Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-23 Thread Weston Markham

Personally, I use the terminology in much the same way as Heikki.  I
use the word mistake to describe (for example) a move that loses a
large group, but does not change the game from a win to a loss.  It
makes sense to me to generally apply mistake to any move that loses
points relative to the best move on the board.  The term blunder
means, essentially, a move that lost the game.  It can be quite
difficult, of course, to determine unambiguously whether or not a
particular move is a blunder.  In an otherwise close match, a large
mistake (i.e., loses many points) is probably a blunder.  Toward the
end of a close game, it may be possible to find unambiguous blunders,
and some of these could be single point mistakes.

Weston

On 1/23/07, Heikki Levanto [EMAIL PROTECTED] wrote:

On Sun, Jan 21, 2007 at 08:16:07PM -0800, Ray Tayek wrote:
 I don't know the percentage of blunders. It also depends on what you
 call a blunder. Is a 1 point mistake a blunder?

 no, maybe 10 or more points

My gut feeling is that a real blunder is enough to loose the game.
Between equally strong players, a one point mistake can be a blunder, if
it was late in the yose, and the game was won by half a point. On the
other hand, throwing away a 20-stone group may not be a blunder if you
were already going to loose by 100 points. It could even be a
(mis?)calculated risk, ignoring a threatening move in order to get an
attack on an even larger group, even if that attack later turns out not
to work...

Just my uninformed gut feeling, of course.

-H

--
Heikki Levanto   In Murphy We Turst heikki (at) lsd (dot) dk

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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-22 Thread steve uurtamo
 Yes, we heard that argument for years in computer chess and it never
 happened. 

 Do you have some kind of basis for believe that?   

i wouldn't argue that future algorithms can't be time-doubled beyond
the existing skill level of people, just that the current evidence is weak
that we already have such algorithms in hand.

s.




 

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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-22 Thread Mark Boon


On 21-jan-07, at 19:27, Don Dailey wrote:


not considering biological factors
which would cut into this a bit.


There was a time when there were no time-limits in Go, which was  
abused by many players by turning a game into a stamina contest. I  
believe this practice was abandoned when someone collapsed at the  
board and died.


Mark

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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-21 Thread dave . devos


- Oorspronkelijk bericht -
Van: Ray Tayek [EMAIL PROTECTED]
Datum: zondag, januari 21, 2007 4:18 am
Onderwerp: Re: [computer-go] an idea for a new measure of a computer go
program's rank.
 
 also i suspect that at least 33% of the moves (at my 1-dan level) 
 are 
 wrong (what you might call in chess a blunder?).
 
 what do other people of different strengths think about this 33%?
 

I don't know the percentage of blunders. It also depends on what you 
call a blunder. Is a 1 point mistake a blunder?

But on average it would seem that a player loses about 13 points per 
game per grade separation from perfect play (11d?), implied by the 
definition of grade difference in relation to compensation by handicap 
stones. I don't know what the distribution of these mistakes related 
to their size would be (it would be interesting to find out), but I 
suspect the small mistakes would be more numerous. 

For a 1d this would imply a loss of about 130 points over the course 
of about 130 moves played by him in a game. So on average he loses 1 
point per move. I would guess that a handful of mistakes would be big, 
but most moves lose just a little bit or nothing at all.

Dave

 

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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-21 Thread Don Dailey
On Sun, 2007-01-21 at 13:34 -0200, Mark Boon wrote:
 Don,
 
 I agree that more time generally leads to better moves. Also in Go.  
 Where I think Go differs from Chess is the qualitative difference  
 between a move that was thought about for 10 sec. or 2 hrs. is much  
 smaller in Go than in Chess. And that's really because of the  
 different nature of the games. Chess really is a tactical game, so  
 looking at more positions improves the results considerably. To move  
 up 200 ELO points in Go is usually not achieved by looking at more  
 positions but by acquiring new concepts. To acquire a new concept in  
 just a few hours is a rare thing. Some of these concepts would maybe  
 take years to acquire if there wasn't someone to teach it to them.

The gist of my whole argument is that the human brain is not limited.
The
idea that after you think a few moments and then you are at a dead end
is preposterous and I'm glad you agree with me on this.

I would like to say that I don't think this has anything to do with
tactics.
When you are in a tactical situation that might well be where the time
is best
spent but when you are not,  you spend your time on what is most
appropriate.
I take a more meta-view  of what a new concept is and I
think the human brain is capable of acquiring them as you go.   Indeed,
the
process of study and experience is a farce if you are gaining new
concepts
as you do this.   And you can gain new insights or concepts in a single
short study period.

I know about this, I do it in chess and it's not always about tactics.
I experience waves of understanding the longer I look at a chess
position
I do not understand.   This happens in endgames for example where
tactics
is not much of an issue.   I consider a given strategy with the belief
that
it is winning, but I continue to discover new things that cause me to
modify my understanding.   It is sometimes very like a process of
elimination.
It is not pure tactical thinking - it's noticing that certain things
can't
happen given the current configuration. Or using your imagination to
try to determine how to compel the opponent to let you have your desired
configuration.   

I can't believe go players don't have this thrill, because it's a
wonderful
process.   The move or course that you thought was most productive
proves to
be wrong and you continue to narrow your focus.If this isn't true in
Go and it's only about pattern recognition, (your either know the answer
or
you don't) then GO is a sterile uninteresting game.   But I don't
believe that.


