Re: [Computer-go] Mental Imagery in Go - playlist

2015-08-22 Thread djhbrown .
to err, or not to err...

https://www.youtube.com/watch?v=08b0iw3qiAIindex=5list=PL4y5WtsvtduqNW0AKlSsOdea3Hl1X_v-S
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Re: [Computer-go] Mental Imagery in Go - playlist

2015-08-07 Thread djhbrown .
introducing... *HALy*

https://www.youtube.com/watch?v=UZa2cklrj20index=4list=PL4y5WtsvtduqNW0AKlSsOdea3Hl1X_v-S



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Re: [Computer-go] Mental Imagery in Go - playlist

2015-08-06 Thread Ingo Althöfer
Hello,

thanks for your feedback.

 Ingo:  Tanja may be the kind of artist who could produce nice drawings 
 of Hajin's mental images, perhaps based on my own crude sketches?  
 It would be unpaid work though...  

Sorry, but Tanja is a professional. She hs no particular inner relation
to the game of Go. So, it would be necessary to pay her.

***
Another proposal:
Back in 1950 Claude Shannon designed Shannon's Switching Game as a
test bed for an analog procedure (instead of digital computing):
finding move candidates by electricity flow. One of my students has
recently written a program to simulate this. Maybe, I can show
some screenshots soon. Richness of a position is shown by many
fat edges.

Ingo.
 


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Re: [Computer-go] Mental Imagery in Go - playlist

2015-08-05 Thread Darren Cook
 However, i have to admit that in 1979 i was a false prophet when i claimed
 the brute-force approach is a no-hoper for Go, even if computers become a
 hundred times more powerful than they are now ...

I think you are okay: at the point where computers were 100 times
quicker than in 1979, monte-carlo was still too slow for anyone to
realize its potential.

(Fastest supercomputer now is 33.86 petaflop/s, which is approx 10^8 to
10^9 quicker than the fastest in 1979! I think it is about the same
ratio for a typical desktop.) :-)

Darren

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Re: [Computer-go] Mental Imagery in Go - playlist

2015-08-05 Thread Petr Baudis
On Tue, Aug 04, 2015 at 10:33:30AM +1000, djhbrown . wrote:
 However, i have to admit that in 1979 i was a false prophet when i claimed
 the brute-force approach is a no-hoper for Go, even if computers become a
 hundred times more powerful than they are now [Brown, D and S. Dowsey, S.
 The Challenge of Go. *New Scientist* 81, 303-305, 1979.].

  I think you are right, though.  In my opinion, calling MCTS brute
force isn't really fair, the brute force portion really doesn't work
and you need to add a lot of smarts both to the simulations and to the
way you pick situations to simulate to make things work.

-- 
Petr Baudis
If you have good ideas, good data and fast computers,
you can do almost anything. -- Geoffrey Hinton
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Re: [Computer-go] Mental Imagery in Go - playlist

2015-08-05 Thread Darren Cook
 I think you are right, though.  In my opinion, calling MCTS brute 
 force isn't really fair, the brute force portion really doesn't
 work and you need to add a lot of smarts both to the simulations and
 to the way you pick situations to simulate to make things work.

In chess, basic min-max, with an evaluation function that is just the
point values for pieces I learnt as a lad (9 for queen, 5 for rook, 3
for knight/bishop, 1 for pawn) would never have beaten Kasparov.

(Or could it? I've not followed computer chess closely enough to be
sure, but I did hear that Deep Blue was fairly sophisticated software,
not just a lot of hardware.)

Darren

P.S. Isn't brute force the term used to mean that you can see
measurable improvements in playing strength just by doubling the CPU
speed (and/or memory or other hardware restraint). Alpha-beta with all
the trimmings, and MCTS with a good pattern library, both seem to qualify.


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Re: [Computer-go] Mental Imagery in Go - playlist

2015-08-05 Thread Erik van der Werf
On Wed, Aug 5, 2015 at 10:56 AM, Darren Cook dar...@dcook.org wrote:

 P.S. Isn't brute force the term used to mean that you can see
 measurable improvements in playing strength just by doubling the CPU
 speed (and/or memory or other hardware restraint). Alpha-beta with all
 the trimmings, and MCTS with a good pattern library, both seem to qualify.


