Re: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread Michael Williams

The "well" at the end of the title is implied.  And computers still can't play 
19x19 Go anywhere near the master level.

Ingo Althöfer wrote:

Dear Bob Hearn,

it is not what you have been looking for, but nevertheless
I want to ask you if the title of your talk
"Games Computers Can't Play" is still up-to-date.

I would accept something like 
"Games Computers Could not play well before 2003",
but Monte Carlo has changed our world. 


Ingo Althofer.


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread Jason House
On Nov 18, 2008, at 7:43 AM, Michael Williams <[EMAIL PROTECTED] 
> wrote:


The "well" at the end of the title is implied.  And computers still  
can't play 19x19 Go anywhere near the master level.



I'm not very familiar with go terms, but I think kyu means student and  
dan means master.


It may be better to say something like computers may have reached  
amateur master using super computers, but are still far away from  
professional play







Ingo Althöfer wrote:

Dear Bob Hearn,
it is not what you have been looking for, but nevertheless
I want to ask you if the title of your talk
"Games Computers Can't Play" is still up-to-date.
I would accept something like "Games Computers Could not play well  
before 2003",

but Monte Carlo has changed our world. Ingo Althofer.


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread Mark Boon


On 18-nov-08, at 11:25, Jason House wrote:

On Nov 18, 2008, at 7:43 AM, Michael Williams  
<[EMAIL PROTECTED]> wrote:


The "well" at the end of the title is implied.  And computers  
still can't play 19x19 Go anywhere near the master level.



I'm not very familiar with go terms, but I think kyu means student  
and dan means master.


It may be better to say something like computers may have reached  
amateur master using super computers, but are still far away from  
professional play




I believe 'kyu' and 'dan' have a very similar meaning in that both  
mean something like 'step', 'stage' or 'rank' depending on the  
context in which it's used. If you want to compare to chess I believe  
a 'master' would be around 1-kyu/ 1-dan (pro) and a 'grand-master'  
would be a 9-dan. Due to commercialization, the Japanese 'dan' level  
has steadily eroded over the past century, whereas in China and Korea  
usually only pro's have a 'dan' rank.


Mark

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread terry mcintyre
When Myungwan Kim guesstimated that Mogo might be dan-level, he certainly was 
speaking of amateur levels, not pro. He was playing Mogo with 9 stones. If I 
recall correctly, he later beat Mogo in a seven-stone game.

A pro can not offer another pro seven stones. The difference between pro shodan 
and pro 9 dan might be about 3 stones.

Go programs have progressed a lot in the last few years, but there's still room 
for a lot of improvement.

 Terry McIntyre <[EMAIL PROTECTED]>


-- Libertarians Do It With Consent!



- Original Message 
> From: Mark Boon <[EMAIL PROTECTED]>
> To: computer-go 
> Sent: Tuesday, November 18, 2008 5:51:43 AM
> Subject: Re: [computer-go] Re: Opportunity to promote ...
> 
> 
> On 18-nov-08, at 11:25, Jason House wrote:
> 
> > On Nov 18, 2008, at 7:43 AM, Michael Williams 
> wrote:
> > 
> >> The "well" at the end of the title is implied.  And computers still can't 
> play 19x19 Go anywhere near the master level.
> > 
> > 
> > I'm not very familiar with go terms, but I think kyu means student and dan 
> means master.
> > 
> > It may be better to say something like computers may have reached amateur 
> master using super computers, but are still far away from professional play
> > 
> 
> I believe 'kyu' and 'dan' have a very similar meaning in that both mean 
> something like 'step', 'stage' or 'rank' depending on the context in which 
> it's 
> used. If you want to compare to chess I believe a 'master' would be around 
> 1-kyu/ 1-dan (pro) and a 'grand-master' would be a 9-dan. Due to 
> commercialization, the Japanese 'dan' level has steadily eroded over the past 
> century, whereas in China and Korea usually only pro's have a 'dan' rank.
> 
> Mark
> 
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/



  
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


RE: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread David Fotland
Many Faces gained 5 ranks when I added MCTS to it (with about 7 months of
full time work), so I have to agree that Monte Carlo changed our world.  

David

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Michael Williams
> Sent: Tuesday, November 18, 2008 4:43 AM
> To: computer-go
> Subject: Re: [computer-go] Re: Opportunity to promote ...
> 
> The "well" at the end of the title is implied.  And computers still can't
play
> 19x19 Go anywhere near the master level.
> 
> Ingo Althöfer wrote:
> > Dear Bob Hearn,
> >
> > it is not what you have been looking for, but nevertheless
> > I want to ask you if the title of your talk
> > "Games Computers Can't Play" is still up-to-date.
> >
> > I would accept something like
> > "Games Computers Could not play well before 2003",
> > but Monte Carlo has changed our world.
> >
> > Ingo Althofer.
> 
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


RE: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread Don Dailey
On Tue, 2008-11-18 at 08:28 -0800, David Fotland wrote:
> Many Faces gained 5 ranks when I added MCTS to it (with about 7 months
> of
> full time work), so I have to agree that Monte Carlo changed our
> world.  

