Re: [computer-go] Anchor Player

2006-12-25 Thread Don Dailey
Are you sure about this?  Here is what I've seen on Wikipedia but I've
also seen this before from other sources:

Another departure from tradition is that ELO ratings are
calibrated by
winning percentage, not by stone handicaps. An extra handicap
stone
has much less influence on winning percentage at a low level of
play
than at a high level of play. Therefore, from the perspective of
ELO
ratings, traditional ranks are too spread out at the low level
and too
compressed at a high level. To put it another way, a 6-dan
player has
a much better chance of beating a 5-dan player than a 15-kyu
player
has of beating a 16-kyu player, so the ELO system must conclude
either
that the top players need to be further apart in rating than 100
points, or the bottom players need to be closer in rating than
100
points.

- Don



On Mon, 2006-12-25 at 20:23 +0100, Andrés Domínguez wrote:
> 2006/12/25, Don Dailey <[EMAIL PROTECTED]>:
> >
> > On Sun, 2006-12-24 at 13:54 -0800, David Fotland wrote:
> > > There is no fixed relationship between ELO and handicap stones.  Stronger
> > > players have less variation in their play, so a handicap stone is worth 
> > > more
> > > ELO points for a stronger player than a weaker player.
> >
> > What you say is consistent with what I've heard from other sources.
> >
> > My understanding is that in ELO terms the ranks are compressed at the
> > higher levels and spread out at lower levels.  So there is less
> > difference between 4 dan and 5 dan than 15 kyu and 16 kyu for
> > instance.
> 
> I think it's exactly the opposite. The difference between 4 dan and 5 dan is
> one stone, but more ELO than between 15 and 16k (also one stone).
> 
> Andrés

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Re: [computer-go] Anchor Player

2006-12-25 Thread Andrés Domínguez

2006/12/25, Don Dailey <[EMAIL PROTECTED]>:


On Sun, 2006-12-24 at 13:54 -0800, David Fotland wrote:
> There is no fixed relationship between ELO and handicap stones.  Stronger
> players have less variation in their play, so a handicap stone is worth more
> ELO points for a stronger player than a weaker player.

What you say is consistent with what I've heard from other sources.

My understanding is that in ELO terms the ranks are compressed at the
higher levels and spread out at lower levels.  So there is less
difference between 4 dan and 5 dan than 15 kyu and 16 kyu for
instance.


I think it's exactly the opposite. The difference between 4 dan and 5 dan is
one stone, but more ELO than between 15 and 16k (also one stone).

Andrés
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Re: [computer-go] Anchor Player

2006-12-25 Thread Don Dailey
I was always taught in Chess to play the board, not the player.
But in principle this is wrong if your goal is to increase your
chances of winning the game. 

The problem with playing your opponent is that if you don't know
the proper technique for doing this, it will distract you from
the real game.For weaker players, it's enough to just "play
the board",  anything beyond this will hurt their play.  

What most people don't understand is that playing your opponent
doesn't mean that you suddenly start playing risky unsound moves.
Playing your opponent is a very careful and controlled process
that should not involve a radical change of playing style.

It involves waiting for mistakes, not making them.  You will 
try to encourage these mistakes, but not at great risk to
yourself.   Also, you must never underestimate your weaker
opponent.   

I mention this because there have been a few posts that imply
that you should play normally, change nothing, and just wait
for the mistake.   In fact, this is almost correct,  most of
the moves should be like this.If you don't know what you are
doing ALL the moves should be like this.   But if you want to
actually maximize your winning chances, you need to be more
sophisticated than this.

At least this applies in Chess.  I'm sure this must apply to 
GO too. 

When books and experts
say "don't play the opponent" they are giving beginner
advice.   Most beginners can't handle this.   It should be
done in very carefully measured ways.It's obviously 
counter-productive to start playing high risk moves and
throw soundness out the window.But that doesn't mean
there is nothing you can do to take advantage of a weaker 
opponent in a losing position.

For most people, the advice to "just play the board" is
going to protect them.   Playing the opponent is a skill
and weaker (chess players) screw up big time when attempting
to do this.


I'll give one example from chess:

  What do you do when your opponent is in time-trouble?  
  How do you "play the opponent" and capitalize on this?

  The knee-jerk reaction is to play extra quickly, to deprive
  him of thinking on your time.

  This is foolish.  Your opponent will be at his best with the
  extra adrenaline kick.   If you play fast you will be at your
  worst.   

  The adrenaline rush will wear out your opponent, so in such
  a situation it is better to play normally or even EXTRA SLOW.
  In fact, if I see my opponent is excited, I take my sweet time,
  forcing him to stay at attention a very long time.   If I have
  a choice between complicated and simple positions, I take the
  complicated position IF and ONLY IF I am totally comfortable 
  with it.  After all I have more time to figure it out.   I won't 
  play unsoundly just to get a complicated position though.

