Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-08 Thread Sylvain Gelly

Hello,


Is there any known (by theory or tests) function of how much a increase
in the strength of the simulation policy increases the strength of the
MC/UCT Program as a whole?


I think that is a very interesting question.
In our work on MoGo we found that there could be a decrease of the
strength of the MC/UCT program while using a stronger simulation
policy. It is why in MoGo it is more the sequence idea, than the
strength idea. Our best simulation policy is quite weak compared to
others we tested.
But we have further experiments, in a work with David Silver from the
university of Alberta. We found out that the relation strong
simulation policy = strong MC program is wrong at a much larger
scale. So the intransivity is true even with much much stronger
simulation policies.

Of course there is the simple counter example of a deterministic
player. But our results  hold even if we randomise (in a lot of
manners, and tuning as best as we can the parameters) the much
stronger policy.

I have some theory about this phenomenon in general, but not enough
polished for the moment. I really think that understanding deeply
this experimental evidence, deeper than some intuition, would help
going further.
But maybe some already did.

Sylvain
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-08 Thread Chris Fant

In our work on MoGo we found that there could be a decrease of the
strength of the MC/UCT program while using a stronger simulation
policy. It is why in MoGo it is more the sequence idea, than the
strength idea. Our best simulation policy is quite weak compared to
others we tested.


Could you elaborate on the sequence idea?  Or point me to somewhere
where you have already done so?
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-08 Thread Sylvain Gelly

Could you elaborate on the sequence idea?  Or point me to somewhere
where you have already done so?


Sure. We already describe it in our research report that you can find there:
http://hal.inria.fr/inria-00117266
or there if you prefers the web interface in english but with a longer URL :-)
http://hal.inria.fr/index.php?halsid=f72d067037f3b8f161448b400d117210view_this_doc=inria-00117266version=3

Sylvain
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-07 Thread Ephrim Khong
Hello,

David Doshay wrote:
 On 3, Feb 2007, at 2:51 AM, Sylvain Gelly wrote:

 the speed of the best simulation policy in MoGo is 0.6 * the speed
 of the uniform random one.

 I think that this is very good. You give up less than a factor of 2
 from uniform random and you probably get better than a factor of 2 in
 the % of relevant moves.

Is there any known (by theory or tests) function of how much a increase
in the strength of the simulation policy increases the strength of the
MC/UCT Program as a whole?

Imagine you're using a almost random playout that has a strength, if
playing alone, of say 10 ELO (just a number, I don't know how strong it
really is). Using some thousand MC simulations with that 10 ELO playout
and some other clever tricks like UCT, and you get a program that plays
with 1500 ELO.

Now what if you change the playout to one that has a strength, if playing
alone, of 20 ELO, 50 ELO or 100 ELO. How whould that affect the strength
of your overall programm, if you run the same number of MCs? Any known
numbers on that?

[I understand that a non-random playout would decrease the speed, so
couln't run as many simulations as before in the same time, but let's
imagine we get it for free.]

eph

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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-07 Thread Weston Markham

Unfortunately, it's just not that simple, because it depends far more
on _how_ the playout is improved, rather than, say, the ELO numbers
that measure that improvement.  For example, programs exist that are
good (in part) because they entirely disregard some lines of play.
They may be correct to disregard these lines in almost every case,
which generally makes the playout program stronger.  However, for the
few cases where this heuristic pruning is not correct, the calling
program will suffer greatly, because these lines of play become
completely invisible to the random playouts, no matter how many
playouts are performed.  As an extreme example, consider programs that
play completely deterministic strategies.  These are obviously useless
as random players, yet it is in principle possible to construct ones
that play arbitrarily well.

Weston

On 2/7/07, Ephrim Khong [EMAIL PROTECTED] wrote:

Is there any known (by theory or tests) function of how much a increase
in the strength of the simulation policy increases the strength of the
MC/UCT Program as a whole?

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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-04 Thread Sylvain Gelly

Hello Don,

I have the same situation with an older program that has a more

sophisticated data strucutre.   If I was building a smarter
program I would rather use the older but slower code but I
cannot optimize it any further for simple randomly uniform
play-outs.   If I compared the old code doing simple play-outs
to the old code doing the sophisticated evaluation,  it might
not look so bad because the older program is doing uneeded
work that is of no benefit to a simple program.