I remember that you were not a "true believer" at first :-)

- Don



signature.asc
Description: This is a digitally signed message part
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread terry mcintyre
> From: Don Dailey <[EMAIL PROTECTED]>
> 
> On Tue, 2008-11-18 at 08:28 -0800, David Fotland wrote:
> > Many Faces gained 5 ranks when I added MCTS to it (with about 7 months
> > of full time work), so I have to agree that Monte Carlo changed our
> > world.  
> 
> I remember that you were not a "true believer" at first :-)

Skepticism can be a good thing, it drives one to root out the flaws and improve 
the idea.


  
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread Mark Boon


On 18-nov-08, at 14:32, Don Dailey wrote:


On Tue, 2008-11-18 at 08:28 -0800, David Fotland wrote:
Many Faces gained 5 ranks when I added MCTS to it (with about 7  
months

of
full time work), so I have to agree that Monte Carlo changed our
world.


I remember that you were not a "true believer" at first :-)



I think it was the surprisingly useful combination of UCT with Monte- 
Carlo that got the attention of the 'old school' Go programmers.


Mark

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] RefBot (thought-) experiments

2008-11-18 Thread Weston Markham
On Mon, Nov 17, 2008 at 11:13 PM, Michael Williams
<[EMAIL PROTECTED]> wrote:
> No one ever alleged that pure AMAF or pure MC was infinitely scalable.

My point is that in many cases, they doesn't even keep all of their
benefits, after some number of trials have been run.  So, running 10k
playouts can be significantly worse than running 5k playouts.

Weston
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] RefBot (thought-) experiments

2008-11-18 Thread Michael Williams

Weston Markham wrote:

On Mon, Nov 17, 2008 at 11:13 PM, Michael Williams
<[EMAIL PROTECTED]> wrote:

No one ever alleged that pure AMAF or pure MC was infinitely scalable.


My point is that in many cases, they doesn't even keep all of their
benefits, after some number of trials have been run.  So, running 10k
playouts can be significantly worse than running 5k playouts.


It doesn't make any sense to me from a theoretical perspective.  Do you have 
empirical evidence?

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


[computer-go] Congratulations to Many Faces of Go!

2008-11-18 Thread Nick Wedd

My report on Sunday's KGS bot tournament is now available at
http://www.weddslist.com/kgs/past/44/index.html
Many Faces of Go was undefeated in both divisions.

Nick
--
Nick Wedd[EMAIL PROTECTED]
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


RE: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread David Fotland
I was a skeptic until the 2007 UEC cup.  Then it was obvious that MCTS was
stronger than the traditional programs.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Mark Boon
> Sent: Tuesday, November 18, 2008 8:56 AM
> To: [EMAIL PROTECTED]; computer-go
> Subject: Re: [computer-go] Re: Opportunity to promote ...
> 
> 
> On 18-nov-08, at 14:32, Don Dailey wrote:
> 
> > On Tue, 2008-11-18 at 08:28 -0800, David Fotland wrote:
> >> Many Faces gained 5 ranks when I added MCTS to it (with about 7
> >> months
> >> of
> >> full time work), so I have to agree that Monte Carlo changed our
> >> world.
> >
> > I remember that you were not a "true believer" at first :-)
> >
> 
> I think it was the surprisingly useful combination of UCT with Monte-
> Carlo that got the attention of the 'old school' Go programmers.
> 
>   Mark
> 
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread Olivier Teytaud
>
> I think it was the surprisingly useful combination of UCT with Monte-Carlo
> that got the attention of the 'old school' Go programmers.



I would say "Monte-Carlo + Tree Search" rather than "Monte-Carlo + UCT". You
can have a very strong program without UCT.
You can't without  the incremental tree + the Monte-Carlo search.

Best regards,
Olivier
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] RefBot (thought-) experiments

2008-11-18 Thread Don Dailey
On Tue, 2008-11-18 at 12:02 -0500, Michael Williams wrote:
> Weston Markham wrote:
> > On Mon, Nov 17, 2008 at 11:13 PM, Michael Williams
> > <[EMAIL PROTECTED]> wrote:
> >> No one ever alleged that pure AMAF or pure MC was infinitely scalable.
> > 
> > My point is that in many cases, they doesn't even keep all of their
> > benefits, after some number of trials have been run.  So, running 10k
> > playouts can be significantly worse than running 5k playouts.
> 
> It doesn't make any sense to me from a theoretical perspective.  Do you have 
> empirical evidence?

I have never seen any evidence that it gets weaker with the number of
playouts.   

