Re: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-23 Thread Petri Pitkanen
2009/4/23 terry mcintyre :
> Programs which get semeai and seki right every time might be a few stones
> stronger. They'd certainly be more valuable as teaching tools. In the game
> above, a stronger program would have exploited my earlier weakness; this
> would have encouraged me to make better moves.
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Actually not. It seems so to a human who every now and then avoids
loss by being better at these. But close semeais are rare. Sekis are
rarer and program do not fail on theses every time. Go is a game where
you can excel by making steady progress throughout the game without
any brilliant moves. Also it is quite okay to compensate with other
skill, I just played Mogo in KGS  and got slaughtered after a careless
cut. Well Killing and almost killing a group is where MC programs
excel (relative to their strength) and those situations occur in
almost every game..

I think semeai problem is easier to solve with:
 - Preanalysis by a "classical" go-algorithm. To my understanding this
is what MFOG does
 - When we have even more CPU we can have even heavier playouts. Still
an open issue whether smarter playout or more playouts is way to go.
Although as I remember there were some mailing were it was mentioned
cases where a smart playout could even hurt.



-- 
Petri Pitkänen
e-mail: petri.t.pitka...@gmail.com
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RE: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-23 Thread David Fotland
For example1, Many Faces' Game Score Graph shows the fight is over around
move 208.

 

From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of terry mcintyre
Sent: Wednesday, April 22, 2009 6:27 PM
To: computer-go
Subject: Re: [computer-go] Roadmap 2020 - using analysis mode to improve
programs

 

I haven't got a ladder example at the moment, but here's an instance where
Leela does not realize it is in terrible trouble.

 

I ( with my 8 kyu AGA rating) know with certainty by move 223 (T5) that
Black has captured a large white group. A stronger player could read this
out sooner than I. This fight is too big to lose for either side; nothing
else on the board matters. ( anyone? how early is this outcome pre-ordained?
)

 

Based on the results of its analysis mode, Leela does not recognize the
outcome of this semeai until the large white group in the bottom right is
down to two liberties.

 

The problem is even more stark in example2 -- similar board, black has
foolishly played one of his own liberties for illustrative purposes. It is
black's play, black has three liberties, white has three. Black must take
away a liberty from white to win the capturing race, or make two eyes at T8.
Black has only four playable moves; any other choice fails.

 

Leela proposes - even after several minutes of analysis and a million nodes
- that Black should tennuki at H14. That would snatch defeat from the jaws
of certain victory; White would dive into T8 and win the race.

 

I started this thread with the contention that analysis mode can help
developers find problems, I hope this example explains why. My theory is
that if a program could reliably recognize the outcome of such capturing
races five or ten moves sooner, it could crush the likes of me. :D

 

Terry McIntyre 

"Government is an association of men who do violence to the rest of us."
- Leo Tolstoy

 

 

  _  

From: Michael Williams 
To: computer-go 
Sent: Tuesday, April 21, 2009 1:57:54 PM
Subject: Re: [computer-go] Reply to Lukasz and Don + Roadmap 2020

Mention the program so that the author can either refute your claim or fix
the bug.


terry mcintyre wrote:
> Is it reasonable to expect pro players to use 6-dan programs as a tool for
analysis? The pro players are markedly better - at a rough guess, a pro
player could give a 6 dan amateur human or program a 3 stone handicap.
> 
> On the other end of the scale, beginning players and mid kyu players could
indeed make good use of an analysis mode by a program which is better than
themselves.
> 
> Lastly, an analysis mode would be helpful to developers, methinks. After
winning a game, I like to back up a few moves and find out when the program
realized that it was behind. This often happens several moves after the
fatal blow has already been struck. I know the feeling too well, when
stronger players deftly skewer my group and I only discover the problem five
moves later. What do they know that I don't? What do they know that the
program doesn't?
> 
> We have a saying, you learn the most from reviewing games which you have
lost. An analysis mode can help developers to discover when their pride and
joy first begins to miss the target.
>  Lately, I have been playing quite a bit with a commercially available
program. An almost-ladder which has an extra liberty will apparently be
evaluated the same as a true ladder, and the program can be tricked into
trying to capture my ladder-like position. This sort of predictable flaw
might provide a clue to improve the next version.
> 
> Terry McIntyre 
> 
> "Government is an association of men who do violence to the rest of us."
> - Leo Tolstoy
> 
> 
> 
> 
> 
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/

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RE: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-23 Thread David Fotland
Many faces will show group status, but with letters on the stones, not
colors.

