Re: [computer-go] Positions illustrative of computer stupidity ?

2006-12-03 Thread alain Baeckeroot
Le mercredi 22 novembre 2006 20:44, Rémi Coulom a écrit :
 Hi,
 
 I am in search of Go positions that are easy to understand for humans, 
 and difficult for computers.
 
Hi

Maybe too late ... Nethertheless, i remember a funny thing.
Some time ago i implemented opponent good move is good for me in a GNU Go bot
and this gave funny things like reverse monkey jump.

David Doshay reported this too with early SlugGo (which also takes into
account opponent good moves)


XXXO
..XO
..X.
.a..   Instead of blocking the monkey jump, O plays in a :)


I m pretty sure no human player would think of this.
Alain
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Positions illustrative of computer stupidity ?

2006-12-03 Thread David Doshay

This is a good example of a reasonable heuristic leading to an
undesired solution after a correct evaluation. Most of the time
SlugGo did this it was correct that stopping the opponent's
monkey-jump was the biggest move on the board, so using
the heuristic was valuable. It just took things too far and chose
the exact same move for the fix.

We had to soften the heuristic to Moves near their best move
may be very good for me. Playing with the weights for near
cut down on the number of reverse monkey jumps.


Cheers,
David



On 3, Dec 2006, at 5:17 AM, alain Baeckeroot wrote:


Le mercredi 22 novembre 2006 20:44, Rémi Coulom a écrit :

Hi,

I am in search of Go positions that are easy to understand for  
humans,

and difficult for computers.


Hi

Maybe too late ... Nethertheless, i remember a funny thing.
Some time ago i implemented opponent good move is good for me in  
a GNU Go bot

and this gave funny things like reverse monkey jump.

David Doshay reported this too with early SlugGo (which also takes  
into

account opponent good moves)


XXXO
..XO
..X.
.a..   Instead of blocking the monkey jump, O plays in a :)


I m pretty sure no human player would think of this.
Alain
___
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] Positions illustrative of computer stupidity ?

2006-11-27 Thread alain Baeckeroot
Le lundi 27 novembre 2006 16:36, Steven Clark a écrit :
 Computer stupidity? How about how GNUGo has no problem invading under my 4,4
 stone, but refuses to invade under my 5,5 stones? I assume this is because
 there is a joseki entry for 4,4, but none for 5,5 openings. Attached is a
 rather silly game I played against GNUGo exploiting this fact (I will admit
 that I used undo several times to get the bot to do what I wanted, but the
 fact that I can get away with this is pretty funny...)
 
 Cheers
 -Steven
 

Funny game :)
FYI, in the final position latest development release 3.7.10 does invade at 5-3
or, if corner are protected by san-san, it goes to k3 :)
This even when databases are turned off (fuseki and joseki :).

Cheers.
Alain
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-26 Thread Rémi Coulom

alain Baeckeroot wrote:

Le mercredi 22 novembre 2006 20:44, Rémi Coulom a écrit :
  

Hi,


Hi Rémi
  
I am in search of Go positions that are easy to understand for humans, 
and difficult for computers.




One incredibly simple example for human, where GNU Go horribly fails.
The only move is tengen (center of the board).

I don't know if its a simple bug, or a more difficult evaluation problem.
It happens even if all databases are disabled (fuseki and joseki).

Thanks to Aloril, who tell it to Min-u Kang (my go teacher :)

Cheers.
Alain.
Thanks Alain. Again, this position is very easy for Monte-Carlo 
programs. Even on 19x19, Crazy-Stone finds tengen rapidly (in about 30s 
with a single thread on a 3.4GHz PIV, but this varies a lot depending on 
randomness).


Rémi
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-25 Thread alain Baeckeroot
Le samedi 25 novembre 2006 00:38, alain Baeckeroot a écrit :
 Le mercredi 22 novembre 2006 20:44, Rémi Coulom a écrit :
  Hi,
 Hi Rémi
  
  I am in search of Go positions that are easy to understand for humans, 
  and difficult for computers.
 
 One incredibly simple example for human, where GNU Go horribly fails.
 The only move is tengen (center of the board).
 
 I don't know if its a simple bug, or a more difficult evaluation problem.
 It happens even if all databases are disabled (fuseki and joseki)

I investigated a little this thickness evaluation problem:
The first player getting tengen spoils 2 opponent moves. The stones can
still help for some ladders, but they can be seen as dead. So it nearly
equivalent to 2 handicap game, (miai counting gives: one stone is used to
 kill 2, remains 2 'not used' stones), with weirdly placed handicap, 
so at least the advantage is greater than 1 normal corner handicap move.