In most normal situations I would think that it's inclined to prefer one
specific move and that move is increasingly likely to get selected as
you do more playouts.   And since this style of bot is relatively weak,
that move will not be best.   But that is not the same as saying that it
will play better in general if you limit the number of playouts.

I suspect the strength level approaches some asymptote, in other words
it will play better and better with the number of playouts,  but will
never quite reach some very modest level of play. At some point you
may need to add a billion playouts to add 1 ELO point.  

- Don


> 
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/


signature.asc
Description: This is a digitally signed message part
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread Bob Hearn


On Nov 17, 2008, at 11:34 PM, Ingo Althöfer wrote:


Dear Bob Hearn,

it is not what you have been looking for, but nevertheless
I want to ask you if the title of your talk
"Games Computers Can't Play" is still up-to-date.

I would accept something like
"Games Computers Could not play well before 2003",
but Monte Carlo has changed our world.


Dear Ingo,

First, the title is deliberately provocative. Also, though, the talk  
is not just about go: some of it is about formally undecidable games,  
that computers provably can't play well (and of course, that humans  
can't either!). Surprisingly, some of these games can be played with  
finite physical resources (unlike, say, an infinite Turing-machine  
tape). One real game that is a good candidate for being undecidable  
(though it hasn't been proven) is Rengo Kriegspiel: team blindfold go.  
I've played this a few times.


Bob

-
Robert A. Hearn
Neukom Institute for Computational Science, Dartmouth College
[EMAIL PROTECTED]
http://www.dartmouth.edu/~rah/


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread Michael Williams

I had never heard of that.  A Google search turned up this list of interesting 
Go variants:  http://www.usgo.org/resources/downloads/deviantgo.pdf


Bob Hearn wrote:


On Nov 17, 2008, at 11:34 PM, Ingo Althöfer wrote:


Dear Bob Hearn,

it is not what you have been looking for, but nevertheless
I want to ask you if the title of your talk
"Games Computers Can't Play" is still up-to-date.

I would accept something like
"Games Computers Could not play well before 2003",
but Monte Carlo has changed our world.


Dear Ingo,

First, the title is deliberately provocative. Also, though, the talk is 
not just about go: some of it is about formally undecidable games, that 
computers provably can't play well (and of course, that humans can't 
either!). Surprisingly, some of these games can be played with finite 
physical resources (unlike, say, an infinite Turing-machine tape). One 
real game that is a good candidate for being undecidable (though it 
hasn't been proven) is Rengo Kriegspiel: team blindfold go. I've played 
this a few times.


Bob

-
Robert A. Hearn
Neukom Institute for Computational Science, Dartmouth College
[EMAIL PROTECTED]
http://www.dartmouth.edu/~rah/


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/



___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] RefBot (thought-) experiments

2008-11-18 Thread Weston Markham
On Tue, Nov 18, 2008 at 12:02 PM, Michael Williams
<[EMAIL PROTECTED]> wrote:
> It doesn't make any sense to me from a theoretical perspective.  Do you have
> empirical evidence?

I used to have data on this, from a program that I think was very
nearly identical to Don's reference spec.  When I get a chance, I'll
try to reproduce it.

Weston
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] RefBot (thought-) experiments

2008-11-18 Thread Don Dailey
On Tue, 2008-11-18 at 14:17 -0500, Weston Markham wrote:
> On Tue, Nov 18, 2008 at 12:02 PM, Michael Williams
> <[EMAIL PROTECTED]> wrote:
> > It doesn't make any sense to me from a theoretical perspective.  Do you have
> > empirical evidence?
> 
> I used to have data on this, from a program that I think was very
> nearly identical to Don's reference spec.  When I get a chance, I'll
> try to reproduce it.

Unless the difference is large, you will have to run thousands of games
to back this up.

- Don


> 
> Weston
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/


signature.asc
Description: This is a digitally signed message part
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

RE: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread dave.devos
It depends very much on what exactly you mean by "amateur master level". Is it 
a level that compares to amateur master level in chess?
And what is amateur master level in chess? USCF master, FIDE master or 
international master?
Some time ago I participated in a discussion about comparing chess titles to go 
ranks by evaluating effort, prestige and other factors [1].
 
In my opinion:
1: USCF master compares to about 4d
2: FIDE master compares to about 6d
3: International master compares to about 7d/1p
 
If we assume that mogo on Huygens is about 2d, it think it hasn't quite reached 
"amateur master level" in any chess meaning of the word. It would only compare 
to a fairly strong USCF class A chess player.
 
Dave
 
[1] discussion and my proposal in a table near the bottom of 
http://senseis.xmp.net/?FIDETitlesAndEGFGoRatings



Van: [EMAIL PROTECTED] namens Jason House
Verzonden: di 18-11-2008 14:25
Aan: computer-go
Onderwerp: Re: [computer-go] Re: Opportunity to promote ...