You are 100% right. However, you could design an optimized version from
scratch for the sophisticated evaluation that would run much faster. I
believe in a *2,*3 speed.

Sylvain
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-03 Thread Edward de Grijs



From: Sylvain Gelly [EMAIL PROTECTED]
I truly believe that we can make big steps in this direction and getting 
much better (real not simulation) players that way.


Hi all,
Thanks for answering Sylvain.
I find MoGo already very impressive, so it surprised me that
you think that more big steps are possible.
The number of playouts per second for MoGo is very low (maybe
the lowest of all MC players?). Is this caused by the large
number of calculations necessary to get a good simulation policy?
Or is it possible for MoGo to get a speedup like Lukasz Lew has
accieved with his library?

Edward

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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-03 Thread Sylvain Gelly

Hi Edward and hi all,


 I truly believe that we can make big steps in this direction and getting
 much better (real not simulation) players that way.
I find MoGo already very impressive, so it surprised me that
you think that more big steps are possible.

I do really think that it is only a first step, and the great improvements
are to do and not done. I am really optimistic for the community (and
not for MoGo as I don't now the time I can spend on it for the next months).


The number of playouts per second for MoGo is very low (maybe
the lowest of all MC players?). Is this caused by the large
number of calculations necessary to get a good simulation policy?
Or is it possible for MoGo to get a speedup like Lukasz Lew has
accieved with his library?

The slowness of MoGo's simulations come from two parts. Of course improving
the simulation policy make it slower. But also we designed MoGo so that we
can add and test quickly new ideas. So there are a lot of unnecessary
computations during the simulations. I believe that making specific
optimisations by a good developer, like Lukasz Lew did, we could achieve a
*2, *3 in the speed, perhaps even more? But I also think that it should be
done at the end, when we think that the simulation policy is the best we
can get, and I don't think it is time.
To give a idea, the speed of the best simulation policy in MoGo is 0.6 * the
speed of the uniform random one.

Sylvain
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-03 Thread Don Dailey
I seriously doubt a highly optimized MoGo would be able to stay
this close to uniform random in speed.

It's already been pointed out that a lot of MoGo is infrastructure 
to support interesting experiments.I'm guessing here,  but my
guess is that the uniform random implementation is suffering more
from the baggage of this infrastructure than the best simulation
policy version that I would guess is benefitting more from this 
infrastructure.

Am I right or wrong Sylvain?

- Don


On Sat, 2007-02-03 at 10:31 -0800, David Doshay wrote:
 On 3, Feb 2007, at 2:51 AM, Sylvain Gelly wrote:
 
  the speed of the best simulation policy in MoGo is 0.6 * the speed  
  of the uniform random one.
 
 I think that this is very good. You give up less than a factor of 2  
 from uniform random and you probably get better than a factor of 2 in  
 the % of relevant moves.
 
 This has been the biggest reason we have delayed adding MC to SlugGo:  
 how do you keep the randomly selected moves anywhere near the  
 relevant moves? With the high branching factor we face in Go, this  
 seems most important to me. And MoGo has made huge strides in that  
 direction.
 
 
 
 Cheers,
 David
 
 
 
 
 
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-03 Thread Don Dailey
Your english is fine,  it's my grammer that could use some help.
I made it more complicated than it needed to be.   

You mentioned that you have a slow but flexible data structure
that supports lots of experimentation but makes the program
slower.

But it occured to me that a simple version that only does 
uniformly random play-outs - can't make any use of this extra
sophistication - therefore it must suffer more of a speed
penalty.

I have the same situation with an older program that has a more 
sophisticated data strucutre.   If I was building a smarter 
program I would rather use the older but slower code but I 
cannot optimize it any further for simple randomly uniform 
play-outs.   If I compared the old code doing simple play-outs
to the old code doing the sophisticated evaluation,  it might
not look so bad because the older program is doing uneeded
work that is of no benefit to a simple program.

- Don
   


On Sat, 2007-02-03 at 20:26 +0100, Sylvain Gelly wrote:
 
 I seriously doubt a highly optimized MoGo would be able to
 stay 
 this close to uniform random in speed.
 
 We certainly could not achieve 0.6 the speed Lukasz can achieve with
 uniform random. 
 
 
 is suffering more from the baggage of this infrastructure than
 the best simulation
 policy version that I would guess is benefitting more from
 this
 infrastructure.
 Sorry I don't understand :-(. Is the second more of the sentence a
 mistake, or my english too poor? If I remove the second more, do you
 mean benefitting for the speed or the accuracy? 
 