 You wrote:
   If you are given twice as much thinking time,  there is bound to be  
 2 or
   3 moves in a 300 move game where it makes a difference in the quality
   of those 2 or 3 moves.   And that is worth 1 or more ranks of strength.

I don't know the exact formula, that was a for instance type of
statement.
In go I suspect extra time gives you MANY moves to improve on, not just
2 or
3 and perhaps that is worth a rank.

 Two or three superior moves would most likely be worth a few points,  
 not a whole rank. Two or three blunders, that would maybe make a rank  
 or two difference. But I really don't think doubling the thinking  
 time would reduce the number of blunders by 2 or 3. And definitely  
 not another 2 when doubling again. (Also I think the numbers are  
 deceiving, the vital part of a Go game rarely lasts more than 200  
 moves and that is only 100 moves each. And many moves are forced.)


 The example you gave about studying a position for two hours and then  
 showing it to someone 600 ELO points stronger. I think in Go someone  
 who is 600 ELO points stronger can let the other player think about  
 every move for a whole day and still beat him using on average just  
 10-20 sec. per move. It doesn't scale the way it does with Chess.

I don't believe this at all.   But it's difficult to argue about it
since it is extremely difficult to construct a fair experiment in this
regard.But I continue to be amazed that so many people think GO
cannot be approached in a methodical logical way or that the human
mind cannot break it down with the application of time and effort.

 I must admit this opinion is not very scientifically based, just on  
 personal observations of seeing players of many different levels play.

My opinion is based on watching these same arguments happen in computer
chess over the last 30 years.   Almost every good player believed chess
involved skills that could not be programmed or reasoned out given 
enough time.I have also observed (over the years) that even the
weak slow computers of yesterday could beat very strong players at
speed chess, but not stand any chance whatsoever at long time controls.
And it's well known that Grandmasters play speed-chess several hundred
points stronger than weaker players - lot's of anecdotes about strong
players given 1 minute for the whole game and still crushing weaker
players given 20 minutes for 

Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-21 Thread Don Dailey
On Sun, 2007-01-21 at 11:32 -0800, terry mcintyre wrote:
 From: Don Dailey [EMAIL PROTECTED]
 
  By the way,  can I assume that in world champion GO matches they use
  fast time controls because long time controls don't help in Go?
 
 Don probably had his tongue in cheek when he typed that, but according
 to 
 http://en.wikipedia.org/wiki/Kisei , games in the Kisei Tournament in
 Japan are 
 played over two days, with each player given eight hours of clock
 time. Title matches 
 in the Mejiin also use 8 hours clock time.
 
 No doubt, when games are adjourned for the day, both players ( and
 perhaps their 
 assistants ) spend a considerable amount of time thinking off the
 clock.


I don't understand why they don't just play quickly if the extra time 
doesn't actually improve the quality of the games.   It seems like this
would just make them tired - which might create weaker moves (due to
human fatigue) later in the game.   

But I was being tongue in cheek.  I guarantee, without knowing anything
about championship go,  that the players work hard over the board and
I have no doubt that there are moves where they spend several minutes
making their decisions.

I just don't believe it is not in the nature of GO to be able to improve
your moves by thinking out your decisions and these championship games
make my point.


- Don





 
 
 
 
 
 
 
 
 
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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-21 Thread dave . devos


- Oorspronkelijk bericht -
Van: Don Dailey [EMAIL PROTECTED]
Datum: zondag, januari 21, 2007 7:02 pm
Onderwerp: Re: [computer-go] an idea for a new measure of a computer go
program's rank.

 
 By the way,  can I assume that in world champion GO matches they use
 fast time controls because long time controls don't help in Go?
 
 

Of course time helps. I guess the difference between 8 hours time and 
1 hour time gives an advantage of about 13 points (1 amateur grade) at 
the top professional level, which will probably swing the winning 
percentage from 50% to 90% at that level. Is this about 200 ELO? I 
would also benefit from more time. However, i don't think that 8 
folding the time limit once more will bring the same 200 ELO increase 
in winning probability. The human mind does not scale like this, i 
think. Also you have to train to use this much time effectively, to 
stretch you attention span as much as possible.

In Europe time limits in tournaments are usually set to about 1.5 
hours. Increasing it to 4 hours will surely improve my winning 
probability, because i can avoid a lot of (mostly tactical) mistakes. 
My guess is i may gain about 20 points (i guess that corresponds to 
150 ELO at my level). But giving me 8 hours will not improve it very 
much more. I don't think any time limit will increase my level by more 
than 200 ELO (30 points?), because:
1- I would not have the stamina to use this extra time effectively.
2- Mark Boon pointed out the problem of conceptual barriers. I just 
lack some of the concepts that 7d players master and I can't master 
these concepts on my own by thinking very hard during the course of a 
game.

Dave
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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-21 Thread terry mcintyre
A lot of this interesting discussion has been about whether humans can make use 
of extra time. Some participants ( such as Dave Devos ) believe that, after a 
certain point, humans cannot
improve their rank, at least not linearly with respect to time alloted. Fair 
enough; we humans require sleep, and we are not particularly good at sustaining 
complex thought over long periods, especially when a great deal of memorization 
is required.

But this is a computer go list. How about computers? Can a computer make 
effective use of long time controls? We can actually experiment with two 
computer opponents with different time controls and know that ( unless the 
programs are devised to ponder on their opponent's clock ), one program will 
have x time, the  other 10x to work with. Given sufficient time and resources, 
we could give an approximate answer to the question for a given computer 
program, an x-fold increase in thinking time will yield y elo points 
improvement.

