RE: [computer-go] Reflections on a disaster
Yes. Extra time goes to positions where the top move is not getting most of the playouts. From: computer-go-boun...@computer-go.org [mailto:computer-go-boun...@computer-go.org] On Behalf Of terry mcintyre Sent: Wednesday, May 20, 2009 10:57 PM To: computer-go Subject: Re: [computer-go] Reflections on a disaster Do you have any indication, which can be derived from the playouts, that a position might deserve an extra allotment of thinking time? Terry McIntyre terrymcint...@yahoo.com Any system of entrusting the government to judge and correct its own abuses is the same as appointing the accused criminal as his own judge and jury: don't expect many convictions. -- Allen Thornton, Laws of the Jungle _ From: David Fotland fotl...@smart-games.com To: computer-go computer-go@computer-go.org Sent: Wednesday, May 20, 2009 10:46:45 PM Subject: RE: [computer-go] Reflections on a disaster Many Faces’ static move generator suggests F1 as the first move to try. Still it needs about 35K playouts before F1 is preferred. For some unknown reason it likes H1 before that. F1 at 35K playouts has a pretty low win rate, about 35%, because the playouts can’t figure out the semeai. It needs a million playouts before it gets to 90% confident on F1 (about 25 seconds). David From: computer-go-boun...@computer-go.org [mailto:computer-go-boun...@computer-go.org] On Behalf Of Brian Sheppard Sent: Wednesday, May 20, 2009 5:39 PM To: computer-go@computer-go.org Subject: [computer-go] Reflections on a disaster The simplest problems give me new appreciation for the difficulties we face in programming this maddening game. Here is an example, with X to play: 1 2 3 4 5 6 7 8 9 A - X - - - - X - - B - - - - X X - X X C X - - - X - X O O D X X X O X X O O O E O O O X X X X O O F - X X O O O O - O G - X O O - - - O O H O O X X X X O - - J - O O X - O O - - This position is not that complicated, and many players would make the winning move (F1) without thinking. After all, F1 captures the three-stone O string on the left, and saves the three-stone X string below. But a little more thought reveals that F1 is forced. The real problem in this position is the five-stone X string at bottom, which is locked in a semeai with the four-stone O string at bottom left. X is winning that semeai by 3 liberties to 2, but X needs to fill G1 and then H1 to capture. Unfortunately, if X plays G1 without playing F1 first, then G1 is self-atari and loses. The bottom line is that the only winning sequence starts with F1. Otherwise, O fills in G6, G5, and J5 before X can fill in F1, G1, and J1. Such a simple situation. Would you figure that a program rated 1995 on CGOS would have any trouble with it? Well,… What happens here is that Pebbles (as X) initially sees F1 as probably *losing*. Here are the dynamics: 1) I have measured that encouraging Atari moves in the trials is self-defeating, so I don’t do it. 2) Pebbles generates ladder plays in the trials, but only adjacent to the opponent’s last play. (This won’t help here.) 3) There is an Atari bonus in the tree search, but the weight is small. 4) A larger weight is placed on proximity to the opponent’s last move. So here is the dynamic in the first 40 or so trials of F1: O will respond by running out of Atari at C4. X will play adjacent to that play, because even though G1 gets the Atari bonus, playing C3 gets the larger proximity bonus. O will rarely play J1 or G1, because these moves are not bonused. Eventually, O will play G6 or G5 or J5. And then X goes truly wrong because of the proximity heuristic: X will make a play “near” O’s last play, and this is disastrous because it often fills in X’s own liberty. O then responds near X’s last play, which wins the semeai. So X loses the trial! Of the first 40 trials, X is winning about 35%. Now, the problem is that in the rest of the variations, X does great in the early going. This is because O tries to run out of Atari by playing F1, and then X captures with G1! It takes many thousands of trials to prove that all of X’s possible plays have less than a 50% chance of winning before attention returns to F1. Then F1 isn’t preferred until over 60,000 trials have elapsed. Here are a few reflections on this disaster: 1) Start on a positive note: this situation is very bad for the heuristics encoded in Pebbles, yet UCT solves the problem anyway. Indeed, UCT provides us with a scalable strategy for *safely* encoding Go knowledge into a search engine. UCT will solve the problem even if our initial impression is wrong. 2) It is possible (and tempting) to write code that sees through this sort of thing. But I have to wonder about the scalability of that strategy. It takes a lot of time to create the code. And testing is an issue. Can we apply machine learning to discover move ordering knowledge