On Nov 18, 2008, at 7:43 AM, Michael Williams <[EMAIL PROTECTED]
 > wrote:

> The "well" at the end of the title is implied.  And computers still 
> can't play 19x19 Go anywhere near the master level.


I'm not very familiar with go terms, but I think kyu means student and 
dan means master.

It may be better to say something like computers may have reached 
amateur master using super computers, but are still far away from 
professional play



>
>
> Ingo Althöfer wrote:
>> Dear Bob Hearn,
>> it is not what you have been looking for, but nevertheless
>> I want to ask you if the title of your talk
>> "Games Computers Can't Play" is still up-to-date.
>> I would accept something like "Games Computers Could not play well 
>> before 2003",
>> but Monte Carlo has changed our world. Ingo Althofer.
>
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] RefBot (thought-) experiments

2008-11-18 Thread Oliver Lewis
On 11/18/08, Michael Williams <[EMAIL PROTECTED]> wrote:

>
>
>
> It doesn't make any sense to me from a theoretical perspective.  Do you
> have empirical evidence?



I agree that empirical evidence is required, but theoretically, if MC
converges to something that is not perfect play, then as the number of
playouts goes up, the probability of playing a different move (the perfect
move) goes down, so the programme could get weaker.  Does that make sense?
The effect may depend on the opponent.
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] RefBot (thought-) experiments

2008-11-18 Thread Don Dailey
On Tue, 2008-11-18 at 19:42 +, Oliver Lewis wrote:
> It doesn't make any sense to me from a theoretical
> perspective.  Do you have empirical evidence? 
> 
> 
> I agree that empirical evidence is required, but theoretically, if MC
> converges to something that is not perfect play, then as the number of
> playouts goes up, the probability of playing a different move (the
> perfect move) goes down, so the programme could get weaker.  Does that
> make sense? 

No.  Your reasoning is wrong.  It's true that there are many cases where
it won't play the best move with infinite playouts,  but there are also
many times when it will.   

Game playing ability is about errors, not playing good moves once in a
while.   A good move is really just a move that isn't an error.
Playing at a high level is like walking through a minefield - if you can
avoid the bad places, you win.  

This is real obvious in chess, not quite as obvious in Go.  A 1 ply
chess search still plays reasonable looking chess but with many tactical
errors.  Add an extra ply of search,  and you eliminate a whole class of
stupid errors, but you still have a lot of errors left.   Each
additional ply eliminates more classes of errors.   

As humans we tend to think in the other direction, we view moves in
terms of goodness as if it's on a sliding scale.   How many times have
you heard the terminology, "that was a master level move",  or "that was
a 5 dan move."Or "that was ok, but this is better."  It makes it
sound as if each move has a rank associated with it.   

You should also consider that even weak players play the very best move
some of the time.   In chess I probably play the same moves a
"grandmaster" would play a high percentage of the time, but I am far
from a grandmaster in strength.  It's those pesky bad moves that kill
you.   

- Don



>  The effect may depend on the opponent.


signature.asc
Description: This is a digitally signed message part
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] RefBot (thought-) experiments

2008-11-18 Thread terry mcintyre




From: Oliver Lewis <[EMAIL PROTECTED]>


On 11/18/08, Michael Williams <[EMAIL PROTECTED]> wrote:
 
It doesn't make any sense to me from a theoretical perspective.  Do you have 
empirical evidence? 

> I agree that empirical evidence is required, but theoretically, if MC 
> converges to something that is not perfect play, then as the number of 
> playouts goes up, the probability of playing a different move (the perfect 
> move) goes down, so the programme could get weaker.

Not converging to the best move does not imply that stopping sooner would have 
found a better move. It might be looking in the wrong place entirely - like a 
drunk who searches for his keys under the lamp post because the light is better 
there, instead of near the car where he dropped them. 

An argument might be made that more playouts fail to improve the quality, and 
the time could be better spent elsewhere. I've noticed a trend to separate the 
discussion of "quality of move selection in the tree" versus "quality of move 
selection in playouts", for instance. One might argue for fast, light playouts 
for evaluation purposes, coupled with more intensive top-level search for 
evaluation candidates.


  ___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

[computer-go] Re: Opportunity to promote ...

2008-11-18 Thread Ingo Althöfer
Dear Bob,

thanks for your explanations. Now I see clearer.


> First, the title is deliberately provocative. 

Accepted.

> Also, though, the talk is not just about go: some of it is about 
> formally undecidable games,  that computers provably can't play 
> well (and of course, that humans can't either!). 

I see.

How much sense does it make to think about Monte-Carlo approaches 
to certain games that are undecidable? (Probably it does make a lot
of sense in certain cases.)

> Surprisingly, some of these games can be played with  
> finite physical resources (unlike, say, an infinite Turing-machine  
> tape). One real game that is a good candidate for being undecidable  
> (though it hasn't been proven) is Rengo Kriegspiel: team blindfold go.  