 Sylvain 
 
 
 
 
 On Sat, 2007-02-03 at 10:31 -0800, David Doshay wrote: 
  On 3, Feb 2007, at 2:51 AM, Sylvain Gelly wrote:
 
   the speed of the best simulation policy in MoGo is 0.6 *
 the speed
   of the uniform random one.
 
  I think that this is very good. You give up less than a
 factor of 2 
  from uniform random and you probably get better than a
 factor of 2 in
  the % of relevant moves.
 
  This has been the biggest reason we have delayed adding MC
 to SlugGo:
  how do you keep the randomly selected moves anywhere near
 the 
  relevant moves? With the high branching factor we face in
 Go, this
  seems most important to me. And MoGo has made huge strides
 in that
  direction.
 
 
 
  Cheers,
  David 
 
 
 
 
 
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread Matt Gokey

David Doshay wrote:
I am a physics guy, and my thesis project was a large MC simulation.  
The clusters that run SlugGo are usually busy doing MC simulations  when 
not playing Go.


In general MC needs to sample according to the proper distribution  for 
the problem. For some problems in quantum mechanics and most in  
statistical mechanics, the distribution cleanly partitions into  
percentages of the total, and in those simulations it is easy to do  
things like generate random numbers and then see what range the  random 
number is in. For Go I could easily argue that sampling random  points 
on the board is clearly the wrong distribution, and those  programs 
using some kind of pattern knowledge are really doing  something much 
closer to MC simulations rather than true random  playout. So, I do not 
think that MC is the misnomer. Thinking that  pure random playout is the 
same as MC is the mistake.
Got it. I was thinking Monte Carlo (name based on the gambling city) 
meant it must be random, but looking into it deeper other statistical 
sampling methods designed specifically for the problem to reduce the 
number of simulations can and are often used.  Looks like there is some 
level of confusion about this out on the net too.  Wikipedia perhaps 
needs updating for one.


Thanks for clarifying that.

Go requires a pretty complex simulation to be run and using more 
selective moves for the play-outs, if not done very carefully, could 
have an adverse effect by being too restrictive or sampling the wrong 
distribution.  I'm sure random is not the best distribution also, but at 
least it is not biased.  Are there any methods from other MC research 
areas to help find good sampling distributions and reduce variance or is 
Go just wildly different than most domains where MC is used?


Matt
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread dhillismail
 I agree with what you say here and I'll try to make my point better. 
First, my limited experience working with Monte-Carlo simulations involved 
photons traveling through scattering media. The sequences of moves described in 
the Mogo paper are pleasantly reminiscent of this. 
 
 I did not mean to suggest that heavy playouts, incorporating go knowledge, 
makes the Monte-Carlo description incorrect. Rather, the term is increasingly 
insufficient as a Go engine description because it lumps together such very 
different algorithms. The earliest MC engines were extremely simple and easily 
described. It seems inevitable that someone new to the field will seize on this 
description, and then combine it with the success of current Monte-Carlo 
engines, leading to unnecessary confusion.
 
 On a tangential note: MC/UCT with light playouts and MC/UCT with heavy 
playouts are different beasts. If SlugGo's mixture of experts work expands to 
include MC/UCT, you might want to consider adding one of each.
 
- Dave Hillis
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org
Sent: Fri, 2 Feb 2007 12:30 AM
Subject: Re: [computer-go] Monte-Carlo Go Misnomer?


I am a physics guy, and my thesis project was a large MC simulation. The 
clusters that run SlugGo are usually busy doing MC simulations when not playing 
Go. 
 
In general MC needs to sample according to the proper distribution for the 
problem. For some problems in quantum mechanics and most in statistical 
mechanics, the distribution cleanly partitions into percentages of the total, 
and in those simulations it is easy to do things like generate random numbers 
and then see what range the random number is in. For Go I could easily argue 
that sampling random points on the board is clearly the wrong distribution, and 
those programs using some kind of pattern knowledge are really doing something 
much closer to MC simulations rather than true random playout. So, I do not 
think that MC is the misnomer. Thinking that pure random playout is the same as 
MC is the mistake. 
 
