Re: [Computer-go] Patterns and bad shape

2017-04-18 Thread lemonsqueeze
I think that's ok: the prediction systems are already used to deal with a huge number of positions during training, it's just a matter of changing the quality of these positions. Say instead of training on 100% good answers to good moves from games, we could take half as many and train on 50%

Re: [Computer-go] Patterns and bad shape

2017-04-18 Thread Brian Sheppard via Computer-go
My comment was addressed to the original question, which mentioned more traditional pattern based work, such as Remi’s. Let’s think about how you might build a NN using a large pattern base as inputs. A NN has K features per point on the board, and you don’t want K to be a large number.

Re: [Computer-go] Patterns and bad shape

2017-04-18 Thread Gian-Carlo Pascutto
On 17-04-17 15:04, David Wu wrote: > If you want an example of this actually mattering, here's example where > Leela makes a big mistake in a game that I think is due to this kind of > issue. Ladders have specific treatment in the engine (which also has both known limitations and actual bugs in

Re: [Computer-go] Patterns and bad shape

2017-04-18 Thread Jim O'Flaherty
Now, I love this idea. A super fast cheap pattern matcher can act as input into a neural network input layer in sort of a "pay additional attention here and here and...". On Apr 18, 2017 6:31 AM, "Brian Sheppard via Computer-go" < computer-go@computer-go.org> wrote: Adding patterns is very

Re: [Computer-go] Patterns and bad shape

2017-04-18 Thread Brian Sheppard via Computer-go
Adding patterns is very cheap: encode the patterns as an if/else tree, and it is O(log n) to match. Pattern matching as such did not show up as a significant component of Pebbles. But that is mostly because all of the machinery that makes pattern-matching cheap (incremental updating of 3x3