  The better players are not really that handicapped when under
  time pressure - they remain highly focused and do not let 
  themselves get too excited - no point in helping them along 
  with rash moves.YOU are the one that must remain calm and
  stay 100 percent focused.   I did not have to lose very many
  games that way to figure this out. 

There are many other ways to take advantage of your opponent in
chess that I consider sound if applied in a very measured and
careful way.   None of them call for making truly unsound moves,
especially when you consider that in a losing position, all moves
are unsound in some sense.Now you are in a situation of
"risk management",  you are looking for moves that give you the
best chances of winning (a lost game) and usually, it requires
a move that makes it the most difficult for your opponent.  This
is not quite the same as moves that make it easiest for you, which
is what you look for in WON positions.

Weaker players cannot do this.  They are best just sticking with
the style that is most comfortable for them.

- Don




On Mon, 2006-12-25 at 15:23 +, Vlad Dumitrescu wrote:
> On 12/25/06, Jacques Basaldúa <[EMAIL PROTECTED]> wrote:
> > Hideki Kato wrote:
> > Nevertheless, I have certain experience (not with
> > MC) of computer go with handicap and I can tell:
> > Waiting for the opponent to blunder is only a good
> > strategy if the handicap is lower than it should.
> > E.g. 7 kyu difference & Handi 3. If the handicap
> > approaches its real value, that does not work.
> > I have seen (many times) GnuGo not being able to
> > win a H7 game to an opponent more than 10 kyu
> > weaker. That happens because it had to invade
> > unclear positions. The more the invasion is
> > postponed, the worse. The weaker player simply
> > does defensive uninteresting play and so does the
> > stronger player (with better yose, but that's not
> > enough). If I (manually) use two or three turns
> > just to invade, GnuGo tries to save the invading
> > stones and that's more than enough to win the game.
> 
> Hi,
> 
> This depends on your definitions. If the position is unclear and GnuGo
> doesn't invade, then I'd 

Re: [computer-go] Anchor Player

2006-12-25 Thread Don Dailey
Hi Hideki,

I think what I will do is use ELO and a simple formula for
determining handicap.   The formula will impose a slight
curve on the value of a handicap stone, it will slightly
increase with each ELO point.   In other words a stronger
player will benefit more from having an extra stone and
the handicap will be chosen appropriately. 

Of course the formula will be an assumption.   I will either
build something in to the server to make gentle modifications
over time, or I will manually adjust the parameters from time
to time based on the data collected from the server.  It will
be easy to tell if the handicaps are too aggressive or too
conservative after a lot of data is collected.   

The initial formula will assume the stronger players on 19x19 
CGOS need 1 handicap stone to overcome 100 ELO points.  This
seems to be fairly standard in servers and I think it's probably
a good starting point.Since computer programs do not 
represent very strong players at 19x19 I don't think there is
a great deal of "rank compression" at these levels, so I can
imagine that this will be a reasonable starting point for the
stronger players.

Of course 100 ELO per stone will probably not work well with 
the really weak players (and may even be wrong for the strong
computer players) so one way or another we will have to converge
on a formula that tries to be as fair as possible.   There seems
to be a large range of computer playing skill on CGOS, from zero
ELO to 2200 without any large gaps.This may look different
at 19x19, we shall see.   

I think our formula will require 2 constants that can be
adjusted to control the shape of the curve.   I will come up 
with something but I will be happy to take suggestions too.  

Like everything else that has to do with ratings, rankings,
handicaps, etc  this is all an estimate and will never be
100% perfect.   But I think we can make the attempt to fit
the data according to the results to be as fair as possible.