Cheers, 
David 
 
 
On 1, Feb 2007, at 8:33 PM, [EMAIL PROTECTED] wrote: 
 
 
 I think of it as a continuum going from light to heavy.  Pure random 
 playouts are the lightest. But then you add some rules  about filling in 
 eyes, then maybe discourage self-atari,... and the  playouts keep getting 
 heavier. I agree with you that the current  crop of MC engines are not 
 nearly as go-knowledge naive as the name  implies. 
 
 - Dave Hillis 
 
 -Original Message- 
 From: [EMAIL PROTECTED] 
 To: computer-go@computer-go.org 
 Sent: Thu, 1 Feb 2007 11:22 PM 
 Subject: [computer-go] Monte-Carlo Go Misnomer? 
 
 Is MC Go a misnomer for programs in this genre not using simple random 
 playouts and combining with other techniques like pattern matching? 
 
 Technically, does the general Monte-Carlo method require random or 
 pseudo-random sampling? 
 
 If so, should we dub a new name for these non-random deep play-out 
 sampling based go programs? Maybe Quasi-MC or Directed 
 Sampling... 
 
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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread David Doshay

On 2, Feb 2007, at 9:08 AM, [EMAIL PROTECTED] wrote:

 I agree with what you say here and I'll try to make my point  
better. First, my limited experience working with Monte-Carlo  
simulations involved photons traveling through scattering media.  
The sequences of moves described in the Mogo paper are pleasantly  
reminiscent of this.


 I did not mean to suggest that heavy playouts, incorporating  
go knowledge, makes the Monte-Carlo description incorrect. Rather,  
the term is increasingly insufficient as a Go engine description  
because it lumps together such very different algorithms.


It is clear that a wide variety of MC attempts are in use and under  
construction, each with their own way of attempting to construct a  
proper distribution (and some with no idea that this is even an  
important part of the procedure). I think that MoGo is being so  
successful because they have gone the farthest is getting the  
sampling closest to a distribution appropriate for Go. Unfortunately,  
there is nothing like a Boltzman function that helps us with Go.


The earliest MC engines were extremely simple and easily described.  
It seems inevitable that someone new to the field will seize on  
this description, and then combine it with the success of current  
Monte-Carlo engines, leading to unnecessary confusion.


I am not sure what you mean by that. Do you mean that different  
people will use the term MC in different ways and cause confusion in  
the minds of third parties? In other words, some people are using the  
simplest pure random playout (no consideration of distribution at  
all) and calling that MC while others are trying hard to keep the  
moves searched Go-like. and thus get different results. Or do you  
mean that naive programmers will try pure random playout and wonder  
why the MoGo folks are doing so very much better, not realizing the  
importance of getting a decent distribution for MC to be effective?


 On a tangential note: MC/UCT with light playouts and MC/UCT  
with heavy playouts are different beasts. If SlugGo's mixture of  
experts work expands to include MC/UCT, you might want to consider  
adding one of each.


I am quite open minded about what kind of experts we add to SlugGo.  
We are limited more by the time required to implement and integrate  
than anything else. Integration is a problem that can be quite severe  
for experts (or move suggesters) with completely different evaluation  
functions. How does one arbitrate between suggestions that come to  
you with evaluations of move quality that are on scales that are not  
co-linear? This point has kept SlugGo as a pure GNU Go dependent  
engine for longer than we had originally expected.


But I am not sure what the value is in what you are calling light  
playouts. As per the above, it seems to me that light playout is  
simply ignoring any proper distribution, and thus is just a much more  
inefficient way to sample.


Cheers,
David





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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread Edward de Grijs



David Doshay wrote:
But I am not sure what the value is in what you are
calling light  playouts.
As per the above, it seems to me that light playout
is simply ignoring any proper distribution, and thus
is just a much more  inefficient way to sample.


Well maybe Sylvain is willing to answer some related
questions of mine. Mogo seems to be much stronger then
the rest, so I am more then curious what is more important:
1) A clever random playaout (I assume this is called
  a proper distribution now?)
 OR
2) Clever things within the UTC tree and/or above that.
  (Go knowlegde, selectivity etc.)

And: is the answer the same for 9x9 and 19x19 boards?

