Re: [computer-go] Former Deep Blue Research working on Go

2007-10-13 Thread Harri Salakoski

Absolutelu _great_ link, raises my go rank I hope.
thanks.


Do they exist?
I have watched many hilarious youtube stuff, but no clue to search go stuff, 
great.


t. harri

- Original Message - 
From: Chris Fant [EMAIL PROTECTED]

To: computer-go computer-go@computer-go.org
Sent: Saturday, October 13, 2007 2:31 AM
Subject: Re: [computer-go] Former Deep Blue Research working on Go



How do I find the ones narrated in English?  Do they exist?  The
closest I could find was this one which is almost unwatchable.

http://www.youtube.com/watch?v=uArhCnJu7LM


On 10/12/07, Ray Tayek [EMAIL PROTECTED] wrote:

At 07:36 AM 10/12/2007, you wrote:
Chris Fant wrote:
  Ho can I find Go vids on youtube?  Searching for go obviously
 does nothing.
 
 
Atari was also a good keyword here. There it is:
http://www.youtube.com/watch?v=qt1FvPxmmfE

searching for: go baduk weiqi

returns a bunch.

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-12 Thread steve uurtamo
that just kills me every time i see the expression on yasuhiro's (?)
face.  losing the 5 stones is one thing, losing the second eye is
brutal.

s.


- Original Message 
From: Tapani Raiko [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Friday, October 12, 2007 10:36:01 AM
Subject: Re: [computer-go] Former Deep Blue Research working on Go

Chris Fant wrote:
 Ho can I find Go vids on youtube?  Searching for go obviously does nothing.

   
Atari was also a good keyword here. There it is:
http://www.youtube.com/watch?v=qt1FvPxmmfE

-- 
 Tapani Raiko, [EMAIL PROTECTED], +358 50 5225750
 http://www.cis.hut.fi/praiko/

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-12 Thread Peter Drake

Or weiqi.

Peter Drake
http://www.lclark.edu/~drake/



On Oct 12, 2007, at 7:29 AM, steve uurtamo wrote:


try baduk!

s.


- Original Message 
From: Chris Fant [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Friday, October 12, 2007 10:04:23 AM
Subject: Re: [computer-go] Former Deep Blue Research working on Go

Ho can I find Go vids on youtube?  Searching for go obviously  
does nothing.



On 10/12/07, steve uurtamo [EMAIL PROTECTED] wrote:

Hi Steve,

So this doesn't get too lengthy I'll remove the stuff I'm not  
responding

to.


no problem.

But why would it suddenly go log at some point nearby?   This  
is the
same superstition people had in computer chess for decades!
Everyone

had this gut feeling based on nothing whatsoever.


well, every continuous function is well-approximated by a linear  
function

at a small enough scale, right?  so we should expect to see linearity
over a reasonably small range.  if we don't know the function and  
don't
have datapoints from anywhere other than the beginning of the  
function,
we can't really say much about datapoints at the end of the  
function, much

less guess the function itself.

having sparse datapoints from all over the function would give  
more information
than having really detailed datapoints at the easy end of the  
function.
unfortunately, it's really difficult to get datapoints further  
down the function.
so i'm not sure that we can extrapolate from one end of the  
function to the

other.  that's all.

in a physics experiment you sample from all over the range where  
you think
that your fitting function is appropriate.  it would be  
unreasonable to sample

from one end and make claims about the other end.

the number of doublings is relevant here as well -- the valid  
human ELO
range in chess is quite a bit smaller than the same for go.  we  
can obtain
datapoints from all over the chess ELO range.  we don't have the  
same for go.



What DID happen is that there were always some hills the computer
couldn't climb over and there still are, but it had nothing to do  
with

their improvement rate.Your fallacy is that you believe the
landscape is relatively smooth, but with some monster unscaleable  
hill
just out of sight.   The truth is there are many different hills  
of all
different sizes.  Each improvement will enable the program to  
climb over

one or two it couldn't before.   That's really how you should be
thinking of this.   There is no wall around the corner.


that's a good point -- any incremental gain in strength may be by
having the ability to solve a completely different class of  
subproblems
(described in a completely different way) in the game than the  
ones that

humans try to solve.

I think professional play is a long way off too.   But I also  
believe
this is romanticized too much.   As I gradually became better at  
chess I

learned that a lot of concepts were just barely out of reach and not
really that big a deal.   With just a little extra understanding a
profound move becomes rather simple but if you don't understand  
it it

seems like magic.   Great players have a LOT of these and we look at
their games and imagine them to be gods.


it's true that people are quite falliable -- i think that someone  
recently
posted on the list (with youtube video) an example of a big group  
being in

atari in a professional game and one of the two players not noticing.
this is the kind of error that would simply be impossible for any  
program

that can count liberties.

s.






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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-12 Thread Tapani Raiko
Chris Fant wrote:
 Ho can I find Go vids on youtube?  Searching for go obviously does nothing.

   
Atari was also a good keyword here. There it is:
http://www.youtube.com/watch?v=qt1FvPxmmfE

-- 
 Tapani Raiko, [EMAIL PROTECTED], +358 50 5225750
 http://www.cis.hut.fi/praiko/

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-12 Thread steve uurtamo
 Hi Steve,

 So this doesn't get too lengthy I'll remove the stuff I'm not responding
 to.

no problem.

 But why would it suddenly go log at some point nearby?   This is the
 same superstition people had in computer chess for decades!   Everyone
 had this gut feeling based on nothing whatsoever.

well, every continuous function is well-approximated by a linear function
at a small enough scale, right?  so we should expect to see linearity
over a reasonably small range.  if we don't know the function and don't
have datapoints from anywhere other than the beginning of the function,
we can't really say much about datapoints at the end of the function, much
less guess the function itself.

having sparse datapoints from all over the function would give more information
than having really detailed datapoints at the easy end of the function.
unfortunately, it's really difficult to get datapoints further down the 
function.
so i'm not sure that we can extrapolate from one end of the function to the
other.  that's all.

in a physics experiment you sample from all over the range where you think
that your fitting function is appropriate.  it would be unreasonable to sample
from one end and make claims about the other end.

the number of doublings is relevant here as well -- the valid human ELO
range in chess is quite a bit smaller than the same for go.  we can obtain
datapoints from all over the chess ELO range.  we don't have the same for go.

 What DID happen is that there were always some hills the computer
 couldn't climb over and there still are, but it had nothing to do with
 their improvement rate.Your fallacy is that you believe the
 landscape is relatively smooth, but with some monster unscaleable hill
 just out of sight.   The truth is there are many different hills of all
 different sizes.  Each improvement will enable the program to climb over
 one or two it couldn't before.   That's really how you should be
 thinking of this.   There is no wall around the corner.

that's a good point -- any incremental gain in strength may be by
having the ability to solve a completely different class of subproblems
(described in a completely different way) in the game than the ones that
humans try to solve.

 I think professional play is a long way off too.   But I also believe
 this is romanticized too much.   As I gradually became better at chess I
 learned that a lot of concepts were just barely out of reach and not
 really that big a deal.   With just a little extra understanding a
 profound move becomes rather simple but if you don't understand it it
 seems like magic.   Great players have a LOT of these and we look at
 their games and imagine them to be gods.

it's true that people are quite falliable -- i think that someone recently
posted on the list (with youtube video) an example of a big group being in
atari in a professional game and one of the two players not noticing.
this is the kind of error that would simply be impossible for any program
that can count liberties.

s.





   

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-12 Thread steve uurtamo
try baduk!

s.


- Original Message 
From: Chris Fant [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Friday, October 12, 2007 10:04:23 AM
Subject: Re: [computer-go] Former Deep Blue Research working on Go

Ho can I find Go vids on youtube?  Searching for go obviously does nothing.


