Re: [computer-go] Re: Scaling monte carlo up to 19x19

2007-01-31 Thread Jacques BasaldĂșa

Nick Apperson wrote:


> There are certain times when this technique is highly useful. ...
> imagine a board with two walls down the middle bordering on each other

I agree. We have to divide the board to create strong programs!
But division is a very complicated subject. In the isolated areas UCT
can be a very strong tool. But if you divide the board using a ruler,
just like Africa was divided some time ago, you only create more
problems. Division has to be done with great understanding of the
position and using natural and foreseeable borders.

Jacques.
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Re: [computer-go] Re: Scaling monte carlo up to 19x19

2007-01-31 Thread Don Dailey
On Wed, 2007-01-31 at 04:00 -0800, Dave Dyer wrote:
> >
> >Of course, everything depends on how you can deal with the boarders - how 
> >about some monte-carlo-simulations over the possible boarder-configurations?
> 
> My thought is that one thing you could easily get from the rollouts
> is a good estimate of the status of each string of stones currently
> on the board, and the eventual owner of each empty space.

Monte Carlo is quite good at this - and Botnoid uses this information to
modify it's move choices to a certain extent and it gives it a pretty
good boost in strength.  

I think you have to do more than just partitioning,  you might have to 
assign the stones on the borders of the partition some status such as
"never die" or something.A string that straddles a partition may
have only 1 liberty in the other partition so perhaps just allowing
simple captures outside your partition would be a big improvement.

I think this is worth pursuing - but it's going to very tricky getting
it right.

- Don




> In the zone logic, stones adjacent to the border would count the border
> as friendly or unfriendly based on the best estimate of that status.
> 
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[computer-go] Re: Scaling monte carlo up to 19x19

2007-01-31 Thread Dave Dyer

>
>Of course, everything depends on how you can deal with the boarders - how 
>about some monte-carlo-simulations over the possible boarder-configurations?

My thought is that one thing you could easily get from the rollouts
is a good estimate of the status of each string of stones currently
on the board, and the eventual owner of each empty space.

In the zone logic, stones adjacent to the border would count the border
as friendly or unfriendly based on the best estimate of that status.

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Re: [computer-go] Re: Scaling monte carlo up to 19x19

2007-01-31 Thread Benjamin Teuber
Funny thing, I also just thought about this as a friend of mine had an 
idea similiar to Dave's.
I guess it might be a good idea to make your zone-partitioning (or 
zone-merging, when you start from 1x1-boards) dependant of the current 
board configuration. That is, some clever algorithm (probably another 
kind of MC) might judge the "interdependencies" over the board graph and 
decide what is better dealt with together and what might be looked at alone.


Of course, everything depends on how you can deal with the boarders - 
how about some monte-carlo-simulations over the possible 
boarder-configurations?

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Re: [computer-go] Re: Scaling monte carlo up to 19x19

2007-01-31 Thread Daniel Burgos

I'm working now in a similar idea.

As yours, it will play only in one zone using MC. It will start on 7x7
sub-boards but they will grow once they become full of stones.

I will normalize the sub-board results using its area. It will help me to
compare the different sub-boards.

Once all the sub-boards get evaluated, it will play in the sub-board with
less winning moves (first the urgent, then the important).

But the main idea is the same as yours: scale breaking the board down.

2007/1/30, Dave Dyer <[EMAIL PROTECTED]>:



Here's an idea for scaling up, which should result in "only" factor
of 10 slower speed.   To scale from 9x9 to 19x19, subdivide the
board into four, overlapping 10x10 boards.   Run a standard 9x9
monte carlo up to the 90% full stage on each of the four boards,
then run a full board monte on the whole board remaining.

Treat the ovelapping stripes as edges in a slightly more sophisticated
way than usual, becuase you might be connecting to liberties by playing
in the stripe.

To avoid artifacts caused by the location of the overlaps: the number
of zones, and the location of the stripes, is also subject to
randomization.

It might be interesting to try this on a 9x9 board using a 5x5 zone
to begin with.

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Re: [computer-go] Re: Scaling monte carlo up to 19x19

2007-01-30 Thread Nick Apperson

I believe this to be a good idea, but I couldn't get around some minor
problems.  Essentially, because the local searches are coupled to one
another, it ends up exploding as you consider this coupling (scaling to
larger regions).  You then have to trade accuracy or have more computing
power than I have access to...  There are cases though where you can find
local solutions that are independent in some sense from the rest of the
board and the program I am working on now does that.  I'm sure someone
smarter than me will be able to figure out a better way though.  There are
certain times when this technique is highly useful.  For a simple example,
imagine a board with two walls down the middle bordering on each other.  In
some sense, as long as both those walls live, there are 2 subgames taking
place.  This type of situation is where I see your approach as being the
most useful.  Just my thoughts.

- Nick

On 1/30/07, Weston Markham <[EMAIL PROTECTED]> wrote:


I have an idea in the back of my mind that is an extreme version of
this:  Divide the board into 361 separate local searches, then use
information from these to guide a global search.  The local searches
would be done on the full board, but would only search for strategies
that will capture or defend individual intersections.  I suspect that
this first phase could potentially benefit from parallelization for a
significant portion of the game.  Eventually this parallelism will
break down because there will only be a limited number of local
battles, and the eventual status of points that are in the same chain
will almost always be the same.  Any practical program would need to
deal with this gracefully, of course, rather than duplicate its effort
many times.  Also, I only have a vague idea of how to take advantage
of the information gained from the local searches, when performing the
global search.

