Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-03-01 Thread Petr Baudis
On Mon, Feb 18, 2008 at 09:03:17PM +0100, Alain Baeckeroot wrote:
 Le lundi 18 février 2008, Michael Williams a écrit :
  But as was pointed out before, these high levels of MoGo are probably still 
  not pro level, right?
  
 
 On 9x9 Big_slow_Mogo is near pro level, maybe more.
 6 monthes ago or so it was able to regurlarly beat pro without komi on 9x9.

But no komi on 9x9 is quite a handicap.

It would be quite interesting to see how well the high level Mogos fare
against high dans unhandicapped.

-- 
Petr Pasky Baudis
Whatever you can do, or dream you can, begin it.
Boldness has genius, power, and magic in it.-- J. W. von Goethe
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-19 Thread Christoph Birk

On Mon, 18 Feb 2008, Don Dailey wrote:

Recently I have lost some faith in my belief that 7.0 komi is right on
9x9 with Chinese CGOS style rules.   I was never absolutely SURE of
it,   but I believed it with a  high degree of confidence.   I still
believe 7.0 is correct, but  I'm somewhat less sure of this now.


Doesn't the CGOS statistis you recently published show at slight
advantage for WHITE at 7.5 komi?

Christoph

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-18 Thread David Schneider-Joseph

Don,

Interesting thoughts and links.  I read through them all. :)

Some points: I wasn't expressing an opinion as to the degree of  
difference between God's komi and Man's komi.  2.5 seems perfectly  
reasonable (at least with current levels of skill).


As far as it being widely believed that proper komi is independent of  
board size for all but the smallest boards -- I can't see a decent  
argument for assuming this.  I can definitely see an argument that  
proper komi might *oscillate* around some target as boards get  
sufficiently huge, but it seems quite possible that the exact number  
of playable points on the board can result in some minor differences  
in score even as board sizes get very large, and it seems like it  
would take a rigorous proof for one to abandon that reasonable  
possibility.


David

On Feb 12, 2008, at 12:39 AM, Don Dailey wrote:


David Schneider-Joseph wrote:

On Feb 11, 2008, at 8:42 PM, Don Dailey wrote:


David Schneider-Joseph wrote:

On that topic - might it be possible that the notion of a proper
komi, derived as it is from the hand of God (perfect play), will
invariably be too high for any actual go players which would be an
interesting match for each other?
I guess it's possible.   I don't think it's likely but I guess  
nobody

can say with 100% certainty what the correct komi really is at any
non-trivial board size.


Why not likely?  It seems a virtual guarantee to me.  By definition,
komi is proportional to the value of moving first.  Likewise, by
definition, your skill is the amount of value you get out of a move.
Therefore, better players should play with higher komi.

Hi David,

It's possible (even easy) to construct  positions where one side has a
win,  but the win requires careful accurate play or it loses.  Such
positions may actually be a practical advantage to the losing side if
two equal players do not understand how to play it.

The opening position in GO is such a position.   I believe that if you
pick the correct komi, whatever that may be,  it's probably easier  
for

white to win.

This would imply an adjustment downward from god's number.   This is
essentially your argument and I agree with it.

But how much adjustment?This is where we disagree.   You seem to
believe that the adjustment should be quite large.   I disagree  
because

even though I believe the white pieces are easier to play,   I still
believe that a won position is still an advantage for reasonably
competent players.   A strange consequence of your position is that  
you
have to believe that a human player should prefer to start the game  
from

a dead lost position.

For instance if 12.0 is God's komi and 9.5 is man's komi, then 9.5  
gives

even chances in a position that is actually lost, and anything higher
gives white a practical advantage in a dead lost position!

Even though I believe as you do that it takes more skill to equalize
with white (given the correct komi),  I believe that 1/2 point more or
less gives one side a winning game,  and that is enough for players of
modest skill to have the better winning chances.

It's pretty clear however that white is easier to play ...

If you play random vs random,  3.5 seems to be right komi.Since we
both agree that komi should be AT LEAST 7.5,  this implies that it's
easier to play the white pieces for a player of limited skill (of  
course
assuming komi is set correctly, whatever that may be.)  And sure  
enough,
if you use weak but not random program, the komi required jumps up  
very

quickly.  Even very weak programs seem to require about 7.5 komi,  if
they are beyond just weak beginner.

But then even programs enormously stronger still require 7.5 komi.

My feelings on this seem to match at least one source:

   Look here:http://senseis.xmp.net/?Komi

Here is an excerpt:

It is widely believed that the correct komi is independent of board  
size
for all but the smallest boards. For area scoring, this would give 7  
for
9x9+, 8 for 8x8, 7 for 7x7, 4 for 6x6, 25 for 5x5 (w cannot live), 0  
for

4x4, 9 for 3x3, 4 for 2x2 with a superko rule, and 0 for 1x1. (these
need to be verified)

Despite all of this,  I allowed the possibility that it's possible  
that

even God cannot win at 7.5 komi.


- Don




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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-18 Thread Alain Baeckeroot
Le lundi 18 février 2008, Michael Williams a écrit :
 But as was pointed out before, these high levels of MoGo are probably still 
 not pro level, right?
 

On 9x9 Big_slow_Mogo is near pro level, maybe more.
6 monthes ago or so it was able to regurlarly beat pro without komi on 9x9.

Alain

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-18 Thread dhillismail
? -Original Message-
? From: Don Dailey [EMAIL PROTECTED]
? To: computer-go computer-go@computer-go.org
? Sent: Mon, 18 Feb 2008 1:45 pm
? Subject: Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8


 ...I have seen widely held beliefs be proven wrong before
  (the earth is flat is one example.)  