 

From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of terry mcintyre
Sent: Thursday, April 23, 2009 7:04 AM
To: computer-go
Subject: Re: [computer-go] Roadmap 2020 - using analysis mode to improve
programs

 

 

Back to "Roadmap: 2020", I'd love a "status map" showing groups which are
certainly alive, groups which are unstable, and groups which are certainly
dead ( assuming proper play ). That would be quite a feedback tool. When an
approach move or throw-in threatens the status of a group, the group marker
would change from green to blinking yellow. When the attack succeeds, the
group marker would change to red. To be useful, this tool would have to be
accurate. If not 100% accurate, it should at least give some indication of
its level of confidence. Even better, especially for double-digit-kyu
players, would be an exposition of why a group is live, dead, seki,
unstable, etc. 

 

 

Terry McIntyre 

"Government is an association of men who do violence to the rest of us."
- Leo Tolstoy

 

 

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Re: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-23 Thread terry mcintyre
I appreciate that Go programs are complex and not easy to tune.

Thinking over Magnus' excellent automated method ( play many games, allow early 
resignation, inspect long games ), and my own experiences, I'd like to suggest 
an additional method: when a game ends with a large loss, determine 
retroactively a) how far back the program was doomed but deluded about the 
outcome, and b) what the correct earlier plays would have been. Tune and test 
with a regression suite of difficult positions. This is like troubleshooting 
any other large and complex program; a subtle error in one portion may only 
reveal itself when a "perfect storm" of circumstances arises - but the bug is 
there all the time.

As Magnus and Valkyria pointed out, proper play at an earlier point in my 
example game would have destroyed Black's position. I don't feel so proud now, 
lol.

At my level of play, it is distressingly common to mis-read capturing races -- 
it's possible that a good understanding of that topic would improve Go 
programs. The difficulty cannot be understated - others have indicated that 
Hunter's Counting Liberties and Winning Capturing Races book, valuable as it 
may be, misses some cases. As Hunter observes, even dan-level players sometimes 
make mistakes in capturing races.


Programs which get semeai and seki right every time might be a few stones 
stronger. They'd certainly be more valuable as teaching tools. In the game 
above, a stronger program would have exploited my earlier weakness; this would 
have encouraged me to make better moves.

Back to "Roadmap: 2020", I'd love a "status map" showing groups which are 
certainly alive, groups which are unstable, and groups which are certainly dead 
( assuming proper play ). That would be quite a feedback tool. When an approach 
move or throw-in threatens the status of a group, the group marker would change 
from green to blinking yellow. When the attack succeeds, the group marker would 
change to red. To be useful, this tool would have to be accurate. If not 100% 
accurate, it should at least give some indication of its level of confidence. 
Even better, especially for double-digit-kyu players, would be an exposition of 
why a group is live, dead, seki, unstable, etc. 

Terry McIntyre 


"Government is an association of men who do violence to the rest of us."
- Leo Tolstoy



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Re: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-23 Thread Magnus Persson
I analyzed these positions with Valkyria, and it has no problems  
seeing what is happening in these positions. Also going back some  
moves valkyria for example proposes Ws8 instead of Wp12 for move 218,  
which clearly kills the black group and reduces it no eyes, and showes  
that Valkyria does know what it is doing (it is not perfect but play  
acceptable with a few seconds of thinking timew most of time).


My point here is just that playing strongly in one type of semeai does  
not mean it will crush you. But you are right in that analyzing  
positions like this can identify systematic weaknesse of programs. The  
problem is that at least for how valkyria works there is not one  
single fix, the problem is often that a special situation in the  
playout has to be safely identified and a particulrly bad move need to  
be pruned, or a deterministic response has to be made to some special  
kind of threat. But these changes rarely apply to more than a small  
proportion of the positions encountered in games. The main playing  
strength come from efficient search in general, and the knowledge that  
apply to common shapes rather than special tricky situations.