Of course, we'll also have to consider memory limitations. Some programs will 
gain little from extra time; some will run into memory limits before the clock 
expires; others may be more scalable.

As for my own human anecdote, I am slowly making some progress from about 8kyu 
AGA to 6kyu AGA or thereabouts. I've always been stronger at tactics than 
strategy, making the most progress in the middle game. One method which has 
helped me win quite a few games against dan-level players, at handicaps smaller 
than the difference in our ranks would indicate, is to deliberately muddy the 
waters, to make the games as complex as possible, with numerous battles which 
intersect with each other.

Dan-level players outmanuever me strategically, and almost always out-read me 
on any individual battle - but when the waters are muddied enough, they'll lose 
focus and spend a lot more time per move. I do think on my opponents' time, and 
by the time he works out a move, I already have a good counterplay lined up. 
All I need is one lapse, one tesuji to yank 20 or 30 points from my opponents - 
enough turn the tables. Unfortunately, I lack the strategic depth; if my 
opponent can stay cool and not make errors, I'll not be able to upset him.

Which leads me to wonder if, at some future date when enough processors and 
memory are available, go programs might be able to leverage the advantage of 
depth of reading and sufficient memory to handle complex interactions into 
winning strategies.

By the way, for those of you developing in Java, Azul Systems has created a 
custom JVM with 48 processors on a single chip, and a few other tweaks which 
look real promising: 
http://www.azulsystems.com






 

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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-21 Thread steve uurtamo
  If you guys are correct thinking the nature of the game is such that 
  humans cannot improve with time,  then the computers will pull
  ahead more and more at longer time controls.   

let's adjust this to avoid the strawman and say that the counter-argument
is that humans cannot improve much with significantly more time.

what is the proposed idea?  how many doublings should equal at least one
stone?  i think that when we played around with your code we found that
doubling worked up until about 8192/16384 -- when it seemed like it was
starting to lose based on time fairly frequently -- perhaps it could be doubled
quite a few more times if we had fast enough machines.  i can't remember
what the full ELO spread was, but from, say, 1024 to 8192 there were at least
several 100-point jumps, right?

 What do you think will happen?   Do you believe that computers are
 actually more effective at utilizing extra time in 19x19 go?  I
 think you are wrong.

i think that computers will tap out and no longer be able to gain ELO
after some (unknown) amount of doubling of thinking time.  :)

 Wouldn't that be crazy if it turned out that humans improve more in
 chess with time but are incapable of improving at go and that 
 computers are actually superior in this regard for GO?

only if it held true for important advances in ELO (i.e. proving that
this is the case up until exactly the strength of existing non-scalable
programs wouldn't be as exciting as proving that you could double
a piece of code to be stronger than existing programs).  because,
frankly, a few doublings are quite easy to lay your hands on, if it's really
a scalable (or in particular, parallelizable) program.

s.





 

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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-20 Thread Don Dailey
On Sat, 2007-01-20 at 15:06 -0500, Don Dailey wrote:
 Years ago A player in the chess
 club kept beating me over the head with a non-standard
 opening move that was difficult to refute.   I got sick
 of this,  sat down in the privacy of my own home and 
 didn't get back up until I discovered the correct 
 response.In effect I consulted a much stronger 
 player, myself, given a lot of extra time.   I think
 I spent about 2 hours on this - so it was as if I consulted
 a player a few hundred ELO points stronger.   I found
 a move I had no chance of finding in 20 or 30 seconds,
 even after repeated ad-hoc unstructured attempts. 
 
 As soon as a started playing this move,  my opponent
 stopped using it and he had to work harder to beat me.


I forgot to mention an interesting addendum to this 
story.I was only about 1700 rated at the time and
I later showed the position to a 2300 player - a good
friend of mine.   I had already figured out the correct 
response but out of curiosity I wanted to see how 
quickly the 2300 player would find the right response.

I set up the position and he took a glance at it.   He
did a little analysis out loud and figured out the
correct move but it took him about 30-60 seconds - it
wasn't as quickly as I thought it would be.   But it
makes sense.   He was some 600 ELO stronger than I
was, so I would expect him to find it about 64 times
faster if each doubling is worth 100 ELO.  I don't
know if you can apply the formula directly to a single
move like this,  but it was interesting nonetheless
that it was roughly in the same ballpark.

This very same master always analyzed his games and
someone we analyzed them (and my games too) together.
He often found moves he should have played that he
didn't consider during the actual game.   This was
always after spending a great deal of time studying
the position.   You cannot tell me that thinking long
and hard about a difficult move will not enable you
to make a better one.

- Don






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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-20 Thread dave . devos


- Oorspronkelijk bericht -
Van: Don Dailey [EMAIL PROTECTED]
Datum: zaterdag, januari 20, 2007 9:06 pm
Onderwerp: Re: [computer-go] an idea for a new measure of a computer
go  program's rank.

 Years ago A player in the chess
 club kept beating me over the head with a non-standard
 opening move that was difficult to refute.   I got sick
 of this,  sat down in the privacy of my own home and 
 didn't get back up until I discovered the correct 
 response.In effect I consulted a much stronger 
 player, myself, given a lot of extra time.   I think
 I spent about 2 hours on this - so it was as if I consulted
 a player a few hundred ELO points stronger.   I found
 a move I had no chance of finding in 20 or 30 seconds,
 even after repeated ad-hoc unstructured attempts. 
 