No, that just means that the solution scales (and brute force solutions
tend to scale up quite poorly).

https://en.wikipedia.org/wiki/Brute-force_search
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Re: [Computer-go] Mental Imagery in Go - playlist

2015-08-05 Thread djhbrown .
on the subject of brutish intelligence, here is a sneak preview of a draft
of the script for episode 4 in the series:

HALy is an imaginary robot, named after two famous computers: HAL, the
antihero of Arthur C. Clarke's wonderful movie 2001: A Space Odyssey, and
Haylee, the hero and Secretary General of the International Go
Federation.   Whereas HAL was made of electronics, Haylee is a real person
made of flesh and bone.

I'm not being rude to call Haylee a computer, because all human beings -
and indeed, all living things, from blue whales to underwater
photographers, including you and me and even the bacteria in our guts - are
computers.  Living computers.  Every cell in your body is a miniature
computer, made out of what Dennis Bray calls wetware, because the
computational machinery of life, made of living plastics like proteins and
other stuff, lives in the watery insides of biological cells.

HALy's logic is based on what Haylee tells us about when she is playing
Go.  HAly tries to imagine in it's own head the mental images that Haylee
talks about when she is playing.   It does this by expressing Haylee's
commentaries in the form of symbolic rules; rules that one day a clever
computer programmer might be able to turn into computer software so HALy
could take the big step from fiction to fact.

Let's look at some of Haly's rules: oh, by the way, if HALy were ever able
to play a whole game of Go, it would need thousands, possibly millions of
rules, but so far i've only thought of a few of them.

Here's one, derived from Haylee's explanations in the previous episode of
this series:

IF i want to play in an empty corner
AND opp has some strong stones facing the empty corner on one of the sides
next to it
THEN look for a joseki that won't give opp a complementary position between
its outcome and what he has already on that side

This rule is a generalisation of the example Haylee talked about.  In that
example, she was thinking of where to play in the lower left corner, whilst
the lower right corner was occupied by a single opp stone on the hoshi
point.

HALy can see straightaway whether a corner is empty or not, but how about
some of the other qualities in the rule?  Like strong, facing and
complementary?  These need to be worked out; to be thought through.

facing is the simplest quality to determine - to keep the explanation
simple, let's pretend we are white and opp is black.

If the nearest stone along the side is black, it's facing us.

Here are some examples of groups that face towards the lower left

And some examples of groups that dont.

This one doesn't either, but you would hardly call the black stone strong,
as it is overshadowed and will have a hard time living.

Remember, the rule only applies to strong stones facing the empty corner.

So we need to find a way to work out whether stones are strong or not.

And right away we are plunged into the forest of complexity, because
whether or not a stone is strong depends on whether or not it will live.
Tsume-go at the very beginning of fuseki!!

How to solve a tricky problem?  There are basically two approaches: you can
either work hard, or work smart.

In Go, working hard means reading it all out - or as much of it as you
can.  It's the basic strategy used by Monte Carlo search, which operates a
bit like a whilrling dervish, flailing around in all directions and relying
on a relatively simplstic evaluation function that can at least identify
big swings at the end of long sequences, and a prodigious mental energy to
read out millions of such sequences.  It's a kind of brute force search,
which although not exhaustive, is extensive enough to make it hard for its
opp to predict what it's going to do next.  Monte Carlo players often make
bizarre moves that are strikingly dumb but occasionally impressively
tricky.  The technique has taken the best of them high up in the amateur
ranks, far higher than i  imagined possible 40 years ago, serving to
demonstrate yet again that most of us mere mortals are not as smart as we
fondly like to imagine we are!

In contrast, working smart means standing on the shoulders of the armies
of great players who have gone before you, and by trial and error over the
centuries, worked out some general principles that usually work.  AI people
call such principles heuristics, a Greek word meaning rule of thumb.
We use heuristics in our daily lives all the time; and it is possible that
using heuristics is the very essence of intelligence.

For example, one heuristic used by magicians, footballers, fencers, rugby
players, and kangaroos, is the feint.  The feint is a brief movement in one
direction, immediately followed by a sharp turn and a dodge in the other
direction, in order to avoid an onrushing predator.  It works because the
attacker (or audience member of a magic show) has a brain which, like the
brain of the common housefly, is programmed to detect movement and to
imagine, as stock market players all too often 

Re: [Computer-go] Mental Imagery in Go - playlist

2015-08-03 Thread Steven Clark
RE: CNNs: They can be, and have been, successfully applied to movies as
well. See http://www.cs.cmu.edu/~rahuls/pub/cvpr2014-deepvideo-rahuls.pdf
Also, in the first .pdf I linked you, the input layer has a notion of age
of the stones. For example, this stone was played 5 moves ago, this one 3
moves ago, etc. So, it is not a strictly static snapshot of a board.
In any event, the best performance will probably not come ONLY from CNNs
(although its prediction accuracy is surprisingly high), but the marriage
of CNNs to monte-carlo tree search, etc.