Thanks,
Edward de Grijs

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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread dhillismail
-Original Message-
From: [EMAIL PROTECTED]
... 
 The earliest MC engines were extremely simple and easily described.  It 
 seems inevitable that someone new to the field will seize on  this 
 description, and then combine it with the success of current  Monte-Carlo 
 engines, leading to unnecessary confusion. 
 
I am not sure what you mean by that. Do you mean that different people will 
use the term MC in 
 different ways and cause confusion in the minds of third parties? In other 
 words, some people are
 using the simplest pure random playout (no consideration ^of distribution at 
 all) and calling that MC 
while others are trying hard to keep the moves searched Go-like. and thus 
get different ^results. 
Or do you mean that naive programmers will try pure random playout and wonder 
why the MoGo 
folks are doing so very much better, not realizing the importance of getting a 
decent distribution
 for MC to be effective? 
 
 I mean both. But IMHO the most serious distinction is whether the MC is 
combined with tree search or not. I'm not embarking on a nomenclature crusade. 
Just remarking that when people say Monte-Carlo does this or that, it's often 
ambiguous what algorithm they are actually talking about.

 On a tangential note: MC/UCT with light playouts and MC/UCT  with heavy 
 playouts are different beasts.
 If SlugGo's mixture of 
 experts work expands to include MC/UCT, you might want to consider  adding 
 one of each. 
 
I am quite open minded about what kind of experts we add to SlugGo. We are 
limited more by the time required to implement and 
integrate than anything else. Integration is a problem that can be quite 
severe for experts (or move suggesters) with completely 
different evaluation functions. How does one arbitrate between suggestions 
that come to you with evaluations of move quality that 
are on scales that are not co-linear? This point has kept SlugGo as a pure GNU 
Go dependent engine for longer than we had
originally expected. 
 
 Well this is a common problem when combining heterogeneous experts and 
there is no shortage of approaches, just as you point out, a shortage of time 
and energy to experiment with them. One very simple approach that sometimes 
works in some domains is to gather a number of experts, have them rank the 
choices and combine at that level. In this case, it's usually good to have 
experts that are qualitatively different. 
 
But I am not sure what the value is in what you are calling light playouts. 
As per the above, it seems to me that light playout is simply ignoring any 
proper distribution, and thus is just a much more inefficient way to sample. 
 
 AntIgo with heavy playouts is about 300 ELO points stronger on CGOS than 
AntIgo with light playouts. If you're going to choose just one, I don't think 
it's a close call.
 
 - Dave Hillis 

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Re: [computer-go] Monte-Carlo Go Misnomer?

2007-02-02 Thread Matt Gokey

[EMAIL PROTECTED] wrote:

-Original Message- From: [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] ...

The earliest MC engines were extremely simple and easily
described.

It seems inevitable that someone new to the field will seize on 

this description, and then combine it with the success of current  
Monte-Carlo engines, leading to unnecessary confusion.



I am not sure what you mean by that. Do you mean that different
people will use the term MC in
different ways and cause confusion in the minds of third parties?
In other words, some people are
using the simplest pure random playout (no consideration ^of 

 distribution at all) and calling that MC

while others are trying hard to keep the moves searched Go-like.
and thus get different ^results.
Or do you mean that naive programmers will try pure random playout
and wonder why the MoGo folks are doing so very much better, not 

 realizing the importance of getting a decent distribution

for MC to be effective?


I mean both. But IMHO the most serious distinction is whether the MC
is combined with tree search or not. I'm not embarking on a 
nomenclature crusade. Just remarking that when people say Monte-Carlo

 does this or that, it's often ambiguous what algorithm they are
actually talking about.

This is the condition that led me to first think of and submit the
original question.  Sometimes you can't tell what people are talking
about when they mention MC go.

So does anyone have any thoughts on the follow-up comment and question?
That selective move playouts could have adverse effects, and that random 
is probably not very good but not biased.  Also, what MC distribution 
techniques (from general or specific research areas) might be used to 
help create better sampling distributions and reduce variance, improving 
overall results?


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[computer-go] Monte-Carlo Go Misnomer?

2007-02-01 Thread Matt Gokey

Is MC Go a misnomer for programs in this genre not using simple random
playouts and combining with other techniques like pattern matching?

Technically, does the general Monte-Carlo method require random or
pseudo-random sampling?

If so, should we dub a new name for these non-random deep play-out
sampling based go programs?  Maybe Quasi-MC or Directed
Sampling...


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