On 10/12/07, steve uurtamo [EMAIL PROTECTED] wrote:
  Hi Steve,
 
  So this doesn't get too lengthy I'll remove the stuff I'm not responding
  to.

 no problem.

  But why would it suddenly go log at some point nearby?   This is the
  same superstition people had in computer chess for decades!   Everyone
  had this gut feeling based on nothing whatsoever.

 well, every continuous function is well-approximated by a linear function
 at a small enough scale, right?  so we should expect to see linearity
 over a reasonably small range.  if we don't know the function and don't
 have datapoints from anywhere other than the beginning of the function,
 we can't really say much about datapoints at the end of the function, much
 less guess the function itself.

 having sparse datapoints from all over the function would give more 
 information
 than having really detailed datapoints at the easy end of the function.
 unfortunately, it's really difficult to get datapoints further down the 
 function.
 so i'm not sure that we can extrapolate from one end of the function to the
 other.  that's all.

 in a physics experiment you sample from all over the range where you think
 that your fitting function is appropriate.  it would be unreasonable to sample
 from one end and make claims about the other end.

 the number of doublings is relevant here as well -- the valid human ELO
 range in chess is quite a bit smaller than the same for go.  we can obtain
 datapoints from all over the chess ELO range.  we don't have the same for go.

  What DID happen is that there were always some hills the computer
  couldn't climb over and there still are, but it had nothing to do with
  their improvement rate.Your fallacy is that you believe the
  landscape is relatively smooth, but with some monster unscaleable hill
  just out of sight.   The truth is there are many different hills of all
  different sizes.  Each improvement will enable the program to climb over
  one or two it couldn't before.   That's really how you should be
  thinking of this.   There is no wall around the corner.

 that's a good point -- any incremental gain in strength may be by
 having the ability to solve a completely different class of subproblems
 (described in a completely different way) in the game than the ones that
 humans try to solve.

  I think professional play is a long way off too.   But I also believe
  this is romanticized too much.   As I gradually became better at chess I
  learned that a lot of concepts were just barely out of reach and not
  really that big a deal.   With just a little extra understanding a
  profound move becomes rather simple but if you don't understand it it
  seems like magic.   Great players have a LOT of these and we look at
  their games and imagine them to be gods.

 it's true that people are quite falliable -- i think that someone recently
 posted on the list (with youtube video) an example of a big group being in
 atari in a professional game and one of the two players not noticing.
 this is the kind of error that would simply be impossible for any program
 that can count liberties.

 s.






 
 Take the Internet to Go: Yahoo!Go puts the Internet in your pocket: mail, 
 news, photos  more.
 http://mobile.yahoo.com/go?refer=1GNXIC
 ___
 computer-go mailing list
 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-12 Thread Ray Tayek

At 07:36 AM 10/12/2007, you wrote:

Chris Fant wrote:
 Ho can I find Go vids on youtube?  Searching for go obviously 
does nothing.



Atari was also a good keyword here. There it is:
http://www.youtube.com/watch?v=qt1FvPxmmfE


searching for: go baduk weiqi

returns a bunch.

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-12 Thread Chris Fant
How do I find the ones narrated in English?  Do they exist?  The
closest I could find was this one which is almost unwatchable.

http://www.youtube.com/watch?v=uArhCnJu7LM


On 10/12/07, Ray Tayek [EMAIL PROTECTED] wrote:
 At 07:36 AM 10/12/2007, you wrote:
 Chris Fant wrote:
   Ho can I find Go vids on youtube?  Searching for go obviously
  does nothing.
  
  
 Atari was also a good keyword here. There it is:
 http://www.youtube.com/watch?v=qt1FvPxmmfE

 searching for: go baduk weiqi

 returns a bunch.

 ---
 vice-chair http://ocjug.org/


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

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-12 Thread Ray Tayek

At 04:31 PM 10/12/2007, you wrote:

How do I find the ones narrated in English?


not sure, i just found these things/


Do they exist?


yes


The
closest I could find was this one which is almost unwatchable.

http://www.youtube.com/watch?v=uArhCnJu7LM


all of the ones by her that i have seen are in english. searching 
for: Guo Juan gives a few hundred! here is a new guy: 
http://www.youtube.com/watch?v=zFImtHxZrEw i found searching on: go 
baduk weichi.




On 10/12/07, Ray Tayek [EMAIL PROTECTED] wrote:
 At 07:36 AM 10/12/2007, you wrote:
 Chris Fant wrote:
   Ho can I find Go vids on youtube?  Searching for go obviously
  does nothing.
  
  
 Atari was also a good keyword here. There it is:
 http://www.youtube.com/watch?v=qt1FvPxmmfE

 searching for: go baduk weiqi

 returns a bunch.

 ---
 vice-chair http://ocjug.org/


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 computer-go@computer-go.org
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread steve uurtamo
i think that it's an accurate statement.

it certainly hasn't already played such a role, and there is
no evidence that it will or can.

s.

- Original Message 
From: Chris Fant [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Wednesday, October 10, 2007 9:15:18 PM
Subject: Re: [computer-go] Former Deep Blue Research working on Go

I'm just now reading the article.

Monte Carlo techniques have recently had success in Go played on a
restricted 9-by-9 board. My hunch, however, is that they won't play a
significant role in creating a machine that can top the best human
players in the 19-by-19 game.

The author loses credibility with this statement.


On 10/10/07, Ray Tayek [EMAIL PROTECTED] wrote:
 At 02:33 PM 10/7/2007, you wrote:
 Found this link and thought you all might find it interesting.
 
 http://www.spectrum.ieee.org/oct07/5552

 thread on slashdot: http://slashdot.org/article.pl?sid=07/10/10/1758244


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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Chris Fant
In your own paper you say:

At the 19x19 level, Monte Carlo programs are now at the level of the
strongest traditional programs.
[https://webdisk.lclark.edu/drake/publications/GAMEON-07-drake.pdf]

And MC programs are more scalable that traditional programs.  That
seems like some evidence that it can or will.  Especially given that
the current techniques are still so young.


On 10/11/07, steve uurtamo [EMAIL PROTECTED] wrote:
 i think that it's an accurate statement.

 it certainly hasn't already played such a role, and there is
 no evidence that it will or can.

 s.

 - Original Message 
 From: Chris Fant [EMAIL PROTECTED]
 To: computer-go computer-go@computer-go.org
 Sent: Wednesday, October 10, 2007 9:15:18 PM
 Subject: Re: [computer-go] Former Deep Blue Research working on Go

 I'm just now reading the article.

 Monte Carlo techniques have recently had success in Go played on a
 restricted 9-by-9 board. My hunch, however, is that they won't play a
 significant role in creating a machine that can top the best human
 players in the 19-by-19 game.

 The author loses credibility with this statement.


 On 10/10/07, Ray Tayek [EMAIL PROTECTED] wrote:
  At 02:33 PM 10/7/2007, you wrote:
  Found this link and thought you all might find it interesting.
  
  http://www.spectrum.ieee.org/oct07/5552
 
  thread on slashdot: http://slashdot.org/article.pl?sid=07/10/10/1758244
 
 
  ---
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Don Dailey
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Let's cut to the chase and the real issue:

Monte Carlo techniques have recently had success in Go played on a
restricted 9-by-9 board. My hunch, however, is that they won't play a
significant role in creating a machine that can top the best human
players in the 19-by-19 game.


This statement is more about the feasibility of Monte Carlo techniques
on the 19x19 board than it is about beating the top human player.

The author wants to design an alpha/beta brute force searcher on big
hardware because he thinks IT WILL play a significant role and Monte
Carlo WILL NOT.

