Thank you for being so kind in your response. I truly appreciate it.

s.

On Feb 28, 2018 6:32 PM, "Hideki Kato" <hideki_ka...@ybb.ne.jp> wrote:

> uurtamo .: <CADg0iNBjVU2qzAhgKyYm+AhObqdV5RMWGcNqTtCxqkZhQFSo5w@
> mail.gmail.com>:
> >I didn't mean to suggest that I can or will solve this problem tomorrow.
> >
> >What I meant to say is that it is clearly obvious that 9x9 is not immune
> to
> >being destroyed -- it's not what people play professionally (or at least
> is
> >not what is most famous for being played professionally), so it is going
> to
> >stand alone for a little while; it hasn't been the main focus yet. I
> >understand that it technically has features such as: very tiny point
> >differences; mostly being tactical. I don't think or have reason to
> believe
> >that that makes it somehow immune.
> >
> >What concerns me is pseudo-technical explanations for why it's harder to
> >beat humans at 9x9 than at 19x19. Saying that it's harder at 9x9 seems
> like
> >an excuse to explain (or hopefully justify) how the game is still in the
> >hands of humans. This feels very strongly like a justification for how "go
> >is still really hard for computers". Which, I suppose, we can break down
> >into lots of little subcases and worry about. The tiny point difference
> >issue is interesting; it means that things need to be super tight (less
> >room for sloppy play). Checkers also has this feature.
> >
> >The reality, in my unjustified opinion, is that this will be a solved
> >problem once it has obtained enough focus.
>
> I'm suspecious.  The value network (VN) is not enough for
> 9x9 because VN can't approximate value functions at enough
> detail.  This is also a problem on 19x19 but the advantages
> VN gives at silent positions is big enough (actually a few
> points) to beat top level human players.  I believe another
> idea is necessary for 9x9.
> #One possible (?) simple solution: if the inference speed of
> the policy network gets 100 or more times faster then we can
> use PN directly in rollouts.  This may make VN useless.
>
> Go is still hard for both human and computers :).
>
> Hideki
>
> >s.
> >
> >
> >On Fri, Feb 23, 2018 at 6:12 PM, Hideki Kato <hideki_ka...@ybb.ne.jp>
> wrote:
> >
> >> uurtamo .: <CADg0iNCAM-_iH31cBKA4mvG2fbdmJ3adqWCUyfxTb
> >> 1vhk7t...@mail.gmail.com>:
> >> >Slow down there, hombre.
> >> >
> >> >There's no secret sauce to 9x9 other than that it isn't the current
> focus
> >> >of people.
> >> >
> >> >Just like 7x7 isn't immune.
> >> >
> >> >A computer program for 9x9, funded, backed by halfway serious people,
> and
> >> >focused on the task, will *destroy* human opponents at any time it
> needs
> >> to.
> >>
> >> Why do you think (or believe) so?  I'd like to say there
> >> is no evidence so far.
> >>
> >> >If you believe that there is a special reason that 9x9 is harder than
> >> >19x19, then I'm super interested to hear that. But it's not harder for
> >> >computers. It's just not what people have been focusing on.
> >>
> >> 9x9 is not harder than 19x19 as a game.  However:  (1) Value
> >> networks, the key components to beat human on 19x19, work
> >> fine only on static positions but 9x9 has almost no such
> >> positions.   (2) Humans can play much better on 9x9
> >> than 19x19.  Top level professionals can read-out at near
> >> end of the middle stage of a game in less than 30 min with
> >> one point accuracy of the score, for example.
> >>
> >> Humans are not good at global evaluation of larger boards so
> >> bots can beat top professionals on 19x19 but this does not
> >> apply 9x9.  The size of the board is important because
> >> value networks are not universal, ie, approximate the
> >> value function not so presicely, mainly due to
> >> the number of training data is limited in practice (up to
> >> 10^8 while the number of possible input positions is greater
> >> than, at least, 10^20).  One more reason, there are no
> >> algorithm to solve double ko. This is not so big problem on
> >> 19x19 but 9x9.
> >>
> >> Best, Hideki
> >>
> >> >s.
> >> >
> >> >On Feb 23, 2018 4:49 PM, "Hideki Kato" <hideki_ka...@ybb.ne.jp> wrote:
> >> >
> >> >> That's not the point, Petri.  9x9 has almost no "silent"
> >> >> or "static" positons which value networks superb humans.
> >> >> On 9x9 boards, Kos, especially double Kos and two step Kos
> >> >> are important but MCTS still works worse for them, for
> >> >> examples.  Human professionals are much better at life&death
> >> >> and complex local fights which dominate small board games
> >> >> because they can read deterministically and deeper than
> >> >> current MCTS bots in standard time settings (not blitz).
> >> >> Also it's well known that MCTS is not good at finding narrow
> >> >> and deep paths to win due to "averaging".  Ohashi 6p said
> >> >> that he couldn't lose against statiscal algorithms after the
> >> >> event in 2012.
> >> >>
> >> >> Best,
> >> >> Hideki
> >> >>
> >> >> Petri Pitkanen: <CAMp4Doefkp+n16CxDWY9at9OFwdh3V7+
> >> >> 3zrby3k9kjvmzah...@mail.gmail.com>:
> >> >> >elo-range in 9x9 smaller than 19x19. One just cannot be hugelyl
> better
> >> >> than
> >> >> >the other is such limitted game
> >> >> >
> >> >> >2018-02-23 21:15 GMT+02:00 Hiroshi Yamashita <y...@bd.mbn.or.jp>:
> >> >> >
> >> >> >> Hi,
> >> >> >>
> >> >> >> Top 19x19 program reaches 4200 BayesElo on CGOS. But 3100 in 9x9.
> >> >> >> Maybe it is because people don't have much interest in 9x9.
> >> >> >> But it seems value network does not work well in 9x9.
> >> >> >> Weights_33_400 is maybe made by selfplay network. But it is 2946
> in
> >> >9x9.
> >> >> >> Weights_31_3200 is 4069 in 19x19 though.
> >> >> >>
> >> >> >> In year 2012, Zen played 6 games against 3 Japanese Pros, and lost
> >by
> >> >> 0-6.
> >> >> >> And it seems Zen's 9x9 strength does not change big even now.
> >> >> >> http://computer-go.org/pipermail/computer-go/2012-
> >> November/005556.html
> >> >> >>
> >> >> >> I feel there is still enough chance that human can beat best
> program
> >> in
> >> >> >> 9x9.
> >> >> >>
> >> >> >> Thanks,
> >> >> >> Hiroshi Yamashita
> >> >> >>
> >> >> >> _______________________________________________
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> >> >> Hideki Kato <mailto:hideki_ka...@ybb.ne.jp>
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> >> Hideki Kato <mailto:hideki_ka...@ybb.ne.jp>
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> Hideki Kato <mailto:hideki_ka...@ybb.ne.jp>
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