Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-03 Thread Don Dailey
Jonas Kahn wrote: This looks very much like the way human players work (albeit with a tree): read local sequences and outcomes that can be kept in reserve for a long time, but called about any time depending on the situation. Big chunks. I had the idea that a tree could be added later

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-03 Thread terry mcintyre
Don, You are correct; it's all about the timing. The word Miai refers to a pair of moves which are equivalent; if the opponent plays one, it is urgent to play the other. For instance, two groups with one eye each are diagonally connected; there are two ways to make the solid connection. .x x.

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-02 Thread Mark Boon
On 1-apr-08, at 17:37, Don Dailey wrote: That's partly why I'm interested in exploring on the fly leaning. Learning outside the context of the position being played may not have much relevance. That would be most interesting indeed. I'd like to try but keep running into obstacles. For

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-02 Thread Jonas Kahn
By contrast, you should test (in the tree) a kind of move that is either good or average, but not either average or bad, even if it's the same amount of information. In the tree, you look for the best move. Near the root at least; when going deeper and the evaluation being less precise,

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-02 Thread Don Dailey
Mark Boon wrote: On 1-apr-08, at 17:37, Don Dailey wrote: That's partly why I'm interested in exploring on the fly leaning. Learning outside the context of the position being played may not have much relevance. That would be most interesting indeed. I'd like to try but keep running into

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-02 Thread Jonas Kahn
So I believe a better approach is a heavy playout approach with NO tree. Instead, rules would evolve based on knowledge learned from each playout - rules that would eventually move uniformly random moves into highly directed ones. All-moves-as-first teaches us that in the general case

[computer-go] Some ideas how to make strong heavy playouts

2008-04-01 Thread Magnus Persson
A recurrent concept popping up in discussions on how to improve playouts is balance. So I would like to try to share my philosophy behind the playouts of Valkyria and how I define balance and how it relates to the evaluation of go positions. *Background In an old school program the

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-01 Thread steve uurtamo
don, But I also discovered that there seems to be no benefit whatsoever in removing them from the play-outs.I have no real explanation for this. But it does tell me that the play-outs are very different in nature from the tree - you cannot just use the same algorithms for

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-01 Thread Don Dailey
Hi Magnus, Your post makes a great deal of sense. I agree with all the points you have stated. I don't think you have ever made an illogical post like most of us have (including myself) and they are always well thought out and worded. I have a response to this comment: Still I think

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-01 Thread Magnus Persson
Quoting Don Dailey [EMAIL PROTECTED]: I have a response to this comment: Still I think predicting the best moves is very important in the tree part, but this may be much less important in the playouts, and perhaps even detrimental as some people have experienced. A class of bad

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-01 Thread Don Dailey
steve uurtamo wrote: don, But I also discovered that there seems to be no benefit whatsoever in removing them from the play-outs.I have no real explanation for this. But it does tell me that the play-outs are very different in nature from the tree - you cannot just use the

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-01 Thread Jonas Kahn
I think there was some confusion in Don's post on ``out of atari'' in play-outs. For one thing, I do not agree with the maximal information argument. Testing ``out of atari'' moves is not good because they might be good, or might be bad, but merely because they might be good. By contrast, you

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-01 Thread Don Dailey
Jonas Kahn wrote: I think there was some confusion in Don's post on ``out of atari'' in play-outs. For one thing, I do not agree with the maximal information argument. This is more a theory than an argument. Maybe I didn't express it very well either. It's a pretty solid principle in

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-01 Thread terry mcintyre
Don, I'd strongly agree. You must know whether ladders work or not, whether a nakade play works or not, whether various monkey jumps and hanes and so forth succeed or not. In and of themselves, few moves are objectively good or bad in any sense - one has to try them and see what happens. Some

Re: [computer-go] Some ideas how to make strong heavy playouts

2008-04-01 Thread Don Dailey
terry mcintyre wrote: Don, I'd strongly agree. You must know whether ladders work or not, whether a nakade play works or not, whether various monkey jumps and hanes and so forth succeed or not. In and of themselves, few moves are objectively good or bad in any sense - one has to try them