You are older than I thought. :-) On a more serious note, what is the status of 
the scalability study?
- Dave Hillis
   




More new features than ever.  Check out the new AIM(R) Mail ! - 
http://webmail.aim.com
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-18 Thread Don Dailey
The next plan is to move to 13x13 with Mogo.   We have failed to find a
worthy second program so we will start with only mogo playing.Here
is what we could use:

  1. A strong scalable program. 
  2. Ability to adjust level in terms of number of play-outs.
  3. binaries that work on 32 or 64 linux and macs.
  4. Is not horribly resource intensive.

The program doesn't have to be as strong as mogo,  but it needs to be
pretty strong as it is a huge waste of resources to test a program
required 10X more cpu power  to be equal in strength.I have asked
some of the other really strong program authors in private and many
people do not want to distribute a binary.

- Don




[EMAIL PROTECTED] wrote:
   -Original Message-
   From: Don Dailey [EMAIL PROTECTED]
   To: computer-go computer-go@computer-go.org
   Sent: Mon, 18 Feb 2008 1:45 pm
   Subject: Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8
  ...I have seen widely held beliefs be proven wrong before
   (the earth is flat is one example.)  



























 You are older than I thought. :-) On a more serious note, what is the status 
 of the scalability study?

 - Dave Hillis



 
 More new features than ever. Check out the new AIM(R) Mail
 http://o.aolcdn.com/cdn.webmail.aol.com/mailtour/aol/en-us/text.htm?ncid=aimcmp000501!
 

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-18 Thread Don Dailey


Michael Williams wrote:
 But as was pointed out before, these high levels of MoGo are probably
 still not pro level, right?
I don't know how strong Mogo is in the grand scheme of things - but the
experiments with komi indicate that 7.0 is too low and that 8.0 is a
lower bound on what komi should be (if  we can  take that experiment
seriously.) The trend is that stronger players need higher komi.

The other possibility we discussed is that perhaps it's  easier to find
the correct black moves early in the game than it is for white - in
other words black has a practical advantage,  but not a true
advantage.   


- Don







 Don Dailey wrote:
 Hi David,

 Any opinion either of us have on this is only speculation. 
 Nevertheless,  in any kind of science there tends to be unproven
 conjectures that are widely believed to be true even though nobody has
 found a rigorous proof.   Some of those will turn out to surprise
 everybody.  I have seen widely held beliefs be proven wrong before
 (the earth is flat is one example.)

 Recently I have lost some faith in my belief that 7.0 komi is right on
 9x9 with Chinese CGOS style rules.   I was never absolutely SURE of
 it,   but I believed it with a  high degree of confidence.   I still
 believe 7.0 is correct, but  I'm somewhat less sure of this now.

 This is due to some testing I did with mogo, where at high levels mogo
 plays more even with 8.5 than 7.5.   (black still wins slightly even at
 8.5 komi)

 It's entirely possible,  that mogo's style of play does better with
 black for whatever reason I don't understand.It could be some
 feature of the game, or even a mogo bug.   I am reluctant to draw
 conclusions based on the performance of self play games of one computer
 player but this result has cast some doubt for me.


 - Don



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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-18 Thread compgo123
Maybe komi should be expressed in terms of percentage of the total number of 
positions. The komi of 7.5 for 9x9 looks the same with a komi of 7.5 for 19x19. 
But percentage wise, they are different.
For a 1X1 board, the komi is 100% and for an infinitely large board, the komi 
is 0%.

DL

-Original Message-
From: Don Dailey [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Mon, 18 Feb 2008 12:45 pm
Subject: Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8



Hi David,

Any opinion either of us have on this is only speculation.  
Nevertheless,  in any kind of science there tends to be unproven
conjectures that are widely believed to be true even though nobody has
found a rigorous proof.   Some of those will turn out to surprise
everybody.  I have seen widely held beliefs be proven wrong before
(the earth is flat is one example.)

Recently I have lost some faith in my belief that 7.0 komi is right on
9x9 with Chinese CGOS style rules.   I was never absolutely SURE of
it,   but I believed it with a  high degree of confidence.   I still
believe 7.0 is correct, but  I'm somewhat less sure of this now.

This is due to some testing I did with mogo, where at high levels mogo
plays more even with 8.5 than 7.5.   (black still wins slightly even at
8.5 komi)

It's entirely possible,  that mogo's style of play does better with
black for whatever reason I don't understand.It could be some
feature of the game, or even a mogo bug.   I am reluctant to draw
conclusions based on the performance of self play games of one computer
player but this result has cast some doubt for me.


- Don





David Schneider-Joseph wrote:
 Don,

 Interesting thoughts and links.  I read through them all. :)

 Some points: I wasn't expressing an opinion as to the degree of
 difference between God's komi and Man's komi.  2.5 seems perfectly
 reasonable (at least with current levels of skill).

 As far as it being widely believed that proper komi is independent of
 board size for all but the smallest boards -- I can't see a decent
 argument for assuming this.  I can definitely see an argument that
 proper komi might *oscillate* around some target as boards get
 sufficiently huge, but it seems quite possible that the exact number
 of playable points on the board can result in some minor differences
 in score even as board sizes get very large, and it seems like it
 would take a rigorous proof for one to abandon that reasonable
 possibility.

 David

 On Feb 12, 2008, at 12:39 AM, Don Dailey wrote:

 David Schneider-Joseph wrote:
 On Feb 11, 2008, at 8:42 PM, Don Dailey wrote:

 David Schneider-Joseph wrote:
 On that topic - might it be possible that the notion of a proper
 komi, derived as it is from the hand of God (perfect play), will
 invariably be too high for any actual go players which would be an
 interesting match for each other?
 I guess it's possible.   I don't think it's likely but I guess nobody
 can say with 100% certainty what the correct komi really is at any
 non-trivial board size.