 As soon as a started playing this move,  my opponent
 stopped using it and he had to work harder to beat me.
 
 It seems really odd to me that you are incapable of
 doing this in GO, or that the games are too different.
 
 If that's the case, then I prefer Chess, it is a far
 deeper game.   I would find any game boring if it was
 so limited that there is nothing to think about that
 can't be seen in just a few moments.
 

In my opinion in Go a game leaves the standard opening book very 
quickly, usually early in the opening. There are so many ways to play 
in the opening. If you opponent is trying to manipulate you into his 
favourite joseki(the taisha joseki for instance, with its proverbial 
1000 variations), you have so many options to avoid it. 
But usually you just don't know what my opponent will play, so 
preparing for a particulal opponent is usually a waste of time. In my 
opinion, the difference is that in Go the possibity of variation is so 
great that a player is forced to rely on his own strength much earlier 
in the game than in Chess (in relation to the full length of a game).
My level is 4d. For me the way to improve my results is studying 
professional games and Go problems. The aim is to get a very wide and 
general knowledge, more than a very deep knowledge of particular 
situations, because the level of variation in Go is so great. By 
improving you general knowledge of the game, you improve you ability 
to handle all those unique situations for which you cannot prepare in 
particular.

Dave
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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-20 Thread Don Dailey
On Sat, 2007-01-20 at 21:55 +0100, [EMAIL PROTECTED] wrote:
 In my opinion in Go a game leaves the standard opening book very 
 quickly, usually early in the opening. There are so many ways to play 
 in the opening. If you opponent is trying to manipulate you into his 
 favourite joseki(the taisha joseki for instance, with its proverbial 
 1000 variations), you have so many options to avoid it. 
 But usually you just don't know what my opponent will play, so 
 preparing for a particulal opponent is usually a waste of time. 

Yes, there are not volumes of exact memorized opening moves in Go
and so you can't prepare against an opponent with specific memorized
variations.

Of course this has nothing to do with the point I was making about
the relationship between thinking time and move quality. 

 In my 
 opinion, the difference is that in Go the possibity of variation is
 so 
 great that a player is forced to rely on his own strength much
 earlier 
 in the game than in Chess (in relation to the full length of a game).

Yes, I would agree with this.  Even Bobby Fischer noticed this and
came up with a chess variant to render opening knowledge moot.

 My level is 4d. For me the way to improve my results is studying 
 professional games and Go problems. The aim is to get a very wide and 
 general knowledge, more than a very deep knowledge of particular 
 situations, because the level of variation in Go is so great. By 
 improving you general knowledge of the game, you improve you ability 
 to handle all those unique situations for which you cannot prepare in 
 particular.

All interesting games require this - Go is not unique in this regard.

I did not intend for anyone to think I was making a statement about
the importance of memorizing openings or preparing for specific 
opponents.  I get the feeling that you believed  I was talking 
about this. 

I was responding to Ray Tayek  who believes that he cannot produce
higher quality moves no matter how much time he is given.   That's
not how it works for me.


- Don





 Dave 

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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-20 Thread Don Dailey
On Sat, 2007-01-20 at 15:34 -0700, Arend Bayer wrote:
 Hi Don,
 
 On 1/20/07, Don Dailey [EMAIL PROTECTED] wrote:
 If what you are saying is true, this is a waste of time.
 They should not be able to produce better quality moves
 than what they produce over the board.
 
 This has little to do with the question of whether you can improve a
 single move a lot by spending a lot of hours on it, but more with the
 fact that Go has many more reasonable moves in every opening position,
 so the game will leave your opening book preparation much quicker,
 especially compared to the overall length of the game. 

But I'm not talking about opening preparation.

My point is all about just a few critical moves, not the majority of
them.
If you are given twice as much thinking time,  there is bound to be 2 or
3 moves in a 300 move game where it makes a difference in the quality
of 
those 2 or 3 moves.   And that is worth 1 or more ranks of strength.


 snip: on improving a move in chess by spending many hours on it
 
 It seems really odd to me that you are incapable of 
 doing this in GO, or that the games are too different.
 
 If that's the case, then I prefer Chess, it is a far
 deeper game.   I would find any game boring if it was
 so limited that there is nothing to think about that 
 can't be seen in just a few moments.
 
 I think of that in the opposite way. Go is such a deep game that in
 any position, there is a lot I will never be able to understand just
 by spending many hours on it. There are some things I may always
 misjudge that a professional will see immediately. If I think a group
 is weak and needs strengthening, but a pro just sees that it can never
 be attacked profitably, then that's not something where I can correct
 my mistaken thinking by spending many hours on the position. 

I believe this is all part of the strength/time relationship curve.  If
there is
a huge disparity in playing strength,  giving you a thousand times more
thinking
time won't  be nearly enough to make up the gap.

For instance ...  

Even when you double the speed of a chess playing computer, you add only
a tiny
amount of strength - so small it's not easily measured statistically.  

It's the same, I believe, with humans and probably why everyone here
seems to 
believe what I'm saying is wrong, they think that I am implying that you
can
spend a few minutes on a move and play champion level.   But if you are
given twice as much thinking time,  it's not going to turn you games
from idiotic to brilliant. It will improve the (average) quality of
your moves, but barely enough to notice.