Since we don't know if this will every happen in our life-times a more
interesting question in my opinion is this:

Will programs having a significant Monte Carlo component (perhaps UCT)
be able to dominate program NOT having a significant Monte Carlo
component in the near future?

That's really what we are talking about.

I can only guess, but right now I have a strong hunch that the basic
Mogo approach is the best way forward.

I know a way we can try to answer that question right away - I will post
about it in a minute.



- - Don





steve uurtamo wrote:
 i think that it's an accurate statement.
 
 it certainly hasn't already played such a role, and there is
 no evidence that it will or can.
 
 s.
 
 - Original Message 
 From: Chris Fant [EMAIL PROTECTED]
 To: computer-go computer-go@computer-go.org
 Sent: Wednesday, October 10, 2007 9:15:18 PM
 Subject: Re: [computer-go] Former Deep Blue Research working on Go
 
 I'm just now reading the article.
 
 Monte Carlo techniques have recently had success in Go played on a
 restricted 9-by-9 board. My hunch, however, is that they won't play a
 significant role in creating a machine that can top the best human
 players in the 19-by-19 game.
 
 The author loses credibility with this statement.
 
 
 On 10/10/07, Ray Tayek [EMAIL PROTECTED] wrote:
 At 02:33 PM 10/7/2007, you wrote:
 Found this link and thought you all might find it interesting.

 http://www.spectrum.ieee.org/oct07/5552
 thread on slashdot: http://slashdot.org/article.pl?sid=07/10/10/1758244


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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Eric Boesch
On 10/9/07, Andrés Domínguez [EMAIL PROTECTED] wrote:
 2007/10/9, Eric Boesch [EMAIL PROTECTED]:
  Naive null move is unhelpful because throughout much of a go game,
  almost every move is better than passing,

 I think this is not the point of null move. Null move is if pass is good 
 enough
 to an alpha cut, then will be a _better_ move. It is not important if
 pass is the
 worse move, is important that there is a better (=) move than pass (not
 zugzwang). Then you  bet searching not so deep.

Sorry, that was sloppy writing in several places. I was not trying to
argue why null-move pruning (NMP) would give the wrong answer, but
why, even if NMP performs as intended and horizon effects don't spoil
its evaluation, it might not prune many moves. The hope is to prune
variations that are bad and lopsided enough that starting at some
point, one side loses the equivalent of a whole move compared to, er,
more or less, correct play by both sides, right? The fraction of
variations that fit that description will increase with the depth of
the tree and the variability of move quality. The depth and
variability are both likely to be lower in global go search than in
global chess search. (As for local go search, as I already explained,
I think that even if NMP is effective when compared with bare-bones
alpha-beta, it is still less effective than other approaches like
lambda search.)

If all moves except pass for both players are better than nothing,
then if NMP works as intended, no moves will be pruned in the first
two plies of the search (it takes at least two moves by the same
player to fall a full move behind). If an average move is more than
two-thirds as valuable as the best move -- which is usually true in go
for, very roughly, the first 20 moves of a typical 19x19 game --
you'll have to go six levels deep before you see many NMP cutoffs
(even if white's sequence is below average and cumulatively a move
worse than best, it may not lose a full move to black's imperfect
responses, so only a minority of 6-ply sequences will be eligible, and
then you have to consider how many of those sequences would be cut off
by alpha-beta anyhow -- I would assume the sequences that NMP might
prune would be cut off by ordinary alpha-beta at a greater rate than
more balanced sequences would be). You won't see NMP cutoffs at the
bottom of the tree, either, because it's too late to prune then. If
NMP doesn't prune much near the root or the deepest nodes, and the
tree is not very deep because the branching factor and static
evaluation cost are high enough that there isn't time to search very
deeply, then NMP isn't doing much, period. I think that is at least
part of what has limited the benefits of  null move pruning for
full-breadth global search in go. Selective global search allows
deeper searches, but a good selector should prune away most of the
sequences NMP might otherwise have caught.

None of this is an argument that NMP would be literally useless, just
that it's unlikely to lead to a dramatic strength improvement. Even in
chess, Chrilly Donninger said NMP was good for, what, 100 Elo points?
The only alpha-beta tweak that can add 400 Elo to a chess program on
its own is transposition tables, and everybody already has those. That
makes it difficult to understand why non-go-programmers are sometimes
so willing to believe that just souping up an alpha-beta search could
turn today's top go programs, which I would say are at about the go
equivalent of class B at 19x19, into the go equivalent of
grandmasters. A simple-but-fast full-breadth alpha-beta go solver
would have even further to go to reach grandmaster level, because it
would need to reach the level of being competitive with the top tier
of extant programs first (which no such program currently is). Either
way, in terms of performance measured in human terms, the jump from
the state of the art to world-champion-caliber play would be a far
bigger leap beyond the state of the art than Deep Thought and Deep
Blue ever made. (The leap to dan level, if gaining just two stones
can be called that, surely requires only throwing a little more
hardware at existing programs.)

Okay, enough of that. If people aren't persuaded by other programmers'
experience trying to map computer chess methods to computer go in a
straightforward way, then they're not likely to be convinced by my
hand-waving arguments either.

[Regarding programmers' experience: when a top chess programmer
(Chrilly) and a successful go programmer (Peter Woitke) collaborated
on a chess-style go program, the result fell -- at last report, anyhow
-- about 600 Elo points short of the top tier of programs at 9x9, and
presumably much farther short at real go. (The 600 figure is derived
from Chrilly's claims of a 60% success record against GnuGo, and
GnuGo's placement nearly 700 Elo points behind Mogo on CGOS -- 9x9 is
not GnuGo's long suit.) That should dispel any residual hopes that
applying state-of-the-art chess-search 

Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Don Dailey
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Several points:

Null move is usually applied to a beta cutoff - but of course this is
mostly semantics.  In the literature if you can pass (play the null
move) and still get a beta cutoff then you are in a fruitless line of
play because your opponent has the power to avoid this line of play.

Null move is pointless without a depth reduction, otherwise it just adds
1 extra node to this level in many cases.

When I played around with null move it only hurt the program some -
because it does reduced the tree significantly which partially
compensates for the reduced quality of the tree.That gives some hope
that it's not totally stupid but it would need some bolstering somehow.

Null move is nothing more than a test.  If there is some other way to
estimate an upper or lower bound on the score, it could be used the same
way that null move is.

Alpha Beta pruning hasn't been explored to it's full potential in
computer GO.   Translating a chess program to go by itself is not going
to work but in my experience there is some pretty strong evidence that
you can be a lot more sloppy about selectivity in Go.For instance
you can throw out a lot of moves without it killing the search
completely.   In chess you have to be paranoid about which move you can
throw out.

The secret is that you don't throw out any move permanently, unless you
can prove admissibility.You taper the search.  Perhaps with patterns
you can eliminate most of the moves NEAR the leaf nodes, but at some
point you have to reintroduce them.Null move is a recursive
mechanism to re-introduce moves but we probably need something else in
GO.

One thing is clear - if alpha beta is to be workable it has to be
extremely liberal about pruning moves.

- - Don






Eric Boesch wrote:
 On 10/9/07, Andrés Domínguez [EMAIL PROTECTED] wrote:
 2007/10/9, Eric Boesch [EMAIL PROTECTED]:
 Naive null move is unhelpful because throughout much of a go game,
 almost every move is better than passing,
 I think this is not the point of null move. Null move is if pass is good 
 enough
 to an alpha cut, then will be a _better_ move. It is not important if
 pass is the
 worse move, is important that there is a better (=) move than pass (not
 zugzwang). Then you  bet searching not so deep.
 
