Álvaro Begué wrote:
> Why does anybody care about how human-like our go programs' playing
> style is? When we design airplanes we don't care about how bird-like
> their flying style is; we care about objective measures like speed,
> acceleration, energy efficiency... The merits of go programs should be
> based basically on their ability to win games, although other measures
> might be useful (ability to solve life-and-death problems, or to
> estimate the final result of an incomplete game).
>
> Not being able to read ladders is definitely a weakness of most
> current MC programs, and discussing ways of incorporating that
> knowledge into them is interesting, but whether they have human styles
> or not is completely irrelevant in my opinion.
>
I'm with you on this.   I don't care if they "look like" human
players.    I care about how strong they play.   However I do believe
you can make an argument that internally they "think" more like a
human.    Nevertheless,  no matter how you slice it all program are
synthetic.  

For some reason,  and I don't know if it applies as much in GO,   humans
seem to value a program that plays more "human-like."      Perhaps it
makes them feel that there is more intelligence behind it.

Here is an odd experience from computer chess.    Many years ago I had
some experts over to my house and we played games all night long of
speed chess against 2 well known stand-alone programs.   One of them was
well known for it's "human-like" playing style and interesting play.   
The other was well known for it's very solid style and playing strength.   

They very much enjoyed playing the "human-like" program but played many
games against each.   I asked them which was stronger and there was no
question in their mind - it was the one that played human-like.

When I told them that it was the other machine that was stronger (by
quite a large margin) they did not believe me.      So we played several
games between the two and the human-like program lost every game.   The
continued to believe it was some kind of fluke and thus we ended up
playing about 10 games, where every game was a loss for the machine the
believed must be stronger.

This was a bit of an experiment in human psychology I think.    I also
believe we are unduly influenced by our eyes.   The weaker machine was
enclosed inside a beautiful sensory board, was physically much larger
and had nice wood pieces.    The stronger machine was a couple of years
more up to date but was enclosed in a cheap plastic housing, had a
cheesy pressure sensitive board (you had to press on the squares)  and
had cheap looking plastic pieces - it was a budget computer but it was
clearly stronger.     Although I think the playing style was more of an
influence I'm sure the outward appearance of the device played a role.

This is something all retailers know - it's all about the packaging,
advertising, presentation.   Packaging over real substance.

I think us humans are a bit ego-centric.   If something plays like us, 
we probably equate this with actual intelligence.    It's like the
warthogs in the far-side comic where the female warthog is saying to the
other female warthog (in a bar) that "he thinks he is god's gift to
warthogs."     Warthogs probably think they are beautiful just as we
think we are.

- Don





> Álvaro.
>
>
> On Dec 12, 2007 8:18 AM, Don Dailey <[EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]>> wrote:
>
>
>
>     Russ Williams wrote:
>     > On Dec 11, 2007 8:53 PM, Don Dailey <[EMAIL PROTECTED]
>     <mailto:[EMAIL PROTECTED]>> wrote:
>     >
>     >> The play-out portion is a crude approximation for imagination.
>       We
>     >> basically look at a board and imagine the final position.    The MC
>     >> play-outs kill the dead groups in a reasonably accurate (but
>     fuzzy) way
>     >> and put the flesh on the skeleton.      Near the end of the
>     game,  the
>     >> play-outs end mostly the same the way the game itself would end
>     - and
>     >> the same way a human would expect it to look like.
>     >>
>     >
>     > This seems pretty fishy to me, given that MC can't read ladders
>     > accurately, for instance, but any competent human can, and that MC
>     > plays so bizarrely differently from humans in many positions,
>     > especially endgames.
>     >
>     > There may be strong theoretical arguments why MC is STRONG, and
>     there
>     > are clearly empirical demonstrations that MC IS strong, but it
>     is not
>     > at all clear that MC is somehow simulating/approximating the mental
>     > process of a human player playing the game.  If it were, I would
>     > expect an MC player to make moves that look a lot more human.
>     >
>     >
>     It's not surpising that other methods make it look more like a human
>     playing because they are based more on mimicking the moves of a
>     human.      Usually a human expert watches the games, see's an
>     error and
>     then makes a pattern.    The pattern basically says,  "play this move
>     because a human would."      That's not the human approach, even
>     though
>     it will look human.
>
>     It's like the chat bot competitions which are turing tests.   Try to
>     fool people into believing they are talking to a human - but
>     really it's
>     a random phrase generator with some rules and patterns to mimic a
>     person.
>
>     - Don
>
>
>     >> I attribute the success of MC to the fact that it's the best
>     simulation
>     >> of how WE do it.    The other approaches are clearly more
>     synthetic,
>     >> including raw MC without a proper tree.
>     >>
>     >
>     > But those synthetic approaches seem MORE like what many human
>     players
>     > do (at least humans I've talked to), thinking discretely about
>     > different domain-specific concrete things like "are there any
>     > appropriate josekis for this situation?", "can I kill that group?
>     > what is its final internal eye shape going to look like?", "are
>     any of
>     > my groups endangered?", "is my opponent's moyo invadable? or
>     > reducible?", "does this ladder work?", "can these 2 groups be
>     > separated?", "can I make these stones live?  can I do it in
>     sente?",
>     > "who has more ko threats now?", "how big is that ko threat
>     compared to
>     > the value of this ko?", "where is the biggest endgame move right
>     > now?", "where is the biggest sente endgame move right now?",
>     "which of
>     > these monkey jumps is bigger?", etc.
>     >
>     > At a literal detailed analysis level, MC is totally different
>     from how
>     > we do it.  I know of no human player who imagines the 2 players
>     > randomly dropping stones over and over to see what proportion of
>     > wins/losses results. The basic "philosophy" of MC is radically
>     > different from how humans think about the game.  (Which is not
>     to say
>     > that MC is a bad approach of course.)
>     >
>     > And at a higher level (in terms of the actual moves that
>     actually get
>     > chosen by MC), they also look very bizarre compared to a human
>     player,
>     > particularly in the end game where (as has been discussed a lot
>     > recently) a winning MC often fills its own territory or plays
>     neutral
>     > points when real points still exist, something a
>     better-than-beginner
>     > (to say nothing of strong) human player would never do.
>     >
>     > In the opening, strong humans typically are familiar with many
>     joseki,
>     > which MC is much less likely to randomly follow.
>     >
>     > And (to mention the actual subject of this thread...) a competent
>     > human player can read out most ladders correctly with certainty,
>     > unlike MC.
>     >
>     > and so on...
>     >
>     > cheers,
>     > russ
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