Re: [computer-go] Reflections on a disaster
Do you have any indication, which can be derived from the playouts, that a position might deserve an extra allotment of thinking time? I've a half-finished article, called Consistent PV Enchancement. This was inspired by looking at the prime variation information that Many Faces gives out (check View|Show Lookahead). E.g. if the top move is 55% to white, black's reply is 45%, etc. But nearer the bottom of the prime variation it has become 49% to white, 51% to black, then something fishy is going on, and it needs more time to investigate. The article is still unfinished as I started to feel it was just a minor tweak for time usage, rather than the big jump in strength I'd hoped for. Often it shows a bad move choice half way down the prime variation, but the conclusion at the start of the prime variation was still correct. Darren P.S. This was the case in one position I looked at today: almost the last move in the P.V. suddenly switched from about 40% on previous moves to 85% to black. But with 200,000 playouts, so quite a solid estimate. I played the P.V. out to that point and it was quite right - good for black. This was caused by a white mistake 3 moves before. Once I chose a better move there it went back to being good for white, so the estimate at the start of the prime variation seemed valid. -- Darren Cook, Software Researcher/Developer http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic open source dictionary/semantic network) http://dcook.org/work/ (About me and my work) http://dcook.org/blogs.html (My blogs and articles) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
RE: [computer-go] Reflections on a disaster
The last moves in the PV are usually quite weak. They don’t get a lot of playouts. -Original Message- From: computer-go-boun...@computer-go.org [mailto:computer-go- boun...@computer-go.org] On Behalf Of Darren Cook Sent: Wednesday, May 20, 2009 11:39 PM To: computer-go Subject: Re: [computer-go] Reflections on a disaster Do you have any indication, which can be derived from the playouts, that a position might deserve an extra allotment of thinking time? I've a half-finished article, called Consistent PV Enchancement. This was inspired by looking at the prime variation information that Many Faces gives out (check View|Show Lookahead). E.g. if the top move is 55% to white, black's reply is 45%, etc. But nearer the bottom of the prime variation it has become 49% to white, 51% to black, then something fishy is going on, and it needs more time to investigate. The article is still unfinished as I started to feel it was just a minor tweak for time usage, rather than the big jump in strength I'd hoped for. Often it shows a bad move choice half way down the prime variation, but the conclusion at the start of the prime variation was still correct. Darren P.S. This was the case in one position I looked at today: almost the last move in the P.V. suddenly switched from about 40% on previous moves to 85% to black. But with 200,000 playouts, so quite a solid estimate. I played the P.V. out to that point and it was quite right - good for black. This was caused by a white mistake 3 moves before. Once I chose a better move there it went back to being good for white, so the estimate at the start of the prime variation seemed valid. -- Darren Cook, Software Researcher/Developer http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic open source dictionary/semantic network) http://dcook.org/work/ (About me and my work) http://dcook.org/blogs.html (My blogs and articles) ___ 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/
Re: [computer-go] Reflections on a disaster
