[EMAIL PROTECTED] wrote:
> Don,
>
> I forgot to mention one additional consideration.
> My top-level driver does check rules for suicide
> and superko, even though the engine may or may not.
> At the top-level, if the engine chooses a bad move,
> then the driver will use the next best move instead.
> (Repeat as necessary) So it will not lose by rules
> and (hopefully) the second best move move is still
> reasonable.
>
> However, I am talking about the actual performance
> of my engine when doing random playouts for MC.
>
> I do know the ELO cost of detection, using a valid
> heuristic. The real ELO benefit of knowing the
> validity of moves is just a wild guess. Yet, I
> stand by my analysis.
>   
You analysis seems to be that it's more important to detect superko in
the play-outs than to eliminate suicide in the play-outs.   

If you want to stand by that,   ok,  but I strongly disagree.    

- Don


> Michael Wing
>
>   
>> I think you are off on the relative importance of superko and suicide
>> and it seems that your values are rather arbitrary - just made up.  
>>
>> First of all, we are only talking about detection in the play-outs, not
>> in the tree search portion.
>>
>> In the play-outs,   it is very important to avoid moves that are nearly
>> always horrible.  This clearly includes suicide.     I don't know why
>> you estimate that  it is worth only 1 elo weakness. 
>>
>> If you implement a program that doesn't understand superko,  you will 
>> occasionally lose a game due to this - but most of the time it won't be
>> an issue.   Nevertheless, it happens often enough that it is probably
>> worth a few ELO points because your program will LOSE on CGOS if it
>> fails to realize that it is about to play superko.    I am guessing that
>> this would amount to perhaps 20 ELO,  I'm just guessing. 
>>
>> HOWEVER,  if your program simply avoids superko moves, without
>> understanding them,  it probably subtracts almost nothing from your
>> rating.      In monte carlo UCT you can STILL include positional superko
>> in the tree search and get 99% of the benefit and simply leave this out
>> of the random play-outs.    Including PSK in the play-outs will have no
>> measurable impact on the quality of the play-outs.  
>>
>> My conclusion is different than yours.   If you leave PSK out of the
>> play-outs you lose NOTHING that is likely to be measurable.      If you
>> let your program play suicide moves in the play-outs,   I'm quite you
>> lose many ELO rating points (if speed isn't a consideration.)   
>>
>> Of course speed IS a consideration too and that can change the
>> formula.   In your program there is not question that you should detect
>> suicide and not play it, because this is only 1.5 percent for you.  But
>> evidently some program benefit substantially (in speed) by accepting
>> suicide.
>>
>> - Don
>>
>>
>>
>>   
>>
>> [EMAIL PROTECTED] wrote:
>>     
>>> We can use math to shed some light on the topic:
>>>
>>> * Assume that doubling the speed of a machine
>>>   increases the rank of a program by 100 ELO,
>>>   as Don has previously concluded.
>>>
>>> * Then we have the following table of approximate
>>>   costs, which comes from the equation y = 100 * 2^x
>>>   cost -> lost ELO
>>>   ----------------
>>>    1%  ->  1.5 ELO
>>>    2%  ->  3.0 ELO
>>>    3%  ->  4.5 ELO
>>>    4%  ->  6.0 ELO
>>>    5%  ->  7.5 ELO
>>>    6%  ->  9.0 ELO
>>>   10%  -> 15.0 ELO
>>>
>>> * In my program (which implements undo), the cost of
>>>   for suicide detection is around 1%, which means it
>>>   would lose 1.5 ELO points.
>>>
>>> * If I wanted to know whether it was worth it, I would
>>>   want to measure the ELO benefit by making better
>>>   decisions concerning suicide. It is a small but
>>>   real amount, probably at least 1 ELO (using my
>>>   finger in the breeze).
>>>
>>> * Thus the issue of whether you detect suicide may
>>>   be a complete wash.
>>>
>>> * On the other hand detecting superko costs more like
>>>   6% or so, which costs 9 or more ELO. So a benefit
>>>   of 1 ELO for doing superko right may not be worth
>>>   the cost.
>>>
>>> Conclusions
>>>
>>> * The effect of suicide detection is *very* small in
>>>   the scheme of things, and is probably not worth
>>>   arguing over. Superko is also small, but might be
>>>   worth a tiny amount of effort.
>>>
>>> * Some kind of study to measuring the ELO cost of bad
>>>   suicide and ko decisions would be useful.
>>>
>>> * I plan to detect both suicide and superko on principle,
>>>   confident that it doesn't make much difference.
>>>
>>> Michael Wing
>>>
>>> Don Dailey <[EMAIL PROTECTED]> said:
>>>
>>>   
>>>       
>>>>> There are two reasons to consider suicide and its detection..
>>>>>
>>>>> 1) Some rule sets allow suicide. In such a rule set a suicide can
>>>>> be the best move because it can be a huge ko threat.
>>>>>
>>>>> 2) As David Fotland has pointed out many times, when competing
>>>>> under rules that allow suicide, some programs will do one just to
>>>>> see if your program refuses to play when you detect its suicide.
>>>>>       
>>>>>           
>>>> But there are very few arguments for putting suicide in the play-outs. 
>>>> You can still design your program to accept and even play suicide
>>>> without putting these moves in the play-outs. 
>>>>
>>>> The play-outs are imperfect by nature - they try to take a statistical
>>>> sample of many possible ways the game might proceed.    The path to
>>>> improve the quality of this statistical sample is to not play moves that
>>>> represent very UNLIKELY continuations.    Adding these moves randomly to
>>>> the play-outs doesn't improve it's ability to statically measure the
>>>> likely outcome.  
>>>>
>>>> For instance since is "legal" to resign,  we could randomly include this
>>>> possibility in the play-outs, but it would not increase the resolving
>>>> power of the play-outs. 
>>>>
>>>> Moving into 1 point eyes is also legal, but virtually all Monte Carlo
>>>> programs forbid this as it's well known to be incredibly stupid in the
>>>> vast majority of cases.    But in some rare cases it is actually good -
>>>> but we still would not want to add it to our play-outs.   
>>>>
>>>> Because of the 1 point eye rule, suicide in the play-outs probably isn't
>>>> THAT bad.    You are probably only suiciding a group that is already
>>>> dead - but you are weakening the play-outs.   It may be  worth it if you
>>>> get enough speed in return.  
>>>>
>>>> In my program I am always looking for an excuse to veto moves that are
>>>> obviously bad.   If I had such an obvious class of position like
>>>> suicide, I would jump on the opportunity to remove them from the play-
>>>>         
> outs!
>   
>>>> - Don
>>>>
>>>>
>>>>     
>>>>         
>>>>> Cheers,
>>>>> David
>>>>>
>>>>>
>>>>>
>>>>> On 16, Jan 2008, at 5:52 AM, Don Dailey wrote:
>>>>>
>>>>>       
>>>>>           
>>>>>> I think suicide is insane myself.   But I think the reason programs
>>>>>> might use it is only for a speedup - it's faster with some
>>>>>> implementations to allow suicide even though it makes the games 
>>>>>>             
> longer.
>   
>>>>>> Of course you are right about point B.    If suicide is illegal in the
>>>>>> actual game,  there can be no point in allowing it in the play-outs.
>>>>>> It's almost certainly wrong to allow it in the play-outs even if you 
>>>>>>             
> are
>   
>>>>>> playing by suicide rules - a lot of work has gone into finding good
>>>>>> moves in the play-outs and this would be one of the prime candidates 
>>>>>>             
> for
>   
>>>>>> removal!
>>>>>>
>>>>>> - Don
>>>>>>
>>>>>>
>>>>>> Jacques Basaldúa wrote:
>>>>>>         
>>>>>>             
>>>>>>> Gian-Carlo Pascutto wrote:
>>>>>>>
>>>>>>>           
>>>>>>>               
>>>>>>>> Multi-stone suicide is allowed, single stone not.
>>>>>>>>             
>>>>>>>>                 
>>>>>>> I hadn't even considered suicide.(It would be a major change for me,
>>>>>>> as neither my Gui nor my board system allow such moves.)
>>>>>>>
>>>>>>> The question is Why do you do it?
>>>>>>>
>>>>>>> a. Just in case you wanted the entire program to support suicide go
>>>>>>>
>>>>>>> or
>>>>>>>
>>>>>>> b. Because that has some advantage as a random playout.
>>>>>>>
>>>>>>> If it was b, can anyone explain why suicide is a better evaluation 
>>>>>>>               
> for
>   
>>>>>>> a normal (non suicide) game.
>>>>>>>
>>>>>>> Jacques.
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
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>>>>>>> http://www.computer-go.org/mailman/listinfo/computer-go/
>>>>>>>
>>>>>>>           
>>>>>>>               
>>>>>> _______________________________________________
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>>>>>>         
>>>>>>             
>>>>> _______________________________________________
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>>>>>
>>>>>       
>>>>>           
>>>> _______________________________________________
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>>>>
>>>>     
>>>>         
>>>
>>>   
>>>       
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>>     
>
>
>
>   
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