Nethertheless I discoverd a nice way of finding tricky situations  
where evaluations goes very wrong.


I run long tests whith 50-500 playouts per move. I also allow Valkyria  
to resign in these tests. This makes testing go faster and as side  
effect one sometimes get very long games because the losing colour did  
not understand it was losing.


So I play a 1000 such test games and look for unusually long games.  
Often it was just a complicated even fight but sometimes one finds  
some huge misevaluation to fix. Still fixing those things rarely give   
a measurable boost to playing strength. But I hope they will add up in  
the long run.


Best
Magnus




Quoting terry mcintyre :

I haven't got a ladder example at the moment, but here's an instance  
 where Leela does not realize it is in terrible trouble.


I ( with my 8 kyu AGA rating) know with certainty by move 223 (T5)   
that Black has captured a large white group. A stronger player could  
 read this out sooner than I. This fight is too big to lose for   
either side; nothing else on the board matters. ( anyone? how early   
is this outcome pre-ordained? )


Based on the results of its analysis mode, Leela does not recognize   
the outcome of this semeai until the large white group in the bottom  
 right is down to two liberties.



The problem is even more stark in example2 -- similar board, black   
has foolishly played one of his own liberties for illustrative   
purposes. It is black's play, black has three liberties, white has   
three. Black must take away a liberty from white to win the   
capturing race, or make two eyes at T8. Black has only four playable  
 moves; any other choice fails.


Leela proposes - even after several minutes of analysis and a   
million nodes - that Black should tennuki at H14. That would snatch   
defeat from the jaws of certain victory; White would dive into T8   
and win the race.


I started this thread with the contention that analysis mode can   
help developers find problems, I hope this example explains why. My   
theory is that if a program could reliably recognize the outcome of   
such capturing races five or ten moves sooner, it could crush the   
likes of me. :D

 Terry McIntyre 


"Government is an association of men who do violence to the rest of us."
- Leo Tolstoy





From: Michael Williams 
To: computer-go 
Sent: Tuesday, April 21, 2009 1:57:54 PM
Subject: Re: [computer-go] Reply to Lukasz and Don + Roadmap 2020

Mention the program so that the author can either refute your claim   
or fix the bug.



terry mcintyre wrote:
Is it reasonable to expect pro players to use 6-dan programs as a   
tool for analysis? The pro players are markedly better - at a rough  
 guess, a pro player could give a 6 dan amateur human or program a  
3  stone handicap.


On the other end of the scale, beginning players and mid kyu   
players could indeed make good use of an analysis mode by a program  
 which is better than themselves.


Lastly, an analysis mode would be helpful to developers, methinks.   
After winning a game, I like to back up a few moves and find out   
when the program realized that it was behind. This often happens   
several moves after the fatal blow has already been struck. I know   
the feeling too well, when stronger players deftly skewer my group   
and I only discover the problem five moves later. What do they know  
 that I don't? What do they know that the program doesn't?


We have a saying, you learn the most from reviewing games which you  
 have lost. An analysis mode can help developers to discover when   
their pride and joy first begins to miss the target.
 Lately, I have been playing quite a bit with a commercially   
available program. An almost-ladder which has an extra liberty will  

Re: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-22 Thread Jason House
I've only looked at the first game, but it does seem very interesting to
analyze.  The white group around H2 is near death as well and I think
Leela's evaluation considered that group to be threatened.  Once that is
solidly alive, it does switch to the semeai on the right. I probably
would not have tenuki'd on move 206, but it appears safe when I read out
how to respond after move 211.  Moves 218 and 220 are reasonable
tesuji's when played in a semeai (even if wrong for that semeai).  I
think you're right that there's probably plenty of analysis to do on how
leela went wrong in the game.  It may even be that weaker bots read out
how to kill the S6 stones on the right and instead of focusing on a
liberties race with a one eyed group.  