I tried a simple fix in gnugo, now it find the proper move in this test case.
But as a side effect:
On a 19x19 it plays too slow, and lose 10/10 games agaisnt standard GNU Go.
(5 as W, 5 as B, this is small sample i agree)

On 9x9, it seems to have a smaller impact:
 as Black 5/10 games win
 as White 2/10 games win

So at least parameter tuning is needed, maybe more refined stuff for
evaluating the value of cut/connect move ... this is not simple :)

QED.
Alain
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-24 Thread sylvain . gelly
 I can't help but feel we are missing something.   With UCT we miss those
 wonderful beta cutoff's that you get with straightforward alpha beta
 pruning - but with alpha beta pruning you are still exploring a lot more
 useless nodes.It seems the 2 are just not very compatible.

 Currently UCT does seem like the best choice by far.
Yes, in the current state of the art. What would be great is to understand in 
what extend this would continue to be true if we change the evaluation 
function. What I believe (but this is only intuition, this have to be 
proved !), is that UCT is very efficient in Go because our evaluation 
function is bad. With a good/(very)^+ good evaluation function, alpha-beta 
would become much better than UCT. I think this is clearly the case if you 
can reach the end of the game in the tree for example.
I don't know if someone tried UCT in chess to see the results. As we often 
assume that the evaluation function in chess is much better than in Go, it 
would be a good test case?

 [...]
 But UCT may be a rather extreme example of this phenomenon - better to
 go deep even without a huge number of simulations.   Of course with UCT
 none of the evaluations are completely wasted, they all have an impact
 on potential root choices.
It is an interesting point of view indeed. I did not see UCT on that angle... 
This would confirm our results where launching several simulations for each 
node (instead of node) where not improving the results (comparing at equal 
number of nodes. Comparing at equal number of simulations this was much 
worse !).

Yet, one of the property of UCT which I think is very useful in Go is the 
smooth pruning. The other is that the value is between the mean and the 
min-max in a smooth manner, while keeping the convergence toward the min-max.

Sylvain

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-24 Thread alain Baeckeroot
Le mercredi 22 novembre 2006 20:44, Rémi Coulom a écrit :
 Hi,
Hi Rémi
 
 I am in search of Go positions that are easy to understand for humans, 
 and difficult for computers.

One incredibly simple example for human, where GNU Go horribly fails.
The only move is tengen (center of the board).

I don't know if its a simple bug, or a more difficult evaluation problem.
It happens even if all databases are disabled (fuseki and joseki).

Thanks to Aloril, who tell it to Min-u Kang (my go teacher :)

Cheers.
Alain.


simple-test-19.sgf
Description: application/go-sgf


simple-test-99.sgf
Description: application/go-sgf
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-23 Thread sylvain . gelly
Le Jeudi 23 Novembre 2006 11:47, Chris Fant a écrit :
  ...
  Its an interesting question if Monte-Carlo programms would also play
  infinite strong.
 I was under the impression that most MC implementations were
 guaranteed to converge on the optimal move.

Yes, but it does not come from the MC part, but for example UCT garantees to 
visit all the nodes infinitely often whatever the evaluation function 
returns.
However, the convergence will be VERY slow if the evaluation function is bad.

Sylvain

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-23 Thread sylvain . gelly
 I think they will play very strong. Sofar all my tests indicates nice
 scaling, but I admit I have not tried a proper experiment for a long time
 since I do not have any extra hardware. Perhaps the Mogo team could do 
something but the problem is that Mogo is so strong it would beat most 
programs 100% with modest increases in computation time on 9x9.

What we can say from experiments is that the scaling with time is very good 
with few simulations, but becomes less interesting with a lot of simulations. 
With the same settings (not the best, but the ones for which we have the most 
number of results), against gnugo at level 0 (s/m == simulations/move):
3000 s/m : 35%, 1 s/m : 60%, 7 s/m : 90%. Against gnugo at level 8 
(default) it gives respectively 50% and 80% for 10k s/m and 70k s/m.
MoGo on cgos plays with something like 300k s/m, but I don't think it is much 
better than with 70 k s/m. Quick experiments showed that the improvement was 
only few % against gnugo. However, I saw that the improvement is larger 
against MC based programs (classical non transitivity of the results), and 
against itself it is huge.
I also saw that after each improvement, the number of simulations was less 
important than before, so the scaling is less impressive.
Perhaps it comes from the fact that now the opening moves are those where MoGo 
loses most of its games and, as Magnus said, the number of simulations are 
not so important in the opening. We did not investigate that.

Sylvain

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-23 Thread Don Dailey
Sylvain,

The improvement over a given opponent should be measured by ELO points,
not win percentage unless you do the extra math.  I cannot quite tell if
you were considering that or not - if so then ignore this.   Going from
50% wins to 60% with is a modest improvement, but going from 80% to 90%
is a MAJOR improvement.  

UCI is completely scalable, but may not be optimally scalable.  It may
turn out that there are other ways to handle the best first search.   My
fear with UCI type methods is that it might be progressively less
efficient as you get much faster.   It is probably a matter of finding
just the right formula for allocating work.  