 Why not likely?  It seems a virtual guarantee to me.  By definition,
 komi is proportional to the value of moving first.  Likewise, by
 definition, your skill is the amount of value you get out of a move.
 Therefore, better players should play with higher komi.
 Hi David,

 It's possible (even easy) to construct  positions where one side has a
 win,  but the win requires careful accurate play or it loses.  Such
 positions may actually be a practical advantage to the losing side if
 two equal players do not understand how to play it.

 The opening position in GO is such a position.   I believe that if you
 pick the correct komi, whatever that may be,  it's probably easier for
 white to win.

 This would imply an adjustment downward from god's number.   This is
 essentially your argument and I agree with it.

 But how much adjustment?This is where we disagree.   You seem to
 believe that the adjustment should be quite large.   I disagree because
 even though I believe the white pieces are easier to play,   I still
 believe that a won position is still an advantage for reasonably
 competent players.   A strange consequence of your position is that you
 have to believe that a human player should prefer to start the game from
 a dead lost position.

 For instance if 12.0 is God's komi and 9.5 is man's komi, then 9.5 gives
 even chances in a position that is actually lost, and anything higher
 gives white a practical advantage in a dead lost position!

 Even though I believe as you do that it takes more skill to equalize
 with white (given the correct komi),  I believe that 1/2 point more or
 less gives one side a winning game,  and that is enough for players of
 modest skill to have the better winning chances.

 It's pretty clear however that white is easier to play ...

 If you play random vs random,  3.5 seems to be right komi.Since we
 both agree that komi should be AT LEAST 7.5,  this implies

Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-12 Thread Don Dailey


Christoph Birk wrote:
 On Feb 11, 2008, at 9:39 PM, Don Dailey wrote:
 My feelings on this seem to match at least one source:

 Look here:http://senseis.xmp.net/?Komi

 Here is an excerpt:

 It is widely believed that the correct komi is independent of board size
 for all but the smallest boards. For area scoring, this would give 7 for
 9x9+, 8 for 8x8, 7 for 7x7, 4 for 6x6, 25 for 5x5 (w cannot live), 0 for
 4x4, 9 for 3x3, 4 for 2x2 with a superko rule, and 0 for 1x1. (these
 need to be verified)

 For 7x7 the komi is 9:
  http://senseis.xmp.net/?7x7BestPlay

Yes, I agree.   Someone should update that page.

- Don


 Christoph

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-12 Thread Darren Cook
  9.5pt komi is unreasonable. I agree with Don that perfect game value
  will probably turn out to be 7pts, though I'm keeping an open mind that
  it may be 6pts. I'd be surprised if it was 8pts, though that could just
  mean I've been analyzing the wrong openings :-).
 
 On 9x9 with Chinese rules even komi values (e.g. 6 or 8) are unlikely
 because they would require seki in all optimal lines of play.
 Consequently I'd expect 7, ...

Interesting; I was thinking in terms of Japanese rules. It could turn
out even the first move is different depending on the rule set! It'll be
interesting to see when computers finally show it to us.

Darren

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-12 Thread Erik van der Werf
On Tue, Feb 12, 2008 at 9:03 AM, Darren Cook [EMAIL PROTECTED] wrote:
  9.5pt komi is unreasonable. I agree with Don that perfect game value
  will probably turn out to be 7pts, though I'm keeping an open mind that
  it may be 6pts. I'd be surprised if it was 8pts, though that could just
  mean I've been analyzing the wrong openings :-).

On 9x9 with Chinese rules even komi values (e.g. 6 or 8) are unlikely
because they would require seki in all optimal lines of play.
Consequently I'd expect 7, but wouldn't completely rule out 5 and 9
just yet. Under Japanese rules I guess it can be anything from 5 to 10
(and maybe even the full range :-)).

Erik
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Don Dailey


Christoph Birk wrote:
 On Mon, 11 Feb 2008, Olivier Teytaud wrote:
 With 20 minute games, some people succeed in winning games
 against the release 3 of MoGo. But for
 X-hours-per-move, I don't know.

 What are the self-play results (white vs. black) for hour-long
 games of Mogo?
 I am wondering if the proper komi for 9x9 is really 7.5.

Is your question whether 7.0 or 8.0 is the best komi?   Or do you
suspect a different 1/2 komi value is best?

In thousands of tests I have run with strong programs,  7.5 appears to
the best fractional komi.   I believe 7.5 is a win for white with
perfect play,  but I'm not sure - however I am pretty sure it's the best
fractional komi to use because 6.5 is clearly in blacks favor and 8.5 is
clearly in whites favor.


- Don
 




 Thanks,
 Christoph
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Christoph Birk

On Mon, 11 Feb 2008, Olivier Teytaud wrote:

With 20 minute games, some people succeed in winning games
against the release 3 of MoGo. But for
X-hours-per-move, I don't know.


What are the self-play results (white vs. black) for hour-long
games of Mogo?
I am wondering if the proper komi for 9x9 is really 7.5.

Thanks,
Christoph
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Sylvain Gelly
 Thinking a little more about it, I think we have to add an hypothesis
 which is that, for a given move, the number of AMAF updates if  alpha
 (nb total UCT updates), with alpha  1. That seems to hold for most of
 the updates (with alpha close to 0.5), but there may be cases where it
 does not hold.
 
 
 If I understand well, you say that, in order to ensure consistency,
 we need some assumptions on the AMAF updates,
 i.e. the MC simulations which decide which move will have AMAF updates.

Yes.
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Olivier Teytaud




I can't tell if you mean the float version or the double version.  
Using the float version (since it was all I had), I did a fairly 
extensive analysis of the losing move from the MoGo game that Fotland 
added comments to.  My results were posted to this list on 2/1/08 
under the subject, UCT and solving life and death.  The test was 
run on 4 cores.