On Wed, 2009-04-22 at 18:27 -0700, terry mcintyre wrote:
> I haven't got a ladder example at the moment, but here's an instance
> where Leela does not realize it is in terrible trouble.
> 
> 
> I ( with my 8 kyu AGA rating) know with certainty by move 223 (T5)
> that Black has captured a large white group. A stronger player could
> read this out sooner than I. This fight is too big to lose for either
> side; nothing else on the board matters. ( anyone? how early is this
> outcome pre-ordained? )
> 
> 
> Based on the results of its analysis mode, Leela does not recognize
> the outcome of this semeai until the large white group in the bottom
> right is down to two liberties.
>  
> The problem is even more stark in example2 -- similar board, black has
> foolishly played one of his own liberties for illustrative purposes.
> It is black's play, black has three liberties, white has three. Black
> must take away a liberty from white to win the capturing race, or make
> two eyes at T8. Black has only four playable moves; any other choice
> fails.
> 
> 
> Leela proposes - even after several minutes of analysis and a million
> nodes - that Black should tennuki at H14. That would snatch defeat
> from the jaws of certain victory; White would dive into T8 and win the
> race.
> 
> 
> I started this thread with the contention that analysis mode can help
> developers find problems, I hope this example explains why. My theory
> is that if a program could reliably recognize the outcome of such
> capturing races five or ten moves sooner, it could crush the likes of
> me. :D
>  
> Terry McIntyre 
> 
> "Government is an association of men who do violence to the rest of
> us."
> - Leo Tolstoy
> 
> 
> 
> 
> __
> From: Michael Williams 
> To: computer-go 
> Sent: Tuesday, April 21, 2009 1:57:54 PM
> Subject: Re: [computer-go] Reply to Lukasz and Don + Roadmap 2020
> 
> Mention the program so that the author can either refute your claim or
> fix the bug.
> 
> 
> terry mcintyre wrote:
> > Is it reasonable to expect pro players to use 6-dan programs as a
> tool for analysis? The pro players are markedly better - at a rough
> guess, a pro player could give a 6 dan amateur human or program a 3
> stone handicap.
> > 
> > On the other end of the scale, beginning players and mid kyu players
> could indeed make good use of an analysis mode by a program which is
> better than themselves.
> > 
> > Lastly, an analysis mode would be helpful to developers, methinks.
> After winning a game, I like to back up a few moves and find out when
> the program realized that it was behind. This often happens several
> moves after the fatal blow has already been struck. I know the feeling
> too well, when stronger players deftly skewer my group and I only
> discover the problem five moves later. What do they know that I don't?
> What do they know that the program doesn't?
> > 
> > We have a saying, you learn the most from reviewing games which you
> have lost. An analysis mode can help developers to discover when their
> pride and joy first begins to miss the target.
> >  Lately, I have been playing quite a bit with a commercially
> available program. An almost-ladder which has an extra liberty will
> apparently be evaluated the same as a true ladder, and the program can
> be tricked into trying to capture my ladder-like position. This sort
> of predictable flaw might provide a clue to improve the next version.
> > 
> > Terry McIntyre 
> > 
> > "Government is an association of men who do violence to the rest of
> us."
> > - Leo Tolstoy
> > 
> > 
> > 
> >
> 
> > 
> > ___
> > computer-go mailing list
> > computer-go@computer-go.org
> > http://www.computer-go.org/mailman/listinfo/computer-go/
> 
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> 
> 
> 
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Re: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-22 Thread Darren Cook
> I ( with my 8 kyu AGA rating) know with certainty by move 223 (T5)
> that Black has captured a large white group. A stronger player could
> read this out sooner than I. This fight is too big to lose for either
> side; nothing else on the board matters.

Yes! I use Many Faces and GoGui/Mogo for analyzing games [1]. The
ability to be able to weight/suppress moves would be great. E.g. click a
couple of white stones and say "Stop trying to save these stones, they
are dead!" Or click all the stones in a group and say: "Nothing else
matters for either side except the live/death of this group". Or, click
a bunch of points and say "These are the current hotspots" [2]

Weighting moves should be relatively easy for programs to implement. The
hardest part would be the GUI code. Agreeing on gtp commands for it
would be a big first step.