Or it might turn out that some form of alpha/beta search using
monte/carlo as an evaluator is the right thing given enough power -
which suggests some kind of hybrid approach.   UCI may be the best way
to handle nodes closer to the leaf and perhaps be viewed as a kind of
quies search for a standard alpha/beta engine.   I'm just taking a wild
guess here. 

- Don


On Thu, 2006-11-23 at 13:24 +0100, [EMAIL PROTECTED] wrote:
  I think they will play very strong. Sofar all my tests indicates nice
  scaling, but I admit I have not tried a proper experiment for a long time
  since I do not have any extra hardware. Perhaps the Mogo team could do 
 something but the problem is that Mogo is so strong it would beat most 
 programs 100% with modest increases in computation time on 9x9.
 
 What we can say from experiments is that the scaling with time is very good 
 with few simulations, but becomes less interesting with a lot of simulations. 
 With the same settings (not the best, but the ones for which we have the most 
 number of results), against gnugo at level 0 (s/m == simulations/move):
 3000 s/m : 35%, 1 s/m : 60%, 7 s/m : 90%. Against gnugo at level 8 
 (default) it gives respectively 50% and 80% for 10k s/m and 70k s/m.
 MoGo on cgos plays with something like 300k s/m, but I don't think it is much 
 better than with 70 k s/m. Quick experiments showed that the improvement was 
 only few % against gnugo. However, I saw that the improvement is larger 
 against MC based programs (classical non transitivity of the results), and 
 against itself it is huge.
 I also saw that after each improvement, the number of simulations was less 
 important than before, so the scaling is less impressive.
 Perhaps it comes from the fact that now the opening moves are those where 
 MoGo 
 loses most of its games and, as Magnus said, the number of simulations are 
 not so important in the opening. We did not investigate that.
 
 Sylvain
 
 ___
 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] Positions illustrative of computer stupidity ?

2006-11-23 Thread Rémi Coulom

David Fotland wrote:

Many Faces plays L10, which looks like it also breaks both ladders.
 
-David

Thanks for testing.

What if Black replies with K9 ? It looks like K9 restores both ladders 
(to my naive eye).
What about the first position I posted, where more tempting moves are 
available elsewhere ?

Do you know whether your program chooses that move for the right reason ?

Rémi
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-22 Thread Don Dailey
I think it's all in the presentation.   Even if they are not even
beginners,  with skill you can help them appreciate how some basic
concepts are difficult for a computer.  

For instance, I think that you can teach the principle of 2 eyes with a
very simple example perhaps involving just 1 point eyes.   Then move to
showing them that if the eyes are bigger, it starts getting ambiguous
very quickly - and at some point it starts taking a relatively advanced
player to discern when a bigger space is equivalent to an eye.

You start just by showing them a group with 1 single point eye and how
it gets captured.  They you progress:  what if there is another eye?
etc.

- Don
 

 
On Wed, 2006-11-22 at 12:27 -0800, steve uurtamo wrote:
 i think that these won't be terribly easy
 for your audience to parse.  part of the
 problem is that gnugo is actually better than a
 beginner, for instance.
 
 i'd say anything that isn't tactical in nature
 is a good example.
 
 moves that don't directly make any territory, but
 which threaten to, for instance.  look at the
 first 8-10 moves of most any KGS game played by
 robert jasiek (sum) that ended in an early 
 resignation.
 
 s.
 
 
  
 
 Sponsored Link
 
 Mortgage rates near 39yr lows. 
 $420k for $1,399/mo. Calculate new payment! 
 www.LowerMyBills.com/lre
 ___
 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] Positions illustrative of computer stupidity ?

2006-11-22 Thread Chrilly
The attached position requires some basic understanding of Go. But its in my 
experience a nasty problem. There is a simple rule for capture races. The 
side with the higher number of liberties wins (if there are no eyes and more 
=2 inside liberties involved).  The side to move counts as a 1/2 liberty. 
Unfortunately this rule is not valid in the position. White is 
unconditionally dead. All liberties are equal, some are more equal.


Chrilly 


Semeai01.sgf
Description: Binary data
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-22 Thread Chrilly
Attached is another simple problem. A tactical-solver might work as this. It 
checks all strings. If the number of liberties is below a thresold (e.g. 3) 
it defines the string as a prey and tries to kill the string. Then the 
solver takes the next prey, tries to kill it.
For this tactical solver the white stones are save. Each prey can escape 
individually, but due to the double-atari one of them is dead. This is a 
trivial example, but there are more difficult ones which are much harder to 
solve. Even the best strong programms like Handtalk are very vulnerable to 
double attacks (there are other ones like Many Faces which do not suffer 
from this problem)..


Chrilly 


DoubleThreat.sgf
Description: Binary data
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/