Having said that, I believe it's a lot more in GO based on some
experiments I
did with Steve Uurtamo in trying to get 19x19 CGOS ready.   There is an 
ENORMOUS strength difference between programs that think twice as long -
do
2X more monte carlo play-outs.Someone on this group (I can't
remember
who) correctly pointed out that a 19x19 has a lot of moves in it and so
just a slight improvement in skill translates to a large winning
percentage
against even a slightly weaker opponent.This appears to be quite
true.



 To put another perspective on it: If I had an hour for every move in a
 tournament game, I might play good EGF 5d level instead of average EGF
 4d. That's a big difference from my perspective, but a small one when
 you compare it with the strength difference between me and a Korean
 who just became pro. 

This is understood.  See what I said above.I don't really know how
much
1 extra dan represents at this level - I think it translates to 200 or
more
ELO points.   We can figure this out - what is the win expectancy of 5
dan
over 4 dan without handicap? You said an hour per move - what are
you
comparing this against?   10 seconds per move?  1 minute per move?



 Arend
 

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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-20 Thread alain Baeckeroot
Le dimanche 21 janvier 2007 01:23, Don Dailey a écrit :
 On Sat, 2007-01-20 at 15:34 -0700, Arend Bayer wrote:
  Hi Don,
  To put another perspective on it: If I had an hour for every move in a
  tournament game, I might play good EGF 5d level instead of average EGF
  4d. That's a big difference from my perspective, but a small one when
  you compare it with the strength difference between me and a Korean
  who just became pro. 
 
 This is understood.  See what I said above.I don't really know how
 much
 1 extra dan represents at this level - I think it translates to 200 or
 more
 ELO points.   We can figure this out - what is the win expectancy of 5
 dan
 over 4 dan without handicap?   
 
http://gemma.ujf.cas.cz/~cieply/GO/statev.html
 4D   30.6% (out of 4000 games)

Alain
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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-19 Thread Don Dailey
On Fri, 2007-01-19 at 14:04 +0900, Darren Cook wrote:
  My point being that a top pro will find a high quality move in the time
  it takes him to move the mouse from one side of the board to the other.
  
  But still it's *WAY* below his normal tournament playing strength to
  play so quickly...
 
 Everything I know about the way top pros play says the opposite: quickly
 diminishing returns from extra time. The first move they think of is
 often the one they will choose even after 10 minutes of study.

Hi Darren,

What do you mean by diminishing returns?You don't get 10 ELO
stronger
for every second of thinking time,  it's not linear like this.   I think
you are suffering from a human perception issue which I will explain
in
a moment, but first ...

With computer chess it's well documented that you get an enormous
strength
improvement with each doubling of speed.   Over the years this has
fallen
off - it used to be close to 100 ELO but I think it's more like 50 ELO
now.  

However, doubling the thinking time USUALLY didn't make it play a
different
move.   In fact,  today the top programs play a great move instantly
most
of the time.  Even the older much weaker programs found the best move
very quickly and never changed their minds.And yet they still
improved
hundreds of ELO points when hardware continued to get faster.   How can
this
be?  

The answer is that only a few moves make the difference.   Even weak
players
play the same moves that grandmasters play - it's only the occasional
move
that makes all the difference.

So your intuition is correct that strong players play great moves
quickly,
but that has little to do with what is required to bring this up a
notch.

Now, about the time perception issue.   I can explain this best with an
anecdote:

Years ago, I marketed a chess program and I received a lot
of correspondence and feedback from my customers.  Do you know
what the most cliched comment was?   It went like this:  I 
really like your program but I kept beating it at 5 seconds so
I doubled the level and it didn't play any stronger.  

Of course they were quite wrong - it DID play stronger - perhaps 60 ELO
rating points.

But they had unrealistic expectations about what a doubling of time
really means.  60 ELO is significant, but statistically it would take
a really long match to measure it accurately.   You are not going to
play a couple of games and say, WOW, this is a LOT stronger!

A commercial GO program must have a mode where it plays moves very
quickly.  Why?   Because nobody will buy it otherwise.   It's 
biological,  we get impatient waiting for a move after a few seconds.
Double the thinking time and it plays significantly stronger, but not
enough to be immediately noticed.What we WILL notice is that most
of the moves are the same - and human perception is better at making
quick binary judgments, i.e.  it still stinks,  it's not any better!

I'm suggesting that it's no different with us humans, in fact I'm
absolutely convinced of it.If you ignore human frailties, such
as attention span and ability to focus for long periods of time - 
us humans will play MUCH stronger given a few hundred percent 
extra time.   It won't make us play EVERY move better - a reasonably
good player probably plays a lot of moves correctly.  But that's
not what makes the difference between a good player and a better
player.  It's those difficult moves that we require a lot of time
to work out.

I'll give you a hypothetical chess example to show you the limitations
of this.   Let's take an 1800 ELO chess player.   He has almost NO
chance of beating a top grandmaster.   A tiny fraction of a percent
per game.Let's give him an acceleration potion that speeds up his
metabolism  so that he can think 64 times faster.   Instead of 3 minutes
he is thinking over an hour per move on average. 

I assert that this 1800 player is now playing at least 300 points 
stronger - about 2100 points.But guess what,  he still has almost
no chance of beating the 2800 player.   The skeptics will look at
the game, laugh, and say, see, the extra time didn't help a bit.