 Sorry, that was sloppy writing in several places. I was not trying to
 argue why null-move pruning (NMP) would give the wrong answer, but
 why, even if NMP performs as intended and horizon effects don't spoil
 its evaluation, it might not prune many moves. The hope is to prune
 variations that are bad and lopsided enough that starting at some
 point, one side loses the equivalent of a whole move compared to, er,
 more or less, correct play by both sides, right? The fraction of
 variations that fit that description will increase with the depth of
 the tree and the variability of move quality. The depth and
 variability are both likely to be lower in global go search than in
 global chess search. (As for local go search, as I already explained,
 I think that even if NMP is effective when compared with bare-bones
 alpha-beta, it is still less effective than other approaches like
 lambda search.)
 
 If all moves except pass for both players are better than nothing,
 then if NMP works as intended, no moves will be pruned in the first
 two plies of the search (it takes at least two moves by the same
 player to fall a full move behind). If an average move is more than
 two-thirds as valuable as the best move -- which is usually true in go
 for, very roughly, the first 20 moves of a typical 19x19 game --
 you'll have to go six levels deep before you see many NMP cutoffs
 (even if white's sequence is below average and cumulatively a move
 worse than best, it may not lose a full move to black's imperfect
 responses, so only a minority of 6-ply sequences will be eligible, and
 then you have to consider how many of those sequences would be cut off
 by alpha-beta anyhow -- I would assume the sequences that NMP might
 prune would be cut off by ordinary alpha-beta at a greater rate than
 more balanced sequences would be). You won't see NMP cutoffs at the
 bottom of the tree, either, because it's too late to prune then. If
 NMP doesn't prune much near the root or the deepest nodes, and the
 tree is not very deep because the branching factor and static
 evaluation cost are high enough that there isn't time to search very
 deeply, then NMP isn't doing much, period. I think that is at least
 part of what has limited the benefits of  null move pruning for
 full-breadth global search in go. Selective global search allows
 deeper searches, but a good selector should prune away most of the
 sequences NMP might otherwise have caught.
 
 None of this is an argument that NMP would be literally useless, just
 that it's unlikely to lead to a dramatic strength improvement. Even in
 chess, Chrilly Donninger said NMP was good for, what, 100 Elo points?
 The 

Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Don Dailey
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Good common sense answer.   I agree that this could be settled.

I'll go ahead and help Chris Fant set up a the server which he will
administer.

Meanwhile, can you experiment with the 9x9 server just to see if you can
get it working on CGOS?You can use any anonymous name.

- - Don


David Fotland wrote:
 It's because strong players play strong moves, and the program has knowledge
 about the strong moves.  When Mogo plays an unconventional move, Many Faces
 has less knowledge, and is more likely to do something really stupid.
 People are more able to respond well to odd moves.  
 
 9x9 is a different case, since mogo plays nearly perfectly once the opening
 is done, unless there is a rare tactic that falls outside the uct tree so
 the monte carlo doesn't see it.  In 19x19 middle games, mogo is still
 relying on the monte carlo playouts rather than the uct tree, so it is more
 sensitive to tactics.  I've watched it play 19x19, and it plays greedy for
 territory while leaving many weaknesses.  A human will focus on the
 weaknesses and find some deep tactics to exploit them.  Many Faces won't do
 this since it expects the opponent to play the honest move and not leave
 this kind of weakness.
 
 But the only way to settle this is to do some experiments.  I could
 certainly be wrong.  If we have a mogo-many faces match on 19x19 cgos, and
 we also have them play for ratings against people on kgs, it would settle
 it.
 
 David
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Don Dailey
-BEGIN PGP SIGNED MESSAGE-
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I thought Monte Carlo plays and thinks MORE like human players.   That
might make them easier to beat, I don't know.   Playing like a human
doesn't imply they are harder to beat. I have heard people complain
that they couldn't beat the early chess programs BECAUSE they didn't
play normal moves.

You would know more than me because you are much stronger.   But you
claim they are better against the more human knowledge based programs
for the reason I stated, that they play strange moves.   But why should
that not help against humans who play more human like?

You are basically saying there is a great deal of in-transitivity
between humans, monte carlo players, and knowledge based players.   I
don't believe there is that much.   For instance when Mogo dominated at
9x9 it was found that it is also quite strong against humans (compared
to other kinds of programs.)

I know the argument that I will hear - 19x19 isn't 9x9.   I believe in
Occams razor - whichever program proves to be stronger in head to head
is probably stronger against other opponents - at least that is the
simple conclusion and the burden of proof should go to the one claiming
otherwise.   I don't have any problem with you being right - but you are
claiming something that is contrary to the simplest explanation.

- - Don



David Fotland wrote:
 I would not agree with this statement.  I think it is likely that the
 current Monte Carlo programs can get good results agaisnt traditional
 programs, but I don't think they are as strong against people.  Certainly
 they don't play  in a human style.  One of the resons they do well against
 knowledge based programs is that they play strange moves (at 19x19).  I
 think people are more able to exploit the way the programs play.
 
 I do agree that since monte carlo is scalable, these programs will improve
 much faster than traditional programs.
 
 David
 
 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Fant
 Sent: Thursday, October 11, 2007 5:24 AM
 To: computer-go
 Subject: Re: [computer-go] Former Deep Blue Research working on Go


 In your own paper you say:

 At the 19x19 level, Monte Carlo programs are now at the 
 level of the strongest traditional programs. 
 [https://webdisk.lclark.edu/drake/publications/GAMEON-07-drake.pdf]


 
 
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RE: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread David Fotland
I already have experimented with the 9x9 server with an anonymous name :)
The results have aged off the server, but I think it had a rating between
1750 and 1850.  So I had working GTP code about 8 months ago.  I'll give it
a try today on 9x9 to see if it still works.

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Don Dailey
 Sent: Thursday, October 11, 2007 12:22 PM
 To: computer-go
 Subject: Re: [computer-go] Former Deep Blue Research working on Go
 
 
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Good common sense answer.   I agree that this could be settled.
 
 I'll go ahead and help Chris Fant set up a the server which 
 he will administer.
 
 Meanwhile, can you experiment with the 9x9 server just to see 
 if you can
 get it working on CGOS?You can use any anonymous name.
 
 - - Don
 
 
 David Fotland wrote:
  It's because strong players play strong moves, and the program has 
  knowledge about the strong moves.  When Mogo plays an 
 unconventional 
  move, Many Faces has less knowledge, and is more likely to do 
  something really stupid. People are more able to respond 
 well to odd moves.
  
  9x9 is a different case, since mogo plays nearly perfectly once the 
  opening is done, unless there is a rare tactic that falls 
 outside the 
  uct tree so the monte carlo doesn't see it.  In 19x19 middle games, 
  mogo is still relying on the monte carlo playouts rather 
 than the uct 
  tree, so it is more sensitive to tactics.  I've watched it 
 play 19x19, 
  and it plays greedy for territory while leaving many weaknesses.  A 
  human will focus on the weaknesses and find some deep tactics to 
  exploit them.  Many Faces won't do this since it expects 
 the opponent 
  to play the honest move and not leave this kind of weakness.
  
  But the only way to settle this is to do some experiments.  I could 
  certainly be wrong.  If we have a mogo-many faces match on 
 19x19 cgos, 
  and we also have them play for ratings against people on 
 kgs, it would 
  settle it.
  
  David
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Chris Fant
Can we also count on Steenvreter for this 19x19 smack-down?  You out
there, Erik?


