[computer-go] Negative result on using MC as a predictor
In a paper published a while ago, Remi Coulom showed that 64 MC trials (i.e., just random, no tree) was a useful predictor of move quality. In particular, Remi counted how often each point ended up in possession of the side to move. He then measured the probability of being the best move as a function of the frequency of possession. Remi found that if the possession frequency was around 1/3 then the move was most likely to be best, with decreasing probabilities elsewhere. I have been trying to extract more information from each trial, since it seems to me that we are discarding useful information when we use only the result of a trial. So I tried to implement Remi's idea in a UCT program. This is very different from Remi's situation, in which the MC trials are done before the predictor is used in a tree search. Here, we will have a tree search going on concurrently with collecting data about point ownership. My implementation used the first N trials of each UCT node to collect point ownership information. After the first M trials, it would use that information to bias the RAVE statistics. That is, in the selectBest routine I had an expression like this: for all moves { // Get the observed RAVE values: nRAVE = RAVETrials[move]; wRAVE = RAVEWins[move]; // Dynamically adjust according to point ownership: if (trialCount M) { ; // Do nothing. } else if (Ownership[move] 0.125) { nRAVE += ownershipTrialsParams[0]; wRAVE += ownershipWinsParams[0]; } else if (Ownership[move] 0.250) { nRAVE += ownershipTrialsParams[1]; wRAVE += ownershipWinsParams[1]; } else if (Ownership[move] 0.375) { nRAVE += ownershipTrialsParams[2]; wRAVE += ownershipWinsParams[2]; } else if (Ownership[move] 0.500) { nRAVE += ownershipTrialsParams[3]; wRAVE += ownershipWinsParams[3]; } else if (Ownership[move] 0.625) { nRAVE += ownershipTrialsParams[4]; wRAVE += ownershipWinsParams[4]; } else if (Ownership[move] 0.750) { nRAVE += ownershipTrialsParams[5]; wRAVE += ownershipWinsParams[5]; } else if (Ownership[move] 0.875) { nRAVE += ownershipTrialsParams[6]; wRAVE += ownershipWinsParams[6]; } else { nRAVE += ownershipTrialsParams[7]; wRAVE += ownershipWinsParams[7]; } // Now use nRAVE and wRAVE to order the moves for expansion } The bottom line is that the result was negative. In the test period, Pebbles won 69% (724 out of 1039) of CGOS games when not using this feature and less than 59% when using this feature. I tried a few parameter settings. Far from exhaustive, but mostly in line with Remi's paper. The best parameter settings showed 59% (110 out of 184, which is 2.4 standard deviations lower). But maybe you can learn from my mistakes and figure out how to make it work. I have no idea why this implementation doesn't work. Maybe RAVE does a good job already of determining where to play, so ownership information is redundant. Maybe different parameter settings would work. Maybe just overhead (but I doubt that; the overhead wouldn't account for such a significant drop). Anyway, if you try something like this, please let me know how it works out. Or if you have other ideas about how to extract more information from trials. Best, Brian ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Negative result on using MC as a predictor
Hi Brian! In my tests with Valkyria I have something like a 4-5% improvement in winrate against gnugo using ownership. But I think you need to be much more careful in how you test these things. Testing on CGOS is a no-no for me, because the opposition changes from hour to hour, so unless there are large effects in playing strength it is very hard to detect them on CGOS. I am currently testing against GnuGo or Fuego or Valkyria itself using twogtp.jar from GoGui. The nice thing with testing MC programs is that one can set the number of playouts low and play a lot of games. You might also consider simplifying your code. Just doing something simple like this: CombinedWinrate = AMAFWinRate + k*OwnerShip. I would then vary k from 0, 0.001, 0.01, 0.1, 1. Here I am expecting really bad performance for k=1, but I always try to include some extreme values so that I know for sure that there is no bug and the results make sense. I will run 500-2500 games per parameter because often the effects are really small and needs tons of data to be detected. I learned the hard way that it is too tempting to make quick conclusion on insufficient data. For every test I also need to think hard about how fast the programs should play. Fast play gives more data, but may not generalize to slow play on CGOS for example. When you know how this works, you can start experimenting with more complex code and more parameters. That is the philosophy I try to follow for my testing of Valkyria, and I hope some of it could be helpful. Quoting Brian Sheppard sheppar...