maybe I'll start with
simpler and/or well defined things like RAVE or the hand picked MoGo 3x3
patterns. That way it's easy to see if I really screwed something up. The
bot is still rather weak so adding some of those features should really
improve the strength.

Urban
-- 
Blog: http://bettong.net/
Twitter: https://twitter.com/ujh
Homepage: http://www.urbanhafner.com/
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Re: [Computer-go] What's a good playout speed?

2015-04-07 Thread Urban Hafner
On Tue, Apr 7, 2015 at 12:20 PM, Hideki Kato hideki_ka...@ybb.ne.jp wrote:

 For prior values in the tree, almost(?) all strong programs use Remi's
 method these days.
 http://remi.coulom.free.fr/Amsterdam2007/MMGoPatterns.pdf


Thank you! I will put that one on my reading list!

Urban
-- 
Blog: http://bettong.net/
Twitter: https://twitter.com/ujh
Homepage: http://www.urbanhafner.com/
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Re: [Computer-go] What's a good playout speed?

2015-04-07 Thread Petr Baudis
  Hi!

On Tue, Apr 07, 2015 at 12:03:12PM +0200, Urban Hafner wrote:
 Now that I have a bit of time again, what would be a good starting point to
 improve upon UCT and light playouts? RAVE definitely comes to mind, as well
 as enhancing the playouts with heuristics like the MoGo 3x3 patterns.

  Well, my suggestions would be in the form of Michi (and its git
history). ;-)

 there are any good papers on adding priors to the search tree (and where
 the underlying data is coming from)? I'm sure there must be, but I think I
 just don't know how to search for it.

  Basically, you can either do progressive widening / unpruning / bias.
The terminology is rather confusing.

  In case of progressive bias, you can either initialize the winrate
with N wins (positive bias) and M losses (negative bias) with N and M
determined by various heuristics (Fuego, Pachi, Michi use this),
or have

(1-alpha)*winrate + alpha*bias

with bias being a hypothetical winrate determined by the heuristics
and alpha: 1 - 0 as #simulations: 0 - infty (e.g. alpha=sqrt(c/n) or
some other random formula like that).

  I know about no good survey papers personally.


On Tue, Apr 07, 2015 at 07:20:37PM +0900, Hideki Kato wrote:
 For prior values in the tree, almost(?) all strong programs use Remi's 
 method these days.
 http://remi.coulom.free.fr/Amsterdam2007/MMGoPatterns.pdf

  Do you mean all the strong programs do progressive widening?


-- 
Petr Baudis
If you do not work on an important problem, it's unlikely
you'll do important work.  -- R. Hamming
http://www.cs.virginia.edu/~robins/YouAndYourResearch.html
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Re: [Computer-go] What's a good playout speed?

2015-04-07 Thread Hideki Kato
Petr Baudis: 20150407105648.gp6...@machine.or.cz:

On Tue, Apr 07, 2015 at 07:20:37PM +0900, Hideki Kato wrote:
For prior values in the tree, almost(?) all strong programs use Remi's
method these days.
http://remi.coulom.free.fr/Amsterdam2007/MMGoPatterns.pdf
Do you mean all the strong programs do progressive widening?

No.  I meant that strong programs use prior in various ways (just an 
initial value for a move, for example) but (almost) all use Remi's 
method to compute the prior.

Hideki
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Re: [Computer-go] What's a good playout speed?

2015-04-07 Thread Christoph Birk

On Apr 7, 2015, at 4:34 AM, Urban Hafner cont...@urbanhafner.com wrote:
 I suspected you'd say something like this. ;) It is definitely on my list of 
 things to steal a few things from Michi. But maybe I'll start with simpler 
 and/or well defined things like RAVE or the hand picked MoGo 3x3 patterns. 
 That way it's easy to see if I really screwed something up. The bot is still 
 rather weak so adding some of those features should really improve the 
 strength.

How many playouts (per move) does 'stop_0.9-2b’ do?

Christoph



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Re: [Computer-go] What's a good playout speed?

2015-04-07 Thread folkert
  I suspected you'd say something like this. ;) It is definitely on my list 
  of things to steal a few things from Michi. But maybe I'll start with 
  simpler and/or well defined things like RAVE or the hand picked MoGo 3x3 
  patterns. That way it's easy to see if I really screwed something up. The 
  bot is still rather weak so adding some of those features should really 
  improve the strength.
 
 How many playouts (per move) does 'stop_0.9-2b??? do?

0

(none, zero, keine, geen)


Folkert van Heusden
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Re: [Computer-go] What's a good playout speed?