On 10/11/07, Eric Boesch [EMAIL PROTECTED] wrote:
 On 10/11/07, David Fotland [EMAIL PROTECTED] wrote:
  But the only way to settle this is to do some experiments.  I could
  certainly be wrong.  If we have a mogo-many faces match on 19x19 cgos, and
  we also have them play for ratings against people on kgs, it would settle
  it.

 Mogobot1 and mogobot2 are rated 2k and 3k, respectively, on KGS.
 CrazyStone is rated 2k. All of these numbers are with moderate time
 controls (not the 15 minute sudden death time controls that became a
 subject of controversy).

 There was also KCConGui, running KCC Igo, that played for a while on
 KGS. I don't know whether it was an official bot, or whether its
 departure had anything to do with its lopsided losing record against
 CrazyStone. The KCConGui page notes that KCC Igo won the Gifu
 Challenge four years in a row, most recently against sparse
 competition, but the best claim to the computer go throne belongs to
 Steenvreter, for edging out Mogo and CrazyStone in the stronger ICGA
 tournament.
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Ian Osgood


On Oct 11, 2007, at 1:49 PM, Eric Boesch wrote:


On 10/11/07, David Fotland [EMAIL PROTECTED] wrote:

But the only way to settle this is to do some experiments.  I could
certainly be wrong.  If we have a mogo-many faces match on 19x19  
cgos, and
we also have them play for ratings against people on kgs, it would  
settle

it.


Mogobot1 and mogobot2 are rated 2k and 3k, respectively, on KGS.
CrazyStone is rated 2k. All of these numbers are with moderate time
controls (not the 15 minute sudden death time controls that became a
subject of controversy).

There was also KCConGui, running KCC Igo, that played for a while on
KGS. I don't know whether it was an official bot, or whether its
departure had anything to do with its lopsided losing record against
CrazyStone. The KCConGui page notes that KCC Igo won the Gifu
Challenge four years in a row, most recently against sparse
competition, but the best claim to the computer go throne belongs to
Steenvreter, for edging out Mogo and CrazyStone in the stronger ICGA
tournament.


I thought Steenvreter only played 9x9 Go.  The 19x19 ICGA tournament  
winners were MoGo, CrazyStone, and GnuGo in that order.


Ian
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Erik van der Werf
Yes I'm here :-) Sorry to have to disappoint you though, I have not
yet found enough time to work on 19x19. For now the throne rightfully
belongs to Mogo.

Erik



On 10/11/07, Chris Fant [EMAIL PROTECTED] wrote:
 Can we also count on Steenvreter for this 19x19 smack-down?  You out
 there, Erik?


 On 10/11/07, Eric Boesch [EMAIL PROTECTED] wrote:
  On 10/11/07, David Fotland [EMAIL PROTECTED] wrote:
   But the only way to settle this is to do some experiments.  I could
   certainly be wrong.  If we have a mogo-many faces match on 19x19 cgos, and
   we also have them play for ratings against people on kgs, it would settle
   it.
 
  Mogobot1 and mogobot2 are rated 2k and 3k, respectively, on KGS.
  CrazyStone is rated 2k. All of these numbers are with moderate time
  controls (not the 15 minute sudden death time controls that became a
  subject of controversy).
 
  There was also KCConGui, running KCC Igo, that played for a while on
  KGS. I don't know whether it was an official bot, or whether its
  departure had anything to do with its lopsided losing record against
  CrazyStone. The KCConGui page notes that KCC Igo won the Gifu
  Challenge four years in a row, most recently against sparse
  competition, but the best claim to the computer go throne belongs to
  Steenvreter, for edging out Mogo and CrazyStone in the stronger ICGA
  tournament.
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RE: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread David Fotland
Then they are stronger than many face against people.  I think Many Faces
would be around 4k to 6k.

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Eric Boesch
 Sent: Thursday, October 11, 2007 1:50 PM
 To: computer-go
 Subject: Re: [computer-go] Former Deep Blue Research working on Go
 
 
 On 10/11/07, David Fotland [EMAIL PROTECTED] wrote:
  But the only way to settle this is to do some experiments.  I could 
  certainly be wrong.  If we have a mogo-many faces match on 
 19x19 cgos, 
  and we also have them play for ratings against people on 
 kgs, it would 
  settle it.
 
 Mogobot1 and mogobot2 are rated 2k and 3k, respectively, on 
 KGS. CrazyStone is rated 2k. All of these numbers are with 
 moderate time controls (not the 15 minute sudden death time 
 controls that became a subject of controversy).
 
 There was also KCConGui, running KCC Igo, that played for a 
 while on KGS. I don't know whether it was an official bot, or 
 whether its departure had anything to do with its lopsided 
 losing record against CrazyStone. The KCConGui page notes 
 that KCC Igo won the Gifu Challenge four years in a row, most 
 recently against sparse competition, but the best claim to 
 the computer go throne belongs to Steenvreter, for edging out 
 Mogo and CrazyStone in the stronger ICGA tournament. 
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Chris Fant
Someone already did:  Stone eater.

On 10/11/07, terry mcintyre [EMAIL PROTECTED] wrote:

 Erik,

 It would be great to see Steenvreter on the 9x9 cgos server. BTW, can you
 translate Steenvreter for us English speakers? Thanks!

 From: Erik van der Werf [EMAIL PROTECTED]

 Yes I'm here :-) Sorry to have to disappoint you though, I have not
 yet found enough time to work on 19x19. For now the throne rightfully
 belongs to Mogo.

 Erik



  
 Looking for a deal? Find great prices on flights and hotels with Yahoo!
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Unknown
On Thu, 2007-10-11 at 18:37 -0400, Chris Fant wrote:
 Someone already did:  Stone eater.
 
 On 10/11/07, terry mcintyre [EMAIL PROTECTED] wrote:
 
  Erik,
 
  It would be great to see Steenvreter on the 9x9 cgos server. BTW, can you
  translate Steenvreter for us English speakers? Thanks!

Eater is a bit too weak, IMHO.
Stone gobbler or stone muncher seems more appropriate.

HTH,
AvK

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread steve uurtamo
I think that there's an apples/oranges thing going on here.

 My hunch, however, is that they won't play a
 significant role in creating a machine that can top the best human
 players in the 19-by-19 game.

i agree with this statement.

 And MC programs are more scalable that traditional programs.  That
 seems like some evidence that it can or will.  Especially given that
 the current techniques are still so young.

i do not agree with this statement.

top the best human players in a 19x19 game is quite a bit different than
at the level of the strongest traditional programs.  at the level of, or
near the level of, or slightly better than just means (perhaps) that the
wheel has been re-invented.  it could mean more than that, but there surely
doesn't seem to be much evidence for that at this point.

scalable doesn't mean linear, and it also doesn't give an asymptotic growth
function or a constant.  if anyone anywhere could give a good estimate for how
many cpus it would take, with any particular algorithm, to beat a professional
player, and if the number were feasible, there's no reason not to start building
such a machine.

s.




   

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-11 Thread Don Dailey
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Steve,

So this doesn't get too lengthy I'll remove the stuff I'm not responding
to.


 I think this statement is more or less true.  Didn't you see the
 scalability data for 19x19?   In fact didn't you help me produce it?
 
 we tested some very low ELO ranges.  speculating about how that
 scales up to the upper stratosphere of ELO is pretty difficult for
 me.  it wasn't straight enough for me to believe that it doesn't go
 log at some point nearby and start to cripple the doubling of cpu
 advantage.

But why would it suddenly go log at some point nearby?   This is the
same superstition people had in computer chess for decades!   Everyone
had this gut feeling based on nothing whatsoever.


 in the sense that 19x19 is still brutally difficult, and that these
 methods haven't improved the state of the art by more than a stone
 or two, if that.  so we should definitely not extrapolate, or expect
 them to perform, any better than we already have evidence for.