Hi, as usual Valkyria seems to handle this position well at the price of being a super slow program in general. This is just one example of how it reacts. After 100 simulations it treats F1 as the best almost always, having searched 30 to 100 times. Perahps 50-70 times is the most common result. Valkyria handles this position well for two reasons. As soon as X plays F1, the semeai is defended properly, so the Winrate for O is just 5% and then drops down to 0%. The few wins for O comes from X randomly removing one of its own liberties in a dumb way at J5. Removing the liberty at G5 that makes an empty triangle is safely pruned since it is dominated by G6 which removes a liberty from the same block of O but gain a liberty. So one of the two gamelosing mistakes are pruned. The hard part for Valkyria is to search F1 at all, and there is a special mechanism (or hack really...) to ensure that. Valkyria computes AMAF win rates for all moves including those that are pruned or illegal in the position. What I noticed is that in cases of critical semeais the AMAF values of moves that are for example illegal can get very high since they only get legal when you win the semeai and thus win the game Therefore Valkyria takes the AMAF values of moves that cannot be played yet, and try to find approach moves that will enable playing them and replaces the AMAF values of the approach move with the AMAF value of the illegal move if it is higher. This is a costly computation so it is only done if the position has been visited several times. Without this AMAF-hack Valkyria sometimes has a problem finding F1. It also seems to take a longer time to find F1 in all cases where does find it. I have not yet tested the effect on the playing strength from this. Best Magnus Quoting Brian Sheppard sheppar...@aol.com: The simplest problems give me new appreciation for the difficulties we face in programming this maddening game. Here is an example, with X to play: 1 2 3 4 5 6 7 8 9 A - X - - - - X - - B - - - - X X - X X C X - - - X - X O O D X X X O X X O O O E O O O X X X X O O F - X X O O O O - O G - X O O - - - O O H O O X X X X O - - J - O O X - O O - - heuristics often produce the *wrong* move ordering, too. In that case there is a loss of efficiency. Yes this is the hard part. Note for example how Valkyria in this position will prune X at G5 becuase G6 must always be a better move. However, X J5 is not pruned because at the moment I have no simple way of proving that removing a liberty from the opponent is not a good move. The easiest way to prune that move would be to read the ladder it creates, still it might be confused with a nakade that sacrifices stones to kill and capture the surrounding stones so one need to make sure this is not the case so I will not do that in Valkyria right now it is just too complicated. Best Magnus ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Reflections on a disaster
Cool idea. Magnus Persson wrote: Valkyria computes AMAF win rates for all moves including those that are pruned or illegal in the position. What I noticed is that in cases of critical semeais the AMAF values of moves that are for example illegal can get very high since they only get legal when you win the semeai and thus win the game Therefore Valkyria takes the AMAF values of moves that cannot be played yet, and try to find approach moves that will enable playing them and replaces the AMAF values of the approach move with the AMAF value of the illegal move if it is higher. This is a costly computation so it is only done if the position has been visited several times. Without this AMAF-hack Valkyria sometimes has a problem finding F1. It also seems to take a longer time to find F1 in all cases where does find it. I have not yet tested the effect on the playing strength from this. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Reflections on a disaster
Brian Sheppard wrote: The simplest problems give me new appreciation for the difficulties we face in programming this maddening game. Here is an example, with X to play: 1 2 3 4 5 6 7 8 9 A - X - - - - X - - B - - - - X X - X X C X - - - X - X O O D X X X O X X O O O E O O O X X X X O O F - X X O O O O - O G - X O O - - - O O H O O X X X X O - - J - O O X - O O - - This position is not that complicated, and many players would make the winning move (F1) without thinking. After all, F1 captures the three-stone O string on the left, and saves the three-stone X string below. Crazy Stone finds F1 immediately (200 playouts or so). That is because the playouts of Crazy Stone are intelligent enough to evaluate the semeai correctly. Rémi ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
RE: [computer-go] Reflections on a disaster