Here, indeed Monte-Carlo might "work" - for instance against
opponents with limited capabilities.

*

When I read your original mail the following three main 
steps of game tree search came to my mind:
(i) Zermelo's basic tree approach (with minimaxing) in 1911 or 1912.
(ii) Shannon's paper from 1950 with the proposal to prune the (large)
   tree and to evaluate the artificial leaves by heuristic values.
(iii) The Monte Carlo approach: getting an evaluation for a position
not by applying a heuristic but
by playing many "random" games from this position till the very end.
These three mile-stones in mind, there are not many games left, where
computers are really weak.

Ingo.

PS: When you meet Elwyn Berlekamp in the symposium you may tell
him that looking at the game Clobber in the 2002-Dagstuhl workshop
(where he was one of the organizers and I one of the participants)
was my starting point for becoming a "game designer with computer help"
and thus indrectly the starting point for me to investigate Monte Carlo,
first in games with random elements.
-- 
Ist Ihr Browser Vista-kompatibel? Jetzt die neuesten 
Browser-Versionen downloaden: http://www.gmx.net/de/go/browser
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


[computer-go] One-sided 2-inch Rules

2008-11-18 Thread Ingo Althöfer
Hello,

one of the basic problems of go newbies
is their tendency to place the next stone 
near to the latest stone of the opponent.
Sometimes this is called the "2-inch heuristic
of beginners".

What do you think about a formalized variant
of Go with one-sided distance-k rule?

> Let k be some natural number.
> The normal rules of Go hold, except for one thing:
> When possible, White has to place his next stone
> within distance k (in city-block metric) of the latest
> stone of Black. If there is no feasible move of this type
> the stone has to be placed within the smallest
> possible city-block distance of the latest stone of
> Black. White may pass at any time.  Example:
> On 19x19 board k=36 would mean no restriction at all.)

* What should be fair values of komi(k) or fair numbers
  of handicap stones?

* Main question: How strong would MCTS-based programs be in this variant(s)?

* Would computers be stronger than humans for certain values of k?

Ingo.

-- 
Ist Ihr Browser Vista-kompatibel? Jetzt die neuesten 
Browser-Versionen downloaden: http://www.gmx.net/de/go/browser
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] One-sided 2-inch Rules

2008-11-18 Thread Michael Williams

I think computers would be much better at this game (than they are at Go) 
because you have vastly reduced the branching factor of the game.

Ingo Althöfer wrote:

Hello,

one of the basic problems of go newbies
is their tendency to place the next stone 
near to the latest stone of the opponent.

Sometimes this is called the "2-inch heuristic
of beginners".

What do you think about a formalized variant
of Go with one-sided distance-k rule?


Let k be some natural number.
The normal rules of Go hold, except for one thing:
When possible, White has to place his next stone
within distance k (in city-block metric) of the latest
stone of Black. If there is no feasible move of this type
the stone has to be placed within the smallest
possible city-block distance of the latest stone of
Black. White may pass at any time.  Example:
On 19x19 board k=36 would mean no restriction at all.)


* What should be fair values of komi(k) or fair numbers
  of handicap stones?

* Main question: How strong would MCTS-based programs be in this variant(s)?

* Would computers be stronger than humans for certain values of k?

Ingo.



___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] One-sided 2-inch Rules

2008-11-18 Thread Don Dailey
I think a computer would play this variant well if k was small.

To make the move generation consistent, the first move should be played
as if there was a previous move to the center perhaps.  

Ladders would probably still be an issue.  

- Don


On Tue, 2008-11-18 at 23:20 +0100, "Ingo Althöfer" wrote:
> Hello,
> 
> one of the basic problems of go newbies
> is their tendency to place the next stone 
> near to the latest stone of the opponent.
> Sometimes this is called the "2-inch heuristic
> of beginners".
> 
> What do you think about a formalized variant
> of Go with one-sided distance-k rule?
> 
> > Let k be some natural number.
> > The normal rules of Go hold, except for one thing:
> > When possible, White has to place his next stone
> > within distance k (in city-block metric) of the latest
> > stone of Black. If there is no feasible move of this type
> > the stone has to be placed within the smallest
> > possible city-block distance of the latest stone of
> > Black. White may pass at any time.  Example:
> > On 19x19 board k=36 would mean no restriction at all.)
> 
> * What should be fair values of komi(k) or fair numbers
>   of handicap stones?
> 
> * Main question: How strong would MCTS-based programs be in this variant(s)?
> 
> * Would computers be stronger than humans for certain values of k?
> 
> Ingo.
> 


signature.asc
Description: This is a digitally signed message part
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] One-sided 2-inch Rules

2008-11-18 Thread Michael Williams

Well, "vastly" when k is small.

The only way to find a good Komi would be testing and guesstimating.