Oops, I meant 2 threads (as stated in the original email).


Thanks for your posts,
the position is interesting.

I'll try to see what happens with larger computation times. If it is a 
case of non-consistency it's
interesting :-)I have no go-expertise to guess that this is the bad 
move from mogo, but

I trust you for that :-)

Well, if I find minutes for that after my fight with a furious myrinet 
switch :-)

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Christoph Birk

On Feb 11, 2008, at 9:39 PM, Don Dailey wrote:

My feelings on this seem to match at least one source:

Look here:http://senseis.xmp.net/?Komi

Here is an excerpt:

It is widely believed that the correct komi is independent of board  
size
for all but the smallest boards. For area scoring, this would give  
7 for
9x9+, 8 for 8x8, 7 for 7x7, 4 for 6x6, 25 for 5x5 (w cannot live),  
0 for

4x4, 9 for 3x3, 4 for 2x2 with a superko rule, and 0 for 1x1. (these
need to be verified)


For 7x7 the komi is 9:
 http://senseis.xmp.net/?7x7BestPlay

Christoph

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Don Dailey


Andy wrote:
 But the program isn't stronger than pros, so how can it give better
 information about proper komi?
Pro's cannot give you statistical information on komi unless you simply
collate several thousand pro games.

I don't think you need a particularly strong program,  just good
programs.If you notice that over thousands of games 6.5 is gives
black a statistically significant edge, and 8.5 gives white a
statistically significant edge,  you know (at least for programs) that 
8.5 is too high.  

Although it's possible that black has a won game at 8.5 komi,  the
evidence from computer play is just the opposite. You would have to
assume that a computer is a better fighter when down, or conversely gets
lazy when winning.Somehow that is difficult to believe.

Also,  you can try giving mogo a 6.5, and 8.5 komi and searching the
second position (it seems to always play e5 on the first move.)At
6.5 komi,  after  black e5  white thinks it is slightly losing.  At 8.5
komi white thinks it is slightly winning!  At 7.5 komi it also
thinks white is winning slightly.

I tried Alford's value of 9.5 komi and white is even more happy, showing
about 0.547  in the score.


I don't believe what Alford says about 9.5 being the correct komi for
9x9.Where does that information come from?

- Don



 On Feb 11, 2008 6:09 PM, Christoph Birk [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] wrote:

 On Mon, 11 Feb 2008, Don Dailey wrote:
  I don't bet,  but if I did,  I would bet that it's 7 or 8, and I'm
  fairly certain that with best play the game would end with 7 extra
  points for black.
 
  I think this was discussed at great length 2 or 3 years ago.

 I know ... I brought it up again because of Mogo's success.
 A very (!) strong program should be able to tell us the proper
 komi.

 Christoph

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Andy
But the program isn't stronger than pros, so how can it give better
information about proper komi?

On Feb 11, 2008 6:09 PM, Christoph Birk [EMAIL PROTECTED] wrote:

 On Mon, 11 Feb 2008, Don Dailey wrote:
  I don't bet,  but if I did,  I would bet that it's 7 or 8, and I'm
  fairly certain that with best play the game would end with 7 extra
  points for black.
 
  I think this was discussed at great length 2 or 3 years ago.

 I know ... I brought it up again because of Mogo's success.
 A very (!) strong program should be able to tell us the proper
 komi.

 Christoph

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Don Dailey


Christoph Birk wrote:
 On Mon, 11 Feb 2008, Don Dailey wrote:
 Is your question whether 7.0 or 8.0 is the best komi?   Or do you
 suspect a different 1/2 komi value is best?

 I wonder what the true komi is ... I don't know (nobody knows?) if
 it's fractional or not; eg. for 7x7 it is 9.0.
I think the true komi must be an even number.   For CGOS, the question
is what is the best komi since drawn games are simply not allowed.  

I don't bet,  but if I did,  I would bet that it's 7 or 8, and I'm
fairly certain that with best play the game would end with 7 extra
points for black. 

I think this was discussed at great length 2 or 3 years ago.

- Don



 Christoph

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Christoph Birk

On Mon, 11 Feb 2008, Don Dailey wrote:

Is your question whether 7.0 or 8.0 is the best komi?   Or do you
suspect a different 1/2 komi value is best?


I wonder what the true komi is ... I don't know (nobody knows?) if
it's fractional or not; eg. for 7x7 it is 9.0.

Christoph

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Hideki Kato

Olivier Teytaud: [EMAIL PROTECTED]:
 That translates to mean that MoGo no longer uses upper confidence
 bounds, and only uses means.  It also means that MoGo will _never_
 explore improbable children (after a few sims) unless the RAVE value
 yields an unusually high estimate for it.  Is all of that correct?


Precisely: I don't see why you would be wrong, but empirically for 9x9,
we have played games against high-level humans and for the (few :-) )
games that mogo lost, we tried to see which moves were erroneously chosen
by mogo; if we restart mogo at the same position with a huge 
computation time (30 minutes of a fast octocore) mogo always changed his
mind and moves to a better move.

Could we look at some of the records of the games?