@aol.com: In a paper published a while ago, Remi Coulom showed that 64 MC trials (i.e., just random, no tree) was a useful predictor of move quality. In particular, Remi counted how often each point ended up in possession of the side to move. He then measured the probability of being the best move as a function of the frequency of possession. Remi found that if the possession frequency was around 1/3 then the move was most likely to be best, with decreasing probabilities elsewhere. I have been trying to extract more information from each trial, since it seems to me that we are discarding useful information when we use only the result of a trial. So I tried to implement Remi's idea in a UCT program. This is very different from Remi's situation, in which the MC trials are done before the predictor is used in a tree search. Here, we will have a tree search going on concurrently with collecting data about point ownership. My implementation used the first N trials of each UCT node to collect point ownership information. After the first M trials, it would use that information to bias the RAVE statistics. That is, in the selectBest routine I had an expression like this: for all moves { // Get the observed RAVE values: nRAVE = RAVETrials[move]; wRAVE = RAVEWins[move]; // Dynamically adjust according to point ownership: if (trialCount M) { ; // Do nothing. } else if (Ownership[move] 0.125) { nRAVE += ownershipTrialsParams[0]; wRAVE += ownershipWinsParams[0]; } else if (Ownership[move] 0.250) { nRAVE += ownershipTrialsParams[1]; wRAVE += ownershipWinsParams[1]; } else if (Ownership[move] 0.375) { nRAVE += ownershipTrialsParams[2]; wRAVE += ownershipWinsParams[2]; } else if (Ownership[move] 0.500) { nRAVE += ownershipTrialsParams[3]; wRAVE += ownershipWinsParams[3]; } else if (Ownership[move] 0.625) { nRAVE += ownershipTrialsParams[4]; wRAVE += ownershipWinsParams[4]; } else if (Ownership[move] 0.750) { nRAVE += ownershipTrialsParams[5]; wRAVE += ownershipWinsParams[5]; } else if (Ownership[move] 0.875) { nRAVE += ownershipTrialsParams[6]; wRAVE += ownershipWinsParams[6]; } else { nRAVE += ownershipTrialsParams[7]; wRAVE += ownershipWinsParams[7]; } // Now use nRAVE and wRAVE to order the moves for expansion } The bottom line is that the result was negative. In the test period, Pebbles won 69% (724 out of 1039) of CGOS games when not using this feature and less than 59% when using this feature. I tried a few parameter settings. Far from exhaustive, but mostly in line with Remi's paper. The best parameter settings showed 59% (110 out of 184, which is 2.4 standard deviations lower). But maybe you can learn from my mistakes and figure out how to make it work. I have no idea why this implementation doesn't work. Maybe RAVE does a good job already of determining where to play, so ownership information is redundant. Maybe different parameter settings would work. Maybe just overhead (but I doubt that; the overhead wouldn't account for such a significant drop). Anyway, if you try something like
Re: [computer-go] Negative result on using MC as a predictor
On Jun 5, 2009, at 6:39 AM, Brian Sheppard wrote: In a paper published a while ago, Remi Coulom showed that 64 MC trials (i.e., just random, no tree) was a useful predictor of move quality. In particular, Remi counted how often each point ended up in possession of the side to move. Which paper was this? Peter Drake http://www.lclark.edu/~drake/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Negative result on using MC as a predictor