 Do you, or anyone, have studies that deal with this, for go? (I saw your
 other post on chess, but I think this may be somewhere chess and go
 differ: perhaps due the emphasis in go on good shape?)

It's really hard to believe that GO cannot be studied but chess can. 

I contend that this applies to any field of endeavor.   Put a man on
the moon?  You need a LOT of brainpower.   It took a team of men 
several years to solve the problem.Playing games is just a 
set of problems to be solved, some very easy some very difficult.
For a strong player most of the moves are easy - the difference
between 6 dan and 7 dan has nothing to do with most of the moves,
it's just a very few highly critical difficult ones, perhaps just
one or two decisions.

Present a player with a set of difficult to solve problems and ask

Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-19 Thread steve uurtamo
for what it's worth, strong players often spend enormous amounts of time
on moves.  professional tournament games are not generally of the
2-second-per-move variety.  historically, they have taken days, but i'm not
sure what the standard is now.  perhaps someone who has seen a web
simulcast of a recent tournament game can comment here.

keep in mind that lots of money is riding on the result of just a few games, and
that these tournaments are played over weeks and weeks of time.  look at the
schedule for a professional go tournament sometime -- it's not a weekend affair.

the reason that a pro would need at most 1s/move to beat the top go playing
program is simply that any of his top 10 move choices will be vastly better than
any of the computer's top 10 move choices with nonzero probability.  that means
that even if they overlap on the top move 90% of the time (and this is highly 
unlikely),
any of the pro's top 10 move choices will be better the rest of the time, and 
this
slight move/evaluation difference will magnify itself into huge board-changing 
trauma
over the course of the game.

if it takes a 9-stone stronger player  100 moves to undo your
9-stone advantage in a correctly-handicapped game at 5s/move, how many moves
at 1s/move do you think it would take a professional to undo your zero-stone
advantage if you were a computer player?  my guess is 3 or 4, since computers
tend to choose fairly random opening moves from a small safe set, but without
full-board knowledge.

s.




 

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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-19 Thread Ray Tayek

At 08:45 PM 1/18/2007, you wrote:

On Thu, 2007-01-18 at 20:05 -0800, Ray Tayek wrote:

 yes. i would easily give my opponent *much* more time than a few
 handicap stones. the effect of time making someone (or thing) play
 better (or worse) is non-linear and probably only effective over some
 small range of time and talent.

I think the formula is probably similar to UCT or Chess, but even more
so for humans.


sorry, no clue about the formula.


 Double the amount of time you have, and significantly
increase the quality of the move.  I don't think this is a limited
effect over a narrow range of time.


i suspect that it is in humans. i am only a 1-dan player. but during 
most of the game:


if i have a reasonable amount if time (say 1 hour or so), doubling or 
trippling the time to think about one move (or for the whole game) 
does not make any difference (but i have been playing for 40 years). 
i tend to reach my limit of reading (look ahead).


i would cut my time to 40 minutes for 2 stones and play for money. 30 
minutes for 3 stones, 25 minutes for 4 stones, 20 minutes for 5 stones.


giving most 1-dans more than an hour is not going to help their game 
that much. we only play so well. pro's can probably defeat this since 
they can make the game complicated.




I understand chess better than go, I used to be a tournament player.
Give me time to think and I can produce moves
of enormously higher quality over tournament time-controls.  I know
this for a fact.   I seriously doubt it is different for go.


i don't play chess. but it seems different to me in go.


...
It probably is non-linear like you say - even in the more limited game
of Chess, the curve was amazingly linear (every doubling in time seemed
 to give a fixed amount
of ELO strength improvement)  ...


well, chess is close to 1+ battles. more look ahead should help in 
some linear way perhaps. go goes off the rails fast when you consider 
interactions of say the corner josekis to other corners.



As far as talent is concerned, some chess experiments seem to indicate ...
I think it might work the same with humans -  ... ...


don' t know enough to comment.


So I think strength in humans is very much the same - perhaps even more
scalable than with computers - subject of course to human frailties of
attention span, sleep time, ability to focus for long periods of time,
etc.


i play 20-25 minute games on yahoo sometimes when i am bored. these 
are moderately fast. some people play insanely fast (too me). like 10 
minutes (this is total time. no byo-yomi). ignoring what a group of 
people might be able to do, i suspect that having more than two hours 
of time per game for amateurs is the limit of usefulness. a pro could 
probably benefit from a much larger increase in time.


thanks


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


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[computer-go] an idea for a new measure of a computer go program's rank.

2007-01-18 Thread dan
Hi,

The challenge to write a go playing program that could beat a professional was 
issued before the wide availability of Internet Go Servers, and broadband 
access.

Under these new conditions, it is trivial to write such a program, provided 
the game takes place on a server, and at time limits chosen by the program. 
For example a random point playing program could choose time limits of half 
a second per move, sudden death.

Therefore I suggest that a program's strength can (if needed) be expressed as 
the shortest time limits that a player of a standard strength (eg Pro. 1 dan) 
would be willing to play the program at, given an equal reward/loss regime 
(ie the chance of either winning would be 0.5).

The format of time limits for such games would need to be standardised, for 
example - it could be decided that only limits of the type 'sudden death, x 
number of seconds per move' were allowed.