Weston

On 1/30/07, Dave Dyer <[EMAIL PROTECTED]> wrote:
> The idea isn't more than lightly toasted (less than half baked), but
> the kernal is turn the full board search into set of searches on
> much smaller boards, using the overlapping strips as boundary
> conditions, then do some unifying final step to pick the move.
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Re: [computer-go] Re: Scaling monte carlo up to 19x19

2007-01-30 Thread steve uurtamo
> The idea isn't more than lightly toasted (less than half baked), but
> the kernal is turn the full board search into set of searches on
> much smaller boards, using the overlapping strips as boundary
> conditions, then do some unifying final step to pick the move.

how would it handle the following situation:

the best move is to start a ladder in the upper-left quadrant of the board and
there is a ladder-breaker in the bottom-right quadrant of the board.  this
won't look like a good move in any single quadrant search.  it'll look good
for a full-board search, but only if you look deep enough to see the ladder
breaker come into play.

s.





 

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Re: [computer-go] Re: Scaling monte carlo up to 19x19

2007-01-30 Thread Weston Markham

I have an idea in the back of my mind that is an extreme version of
this:  Divide the board into 361 separate local searches, then use
information from these to guide a global search.  The local searches
would be done on the full board, but would only search for strategies
that will capture or defend individual intersections.  I suspect that
this first phase could potentially benefit from parallelization for a
significant portion of the game.  Eventually this parallelism will
break down because there will only be a limited number of local
battles, and the eventual status of points that are in the same chain
will almost always be the same.  Any practical program would need to
deal with this gracefully, of course, rather than duplicate its effort
many times.  Also, I only have a vague idea of how to take advantage
of the information gained from the local searches, when performing the
global search.

Weston

On 1/30/07, Dave Dyer <[EMAIL PROTECTED]> wrote:

The idea isn't more than lightly toasted (less than half baked), but
the kernal is turn the full board search into set of searches on
much smaller boards, using the overlapping strips as boundary
conditions, then do some unifying final step to pick the move.

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[computer-go] Re: Scaling monte carlo up to 19x19

2007-01-30 Thread Dave Dyer
At 02:59 PM 1/30/2007, [EMAIL PROTECTED] wrote:
> I'm having difficulty picturing this, so I'll start with the most basic 
> questions. 
> 
>Do you mean Monte Carlo by itself or Monte Carlo combined with tree search 
>(e.g. UCT)?
> 

The idea isn't more than lightly toasted (less than half baked), but
the kernal is turn the full board search into set of searches on
much smaller boards, using the overlapping strips as boundary
conditions, then do some unifying final step to pick the move.


>Do you mean partition the larger board for the course of each playout 
>(randomizing zones from one to the next) or in some other sense?

I imagine you'd want to randomizing the set of zones in the
course of the search.

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Re: [computer-go] Re: Scaling monte carlo up to 19x19

2007-01-30 Thread dhillismail
 I'm having difficulty picturing this, so I'll start with the most basic 
questions. 
 
Do you mean Monte Carlo by itself or Monte Carlo combined with tree search 
(e.g. UCT)?
 
Do you mean partition the larger board for the course of each playout 
(randomizing zones from one to the next) or in some other sense?
 
- Dave Hillis
 
 
-Original Message-
From: [EMAIL PROTECTED]
To: computer-go@computer-go.org; computer-go@computer-go.org
Sent: Tue, 30 Jan 2007 3:00 PM
Subject: [computer-go] Re: Scaling monte carlo up to 19x19



Here's an idea for scaling up, which should result in "only" factor
of 10 slower speed.   To scale from 9x9 to 19x19, subdivide the
board into four, overlapping 10x10 boards.   Run a standard 9x9
monte carlo up to the 90% full stage on each of the four boards,
then run a full board monte on the whole board remaining.   

Treat the ovelapping stripes as edges in a slightly more sophisticated
way than usual, becuase you might be connecting to liberties by playing
in the stripe.

To avoid artifacts caused by the location of the overlaps: the number 
of zones, and the location of the stripes, is also subject to randomization.

It might be interesting to try this on a 9x9 board using a 5x5 zone 
to begin with.

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[computer-go] Re: Scaling monte carlo up to 19x19

2007-01-30 Thread Dave Dyer

Here's an idea for scaling up, which should result in "only" factor
of 10 slower speed.   To scale from 9x9 to 19x19, subdivide the
board into four, overlapping 10x10 boards.   Run a standard 9x9
monte carlo up to the 90% full stage on each of the four boards,
then run a full board monte on the whole board remaining.   

Treat the ovelapping stripes as edges in a slightly more sophisticated
way than usual, becuase you might be connecting to liberties by playing
in the stripe.

To avoid artifacts caused by the location of the overlaps: the number 
of zones, and the location of the stripes, is also subject to randomization.

It might be interesting to try this on a 9x9 board using a 5x5 zone 
to begin with.

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