When I complete the new server, I hope that it will be easier to collect larger samples of games. I think this will help the situation a little. There will be multiple time controls, but they will be in sync, so that your program can always play in a shorter time control game without missing a game at the longer time control.The idea is to keep your bot busy while waiting for future rounds.You play in the longest time control, but when you are finished you can play fast games while waiting. I will have 2 or 3 levels of this, I haven't decided yet. If I have 3 levels, the slowest time control will probably need to be a little slower than CGOS uses now. I will also have a test mode for new bots. The server itself will play test games with your bot while you debug it. I haven't decided if each time control should be rated separately, but I'm leaning in favor of doing it this way. - Don On Fri, Jun 5, 2009 at 11:03 AM, Magnus Persson magnus.pers...@phmp.sewrote: Hi Brian! In my tests with Valkyria I have something like a 4-5% improvement in winrate against gnugo using ownership. But I think you need to be much more careful in how you test these things. Testing on CGOS is a no-no for me, because the opposition changes from hour to hour, so unless there are large effects in playing strength it is very hard to detect them on CGOS. I am currently testing against GnuGo or Fuego or Valkyria itself using twogtp.jar from GoGui. The nice thing with testing MC programs is that one can set the number of playouts low and play a lot of games. You might also consider simplifying your code. Just doing something simple like this: CombinedWinrate = AMAFWinRate + k*OwnerShip. I would then vary k from 0, 0.001, 0.01, 0.1, 1. Here I am expecting really bad performance for k=1, but I always try to include some extreme values so that I know for sure that there is no bug and the results make sense. I will run 500-2500 games per parameter because often the effects are really small and needs tons of data to be detected. I learned the hard way that it is too tempting to make quick conclusion on insufficient data. For every test I also need to think hard about how fast the programs should play. Fast play gives more data, but may not generalize to slow play on CGOS for example. When you know how this works, you can start experimenting with more complex code and more parameters. That is the philosophy I try to follow for my testing of Valkyria, and I hope some of it could be helpful. Quoting Brian Sheppard sheppar...@aol.com: In a paper published a while ago, Remi Coulom showed that 64 MC trials (i.e., just random, no tree) was a useful predictor of move quality. In particular, Remi counted how often each point ended up in possession of the side to move. He then measured the probability of being the best move as a function of the frequency of possession. Remi found that if the possession frequency was around 1/3 then the move was most likely to be best, with decreasing probabilities elsewhere. I have been trying to extract more information from each trial, since it seems to me that we are discarding useful information when we use only the result of a trial. So I tried to implement Remi's idea in a UCT program. This is very different from Remi's situation, in which the MC trials are done before the predictor is used in a tree search. Here, we will have a tree search going on concurrently with collecting data about point ownership. My implementation used the first N trials of each UCT node to collect point ownership information. After the first M trials, it would use that information to bias the RAVE statistics. That is, in the selectBest routine I had an expression like this: for all moves { // Get the observed RAVE values: nRAVE = RAVETrials[move]; wRAVE = RAVEWins[move]; // Dynamically adjust according to point ownership: if (trialCount M) { ; // Do nothing. } else if (Ownership[move] 0.125) { nRAVE += ownershipTrialsParams[0]; wRAVE += ownershipWinsParams[0]; } else if (Ownership[move] 0.250) { nRAVE += ownershipTrialsParams[1]; wRAVE += ownershipWinsParams[1]; } else if (Ownership[move] 0.375) { nRAVE += ownershipTrialsParams[2]; wRAVE += ownershipWinsParams[2]; } else if (Ownership[move] 0.500) { nRAVE += ownershipTrialsParams[3]; wRAVE += ownershipWinsParams[3]; } else if (Ownership[move] 0.625) { nRAVE += ownershipTrialsParams[4]; wRAVE += ownershipWinsParams[4]; } else if (Ownership[move] 0.750) { nRAVE += ownershipTrialsParams[5]; wRAVE += ownershipWinsParams[5]; } else if (Ownership[move] 0.875) { nRAVE += ownershipTrialsParams[6]; wRAVE +=