Many Faces' static move generator suggests F1 as the first move to try. Still it needs about 35K playouts before F1 is preferred. For some unknown reason it likes H1 before that. F1 at 35K playouts has a pretty low win rate, about 35%, because the playouts can't figure out the semeai. It needs a million playouts before it gets to 90% confident on F1 (about 25 seconds). David From: computer-go-boun...@computer-go.org [mailto:computer-go-boun...@computer-go.org] On Behalf Of Brian Sheppard Sent: Wednesday, May 20, 2009 5:39 PM To: computer-go@computer-go.org Subject: [computer-go] Reflections on a disaster The simplest problems give me new appreciation for the difficulties we face in programming this maddening game. Here is an example, with X to play: 1 2 3 4 5 6 7 8 9 A - X - - - - X - - B - - - - X X - X X C X - - - X - X O O D X X X O X X O O O E O O O X X X X O O F - X X O O O O - O G - X O O - - - O O H O O X X X X O - - J - O O X - O O - - This position is not that complicated, and many players would make the winning move (F1) without thinking. After all, F1 captures the three-stone O string on the left, and saves the three-stone X string below. But a little more thought reveals that F1 is forced. The real problem in this position is the five-stone X string at bottom, which is locked in a semeai with the four-stone O string at bottom left. X is winning that semeai by 3 liberties to 2, but X needs to fill G1 and then H1 to capture. Unfortunately, if X plays G1 without playing F1 first, then G1 is self-atari and loses. The bottom line is that the only winning sequence starts with F1. Otherwise, O fills in G6, G5, and J5 before X can fill in F1, G1, and J1. Such a simple situation. Would you figure that a program rated 1995 on CGOS would have any trouble with it? Well,. What happens here is that Pebbles (as X) initially sees F1 as probably *losing*. Here are the dynamics: 1) I have measured that encouraging Atari moves in the trials is self-defeating, so I don't do it. 2) Pebbles generates ladder plays in the trials, but only adjacent to the opponent's last play. (This won't help here.) 3) There is an Atari bonus in the tree search, but the weight is small. 4) A larger weight is placed on proximity to the opponent's last move. So here is the dynamic in the first 40 or so trials of F1: O will respond by running out of Atari at C4. X will play adjacent to that play, because even though G1 gets the Atari bonus, playing C3 gets the larger proximity bonus. O will rarely play J1 or G1, because these moves are not bonused. Eventually, O will play G6 or G5 or J5. And then X goes truly wrong because of the proximity heuristic: X will make a play near O's last play, and this is disastrous because it often fills in X's own liberty. O then responds near X's last play, which wins the semeai. So X loses the trial! Of the first 40 trials, X is winning about 35%. Now, the problem is that in the rest of the variations, X does great in the early going. This is because O tries to run out of Atari by playing F1, and then X captures with G1! It takes many thousands of trials to prove that all of X's possible plays have less than a 50% chance of winning before attention returns to F1. Then F1 isn't preferred until over 60,000 trials have elapsed. Here are a few reflections on this disaster: 1) Start on a positive note: this situation is very bad for the heuristics encoded in Pebbles, yet UCT solves the problem anyway. Indeed, UCT provides us with a scalable strategy for *safely* encoding Go knowledge into a search engine. UCT will solve the problem even if our initial impression is wrong. 2) It is possible (and tempting) to write code that sees through this sort of thing. But I have to wonder about the scalability of that strategy. It takes a lot of time to create the code. And testing is an issue. Can we apply machine learning to discover move ordering knowledge? There are methods in the literature already, but they don't *scale*. Usually a finite pattern base is involved, or the cost of pattern matching rises with the size of the pattern set, or the knowledge gained cannot be proven to rise indefinitely. 3) Even if we do discover move ordering knowledge, is that sufficient? I have doubts. It seems to me that improving move ordering is a constant speed-up. That is, it doesn't provide efficiency gains that increase with increases in computer power. Specifically, the gain is bounded by the number of trials required for UCT-RAVE to discover the recommended moves. Granted, this can be a *lot* of trials. But keep in mind that heuristics often produce the *wrong* move ordering, too. In that case there is a loss of efficiency. 4) This is just a puny 9x9 board with just two semeais, each of which is between 2 and 6 moves long. Things can get a lot more complicated than that, even on the small board