My sense is that we will continue clinging to romantic notions of human
intelligence (shapes, proverbs, etc.) until we eventually get ground to
dust in a Deep-Blue style competition. Not too long now :)

On Sun, Aug 2, 2015 at 9:33 PM, djhbrown . djhbr...@gmail.com wrote:

 Thanks for the replies to my first message; i looked at the links you
 supplied and comment on them later in this email.

 I noticed that Google does not show you the playlist when you look at
 episode 1 of the series (of currently 3 videos), so you may have missed the
 second two episodes which are more significant than the first.  Here is a
 link to the playlist:

 https://www.youtube.com/playlist?list=PL4y5WtsvtduqNW0AKlSsOdea3Hl1X_v-S

 episode 2 introduces mental images and episode 3 is a conversation between
 Hajin Lee and me about her thoughts on a couple of moves early in one of
 her games.  It includes my first attempt at picturing her thoughts, both
 as symbolic information structures and as paint overlays on the game board.

 My hope is that the former might one day become the basis of symbolic
 generic heuristic rules that could be used to generate and evaluate move
 candidates and the latter could evolve into useful instructional materials
 for people learning the game - so that they can, so to speak, look through
 the eyes of an expert like Hajin.

 To these ends, i need the assistance of people with better skills than me
 at (a) drawing pictures, (b) software and (c) Go.  I think that programming
 is like gymnastics - best done by the young, with their abundance of
 enthusiasm and energy.  I enjoyed programming 50 years ago, but i'm too old
 in the tooth now to burn midnight oil.

 Now to your replies:

 Folkert: Stop is a good start but as you already know, there's a long
 way to go yet :)

 Steven:  I expect there is a future for CNN's in recognising static
 images, but my gut feel is that a position in a Go game is more like one
 frame of a movie; as such, it requires a technology that can interpret
 dynamic images - maybe work being done in automatous car driving can
 contribute something useful to Go playing?  Nevertheless, I was surprised
 by the many humanlike moves of DCNNigo on KGS (until it revealed its
 brittleness).  To be sure, drawing upon the moves of experts is one way of
 gaining expertise, but my feeling is that one should try to abstract the
 position - to generalise from the examples - so that general knowledge can
 be formed and applied to novel situations.  It may be that a CNN arguably
 does do some kind of generalisation - but can it, for example, characterise
 something as basic as the waist of a keima?

 Ingo:  Tanja may be the kind of artist who could produce nice drawings of
 Hajin's mental images, perhaps based on my own crude sketches?  It would be
 unpaid work though...  I liked Fuego's and Jonathan's territory pictures,
 which reminded me of Zobrist's early work on computing influence.  [Albert
 Zobrist (*1969*). *A Model of Visual Organisation for the Game of Go*.
 Proceedings of the Spring Joint Computer Conference, Vol. 34, pp. 103-112.]
 However, whereas being able to picture influence and territory is one of my
 objectives, i want to try to picture the richness of what Hajin (aka
 Haylee) sees rather than the result of a primitive computation.  For
 example, at 10:24 in episode 3, she points out that when black is on J4
 instead of K4, there is an opening in black's lower side for white to
 invade.  This tiny gap makes all the difference to the dynamic meaning of
 the position a few moves prior (ie whether it is sensible for white to
 approach Q3 at Q5).

 One of the major influences on my own thinking about Go programming is the
 seminal work Thought and Choice in Chess by Adriaan de Groot  which i
 reckon is well worth a read by anyone interested in programming Go
 https://books.google.com.au/books?id=b2G1CRfNqFYCpg=PA99

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Re: [Computer-go] Mental Imagery in Go - playlist

2015-08-03 Thread djhbrown .
​Thanks for the link to the CMU CNN paper, Steven, which ​was very
interesting.  I noted with some pleasure that they included a fovea stream
- although maybe that is a bit of a misnomer, as whereas animal foveas roam
around the image, building (i think) a symbolic structural description of
the picture, theirs was fixed in the middle.