Re: [computer-go] Negative result on using MC as a predictor
I took a look at this once, testing?how well ownership maps predicted?the moves chosen in a large set of pro games. Ownership maps have some tricky artifacts, especially for forced moves. Consider a position, with white to move,?where black's previous move put a white group in atari, and white has one rescuing move. If you run a bunch of heavy playouts, the rescuing move will (almost) always be played and white will have a very strong ownership percentage for that space... seemingly indicating low urgency for white to move there. A map from light playouts might seem to show that the move would be hopeless. What happens for an internal node depends on the details of progressive widening, etc.. If you?generate an?ownership map using light playouts and compare it with one using heavy playouts, the heavy one will usually show spaces as being more strongly owned by one color or the other. The light maps will look fuzzier; the heavy maps will look crisper. Maps for internal nodes, using UCT, are crisper still. You need to pick your threshold with care. - Dave Hillis -Original Message- From: Brian Sheppard sheppar...@aol.com To: computer-go@computer-go.org Sent: Fri, 5 Jun 2009 9:39 am Subject: [computer-go] Negative result on using MC as a predictor In a paper published a while ago, Remi Coulom showed that 64 MC trials (i.e., just random, no tree) was a useful predictor of move quality. In particular, Remi counted how often each point ended up in possession of the side to move. He then measured the probability of being the best move as a function of the frequency of possession. Remi found that if the possession frequency was around 1/3 then the move was most likely to be best, with decreasing probabilities elsewhere. I have been trying to extract more information from each trial, since it seems to me that we are discarding useful information when we use only the result of a trial. So I tried to implement Remi's idea in a UCT program. This is very different from Remi's situation, in which the MC trials are done before the predictor is used in a tree search. Here, we will have a tree search going on concurrently with collecting data about point ownership. My implementation used the first N trials of each UCT node to collect point ownership information. After the first M trials, it would use that information to bias the RAVE statistics. That is, in the selectBest routine I had an expression like this: for all moves { // Get the observed RAVE values: nRAVE = RAVETrials[move]; wRAVE = RAVEWins[move]; // Dynamically adjust according to point ownership: if (trialCount M) { ; // Do nothing. } else if (Ownership[move] 0.125) { nRAVE += ownershipTrialsParams[0]; wRAVE += ownershipWinsParams[0]; } else if (Ownership[move] 0.250) { nRAVE += ownershipTrialsParams[1]; wRAVE += ownershipWinsParams[1]; } else if (Ownership[move] 0.375) { nRAVE += ownershipTrialsParams[2]; wRAVE += ownershipWinsParams[2]; } else if (Ownership[move] 0.500) { nRAVE += ownershipTrialsParams[3]; wRAVE += ownershipWinsParams[3]; } else if (Ownership[move] 0.625) { nRAVE += owner shipTrialsParams[4]; wRAVE += ownershipWinsParams[4]; } else if (Ownership[move] 0.750) { nRAVE += ownershipTrialsParams[5]; wRAVE += ownershipWinsParams[5]; } else if (Ownership[move] 0.875) { nRAVE += ownershipTrialsParams[6]; wRAVE += ownershipWinsParams[6]; } else { nRAVE += ownershipTrialsParams[7]; wRAVE += ownershipWinsParams[7]; } // Now use nRAVE and wRAVE to order the moves for expansion } The bottom line is that the result was negative. In the test period, Pebbles won 69% (724 out of 1039) of CGOS games when not using this feature and less than 59% when using this feature. I tried a few parameter settings. Far from exhaustive, but mostly in line with Remi's paper. The best parameter settings showed 59% (110 out of 184, which is 2.4 standard deviations lower). But maybe you can learn from my mistakes and figure out how to make it work. I have no idea why this implementation doesn't work. Maybe RAVE does a good job already of determining where to play, so ownership information is redundant. Maybe different parameter settings would work. Maybe just overhead (but I doubt that; the overhead wouldn't account for such a significant drop). Anyway, if you try something like this, please let me know how it works out. Or if you have other ideas about how to extract more information from trials. Best, Brian ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go