-Hideki

So:
- theoretically, I don't see any reason for mogo to be asymptotically
   consistent
- there are long computation times during which mogo focuses on a bad
   move
- however, we have not seen a case of bad move for which mogo keeps
   this move in case of _very_ long computation times

== if someone beats the release MoGoR3 with
   very large computation times (time x nbcores = 4h, 1 to 4 cores)
   I'm interested in the sgf file and the analysis
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Magnus Persson

Quoting Don Dailey [EMAIL PROTECTED]:



My feelings on this seem to match at least one source:

Look here:http://senseis.xmp.net/?Komi

Here is an excerpt:

It is widely believed that the correct komi is independent of board size
for all but the smallest boards. For area scoring, this would give 7 for
9x9+, 8 for 8x8, 7 for 7x7, 4 for 6x6, 25 for 5x5 (w cannot live), 0 for
4x4, 9 for 3x3, 4 for 2x2 with a superko rule, and 0 for 1x1. (these
need to be verified)


I corrected this sensei page to give komi 9 for 7x7 and added a link  
to the sgf file John Tromp provides with the analysis.


I played a lot with Valkyria on 7x7 and although it proofs nothing it  
is really convincing that 9 is the correct komi.


Similarily one find that in very simple games on 9x9, but where the  
moves are good solid shape white almost always win with 0.5 points  
with 7.5 komi. Thus if one designs and opening book for 9x9 (as I  
tried to) one should try to complicate things as black and play simple  
as white early on. The exception may be when black opens at 5,5 in the  
center. Then often white ends up trying to live with two groups which  
can be very difficult against a competent opponent.


-Magnus

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Stuart A. Yeates
On Feb 12, 2008 2:10 PM, Don Dailey [EMAIL PROTECTED] wrote:


 Andy wrote:
  But the program isn't stronger than pros, so how can it give better
  information about proper komi?
 Pro's cannot give you statistical information on komi unless you simply
 collate several thousand pro games.

 I don't think you need a particularly strong program,  just good
 programs.If you notice that over thousands of games 6.5 is gives
 black a statistically significant edge, and 8.5 gives white a
 statistically significant edge,  you know (at least for programs) that
 8.5 is too high.

I think you might need a strong program with either (a) no built-in
knowledge about the game of go (i.e. pure UCT with no open book, no
heuristics, etc) or (b) with built-in knowledge which can be shown to
be of equal benefit to both black and white.

I'm guessing that (a) will happen before (b).

cheers
stuart
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread David Schneider-Joseph

On Feb 11, 2008, at 8:42 PM, Don Dailey wrote:


David Schneider-Joseph wrote:

On that topic - might it be possible that the notion of a proper
komi, derived as it is from the hand of God (perfect play), will
invariably be too high for any actual go players which would be an
interesting match for each other?

I guess it's possible.   I don't think it's likely but I guess nobody
can say with 100% certainty what the correct komi really is at any
non-trivial board size.


Why not likely?  It seems a virtual guarantee to me.  By definition,  
komi is proportional to the value of moving first.  Likewise, by  
definition, your skill is the amount of value you get out of a move.   
Therefore, better players should play with higher komi.

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Don Dailey


David Schneider-Joseph wrote:
 On that topic - might it be possible that the notion of a proper
 komi, derived as it is from the hand of God (perfect play), will
 invariably be too high for any actual go players which would be an
 interesting match for each other?
I guess it's possible.   I don't think it's likely but I guess nobody
can say with 100% certainty what the correct komi really is at any
non-trivial board size.  


- Don





 On Feb 11, 2008, at 7:35 PM, Andy wrote:

 But the program isn't stronger than pros, so how can it give better
 information about proper komi?

 On Feb 11, 2008 6:09 PM, Christoph Birk [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] wrote:

 On Mon, 11 Feb 2008, Don Dailey wrote:
  I don't bet,  but if I did,  I would bet that it's 7 or 8, and I'm
  fairly certain that with best play the game would end with 7 extra
  points for black.
 
  I think this was discussed at great length 2 or 3 years ago.

 I know ... I brought it up again because of Mogo's success.
 A very (!) strong program should be able to tell us the proper
 komi.

 Christoph

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread David Schneider-Joseph
On that topic - might it be possible that the notion of a proper  
komi, derived as it is from the hand of God (perfect play), will  
invariably be too high for any actual go players which would be an  
interesting match for each other?


On Feb 11, 2008, at 7:35 PM, Andy wrote:

But the program isn't stronger than pros, so how can it give better  
information about proper komi?


On Feb 11, 2008 6:09 PM, Christoph Birk [EMAIL PROTECTED] wrote:
On Mon, 11 Feb 2008, Don Dailey wrote:
 I don't bet,  but if I did,  I would bet that it's 7 or 8, and I'm
 fairly certain that with best play the game would end with 7 extra
 points for black.

 I think this was discussed at great length 2 or 3 years ago.

I know ... I brought it up again because of Mogo's success.
A very (!) strong program should be able to tell us the proper
komi.

Christoph

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Michael Alford

Don Dailey wrote:



I tried Alford's value of 9.5 komi and white is even more happy, showing
about 0.547  in the score.


I don't believe what Alford says about 9.5 being the correct komi for
9x9.Where does that information come from?



Japanese tv games.
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Christoph Birk

On Mon, 11 Feb 2008, Don Dailey wrote:

I don't bet,  but if I did,  I would bet that it's 7 or 8, and I'm
fairly certain that with best play the game would end with 7 extra
points for black.

I think this was discussed at great length 2 or 3 years ago.


I know ... I brought it up again because of Mogo's success.
A very (!) strong program should be able to tell us the proper
komi.

Christoph

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Michael Alford

Christoph Birk wrote:

On Mon, 11 Feb 2008, Don Dailey wrote:

Is your question whether 7.0 or 8.0 is the best komi?   Or do you
suspect a different 1/2 komi value is best?


I wonder what the true komi is ... I don't know (nobody knows?) if
it's fractional or not; eg. for 7x7 it is 9.0.

Christoph

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unlurk

i believe correct komi for 9x9 with pros is 9.5

lurk
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Sylvain Gelly
 As far as I see,
 if RAVE gives constant value 0 to one move, it will never be tested if
 other moves
 have non-zero AMAF values.