- Don







On Mon, 2006-12-25 at 14:35 +, Jacques Basaldúa wrote:
> Hideki Kato wrote:
> 
> > In Nihon Kiin's ELO system(1), 1000 ELO is 1 rank,
> 
> The Elo rating is based on two assumptions:
> 
> a. The performance of each player in each game is a 
>normally distributed random variable.
> b. All players performance have the same standard
>deviation. (This is controversial, and other
>rating systems modify this.)
> 
> Anything else is arbitrary! Including how many Elo
> points produce a given probability.
> 
> Elo *tradition* (from chess) has always used the
> convention:
> 
> 100 points = 1/(1+10^.25) = 0.3599 approx = 1/3
> 200 points = 1/(1+10^.50) = 0.3204 approx = 1/4
> 
> 1000 Elo points give a probability of 1/317
> 
> It is obvious that Nihon Kiin's use a different
> scale (may be 1000 Nihon Kiin's = 100 traditional).
> 
> On the handicap subject:
> 
> I am very happy to have a 19x19 server either with
> or without handicap, so I welcome it as it is.
> 
> Nevertheless, I have certain experience (not with
> MC) of computer go with handicap and I can tell:
> Waiting for the opponent to blunder is only a good 
> strategy if the handicap is lower than it should.
> E.g. 7 kyu difference & Handi 3. If the handicap
> approaches its real value, that does not work.
> I have seen (many times) GnuGo not being able to
> win a H7 game to an opponent more than 10 kyu
> weaker. That happens because it had to invade
> unclear positions. The more the invasion is 
> postponed, the worse. The weaker player simply
> does defensive uninteresting play and so does the
> stronger player (with better yose, but that's not
> enough). If I (manually) use two or three turns 
> just to invade, GnuGo tries to save the invading 
> stones and that's more than enough to win the game.
> 
> As I said before, its a different game and the 
> more accurate you determine the handicap, the 
> worse. If at all, handicap should always be 
> underestimated by a factor of 1/2.
> 
> Handicap is used to make the game interesting
> enough to white (but usually white still wins)
> to honor a lower player with a learning game.
> I hope weaker bots will learn at lot from the
> games played against the stronger. ;-)
> 
> Jacques.
> 
> 
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Re: [computer-go] Anchor Player

2006-12-25 Thread Vlad Dumitrescu

On 12/25/06, Jacques Basaldúa <[EMAIL PROTECTED]> wrote:

Hideki Kato wrote:
Nevertheless, I have certain experience (not with
MC) of computer go with handicap and I can tell:
Waiting for the opponent to blunder is only a good
strategy if the handicap is lower than it should.
E.g. 7 kyu difference & Handi 3. If the handicap
approaches its real value, that does not work.
I have seen (many times) GnuGo not being able to
win a H7 game to an opponent more than 10 kyu
weaker. That happens because it had to invade
unclear positions. The more the invasion is
postponed, the worse. The weaker player simply
does defensive uninteresting play and so does the
stronger player (with better yose, but that's not
enough). If I (manually) use two or three turns
just to invade, GnuGo tries to save the invading
stones and that's more than enough to win the game.


Hi,

This depends on your definitions. If the position is unclear and GnuGo
doesn't invade, then I'd say *that* is a blunder (especially when
being behind). The idea is to play the best move available, and let
the weaker player make suboptimal ones -- in the end, if the handicap
is correct, the net result should be zero and the result would be the
same as in an even game with an equal partner.

The best move may be a somewhat risky invasion - of course one has to
assume the partner will not play perfectly, but everybody does that
every time anyway, right? Otherwise nobody would have any hope to win
and so nobody would play ;-)

best regards,
Vlad
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Re: [computer-go] Anchor Player

2006-12-25 Thread Jacques Basaldúa

Hideki Kato wrote:


In Nihon Kiin's ELO system(1), 1000 ELO is 1 rank,


The Elo rating is based on two assumptions:

a. The performance of each player in each game is a 
  normally distributed random variable.

b. All players performance have the same standard
  deviation. (This is controversial, and other
  rating systems modify this.)

Anything else is arbitrary! Including how many Elo
points produce a given probability.

Elo *tradition* (from chess) has always used the
convention:

100 points = 1/(1+10^.25) = 0.3599 approx = 1/3
200 points = 1/(1+10^.50) = 0.3204 approx = 1/4

1000 Elo points give a probability of 1/317

It is obvious that Nihon Kiin's use a different
scale (may be 1000 Nihon Kiin's = 100 traditional).

On the handicap subject:

I am very happy to have a 19x19 server either with
or without handicap, so I welcome it as it is.

Nevertheless, I have certain experience (not with
MC) of computer go with handicap and I can tell:
Waiting for the opponent to blunder is only a good 
strategy if the handicap is lower than it should.

E.g. 7 kyu difference & Handi 3. If the handicap
approaches its real value, that does not work.
I have seen (many times) GnuGo not being able to
win a H7 game to an opponent more than 10 kyu
weaker. That happens because it had to invade
unclear positions. The more the invasion is 
postponed, the worse. The weaker player simply

does defensive uninteresting play and so does the
stronger player (with better yose, but that's not
enough). If I (manually) use two or three turns 
just to invade, GnuGo tries to save the invading 
stones and that's more than enough to win the game.


As I said before, its a different game and the 
more accurate you determine the handicap, the 
worse. If at all, handicap should always be 
underestimated by a factor of 1/2.


Handicap is used to make the game interesting
enough to white (but usually white still wins)
to honor a lower player with a learning game.
I hope weaker bots will learn at lot from the
games played against the stronger. ;-)

Jacques.


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