[computer-go] Negative result on using MC as a predictor
Which paper was this? Computing Elo Ratings of Move Patterns in the Game of Go ICGA Journal, Vol. 30, No. 4. (December 2007), pp. 198-208. http://remi.coulom.free.fr/Amsterdam2007/MMGoPatterns.pdf ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Negative result on using MC as a predictor
I've also tried a variety of ways to use point-ownership in combination with RAVE. By no means was it an exhaustive study, but I failed to find an intuitive way to improve play this way. I didn't try enough to be able to come to hard conclusions, but at the very least it didn't turn out to be obvious. Mark On Fri, Jun 5, 2009 at 3:39 AM, Brian Sheppard sheppar...@aol.com wrote: In a paper published a while ago, Remi Coulom showed that 64 MC trials (i.e., just random, no tree) was a useful predictor of move quality. In particular, Remi counted how often each point ended up in possession of the side to move. He then measured the probability of being the best move as a function of the frequency of possession. Remi found that if the possession frequency was around 1/3 then the move was most likely to be best, with decreasing probabilities elsewhere. I have been trying to extract more information from each trial, since it seems to me that we are discarding useful information when we use only the result of a trial. So I tried to implement Remi's idea in a UCT program. This is very different from Remi's situation, in which the MC trials are done before the predictor is used in a tree search. Here, we will have a tree search going on concurrently with collecting data about point ownership. My implementation used the first N trials of each UCT node to collect point ownership information. After the first M trials, it would use that information to bias the RAVE statistics. That is, in the selectBest routine I had an expression like this: for all moves { // Get the observed RAVE values: nRAVE = RAVETrials[move]; wRAVE = RAVEWins[move]; // Dynamically adjust according to point ownership: if (trialCount M) { ; // Do nothing. } else if (Ownership[move] 0.125) { nRAVE += ownershipTrialsParams[0]; wRAVE += ownershipWinsParams[0]; } else if (Ownership[move] 0.250) { nRAVE += ownershipTrialsParams[1]; wRAVE += ownershipWinsParams[1]; } else if (Ownership[move] 0.375) { nRAVE += ownershipTrialsParams[2]; wRAVE += ownershipWinsParams[2]; } else if (Ownership[move] 0.500) { nRAVE += ownershipTrialsParams[3]; wRAVE += ownershipWinsParams[3]; } else if (Ownership[move] 0.625) { nRAVE += ownershipTrialsParams[4]; wRAVE += ownershipWinsParams[4]; } else if (Ownership[move] 0.750) { nRAVE += ownershipTrialsParams[5]; wRAVE += ownershipWinsParams[5]; } else if (Ownership[move] 0.875) { nRAVE += ownershipTrialsParams[6]; wRAVE += ownershipWinsParams[6]; } else { nRAVE += ownershipTrialsParams[7]; wRAVE += ownershipWinsParams[7]; } // Now use nRAVE and wRAVE to order the moves for expansion } The bottom line is that the result was negative. In the test period, Pebbles won 69% (724 out of 1039) of CGOS games when not using this feature and less than 59% when using this feature. I tried a few parameter settings. Far from exhaustive, but mostly in line with Remi's paper. The best parameter settings showed 59% (110 out of 184, which is 2.4 standard deviations lower). But maybe you can learn from my mistakes and figure out how to make it work. I have no idea why this implementation doesn't work. Maybe RAVE does a good job already of determining where to play, so ownership information is redundant. Maybe different parameter settings would work. Maybe just overhead (but I doubt that; the overhead wouldn't account for such a significant drop). Anyway, if you try something like this, please let me know how it works out. Or if you have other ideas about how to extract more information from trials. Best, Brian ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/