 A move
 with real empirical probability 0 of winning and AMAF value of 0.01
 will always be preferred to a non-simulated move with AMAF 0.0, whatever
 may be
 the number of simulations.
I agree, it is why I added a statement about the prior, which implies
that the AMAF value is never 0.0 but at worst decreases like 1/m if m
is the number of AMAF updates for that move.

Thinking a little more about it, I think we have to add an hypothesis
which is that, for a given move, the number of AMAF updates if  alpha
(nb total UCT updates), with alpha  1. That seems to hold for most of
the updates (with alpha close to 0.5), but there may be cases where it
does not hold.
Maybe I am confused and say unsound things, sorry for that. It is the
kind of things we should discuss in front of a black (or white) board.

Sylvain
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Olivier Teytaud

 Sylvain wrote:


Thinking a little more about it, I think we have to add an hypothesis
which is that, for a given move, the number of AMAF updates if  alpha
(nb total UCT updates), with alpha  1. That seems to hold for most of
the updates (with alpha close to 0.5), but there may be cases where it
does not hold.
 


If I understand well, you say that, in order to ensure consistency,
we need some assumptions on the AMAF updates,
i.e. the MC simulations which decide which move will have AMAF updates.

(this would be a good piece of news for the two people trying to get rid
of some bias in the MC :-)  unfortunately, it is difficult to have 
statistics on the
level of mogo depending on that. It it gives some result, it is probably 
only for

huge computation times and very specific positions... we need 100 000 years
before ensuring that with 5% confidence intervals on complete games :-) )

(in empirical cases, I'll try to check the consistency on the example
posted by David  Michael)
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Olivier Teytaud



A new position is always visited unless the leaf of the tree is the
end of the game. In that case, one player always win, so the other
always win. Then, the losing player will explore all the other moves
to avoid the sure loss. If all moves are still loosing, that will
propagate to the move before, and the exploration will begin and so
on.
 


(min -- loss I guess)

As far as I see,
if RAVE gives constant value 0 to one move, it will never be tested if 
other moves

have non-zero AMAF values.

A move
with real empirical probability 0 of winning and AMAF value of 0.01
will always be preferred to a non-simulated move with AMAF 0.0, whatever 
may be

the number of simulations.

So, I don't see why the bandit would be consistent, unless we have
assumptions on the MC or on RAVE values.

I might be completly wrong, as I said
I have only retro-engineered the bandit in mogo until the recent PDF file. I
trust your opinion more than mine :-)

There are people studying some specific positions with surprising behavior,
but I am not working on that with them, they might want to post their
analysis in this mailing-list...




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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Christoph Birk

On Mon, 11 Feb 2008, Michael Alford wrote:

i believe correct komi for 9x9 with pros is 9.5


That's way too large.

Christoph

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-11 Thread Don Dailey


David Schneider-Joseph wrote:
 On Feb 11, 2008, at 8:42 PM, Don Dailey wrote:

 David Schneider-Joseph wrote:
 On that topic - might it be possible that the notion of a proper
 komi, derived as it is from the hand of God (perfect play), will
 invariably be too high for any actual go players which would be an
 interesting match for each other?
 I guess it's possible.   I don't think it's likely but I guess nobody
 can say with 100% certainty what the correct komi really is at any
 non-trivial board size.

 Why not likely?  It seems a virtual guarantee to me.  By definition,
 komi is proportional to the value of moving first.  Likewise, by
 definition, your skill is the amount of value you get out of a move. 
 Therefore, better players should play with higher komi.
Hi David,

It's possible (even easy) to construct  positions where one side has a
win,  but the win requires careful accurate play or it loses.  Such
positions may actually be a practical advantage to the losing side if
two equal players do not understand how to play it. 

The opening position in GO is such a position.   I believe that if you
pick the correct komi, whatever that may be,  it's probably easier for
white to win.  

This would imply an adjustment downward from god's number.   This is
essentially your argument and I agree with it.

But how much adjustment?This is where we disagree.   You seem to
believe that the adjustment should be quite large.   I disagree because
even though I believe the white pieces are easier to play,   I still
believe that a won position is still an advantage for reasonably
competent players.   A strange consequence of your position is that you
have to believe that a human player should prefer to start the game from
a dead lost position.   

For instance if 12.0 is God's komi and 9.5 is man's komi, then 9.5 gives
even chances in a position that is actually lost, and anything higher
gives white a practical advantage in a dead lost position!

Even though I believe as you do that it takes more skill to equalize
with white (given the correct komi),  I believe that 1/2 point more or
less gives one side a winning game,  and that is enough for players of
modest skill to have the better winning chances. 

It's pretty clear however that white is easier to play ...

If you play random vs random,  3.5 seems to be right komi.Since we
both agree that komi should be AT LEAST 7.5,  this implies that it's
easier to play the white pieces for a player of limited skill (of course
assuming komi is set correctly, whatever that may be.)  And sure enough,
if you use weak but not random program, the komi required jumps up very
quickly.  Even very weak programs seem to require about 7.5 komi,  if
they are beyond just weak beginner.  

But then even programs enormously stronger still require 7.5 komi.  

My feelings on this seem to match at least one source:

Look here:http://senseis.xmp.net/?Komi

Here is an excerpt:

It is widely believed that the correct komi is independent of board size
for all but the smallest boards. For area scoring, this would give 7 for
9x9+, 8 for 8x8, 7 for 7x7, 4 for 6x6, 25 for 5x5 (w cannot live), 0 for
4x4, 9 for 3x3, 4 for 2x2 with a superko rule, and 0 for 1x1. (these
need to be verified)

Despite all of this,  I allowed the possibility that it's possible that
even God cannot win at 7.5 komi. 