I wonder whether a roaming fovea CNN could be a successful group
connectedness classifier?  I can envisage the fovea being moved around by
a higher-level routine that uses a symbolic description of the game
situation to identify which areas/groups it wants it to investigate.

Incidentally, i'm unconvinced that including an age of stone feature is
valuable, because although the future is dynamic, the past is set in stone
(sic);  Go teachers sometimes talk about tewari analysis to demonstrate
when an old stone becomes inefficiently placed by a certain line of play.

As to romantic notions of human superiority, i personally feel that such
opinions are not so much romantic as hubristic - or perhaps paranoid!
However, i have to admit that in 1979 i was a false prophet when i claimed
the brute-force approach is a no-hoper for Go, even if computers become a
hundred times more powerful than they are now [Brown, D and S. Dowsey, S.
The Challenge of Go. *New Scientist* 81, 303-305, 1979.].  Back in those
days, i never imagined that something so blind as Monte-Carlo would become
more perceptive than even my weak eye, let alone being able to defeat a pro
(albeit with a 5-stone handicap), as Zen just did on KGS.

By the way, i've long since lost my paper copy of my paper; you have access
to an academic library - would you be able to retrieve and scan a copy of
it, just for my nostalgia?



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[Computer-go] Mental Imagery in Go - playlist

2015-08-02 Thread djhbrown .
Thanks for the replies to my first message; i looked at the links you
supplied and comment on them later in this email.

I noticed that Google does not show you the playlist when you look at
episode 1 of the series (of currently 3 videos), so you may have missed the
second two episodes which are more significant than the first.  Here is a
link to the playlist:

https://www.youtube.com/playlist?list=PL4y5WtsvtduqNW0AKlSsOdea3Hl1X_v-S

episode 2 introduces mental images and episode 3 is a conversation between
Hajin Lee and me about her thoughts on a couple of moves early in one of
her games.  It includes my first attempt at picturing her thoughts, both
as symbolic information structures and as paint overlays on the game board.

My hope is that the former might one day become the basis of symbolic
generic heuristic rules that could be used to generate and evaluate move
candidates and the latter could evolve into useful instructional materials
for people learning the game - so that they can, so to speak, look through
the eyes of an expert like Hajin.

To these ends, i need the assistance of people with better skills than me
at (a) drawing pictures, (b) software and (c) Go.  I think that programming
is like gymnastics - best done by the young, with their abundance of
enthusiasm and energy.  I enjoyed programming 50 years ago, but i'm too old
in the tooth now to burn midnight oil.

Now to your replies:

Folkert: Stop is a good start but as you already know, there's a long way
to go yet :)

Steven:  I expect there is a future for CNN's in recognising static images,
but my gut feel is that a position in a Go game is more like one frame of a
movie; as such, it requires a technology that can interpret dynamic images
- maybe work being done in automatous car driving can contribute something
useful to Go playing?  Nevertheless, I was surprised by the many humanlike
moves of DCNNigo on KGS (until it revealed its brittleness).  To be sure,
drawing upon the moves of experts is one way of gaining expertise, but my
feeling is that one should try to abstract the position - to generalise
from the examples - so that general knowledge can be formed and applied to
novel situations.  It may be that a CNN arguably does do some kind of
generalisation - but can it, for example, characterise something as basic
as the waist of a keima?

Ingo:  Tanja may be the kind of artist who could produce nice drawings of
Hajin's mental images, perhaps based on my own crude sketches?  It would be
unpaid work though...  I liked Fuego's and Jonathan's territory pictures,
which reminded me of Zobrist's early work on computing influence.  [Albert
Zobrist (*1969*). *A Model of Visual Organisation for the Game of Go*.
Proceedings of the Spring Joint Computer Conference, Vol. 34, pp. 103-112.]
However, whereas being able to picture influence and territory is one of my
objectives, i want to try to picture the richness of what Hajin (aka
Haylee) sees rather than the result of a primitive computation.  For
example, at 10:24 in episode 3, she points out that when black is on J4
instead of K4, there is an opening in black's lower side for white to
invade.  This tiny gap makes all the difference to the dynamic meaning of
the position a few moves prior (ie whether it is sensible for white to
approach Q3 at Q5).

One of the major influences on my own thinking about Go programming is the
seminal work Thought and Choice in Chess by Adriaan de Groot  which i
reckon is well worth a read by anyone interested in programming Go
https://books.google.com.au/books?id=b2G1CRfNqFYCpg=PA99

---
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