I think MCTS would be well suited to this variant because you still have the 
problem of difficulty in finding a good evaluation function and MCTS solves 
that.

Computers would probably be stronger than humans for sufficiently small values of k.  With the small branching factor, the computer would be able to build a 
very deep tree.



Michael Williams wrote:
I think computers would be much better at this game (than they are at 
Go) because you have vastly reduced the branching factor of the game.


Ingo Althöfer wrote:

Hello,

one of the basic problems of go newbies
is their tendency to place the next stone near to the latest stone of 
the opponent.

Sometimes this is called the "2-inch heuristic
of beginners".

What do you think about a formalized variant
of Go with one-sided distance-k rule?


Let k be some natural number.
The normal rules of Go hold, except for one thing:
When possible, White has to place his next stone
within distance k (in city-block metric) of the latest
stone of Black. If there is no feasible move of this type
the stone has to be placed within the smallest
possible city-block distance of the latest stone of
Black. White may pass at any time.  Example:
On 19x19 board k=36 would mean no restriction at all.)


* What should be fair values of komi(k) or fair numbers
  of handicap stones?

* Main question: How strong would MCTS-based programs be in this 
variant(s)?


* Would computers be stronger than humans for certain values of k?

Ingo.






___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] One-sided 2-inch Rules

2008-11-18 Thread Don Dailey
On Tue, 2008-11-18 at 17:31 -0500, Michael Williams wrote:
> Well, "vastly" when k is small.
> 
> The only way to find a good Komi would be testing and guesstimating.
> 
> I think MCTS would be well suited to this variant because you still have the 
> problem of difficulty in finding a good evaluation function and MCTS solves 
> that.
> 
> Computers would probably be stronger than humans for sufficiently small 
> values of k.  With the small branching factor, the computer would be able to 
> build a 
> very deep tree.

I keep thinking about this.   My first idea was that alpha/beta might be
a better choice with a low branching factor but then you have the
evaluation issue.

But does MCTS handle that as well as we think?   I'm not completely sure
of this.   It seems like that each move would require more precision to
be right.   It may be that a lot of move are very obvious.   I think a
heavier playout would be required.This is just guesswork of course.

- Don



> 
> 
> Michael Williams wrote:
> > I think computers would be much better at this game (than they are at 
> > Go) because you have vastly reduced the branching factor of the game.
> > 
> > Ingo Althöfer wrote:
> >> Hello,
> >>
> >> one of the basic problems of go newbies
> >> is their tendency to place the next stone near to the latest stone of 
> >> the opponent.
> >> Sometimes this is called the "2-inch heuristic
> >> of beginners".
> >>
> >> What do you think about a formalized variant
> >> of Go with one-sided distance-k rule?
> >>
> >>> Let k be some natural number.
> >>> The normal rules of Go hold, except for one thing:
> >>> When possible, White has to place his next stone
> >>> within distance k (in city-block metric) of the latest
> >>> stone of Black. If there is no feasible move of this type
> >>> the stone has to be placed within the smallest
> >>> possible city-block distance of the latest stone of
> >>> Black. White may pass at any time.  Example:
> >>> On 19x19 board k=36 would mean no restriction at all.)
> >>
> >> * What should be fair values of komi(k) or fair numbers
> >>   of handicap stones?
> >>
> >> * Main question: How strong would MCTS-based programs be in this 
> >> variant(s)?
> >>
> >> * Would computers be stronger than humans for certain values of k?
> >>
> >> Ingo.
> >>
> > 
> > 
> 
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/


signature.asc
Description: This is a digitally signed message part
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] One-sided 2-inch Rules

2008-11-18 Thread steve uurtamo
for small k, this should give a massive advantage to black.

the additional requirement that white place a stone within the
smallest cityblock distance of the last stone whenever he has
no valid move within distance k of black's last move is an even more
substantial advantage for black.  i'm thinking that black can set
up situations that cause white to make bad shape.  if not, it's
an unimportant rule, but otherwise it's a big advantage to black.

just my $0.02.

s.

On Tue, Nov 18, 2008 at 5:20 PM, "Ingo Althöfer" <[EMAIL PROTECTED]> wrote:
> Hello,
>
> one of the basic problems of go newbies
> is their tendency to place the next stone
> near to the latest stone of the opponent.
> Sometimes this is called the "2-inch heuristic
> of beginners".
>
> What do you think about a formalized variant
> of Go with one-sided distance-k rule?
>
>> Let k be some natural number.
>> The normal rules of Go hold, except for one thing:
>> When possible, White has to place his next stone
>> within distance k (in city-block metric) of the latest
>> stone of Black. If there is no feasible move of this type
>> the stone has to be placed within the smallest
>> possible city-block distance of the latest stone of
>> Black. White may pass at any time.  Example:
>> On 19x19 board k=36 would mean no restriction at all.)
>
> * What should be fair values of komi(k) or fair numbers
>  of handicap stones?
>
> * Main question: How strong would MCTS-based programs be in this variant(s)?
>
> * Would computers be stronger than humans for certain values of k?
>
> Ingo.
>
> --
> Ist Ihr Browser Vista-kompatibel? Jetzt die neuesten
> Browser-Versionen downloaden: http://www.gmx.net/de/go/browser
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/
>
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] One-sided 2-inch Rules