- Don



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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-10 Thread Jason House

On Sat, 2008-02-09 at 11:50 +0100, Olivier Teytaud wrote:
  I think it is time to share this idea with the world :-)
  The idea is to estimate bias and variance to calculate the best combination 
  of UCT and RAVE values.
  I have attached a pdf explaining the new formula.
 
 It is written in the pdf file that the formula is the one in MoGo;
 but in MoGo there's no sqrt(log...), i.e. c_r=c_u=0.

That translates to mean that MoGo no longer uses upper confidence
bounds, and only uses means.  It also means that MoGo will _never_
explore improbable children (after a few sims) unless the RAVE value
yields an unusually high estimate for it.  Is all of that correct?  

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-10 Thread Jason House

On Sun, 2008-02-10 at 18:35 +0100, Olivier Teytaud wrote:
  That translates to mean that MoGo no longer uses upper confidence
  bounds, and only uses means.  It also means that MoGo will _never_
  explore improbable children (after a few sims) unless the RAVE value
  yields an unusually high estimate for it.  Is all of that correct?
 
 
 Precisely: I don't see why you would be wrong, but empirically for 9x9,
 we have played games against high-level humans and for the (few :-) )
 games that mogo lost, we tried to see which moves were erroneously chosen
 by mogo; if we restart mogo at the same position with a huge 
 computation time (30 minutes of a fast octocore) mogo always changed his
 mind and moves to a better move.

I'm just surprised to hear that the program that introduced UCT (and got
so many others to use it), isn't using UCT any more.  Combining RAVE and
UCT as described in the PDF still sounds like UCT to me, but with no
sqrt(log) term, it no longer is.  I'll certainly have to think about the
trades being made and what I'd expect the outcome to be.

4 hours of CPU time seems like a really long time.  Have there been any
trades done to measure how long MoGo takes to change its mind under
different configurations?


 
 So:
 - theoretically, I don't see any reason for mogo to be asymptotically
consistent

Asymptotically approaching perfect play is no longer a goal?
(Rhetorical question to show some concern)

 - there are long computation times during which mogo focuses on a bad
move
 - however, we have not seen a case of bad move for which mogo keeps
this move in case of _very_ long computation times
 
 == if someone beats the release MoGoR3 with
   very large computation times (time x nbcores = 4h, 1 to 4 cores)
   I'm interested in the sgf file and the analysis

I bet someone will take up the challenge.  You should probably also give
a limit to how long the human can think about the game.  Can they also
sit there for 4 hours contemplating a move and working out all the
variations?  Of course, this challenge by itself shows the ultimate
effect of increased computational power...

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-10 Thread Olivier Teytaud

I'm just surprised to hear that the program that introduced UCT (and got
so many others to use it), isn't using UCT any more.  Combining RAVE and
UCT as described in the PDF still sounds like UCT to me, but with no
sqrt(log) term, it no longer is.  I'll certainly have to think about the
trades being made and what I'd expect the outcome to be.


I agree that this is Bandit Based Monte-Carlo planning much more than
UCT. When the RAVE paper has been published, the UCT term was present,
but I think Sylvain can confirm that it has been removed a short time
later - this has been posted in the mailing list a long time ago.

(no extensive study yet of the precise
computation time required by mogo for removing all bad moves - we
are mainly analyzing _if_ some moves are still weak in spite of large 
computation times - this is already quite hard, as guessing

which move(s) is (are) bad is not easy - finally, this is a 9x9 study
with humans in the loop!)
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RE: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-10 Thread David Fotland
This really interesting.  The strongest Mogo no longer uses UCT at all.
It's tuned instead to do very deep and narrow searches.  I've seen that
other programs that use UCT are using very small C values to make uct also
do very narrow searches.

The strong programs also have very smart playouts.  With the patterns they
use, I expect that when they make a random choice it is between a very small
number of options.

Can we even call these programs UCT/MC any more?  They are not using the
bandit problem UCT search any more.  They are more like greedy best-first
searchers that keep going deeper in the variation with highest winning
probability.

David

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:computer-go-
 [EMAIL PROTECTED] On Behalf Of Olivier Teytaud
 Sent: Sunday, February 10, 2008 9:35 AM
 To: computer-go
 Subject: Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8
 
  That translates to mean that MoGo no longer uses upper confidence
  bounds, and only uses means.  It also means that MoGo will _never_
  explore improbable children (after a few sims) unless the RAVE value
  yields an unusually high estimate for it.  Is all of that correct?
 
 
 Precisely: I don't see why you would be wrong, but empirically for 9x9,
 we have played games against high-level humans and for the (few :-) )
 games that mogo lost, we tried to see which moves were erroneously
 chosen
 by mogo; if we restart mogo at the same position with a huge
 computation time (30 minutes of a fast octocore) mogo always changed
 his
 mind and moves to a better move.
 
 So:
 - theoretically, I don't see any reason for mogo to be asymptotically
consistent
 - there are long computation times during which mogo focuses on a bad
move
 - however, we have not seen a case of bad move for which mogo keeps
this move in case of _very_ long computation times
 
 == if someone beats the release MoGoR3 with
   very large computation times (time x nbcores = 4h, 1 to 4 cores)
   I'm interested in the sgf file and the analysis
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-10 Thread Olivier Teytaud

- at each (or every n) iteration you add one node.


As far as I see, new nodes are created only if new nodes are visited;
if
score(visited nodes)  score(unvisited nodes)
why would mogo visit new nodes ?