What do you consider evidence?   If every doubling so far has yielded
the same approximate improvement then I would say the evidence is pretty
good that the next one will.I guess you believe there is no evidence
the next one will?



 i agree that on smaller boards UCT-type programs are superior.
 without trying too hard to sound like an apologist/traditionalist, i will 
 mention that
 boardsize isn't merely a scaling factor in this problem.  things change
 in a fundamental way inbetween 9x9 and 19x19 that direct search can't
 recognize.  (this is essentially what monte carlo methods are doing, as
 they are somewhat carefully sampling from the move distribution).

 I'm sure some will believe this observed scalability is short lived but
 I know of no reason to believe that other than superstition.
 
 i hate to do this, but i'll give you an analogy that i think is relevant.
 if you crawl at 1/2 mph across the desert for 7 years, encounter a
 tiny hill, and manage to scale it, you may say to yourself that you've
 made a massive accomplishment.  and you have.  but it doesn't
 imply, entail, or otherwise suggest that all future obstacles will be
 of similar size.
 
 honestly, 9x9 doesn't even leave *room* for some of the important
 problems that are critical on a 19x19 board.  those problems don't exist on
 a small board because it's a full-on tactical fight from the get-go.  this
 is a different kind of problem than being willing to trade 40% of the board
 for a 51% likelihood of getting 41% of the board in exchange.  9x9 is
 about getting a 100% likelihood of winning as soon as possible.

Everyone likes to romanticize this fact.  Of course there are a lot of
differences but that has nothing to do with how scalable the problem is.
 All you are really saying is that it's more difficult and complicated -
that is totally unrelated to scalability.

These conceptual hills are not barriers, they are hills.   These same
barriers were imagined to exist in computer chess too.   Many masters
criticized the nature of search and said computers would never be able
to do long term planning and this was certain to create a sudden
standstill and it was just around the corner always.  But it never
happened.

What DID happen is that there were always some hills the computer
couldn't climb over and there still are, but it had nothing to do with
their improvement rate.Your fallacy is that you believe the
landscape is relatively smooth, but with some monster unscaleable hill
just out of sight.   The truth is there are many different hills of all
different sizes.  Each improvement will enable the program to climb over
one or two it couldn't before.   That's really how you should be
thinking of this.   There is no wall around the corner.



 That's why I believe a super hardware gizmo could easily be built that
 would be in the DAN range somewhere at 19x19, at least low Dan.I'm
 not so bold as to predict that it will be at top human levels any time
 soon though.
 
 i think that we're likely in agreement here.  crazy hardware could get you 
 into
 the 1 dan range, but professional play is way, way out of bounds at this 
 point.
 to see why i think this, watch a 7d game on kgs and listen to the 1d kibitz.
 note how ridiculously out-of-touch they are with the game that is going on
 in front of them.  pro play is yet another magnitude or two of out of touch 
 from
 amateur play.

I think professional play is a long way off too.   But I also believe
this is romanticized too much.   As I gradually became better at chess I
learned that a lot of concepts were just barely out of reach and not
really that big a deal.   With just a little extra understanding a
profound move becomes rather simple but if you don't understand it it
seems like magic.   Great players have a LOT of these and we look at
their games and imagine them to be gods.

- - Don




 
 s.
 
 
 
 
 

 

Re: [computer-go] Former Deep Blue Research working on Go

2007-10-10 Thread Rémi Coulom

terry mcintyre wrote:


IIRC, a few Microsoft researchers did some interesting work with SVMs 
and the prediction of pro-level moves. I've always wondered whether 
that could be integrated with UCT to narrow the search tree.

Hi,

This is what I do in Crazy Stone:
http://remi.coulom.free.fr/Amsterdam2007/

Mango does something similar, too.

Rémi
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-10 Thread Rémi Coulom

Andrés Domínguez wrote:

2007/10/10, Don Dailey [EMAIL PROTECTED]:
  

Andrés,

You are right about null move of course.  The assumption that other
moves are = to the value of a pass is much stronger in GO than in
Chess, yet ironically it's not as effective in Go.



That was what i was trying to say. Pass is one of the worst moves
(except final) is good for null-move on Go. Of course you have
reduced depth, probably bad with alpha-beta with a bad evaluation
function, but looks interesting with UCT reducing the number of
simulations and increasing the % value. I don't use UCT, so I
haven't tried it.

Andrés
  

Hi,

UCT does no alpha-beta pruning, so null-move pruning cannot be used.

Rémi
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-10 Thread Rémi Coulom

Rémi Coulom wrote:

Andrés Domínguez wrote:

2007/10/10, Don Dailey [EMAIL PROTECTED]:
 

Andrés,

You are right about null move of course.  The assumption that other
moves are = to the value of a pass is much stronger in GO than in
Chess, yet ironically it's not as effective in Go.



That was what i was trying to say. Pass is one of the worst moves
(except final) is good for null-move on Go. Of course you have
reduced depth, probably bad with alpha-beta with a bad evaluation
function, but looks interesting with UCT reducing the number of
simulations and increasing the % value. I don't use UCT, so I
haven't tried it.

Andrés
  

Hi,

UCT does no alpha-beta pruning, so null-move pruning cannot be used.

Rémi 

Hi again,

I did not read your reply carefuly before answering, sorry. I still 
don't believe your approach could work. You would waste a lot of 
simulations searching a bad move, and it would be extremely difficult to 
determine how much the % value should be increased. In alpha-beta tree 
search, you only need to determine that one move is better than another, 
regardless of the difference in value. In UCT, it is very important to 
also determine how much better one move is. I cannot see any reasonable 
approach to determine how much the null move is worse than the others. 
Depending on very subtle details of the position, it could be a lot or 
very little.


Regarding the question of null move in Go, I remember that some 
programmers who tried it in alpha-beta programs did not manage to make 
it work (Peter MacKenzie comes to mind, maybe others). As Don wrote, the 
main problem of null move is the depth reduction. It hides long-term 
threats that the evaluation function might not be able to evaluate.


Rémi

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-10 Thread steve uurtamo
 As Don wrote, the 
 main problem of null move is the depth reduction. It hides long-term 
 threats that the evaluation function might not be able to evaluate.

even with a very good evaluation function, i would think that another problem
(this is likely just restating what you and others have already said) is that 
your opponent
can quite readily often crush you if you pass, even if he plays what would
otherwise be a fairly substandard move. the sheer advantage of having sente for
free can be huge.  at the beginning of the game it's an entire handicap stone,
and near the endgame it can mean several new ko threats.  in the middle game
it means winning any reasonable liberty race, turning many reasonable kills into
sekis, blocking any ladder, etc.  so it wouldn't, generally, ever generate any 
cutoffs,
and yet you'd be checking it with every move for effectively no reason.

there is a related concept that go players actually do use, and it has to do
with reordering a set of moves that have been played to see if it changes the
position.  tewari analysis -- this is probably more useful than null-move 
pruning,
as it should be able to make a relatively weak evaluation function act stronger.

s.





   

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-10 Thread Erik van der Werf
On 10/10/07, Don Dailey [EMAIL PROTECTED] wrote:
 In GO, threats tend to be very indirect and distant, at least from the
 point of view of a naive search algorithm and this is a real killer to
 the idea - my feeling is that null move in GO is not workable.

I have the same feeling. Some years ago in Magog I did quite a lot of
experiments with tricks like (recursive) null move pruning. Although
it provided significant reductions in the search tree it consistently
made the program play weaker. The only trick that (almost) seemed to
work was Multi-Cut.