In that case, 'x' could be used as a measure of the program's strength (as an 
abreviation for 'would beat a standard strength player half the time at x 
seconds per move')

Of course the strength of a 'standard strength' Go player varies, and 
professional one dans would likely be unwilling to be beaten in ultra blitz 
games for the benefit of computer go programmers, so 'amateur 1 dan' is a 
realistic idea for a standard strength go player.

dan



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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-18 Thread Don Dailey
Hi Dan,

Your suggestions hits at what I consider a basic truth or an axiom for 
game playing entities, humans or computers - that strength is a
function of time and memory.Skill can be viewed as time.  The
skillful player is just making his time count more by being more
efficient, sometimes many orders of magnitude more efficient.

It works like running.  The fast runner gets to a destination in
a certain amount of time - but someone on crutches can still get
there if you give him more time.We view the faster runner
as more skilled as a runner even though they both can cover the
same ground.

Of course in computing - and in humans - memory can be traded off
for speed.   Intensive knowledge based programs is one way to
make that trade-off.Every child learns this when he 
memorizes the multiplication table - it makes it possible to
multiply much larger numbers faster.  

And sometimes people confuse knowledge with IQ, and in a 
sense I think they are right. 

- Don







On Thu, 2007-01-18 at 21:18 +, dan wrote:
 Hi,
 
 The challenge to write a go playing program that could beat a professional 
 was 
 issued before the wide availability of Internet Go Servers, and broadband 
 access.
 
 Under these new conditions, it is trivial to write such a program, provided 
 the game takes place on a server, and at time limits chosen by the program. 
 For example a random point playing program could choose time limits of half 
 a second per move, sudden death.
 
 Therefore I suggest that a program's strength can (if needed) be expressed as 
 the shortest time limits that a player of a standard strength (eg Pro. 1 dan) 
 would be willing to play the program at, given an equal reward/loss regime 
 (ie the chance of either winning would be 0.5).
 
 The format of time limits for such games would need to be standardised, for 
 example - it could be decided that only limits of the type 'sudden death, x 
 number of seconds per move' were allowed.
 
 In that case, 'x' could be used as a measure of the program's strength (as an 
 abreviation for 'would beat a standard strength player half the time at x 
 seconds per move')
 
 Of course the strength of a 'standard strength' Go player varies, and 
 professional one dans would likely be unwilling to be beaten in ultra blitz 
 games for the benefit of computer go programmers, so 'amateur 1 dan' is a 
 realistic idea for a standard strength go player.
 
 dan
 
 
 
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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-18 Thread Nick Apperson

especially because computers don't have to click the relevent move with a
mouse.  They just think it and its done.  Make a computer go program move
the mouse and click like the human or make a computer go program physically
place the stone on the board and if a computer can win in speed go, i'll be
impressed then.  Although that is a somewhat different task.

On 1/18/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:


I would not consider it very impressing nor interesting if a fast 10k
program beats strong players on time. It think the stronger player
will win with 10 seconds per move, but lowering the time limit until
the stronger player loses on time is just silly.

Dave

- Oorspronkelijk bericht -
Van: dan [EMAIL PROTECTED]
Datum: donderdag, januari 18, 2007 10:18 pm
Onderwerp: [computer-go] an idea for a new measure of a computer go
program's rank.

 Hi,

 The challenge to write a go playing program that could beat a
 professional was
 issued before the wide availability of Internet Go Servers, and
 broadband
 access.

 Under these new conditions, it is trivial to write such a program,
 provided
 the game takes place on a server, and at time limits chosen by the
 program.
 For example a random point playing program could choose time
 limits of half
 a second per move, sudden death.

 Therefore I suggest that a program's strength can (if needed) be
 expressed as
 the shortest time limits that a player of a standard strength (eg
 Pro. 1 dan)
 would be willing to play the program at, given an equal
 reward/loss regime
 (ie the chance of either winning would be 0.5).

 The format of time limits for such games would need to be
 standardised, for
 example - it could be decided that only limits of the type 'sudden
 death, x
 number of seconds per move' were allowed.

 In that case, 'x' could be used as a measure of the program's
 strength (as an
 abreviation for 'would beat a standard strength player half the
 time at x
 seconds per move')

 Of course the strength of a 'standard strength' Go player varies,
 and
 professional one dans would likely be unwilling to be beaten in
 ultra blitz
 games for the benefit of computer go programmers, so 'amateur 1
 dan' is a
 realistic idea for a standard strength go player.

 dan



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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-18 Thread Don Dailey
On Thu, 2007-01-18 at 23:02 +0100, [EMAIL PROTECTED] wrote:
 I would not consider it very impressing nor interesting if a fast 10k 
 program beats strong players on time. It think the stronger player 
 will win with 10 seconds per move, but lowering the time limit until 
 the stronger player loses on time is just silly.

It's not silly at all.   It's just there is a point in which the
mechanics of making a move add too much noise - you can win or
lose because you dropped a stone on the floor for instance.

I know that even humans vary considerably in strength with time,
and I don't mean just blitz moves.The problem is that this
is generally not observed because BOTH players usually get the
same time so both are handicapped by the clock.

We used to play Chess by subtracting or adding 1 minute every
time you win or lose a game.   This works pretty well if one
player isn't too much stronger and it would probably work great
if it were not for the fact that the stronger player isn't
handicapped as much as you would think - he uses the weaker
players extra time.If you could isolate that factor by
slowing down time for one of the players,  you would have
an excellent handicap system.  