But (before the recent PDF file) I never understood completly
the bandit in mogo, so you are probably right :-)
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-10 Thread Sylvain Gelly
A new position is always visited unless the leaf of the tree is the
end of the game. In that case, one player always win, so the other
always win. Then, the losing player will explore all the other moves
to avoid the sure loss. If all moves are still loosing, that will
propagate to the move before, and the exploration will begin and so
on.
There is indeed no forced exploration, but there is exploration as
soon as a move is loosing.
I can totally be wrong, but currently I don't see where this does not
hold. Does it?


Sylvain

2008/2/10, Olivier Teytaud [EMAIL PROTECTED]:
  - at each (or every n) iteration you add one node.

 As far as I see, new nodes are created only if new nodes are visited;
 if
 score(visited nodes)  score(unvisited nodes)
 why would mogo visit new nodes ?

 But (before the recent PDF file) I never understood completly
 the bandit in mogo, so you are probably right :-)
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-10 Thread Michael Williams

== if someone beats the release MoGoR3 with
very large computation times (time x nbcores = 4h, 1 to 4 cores)
I'm interested in the sgf file and the analysis


I can't tell if you mean the float version or the double version.  Using the float version (since it was all I had), I did a fairly extensive analysis of the 
losing move from the MoGo game that Fotland added comments to.  My results were posted to this list on 2/1/08 under the subject, UCT and solving life and 
death.  The test was run on 4 cores.


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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-10 Thread Olivier Teytaud
I can't tell if you mean the float version or the double version.  Using the 
float version (since it was all I had), I did a fairly extensive analysis of 
the losing move from the MoGo game that Fotland added comments to.  My 
results were posted to this list on 2/1/08 under the subject, UCT and 
solving life and death.  The test was run on 4 cores.


Float or double does not matter a lot, but the computation time
matters.

With 20 minute games, some people succeed in winning games
against the release 3 of MoGo. But for
X-hours-per-move, I don't know.
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-10 Thread Michael Williams

Michael Williams wrote:

== if someone beats the release MoGoR3 with
very large computation times (time x nbcores = 4h, 1 to 4 cores)
I'm interested in the sgf file and the analysis


I can't tell if you mean the float version or the double version.  Using 
the float version (since it was all I had), I did a fairly extensive 
analysis of the losing move from the MoGo game that Fotland added 
comments to.  My results were posted to this list on 2/1/08 under the 
subject, UCT and solving life and death.  The test was run on 4 cores.


Oops, I meant 2 threads (as stated in the original email).

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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-09 Thread Rémi Coulom

David Silver wrote:
I think it is time to share this idea with the world :-) 

Great. Thanks for sharing.

Rémi
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[computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-09 Thread Hideki Kato
Thank you very much, Silver.  Interesting report!

-Hideki

David Silver: [EMAIL PROTECTED]:
Hi all,

On 7-Feb-08, at 1:30 AM, [EMAIL PROTECTED] wrote:

 Note as well that the current implementation of MoGo (not the one at
 the time of the ICML paper) use a different tradeoff between UCT and
 Rave value, thanks to an idea of David Silver, which brought
 improvements in 19x19 (where the Rave values are the most useful),
 while it was marginal (still better) in 9x9. But anyway we here are
 talking about 9x9, so it can't explain what you are talking about.


I think it is time to share this idea with the world :-)
The idea is to estimate bias and variance to calculate the best  
combination of UCT and RAVE values.
I have attached a pdf explaining the new formula.
 inline file


 (2) () Depending on the playout
 policy, adding an upper confidence bound to the rave values can push
 some terrible bad moves up (like playing on 1-1). The reason seems to
 be that such moves are normally sampled very infrequently (so the UCB
 will be higher), and when they are selected (...)

 That could be an explanation, but there are two points:
 - the prior you put on top of Rave often avoid to first sample 1-1,
 and even when you do, you very often loose just 1 playout because of
 the UCT value you get right away.
 - I never observed a big discrepancy between the number of Rave
 samples for each move.

Also, the upper confidence bound reduces rapidly with RAVE, because so  
many moves are played in each playout. So even without prior  
knowledge, moves like the 1-1 point should be observed less when using  
RAVE, because they will quickly become associated with losing games.  
RAVE acts like a pruning mechanism - these bad moves don't even need  
to be played in the tree, to identify that they are a bad idea. It is  
also like progressive widening, because all moves are tried in the  
tree eventually, once the UCT estimate starts to dominate the RAVE  
estimate. So it is perhaps not a surprise that programs with pruning  
and progressive widening see less improvement when implementing RAVE -  
the ideas overlap a great deal.

Of course, the all-moves-as-first heuristic is often wrong - so RAVE  
can make big mistakes. But on average it improves performance, which  
is what matters.

-Dave
 inline file
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--
[EMAIL PROTECTED] (Kato)
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Re: [computer-go] Re: computer-go Digest, Vol 43, Issue 8

2008-02-08 Thread Jason House
On Feb 8, 2008 12:09 PM, David Silver [EMAIL PROTECTED] wrote:

 I think it is time to share this idea with the world :-)
 The idea is to estimate bias and variance to calculate the best
 combination of UCT and RAVE values.
 I have attached a pdf explaining the new formula.


Thanks!

The original paper's formula for beta always felt wrong to me.  I like this
new one a lot better.

Is it correct that the pdf assumes a uct bias of zero?  Calculation of the
MSE seems to assume this going into the last step but doesn't simplify life
by doing it in the first reduction...

Maybe it's just academic, but when I plug in bias = 0, I don't get the UCT
formula for sims = n+m.  Q comes out correct, but Q+ does not.  I guess I'd
sort of expect to see something along the lines of Q+ur = Qur +
c*sqrt(log(???)/x) where x = B^2/m + (1-B)^2/n.  When br = 0, x reduces to
m+n.  Maybe I'm just crazy and there's no good way to compute ??? inside
my log.
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