Erik
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-10 Thread Magnus Persson

Quoting Rémi Coulom [EMAIL PROTECTED]:



Regarding the question of null move in Go, I remember that some
programmers who tried it in alpha-beta programs did not manage to
make it work (Peter MacKenzie comes to mind, maybe others). As Don
wrote, the main problem of null move is the depth reduction. It hides
long-term threats that the evaluation function might not be able to
evaluate.


I used null-moves in my old program Viking which used alpha-beta with lazy
MC-Evaluation. It worked in the sense that it searched deeper, but I never
observed an increase in playing strength. This might of course mean that the
implementation was buggy or could be improved somehow.

--
Magnus Persson
Berlin, Germany
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-10 Thread Ray Tayek

At 02:33 PM 10/7/2007, you wrote:

Found this link and thought you all might find it interesting.

http://www.spectrum.ieee.org/oct07/5552


thread on slashdot: http://slashdot.org/article.pl?sid=07/10/10/1758244


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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-10 Thread Chris Fant
I'm just now reading the article.

Monte Carlo techniques have recently had success in Go played on a
restricted 9-by-9 board. My hunch, however, is that they won't play a
significant role in creating a machine that can top the best human
players in the 19-by-19 game.

The author loses credibility with this statement.


On 10/10/07, Ray Tayek [EMAIL PROTECTED] wrote:
 At 02:33 PM 10/7/2007, you wrote:
 Found this link and thought you all might find it interesting.
 
 http://www.spectrum.ieee.org/oct07/5552

 thread on slashdot: http://slashdot.org/article.pl?sid=07/10/10/1758244


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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-10 Thread Richard J. Lorentz
Of no particular importance I suppose, but did any one else get the 
impression after looking at the picture (and the way he is holding the 
stone) that he is not a regular go player?



Chris Fant wrote:

I'm just now reading the article.

Monte Carlo techniques have recently had success in Go played on a
restricted 9-by-9 board. My hunch, however, is that they won't play a
significant role in creating a machine that can top the best human
players in the 19-by-19 game.

The author loses credibility with this statement.


On 10/10/07, Ray Tayek [EMAIL PROTECTED] wrote:
  

At 02:33 PM 10/7/2007, you wrote:


Found this link and thought you all might find it interesting.

http://www.spectrum.ieee.org/oct07/5552
  

thread on slashdot: http://slashdot.org/article.pl?sid=07/10/10/1758244


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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-10 Thread Don Dailey
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1



Chris Fant wrote:
 I'm just now reading the article.
 
 Monte Carlo techniques have recently had success in Go played on a
 restricted 9-by-9 board. My hunch, however, is that they won't play a
 significant role in creating a machine that can top the best human
 players in the 19-by-19 game.
 
 The author loses credibility with this statement.


Monte Carlo is the best thing going right now and the most probable
future direction, software or hardware - that's my hunch anyway!

- - Don





 
 On 10/10/07, Ray Tayek [EMAIL PROTECTED] wrote:
 At 02:33 PM 10/7/2007, you wrote:
 Found this link and thought you all might find it interesting.

 http://www.spectrum.ieee.org/oct07/5552
 thread on slashdot: http://slashdot.org/article.pl?sid=07/10/10/1758244


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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-10 Thread Don Dailey
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

He is clearly posing for a picture, this is not a spontaneous
photograph.   Notice the Thinker pose.

I'm not a good go player at all, but the board position seems a little
unnatural to me.   But it could be my lack of experience.

Over the last few decades, there have been may movies and television
shows where a chess board appears in some scene with perhaps someone
player a game.   These are almost always WRONG in some obvious way.

For instance someone plays a move and announces check.  Then the
response is a checkmate!Possible, but highly improbably.   Very
common is the king and queen on the wrong squares or a pawn on the 1st
rank or something else really silly.   Although a king and queen could
move to these squares, it's extremely unlikely, especially near the
opening.

- - Don


Richard J. Lorentz wrote:
 Of no particular importance I suppose, but did any one else get the
 impression after looking at the picture (and the way he is holding the
 stone) that he is not a regular go player?
 
 
 Chris Fant wrote:
 I'm just now reading the article.

 Monte Carlo techniques have recently had success in Go played on a
 restricted 9-by-9 board. My hunch, however, is that they won't play a
 significant role in creating a machine that can top the best human
 players in the 19-by-19 game.

 The author loses credibility with this statement.


 On 10/10/07, Ray Tayek [EMAIL PROTECTED] wrote:
   
 At 02:33 PM 10/7/2007, you wrote:
 
 Found this link and thought you all might find it interesting.

 http://www.spectrum.ieee.org/oct07/5552
   
 thread on slashdot: http://slashdot.org/article.pl?sid=07/10/10/1758244


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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-09 Thread Andrés Domínguez
2007/10/9, Eric Boesch [EMAIL PROTECTED]:
 On 10/8/07, Tapani Raiko [EMAIL PROTECTED] wrote:
   May sound unpolite. But Deep Blue reached a very
   important step in IA. They will be known for ever.
   But, from a research point of view, they didn't much
   really. It was mainly a technological/technical
   achivement.
  
  Maybe they will reimplement Mogo, try a null-move tweak, use a
  supercomputer, and claim to have the strongest computer Go player ever. :-)

 Naive null move is unhelpful because throughout much of a go game,
 almost every move is better than passing,

I think this is not the point of null move. Null move is if pass is good enough
to an alpha cut, then will be a _better_ move. It is not important if
pass is the
worse move, is important that there is a better (=) move than pass (not
zugzwang). Then you  bet searching not so deep.

But null nove is not a trick in Go, because pass is always a legal move. There
isn't zugzwang in Go.

Andrés

Sorry my bad english
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-09 Thread Andrés Domínguez
2007/10/10, Don Dailey [EMAIL PROTECTED]:

 Andrés,

 You are right about null move of course.  The assumption that other
 moves are = to the value of a pass is much stronger in GO than in
 Chess, yet ironically it's not as effective in Go.

That was what i was trying to say. Pass is one of the worst moves
(except final) is good for null-move on Go. Of course you have
reduced depth, probably bad with alpha-beta with a bad evaluation
function, but looks interesting with UCT reducing the number of
simulations and increasing the % value. I don't use UCT, so I
haven't tried it.

Andrés
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-08 Thread Eduardo Sabbatella
Deep Blue guy, but without cash, I don't see much to
care about.

May sound unpolite. But Deep Blue reached a very
important step in IA. They will be known for ever.
But, from a research point of view, they didn't much
really. It was mainly a technological/technical
achivement.

Don't trow me veggies. :-)

Eduardo

--- Joshua Shriver [EMAIL PROTECTED] escribió:

 Found this link and thought you all might find it
 interesting.
 
 http://www.spectrum.ieee.org/oct07/5552
 
 Interesting part for me so far:
 
  At my lab at Microsoft Research Asia, in Beijing,
 I am organizing a
 graduate student project to design the hardware and
 software elements
 that will test the ideas outlined here. If they
 prove out, then the
 way will be clear for a full-scale project to
 dethrone the best human
 players.
 
 Thoughts, comments?
 
 Deep Go anyone?
 -Josh
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-08 Thread Tapani Raiko

 May sound unpolite. But Deep Blue reached a very
 important step in IA. They will be known for ever.
 But, from a research point of view, they didn't much
 really. It was mainly a technological/technical
 achivement.
   
Maybe they will reimplement Mogo, try a null-move tweak, use a
supercomputer, and claim to have the strongest computer Go player ever. :-)

-- 
 Tapani Raiko, [EMAIL PROTECTED], +358 50 5225750
 http://www.cis.hut.fi/praiko/

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-08 Thread terry mcintyre
If they have a supercomputer available, maybe they will have sufficient 
horsepower to add some interesting pattern-matching and other improvements. 
Even Microsoft might do something right once in a while. ;)

IIRC, a few Microsoft researchers did some interesting work with SVMs and the 
prediction of pro-level moves. I've always wondered whether that could be 
integrated with UCT to narrow the search tree.
 