BTW, I appreciate that any move filter could lower strength of a
program. The "two dead white stones" both Many Faces and Mogo keep
trying to save is a classic example. What they are actually doing is
making a dead group slightly stronger, strong enough so that nearby
endgame moves switch from being gote to sente. But I'm trying to analyze
the difference between two moves in the opposite corner and it is very
frustrating when the cursed things keep playing tenuki!

Darren

[1]: I'm analyzing 9x9 games, and they are generally pro strength from
the midgame onwards (bearing in mind their weaknesses of seki, and
life/death situations where delicate play is only required by one player).

[2]: Where a program could give hotspots 10 times more playouts compared
to other moves, at root, with the 10:1 ratio deteriorating to 1:1 after
N moves. (E.g. N could be 10, or some function of remaining empty points
on board).


-- 
Darren Cook, Software Researcher/Developer
http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
open source dictionary/semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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Re: [computer-go] Roadmap 2020 - using analysis mode to improve programs

2009-04-22 Thread terry mcintyre
I haven't got a ladder example at the moment, but here's an instance where 
Leela does not realize it is in terrible trouble.

I ( with my 8 kyu AGA rating) know with certainty by move 223 (T5) that Black 
has captured a large white group. A stronger player could read this out sooner 
than I. This fight is too big to lose for either side; nothing else on the 
board matters. ( anyone? how early is this outcome pre-ordained? )

Based on the results of its analysis mode, Leela does not recognize the outcome 
of this semeai until the large white group in the bottom right is down to two 
liberties.

 
The problem is even more stark in example2 -- similar board, black has 
foolishly played one of his own liberties for illustrative purposes. It is 
black's play, black has three liberties, white has three. Black must take away 
a liberty from white to win the capturing race, or make two eyes at T8. Black 
has only four playable moves; any other choice fails.

Leela proposes - even after several minutes of analysis and a million nodes - 
that Black should tennuki at H14. That would snatch defeat from the jaws of 
certain victory; White would dive into T8 and win the race.

I started this thread with the contention that analysis mode can help 
developers find problems, I hope this example explains why. My theory is that 
if a program could reliably recognize the outcome of such capturing races five 
or ten moves sooner, it could crush the likes of me. :D
 Terry McIntyre 


"Government is an association of men who do violence to the rest of us."
- Leo Tolstoy





From: Michael Williams 
To: computer-go 
Sent: Tuesday, April 21, 2009 1:57:54 PM
Subject: Re: [computer-go] Reply to Lukasz and Don + Roadmap 2020

Mention the program so that the author can either refute your claim or fix the 
bug.


terry mcintyre wrote:
> Is it reasonable to expect pro players to use 6-dan programs as a tool for 
> analysis? The pro players are markedly better - at a rough guess, a pro 
> player could give a 6 dan amateur human or program a 3 stone handicap.
> 
> On the other end of the scale, beginning players and mid kyu players could 
> indeed make good use of an analysis mode by a program which is better than 
> themselves.
> 
> Lastly, an analysis mode would be helpful to developers, methinks. After 
> winning a game, I like to back up a few moves and find out when the program 
> realized that it was behind. This often happens several moves after the fatal 
> blow has already been struck. I know the feeling too well, when stronger 
> players deftly skewer my group and I only discover the problem five moves 
> later. What do they know that I don't? What do they know that the program 
> doesn't?
> 
> We have a saying, you learn the most from reviewing games which you have 
> lost. An analysis mode can help developers to discover when their pride and 
> joy first begins to miss the target.
>  Lately, I have been playing quite a bit with a commercially available 
> program. An almost-ladder which has an extra liberty will apparently be 
> evaluated the same as a true ladder, and the program can be tricked into 
> trying to capture my ladder-like position. This sort of predictable flaw 
> might provide a clue to improve the next version.
> 
> Terry McIntyre 
> 
> "Government is an association of men who do violence to the rest of us."
> - Leo Tolstoy
> 
> 
> 
> 
> 
> ___
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/

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