Many Faces likes L6 for about 600 playouts, then switches to L9 from then on. This is because the old engine does local tactical searches and uses the results to bias the playout policy for nodes with more than about 100 visits. This is for the new unreleased version with a policy network.
David > -----Original Message----- > From: Computer-go [mailto:computer-go-boun...@computer-go.org] On Behalf Of > lemonsqueeze > Sent: Monday, April 17, 2017 3:08 AM > To: computer-go@computer-go.org > Subject: [Computer-go] Patterns and bad shape > > Hi, > > I'm sure the topic must have come up before but i can't seem to find it > right now, i'd appreciate if someone can point me in the right direction. > > I'm looking into MM, LFR and similar cpu-based pattern approaches for > generating priors, and was wondering about basic bad shape: > > Let's say we use 6d games for training. The system becomes pretty good at > predicting 6d moves by learning patterns associated with the kind of moves > 6d players make. > > However it seems it doesn't learn to punish basic mistakes effectively (say > double ataris, shapes with obvious defects ...) because they almost never > show up in 6d games =) They show up in the search tree though and without > good answer search might take a long time to realize these moves don't > work. > > Maybe I missed some later paper / development but basically, Wouldn't it > make sense to also train on good answers to bad moves ? > (maybe harvesting them from the search tree or something like that) > > I'm thinking about basic situations like this which patterns should be able > to recognize: > > A B C D E F G H J K L M N O P Q R S T > +---------------------------------------+ > 19 | . . . . . . . . . . . . . . . . . . . | > 18 | . . . O O . O . . . . . . . . . . . . | > 17 | . . X . X O . X O . . . . . . . . . . | > 16 | . . X . X O . O O . . . . . . X . . . | > 15 | . . . . . X X X X . . . . . . . . . . | > 14 | . . X . . . . . . . . . . . . . . . . | > 13 | . O . . . . . . . . . . . . X . O . . | > 12 | . . O . . . . . . . . . . . . . O . . | > 11 | . . O X . . . . . . . . . . . X . . . | > 10 | . . O X . . . . . . . . . . . X O . . | > 9 | . . O X . . . X . . . X O . . X O . . | > 8 | . . O X . . . O X X X O X)X X O O . . | > 7 | . O X . . . . . O O X O . X O O . . . | > 6 | O X X . X X X O . . O . . . X O X . . | > 5 | . O O . . O X . . . . . O . . . . . . | > 4 | . X O O O O X . . . O . . O . O . . . | > 3 | . X X X X O . . X . X X . . . . . . . | > 2 | . . . . X O . . . . . . O . . . . . . | > 1 | . . . . . . . . . . . . . . . . . . . | > +---------------------------------------+ > > Patterns probably never see this during training and miss W L9, For example > : > > In Remi's CrazyPatterns.exe L9 comes in 4th position: > [ M10 N10 O6 L9 ... > > With Pachi's large patterns it's 8th: > [ G8 M10 G9 O17 N10 O6 J4 L9 ... > > Cheers, > Matt > > ---- > > MM: Computing Elo Ratings of Move Patterns in the Game of Go > https://www.remi-coulom.fr/Amsterdam2007/ > > LFR: Move Prediction in Go Modelling Feature Interactions Using > Latent Factors > https://www.ismll.uni-hildesheim.de/pub/pdfs/wistuba_et_al_KI_2013.pdf _______________________________________________ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go