Terry McIntyre [EMAIL PROTECTED]
They mean to govern well; but they mean to govern. They promise to be kind 
masters; but they mean to be masters. -- Daniel Webster

- Original Message 
From: Tapani Raiko [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Monday, October 8, 2007 6:45:13 AM
Subject: Re: [computer-go] Former Deep Blue Research working on Go


 May sound unpolite. But Deep Blue reached a very
 important step in IA. They will be known for ever.
 But, from a research point of view, they didn't much
 really. It was mainly a technological/technical
 achivement.
   
Maybe they will reimplement Mogo, try a null-move tweak, use a
supercomputer, and claim to have the strongest computer Go player ever. :-)

-- 
 Tapani Raiko, [EMAIL PROTECTED], +358 50 5225750
 http://www.cis.hut.fi/praiko/

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-08 Thread Eric Boesch
On 10/8/07, Tapani Raiko [EMAIL PROTECTED] wrote:
  May sound unpolite. But Deep Blue reached a very
  important step in IA. They will be known for ever.
  But, from a research point of view, they didn't much
  really. It was mainly a technological/technical
  achivement.
 
 Maybe they will reimplement Mogo, try a null-move tweak, use a
 supercomputer, and claim to have the strongest computer Go player ever. :-)

Naive null move is unhelpful because throughout much of a go game,
almost every move is better than passing, but generalizations of null
move can help in local fights, where most of the board really doesn't
matter. Thomsen calls lambda search an extension of null move. I
implemented a local search that involved a pass to fill outside
liberties move that acted as a stand-in for all nonlocal moves. Maybe
Feng-hsiung has something similar in mind. For programs that read out
local goals in the first place, it's natural to implement some method
-- lambda proof-number search with inversions, as in Thomsen's MadLab,
is probably one of the better ones -- to insure you're not searching
the whole board just to solve, say, a lousy crane's nest
(http://senseis.xmp.net/?CranesNestTesuji). I think Mogo and
CrazyStone do not do this, instead using very good whole-board vision
to compensate for relatively weak local tactics.

Even MadLab can be slow to solve the kind of tactical problems you
would think it. MadLab's search is admissible (though a bit buggy in
case of ko), and it seems that admissible search is often very hard
even when making a guess that is probably right is easy. With many
harder problems (MadLab did solve some some tricky, let's say 3 dan
level, problems very quickly, when the key variation stayed reasonably
narrow all the way to the end) I concluded that MadLab was finding the
tesujis that you would normally call the solution, but then getting
bogged down in the easier (to human eyes) life and death problem of
mopping up cut-off chains. There are endless practical examples of
easy to guess, hard to prove positions, with wide-branching (even
after narrowing the search region down to intersections that really
matter), deep, boring, straightforward grinds towards inevitable
victory, where a glance or 100 Monte Carlo simulations might reveal
the correct answer. For example, can a black stone in the center of an
empty 19x19 board live? Of course the answer is yes. Okay, now try to
prove it -- or don't, because it's my bet that even with computer
help, no one will succeed in doing so in the next five years. In
running battles with sketchy boundaries and nothing resembling an eye
yet, you can usually forget about trying to prove who will win. (If
the aforementioned stone in the center of the board had the 17x17
region above the first line all to itself, it might still be dead --
strong players say that if just the border of the 19x19 board is
filled with stones of one color, then with correct play by both sides,
the other player cannot live anywhere inside.) Even in the closed and
semi-closed go problems the Smart Tools team examined in their paper,
they said (I'm paraphrasing from memory, but I hope I get the gist
right) that often, proving the correct answer with their tsume-go
solver took far longer than just being 95% sure. Similar issues also
arise in chess, but are easier to handle within a classic alpha-beta
framework -- if proving checkmate is hard but recognizing the sure win
is easy, it's usually because one side forces a material advantage,
which even the crudest static evaluator can recognize. If you're
writing a generalize go playing program, there's plenty of opportunity
to admissibly optimize tactical searches, but don't expect tweaking
the admissible elements of your search to the limit to adequately
compensate for lack of guessing skill when proof is not practical,
even if  the search is meant only for clearly tactical problems and
not for direct application to opening play, strategic decisions, or
loose positions.
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[computer-go] Former Deep Blue Research working on Go

2007-10-07 Thread Joshua Shriver
Found this link and thought you all might find it interesting.

http://www.spectrum.ieee.org/oct07/5552

Interesting part for me so far:

 At my lab at Microsoft Research Asia, in Beijing, I am organizing a
graduate student project to design the hardware and software elements
that will test the ideas outlined here. If they prove out, then the
way will be clear for a full-scale project to dethrone the best human
players.

Thoughts, comments?

Deep Go anyone?
-Josh
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-07 Thread Benjamin Teuber

Quite interesting, but after all, it completely neglects the difficulties to
a) determine the life status of groups
b) build an evaluation function out of this

Benjamin

Joshua Shriver schrieb:

Found this link and thought you all might find it interesting.

http://www.spectrum.ieee.org/oct07/5552

Interesting part for me so far:

 At my lab at Microsoft Research Asia, in Beijing, I am organizing a
graduate student project to design the hardware and software elements
that will test the ideas outlined here. If they prove out, then the
way will be clear for a full-scale project to dethrone the best human
players.

Thoughts, comments?

Deep Go anyone?
-Josh
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-07 Thread Joshua Shriver
I thought it was an interesting article, full of gems and annoyances.
I couldn't help to get the feeling the author was poking fun at
Kasparov at times.

Despite that, I am curious to see what kind of hardware he and his
students produce.  Guess if there is going to be a Deep Go he'd be the
one to design it. Should make for some interesting progress in our
field.

-Josh

On 10/7/07, Benjamin Teuber [EMAIL PROTECTED] wrote:
 Quite interesting, but after all, it completely neglects the difficulties to
 a) determine the life status of groups
 b) build an evaluation function out of this

 Benjamin

 Joshua Shriver schrieb:
  Found this link and thought you all might find it interesting.
 
  http://www.spectrum.ieee.org/oct07/5552
 
  Interesting part for me so far:
 
   At my lab at Microsoft Research Asia, in Beijing, I am organizing a
  graduate student project to design the hardware and software elements
  that will test the ideas outlined here. If they prove out, then the
  way will be clear for a full-scale project to dethrone the best human
  players.
 
  Thoughts, comments?
 
  Deep Go anyone?
  -Josh
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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-07 Thread Jeff Nowakowski
On Sun, 2007-10-07 at 17:33 -0400, Joshua Shriver wrote:
 Found this link and thought you all might find it interesting.
 
 http://www.spectrum.ieee.org/oct07/5552

Umm, this article was linked to and discussed heavily here within the
past week:

http://computer-go.org/pipermail/computer-go/2007-October/thread.html#11302


-Jeff

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Re: [computer-go] Former Deep Blue Research working on Go

2007-10-07 Thread Joshua Shriver
Oops sorry didnt realise.


On 10/7/07, Jeff Nowakowski [EMAIL PROTECTED] wrote:
 On Sun, 2007-10-07 at 17:33 -0400, Joshua Shriver wrote:
  Found this link and thought you all might find it interesting.
 
  http://www.spectrum.ieee.org/oct07/5552

 Umm, this article was linked to and discussed heavily here within the
 past week:

 http://computer-go.org/pipermail/computer-go/2007-October/thread.html#11302


 -Jeff

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 computer-go@computer-go.org
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