In Chess,  humans seem to benefit from time even more than
computers,  although most peoples intuition is just the
opposite.   You don't want to play speed chess against a
computer and a human would be the favorite at postal chess,
say 24 hours per move despite the enormous strength increase
this gives a program.

Most people are irrational and illogical about all of this,
they think humans play about the same but it's just a serious
perception issue.   That's not how it really works.

- Don




 Dave
 
 - Oorspronkelijk bericht -
 Van: dan [EMAIL PROTECTED]
 Datum: donderdag, januari 18, 2007 10:18 pm
 Onderwerp: [computer-go] an idea for a new measure of a computer go 
 program's rank.
 
  Hi,
  
  The challenge to write a go playing program that could beat a 
  professional was 
  issued before the wide availability of Internet Go Servers, and 
  broadband 
  access.
  
  Under these new conditions, it is trivial to write such a program, 
  provided 
  the game takes place on a server, and at time limits chosen by the 
  program. 
  For example a random point playing program could choose time 
  limits of half 
  a second per move, sudden death.
  
  Therefore I suggest that a program's strength can (if needed) be 
  expressed as 
  the shortest time limits that a player of a standard strength (eg 
  Pro. 1 dan) 
  would be willing to play the program at, given an equal 
  reward/loss regime 
  (ie the chance of either winning would be 0.5).
  
  The format of time limits for such games would need to be 
  standardised, for 
  example - it could be decided that only limits of the type 'sudden 
  death, x 
  number of seconds per move' were allowed.
  
  In that case, 'x' could be used as a measure of the program's 
  strength (as an 
  abreviation for 'would beat a standard strength player half the 
  time at x 
  seconds per move')
  
  Of course the strength of a 'standard strength' Go player varies, 
  and 
  professional one dans would likely be unwilling to be beaten in 
  ultra blitz 
  games for the benefit of computer go programmers, so 'amateur 1 
  dan' is a 
  realistic idea for a standard strength go player.
  
  dan
  
  
  
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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-18 Thread Don Dailey
There is one way to attempt to adjust for this - give the computer a 1
or
2 second penalty for each move.

- Don


On Thu, 2007-01-18 at 16:06 -0600, Nick Apperson wrote:
 especially because computers don't have to click the relevent move
 with a mouse.  They just think it and its done.  Make a computer go
 program move the mouse and click like the human or make a computer go
 program physically place the stone on the board and if a computer can
 win in speed go, i'll be impressed then.  Although that is a somewhat
 different task

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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-18 Thread dave . devos
In my opinion lowering the time limit just forces players (human and 
computer) towards random play. I am sure there exists a time limit 
where a random playing program can beat Lee Chang-Ho 50% of the time. 
But what is the use of that? To me it sounds like an invention to be 
able to show some progress in computer go, even if programs don't 
become very much stronger over the years: at least they will become 
quicker :) 

Dave

- Oorspronkelijk bericht -
Van: Don Dailey [EMAIL PROTECTED]
Datum: donderdag, januari 18, 2007 11:19 pm
Onderwerp: Re: [computer-go] an idea for a new measure of a computer go
program's rank.

 There is one way to attempt to adjust for this - give the computer 
 a 1
 or
 2 second penalty for each move.
 
 - Don
 
 
 On Thu, 2007-01-18 at 16:06 -0600, Nick Apperson wrote:
  especially because computers don't have to click the relevent move
  with a mouse.  They just think it and its done.  Make a computer go
  program move the mouse and click like the human or make a 
 computer go
  program physically place the stone on the board and if a 
 computer can
  win in speed go, i'll be impressed then.  Although that is a 
 somewhat different task
 
 
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Re: [computer-go] an idea for a new measure of a computer go program's rank.

2007-01-18 Thread terry mcintyre
Why not go the other way? Granted that postal players put more thought into 
their moves than those on a 30-minute clock, but they surely do not think about 
their move for an entire 24 hours - but a computer can actually allocate a full 
24 hours per move. Considering the benefits Mogo observed with multiple 
processes, and the recent results on memory-efficient monte carlo algorithms, 
perhaps this tradeoff would work to the computer's advantage.
 
Terry McIntyre

- Original Message 
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Cc: computer-go@computer-go.org
Sent: Thursday, January 18, 2007 4:12:58 PM
Subject: Re: [computer-go] an idea for a new measure of a computer go program's 
rank.

In my opinion lowering the time limit just forces players (human and 
computer) towards random play. I am sure there exists a time limit 
where a random playing program can beat Lee Chang-Ho 50% of the time. 
But what is the use of that? To me it sounds like an invention to be 
able to show some progress in computer go, even if programs don't 
become very much stronger over the years: at least they will become 
quicker :) 

Dave

- Oorspronkelijk bericht -
Van: Don Dailey [EMAIL PROTECTED]
Datum: donderdag, januari 18, 2007 11:19 pm
Onderwerp: Re: [computer-go] an idea for a new measure of a computer go
program's rank.

 There is one way to attempt to adjust for this - give the computer 
 a 1
 or
 2 second penalty for each move.
 
 - Don
 
 
 On Thu, 2007-01-18 at 16:06 -0600, Nick Apperson wrote:
  especially because computers don't have to click the relevent move
  with a mouse.  They just think it and its done.  Make a computer go
  program move the mouse and click like the human or make a 
 computer go
  program physically place the stone on the board and if a 
 computer can
  win in speed go, i'll be impressed then.  Although that is a 
 somewhat different task
 
 
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