2008-11-18 Thread Michael Williams

I assumed the rules were symmetric, in that black also had to place his stones 
within distance k to white's last move.


steve uurtamo wrote:

for small k, this should give a massive advantage to black.

the additional requirement that white place a stone within the
smallest cityblock distance of the last stone whenever he has
no valid move within distance k of black's last move is an even more
substantial advantage for black.  i'm thinking that black can set
up situations that cause white to make bad shape.  if not, it's
an unimportant rule, but otherwise it's a big advantage to black.

just my $0.02.

s.

On Tue, Nov 18, 2008 at 5:20 PM, "Ingo Althöfer" <[EMAIL PROTECTED]> wrote:

Hello,

one of the basic problems of go newbies
is their tendency to place the next stone
near to the latest stone of the opponent.
Sometimes this is called the "2-inch heuristic
of beginners".

What do you think about a formalized variant
of Go with one-sided distance-k rule?


Let k be some natural number.
The normal rules of Go hold, except for one thing:
When possible, White has to place his next stone
within distance k (in city-block metric) of the latest
stone of Black. If there is no feasible move of this type
the stone has to be placed within the smallest
possible city-block distance of the latest stone of
Black. White may pass at any time.  Example:
On 19x19 board k=36 would mean no restriction at all.)

* What should be fair values of komi(k) or fair numbers
 of handicap stones?

* Main question: How strong would MCTS-based programs be in this variant(s)?

* Would computers be stronger than humans for certain values of k?

Ingo.

--
Ist Ihr Browser Vista-kompatibel? Jetzt die neuesten
Browser-Versionen downloaden: http://www.gmx.net/de/go/browser
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/



___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


[computer-go] Re: Congratulations to Many Faces of Go!

2008-11-18 Thread Hideki Kato
Nick Wedd: <[EMAIL PROTECTED]>:
>My report on Sunday's KGS bot tournament is now available at
>http://www.weddslist.com/kgs/past/44/index.html
>Many Faces of Go was undefeated in both divisions.

Did Many Faces 1 and 2 share the same cluster or one for each?

Hideki
--
[EMAIL PROTECTED] (Kato)
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


[computer-go] Re: One-sided 2-inch Rules

2008-11-18 Thread Claus Reinke
> one of the basic problems of go newbies
> is their tendency to place the next stone
> near to the latest stone of the opponent.
> Sometimes this is called the "2-inch heuristic
> of beginners".

How about going the other way, forcing Monte-Carlo simulations
onto a coarser grid in the hope of quickly finding information that
might be lost in full-grid simulations (by analogy with multigrid
methods - there even exists something called multigrid Monte-Carlo;
perhaps some of the mathematically inclined can have a look?).

As a trivial idea, if both playout-parties are forced to play on all
odd intersections before being allowed onto the remaining ones
(staking broader claims before entering detailed fights), how would
that affect the statistics, and is there a benefit to be had from
combining coarse and fine simulations?

Claus



___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Re: One-sided 2-inch Rules

2008-11-18 Thread Michael Williams

I don't think that would be effective because you've completely changed the 
rules and hence the tactics of the game.


Claus Reinke wrote:

one of the basic problems of go newbies
is their tendency to place the next stone
near to the latest stone of the opponent.
Sometimes this is called the "2-inch heuristic
of beginners".


How about going the other way, forcing Monte-Carlo simulations
onto a coarser grid in the hope of quickly finding information that
might be lost in full-grid simulations (by analogy with multigrid
methods - there even exists something called multigrid Monte-Carlo;
perhaps some of the mathematically inclined can have a look?).

As a trivial idea, if both playout-parties are forced to play on all
odd intersections before being allowed onto the remaining ones
(staking broader claims before entering detailed fights), how would
that affect the statistics, and is there a benefit to be had from
combining coarse and fine simulations?

Claus



___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/



___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


[computer-go] Newbie

2008-11-18 Thread Joshua Shriver
I'm writing my engine from scratch and have a curious question.  When my
best friend an American 1dan lvl player  (who has played in Japan) taught me
the game. I love it. :)

Though as I get more in depth, and programming wise, have no idea what "rule
set" to follow.  Not sure what I was "taught" guessing Japanese rules.  But
curious what the various "rule sets" and how do the differ/compare
especially from a programmer and player point of view.

Also, while I love computer-go.. is there a  go-player mailing list?

