@Gian-Carlo Pascutto

Since training uses a ridiculous amount of computing power i wonder if it
would
be useful to make certain changes for future research, like training the
value head
with multiple komi values <https://arxiv.org/pdf/1705.10701.pdf>

On 26 October 2017 at 03:02, Brian Sheppard via Computer-go <
computer-go@computer-go.org> wrote:

> I think it uses the champion network. That is, the training periodically
> generates a candidate, and there is a playoff against the current champion.
> If the candidate wins by more than 55% then a new champion is declared.
>
>
>
> Keeping a champion is an important mechanism, I believe. That creates the
> competitive coevolution dynamic, where the network is evolving to learn how
> to beat the best, and not just most recent. Without that dynamic, the
> training process can go up and down.
>
>
>
> *From:* Computer-go [mailto:computer-go-boun...@computer-go.org] *On
> Behalf Of *uurtamo .
> *Sent:* Wednesday, October 25, 2017 6:07 PM
> *To:* computer-go <computer-go@computer-go.org>
> *Subject:* Re: [Computer-go] Source code (Was: Reducing network size?
> (Was: AlphaGo Zero))
>
>
>
> Does the self-play step use the most recent network for each move?
>
>
>
> On Oct 25, 2017 2:23 PM, "Gian-Carlo Pascutto" <g...@sjeng.org> wrote:
>
> On 25-10-17 17:57, Xavier Combelle wrote:
> > Is there some way to distribute learning of a neural network ?
>
> Learning as in training the DCNN, not really unless there are high
> bandwidth links between the machines (AFAIK - unless the state of the
> art changed?).
>
> Learning as in generating self-play games: yes. Especially if you update
> the network only every 25 000 games.
>
> My understanding is that this task is much more bottlenecked on game
> generation than on DCNN training, until you get quite a bit of machines
> that generate games.
>
> --
> GCP
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