2015-04-07 Thread Urban Hafner
On Tue, Apr 7, 2015 at 4:04 PM, Christoph Birk b...@obs.carnegiescience.edu
 wrote:


 On Apr 7, 2015, at 4:34 AM, Urban Hafner cont...@urbanhafner.com wrote:
  I suspected you'd say something like this. ;) It is definitely on my
 list of things to steal a few things from Michi. But maybe I'll start with
 simpler and/or well defined things like RAVE or the hand picked MoGo 3x3
 patterns. That way it's easy to see if I really screwed something up. The
 bot is still rather weak so adding some of those features should really
 improve the strength.

 How many playouts (per move) does 'stop_0.9-2b’ do?


I wouldn't know, Christoph. My (and Igor's) bot is called Iomrascálaí. :P
It's running as the various Imrscl-XYZ bots on CGOS due to the username
length restriction and the fact that the current CGOS can't handle Unicode
characters.

This bot however does around 4.5k pips on 9x9 and 1k apps on 19x19 running
on a 2,2 GHz Intel Core i7 (6 months only MacBook pro). The versions on
CGOS run using 8 threads and I get a speedup of about 4.5x.

Urban
-- 
Blog: http://bettong.net/
Twitter: https://twitter.com/ujh
Homepage: http://www.urbanhafner.com/
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Re: [Computer-go] What's a good playout speed?

2015-04-07 Thread Christoph Birk

On Apr 7, 2015, at 7:16 AM, Urban Hafner cont...@urbanhafner.com wrote:
 I wouldn't know, Christoph. My (and Igor's) bot is called Iomrascálaí. :P 
 It's running as the various Imrscl-XYZ bots on CGOS due to the username 
 length restriction and the fact that the current CGOS can't handle Unicode 
 characters.
 This bot however does around 4.5k pips on 9x9 and 1k apps on 19x19 running on 
 a 2,2 GHz Intel Core i7 (6 months only MacBook pro). The versions on CGOS run 
 using 8 threads and I get a speedup of about 4.5x.

thanks, I agree 1400 is about as far as simple UCT will get you.
My simple UCT implementation (myCtest-xxk-UCT) gets about
1200, but it does not do any adjustments to the number of playouts
per move depending on the time remaining, so I have to limit
it to 40k playouts per move.
Have you thought about using the partial tree of the previous move
as a bias?

Chrisoph


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Re: [Computer-go] What's a good playout speed?

2015-04-07 Thread Igor Polyakov
It doesn't matter with simple UCT, but it's a huge difference when you 
have more targeted playouts because you can find a subtree you really 
like and spend 99%+ of your time exploiting that particular line (for 
example, not dying in one move). I see Fuego re-use most of its existing 
tree on a 9x9 almost every move.


On 2015-04-07 11:16, Urban Hafner wrote:
On Tue, Apr 7, 2015 at 4:44 PM, Christoph Birk 
b...@obs.carnegiescience.edu mailto:b...@obs.carnegiescience.edu 
wrote:


thanks, I agree 1400 is about as far as simple UCT will get you.
My simple UCT implementation (myCtest-xxk-UCT) gets about
1200, but it does not do any adjustments to the number of playouts
per move depending on the time remaining, so I have to limit
it to 40k playouts per move.
Have you thought about using the partial tree of the previous move
as a bias?


You mean keeping the subtree and not starting from scratch every time? 
That sounds interesting, but I don't think it would lead to a huge 
strength boost. But I guess I may give that a try. Pondering on the 
opponent's time would be the natural follow up for that of course.


Urban
--
Blog: http://bettong.net/
Twitter: https://twitter.com/ujh
Homepage: http://www.urbanhafner.com/


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Re: [Computer-go] What's a good playout speed?

2015-04-07 Thread Urban Hafner
On Tue, Apr 7, 2015 at 4:44 PM, Christoph Birk b...@obs.carnegiescience.edu
 wrote:

thanks, I agree 1400 is about as far as simple UCT will get you.
 My simple UCT implementation (myCtest-xxk-UCT) gets about
 1200, but it does not do any adjustments to the number of playouts
 per move depending on the time remaining, so I have to limit
 it to 40k playouts per move.
 Have you thought about using the partial tree of the previous move
 as a bias?


You mean keeping the subtree and not starting from scratch every time? That
sounds interesting, but I don't think it would lead to a huge strength
boost. But I guess I may give that a try. Pondering on the opponent's time
would be the natural follow up for that of course.

Urban
-- 
Blog: http://bettong.net/
Twitter: https://twitter.com/ujh
Homepage: http://www.urbanhafner.com/
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