-Josh
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Newbie

2008-11-18 Thread Michael Williams
Chinese rule variants are simpler to code than Japanese.  This is because the game can be played to the bitter end without affecting the final score.  So you 
should probably start there.  There were recently some discussions on this list about how to handle Japanese scoring.



Joshua Shriver wrote:
I'm writing my engine from scratch and have a curious question.  When my 
best friend an American 1dan lvl player  (who has played in Japan) 
taught me the game. I love it. :)


Though as I get more in depth, and programming wise, have no idea what 
"rule set" to follow.  Not sure what I was "taught" guessing Japanese 
rules.  But curious what the various "rule sets" and how do the 
differ/compare especially from a programmer and player point of view.


Also, while I love computer-go.. is there a  go-player mailing list?

-Josh




___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Newbie

2008-11-18 Thread Don Dailey
On Tue, 2008-11-18 at 20:30 -0500, Joshua Shriver wrote:
> I'm writing my engine from scratch and have a curious question.  When
> my best friend an American 1dan lvl player  (who has played in Japan)
> taught me the game. I love it. :)
> 
> Though as I get more in depth, and programming wise, have no idea what
> "rule set" to follow.  Not sure what I was "taught" guessing Japanese
> rules.  But curious what the various "rule sets" and how do the
> differ/compare especially from a programmer and player point of view.

You've been on this list a long time, haven't you?

Anyway,  I don't think there is much of a question that Chinese rules
are much better for getting started with computer GO.   If you are
newbie,  Japanese rules will frustrate you.   You can later migrate to
Japanese rules if you want - but CGOS and KGS tournaments for go
programs use Chinese rules.

- Don



> 
> Also, while I love computer-go.. is there a  go-player mailing list?
> 
> -Josh
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/


signature.asc
Description: This is a digitally signed message part
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Newbie

2008-11-18 Thread Joshua Shriver
> You've been on this list a long time, haven't you?
>

Yes :) I started by tinkering with Monte Carlo in VRML for a hardware
solution, but aiming for a pure C, aimed at x86 engine.




>
> Anyway,  I don't think there is much of a question that Chinese rules
> are much better for getting started with computer GO.   If you are
> newbie,  Japanese rules will frustrate you.   You can later migrate to
> Japanese rules if you want - but CGOS and KGS tournaments for go
> programs use Chinese rules.
>
> - Don
>

I'll have to do some googling. To be honest I dont know what the diff is in
Japanese, Chinese, Korean Go rules.

-Josh
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

RE: [computer-go] Re: Congratulations to Many Faces of Go!

2008-11-18 Thread David Fotland
One for each.  Actually they were running on a 128 core cluster.  The
current code only scales to 32 cores, so only half the cluster was used.

David

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Hideki Kato
> Sent: Tuesday, November 18, 2008 4:21 PM
> To: computer-go
> Subject: [computer-go] Re: Congratulations to Many Faces of Go!
> 
> Nick Wedd: <[EMAIL PROTECTED]>:
> >My report on Sunday's KGS bot tournament is now available at
> >http://www.weddslist.com/kgs/past/44/index.html
> >Many Faces of Go was undefeated in both divisions.
> 
> Did Many Faces 1 and 2 share the same cluster or one for each?
> 
> Hideki
> --
> [EMAIL PROTECTED] (Kato)
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


RE: [computer-go] Re: Opportunity to promote ...

2008-11-18 Thread David Fotland
Bob, take a look at Arimaa.  It's a relatively new game, but fun for people,
and very very difficult for computers.

David

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Bob Hearn
> Sent: Tuesday, November 18, 2008 10:13 AM
> To: computer-go
> Subject: Re: [computer-go] Re: Opportunity to promote ...
> 
> 
> On Nov 17, 2008, at 11:34 PM, Ingo Althöfer wrote:
> 
> > Dear Bob Hearn,
> >
> > it is not what you have been looking for, but nevertheless
> > I want to ask you if the title of your talk
> > "Games Computers Can't Play" is still up-to-date.
> >
> > I would accept something like
> > "Games Computers Could not play well before 2003",
> > but Monte Carlo has changed our world.
> 
> Dear Ingo,
> 
> First, the title is deliberately provocative. Also, though, the talk
> is not just about go: some of it is about formally undecidable games,
> that computers provably can't play well (and of course, that humans
> can't either!). Surprisingly, some of these games can be played with
> finite physical resources (unlike, say, an infinite Turing-machine
> tape). One real game that is a good candidate for being undecidable
> (though it hasn't been proven) is Rengo Kriegspiel: team blindfold go.
> I've played this a few times.
> 
> Bob
> 
> -
> Robert A. Hearn
> Neukom Institute for Computational Science, Dartmouth College
> [EMAIL PROTECTED]
> http://www.dartmouth.edu/~rah/
> 
> 
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/

___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/