Jonas Kahn wrote:
>> I don't see that,  but then again I am not a very strong player
>> myself.   What I notice is that it plays very "normal"  until it's
>> pretty obvious that it's losing,  not just when it varies slightly from
>> 50% but when it doesn't vary much from zero.   However, it does play
>> more desperately once it varies significantly from 50% but certainly not
>> "meaninglessly."  
>>
>> I don't like using the words "good" and "bad" when describing the
>> quality of the moves because I try to use terminology that's more
>> descriptive (although I fail miserably many times.)    In a lost
>> position how do you distinguish one move from another when they all
>> lose?     It sounds funny to me when you say (in so many words) that
>> once the program is losing it starts playing "bad moves."  
>>     
>
> At first move, the position is lost or won for one of the two players.
> Yet I am sure you could consider that some of the moves are good or bad.
> The only thing that matters is:
> Does this move increase my probability of winning against this opponent ?
> If two moves have the same result, which one is more beautiful ?
>   
MC programs are not that smart.  I'm talking about positions where it's
so clear that even MC programs know it's a win or loss (at least "know"
with high probability.)    This is really the only case where there is a
problem.   If there are reasonable chances (in practical terms)  then MC
doesn't have this ugly behavior.

- Don



> I do not expect a computer to play Lasker way any time soon, so we might
> have to change the first criterion into ``against a generic opponent".
>
> Now when MC goes to the rampage, it's usually LESS efficient than if it
> was a little less desperate. The post of Baudis explains that well. I
> think the problem is that MC is overevaluating the probability that an
> opponent does not answer an easy threat, and, if playing against a
> human, lessen the probability of small imprecisions.
>
> When losing, look for an overplay. But a reasonable overplay...
>
>
>   
>> Since this is a subjective quality can we use a subjective term such as
>> "normal" to describe moves that are cosmetically appealing to us?    
>> And perhaps "ugly" to describe moves that are not?
>>
>> My feeling is that in lost positions,  the only thing we are trying to
>> accomplish is to make the moves more cosmetically appealing (normal) and
>> at best improve the programs chances of winning against weak players.   
>> After all, if the program is in bad shape,   then to be completely
>> realistic it's probably going to lose to the player that put it in this
>> bad shape.   Unless of course the program is being upset by a much
>> weaker player which can occasionally happen too.    We can't reasonably
>> expect that if a program is quite sure that it is losing that the
>> program that it is beating it is not going to be aware of this too.   
>>
>> It's also a bad mistake in my opinion to try to coerce it into playing
>> moves that are "normal" when an increasing amount of "desperation" is
>> indeed called for.    I have presented anecdotes before about how chess
>> players have won games based on not playing as if things are normal when
>> they are losing, but instead suddenly playing differently which usually
>> consists of violating general principles and "normal" play.
>>
>> Again, I feel that this effect of moves that are not normal kick in
>> mostly when the position is very close to 0 or 1.     So what we are
>> looking for is AT BEST a very minor improvement and we are wasting a lot
>> of energy on this.    
>>     
>
> Agreed.
>
>   
>> If the goal is to make the moves more cosmetically
>> appealing I can respect that more - that is realistic and probably even
>> easy to accomplish (and then the goal is to do it without weakening the
>> program too much.)
>>     
>
> Here I don't agree.
> Why should that weaken noticeably the program ? Same situation as
> before, it happens for won-lost positions: minor change in performance.
>
>   
>> It's also being considered to use this to cover over some other weakness
>> such as nakade where the program doesn't understand the actual end of
>> the game and is thinking it has lost by 2 or 3 stones when in fact it
>> has a win.    Aside from the fact that this is a fairly rare
>> occurrence,  I believe it should be addressed directly,  not with a
>> superficial treatment of the symptoms. 
>>
>> So if you can make it win slightly more lost games by playing as if
>> nothing is wrong,  then more power to you.   It doesn't seem reasonable 
>> to me that you should be able to do this by feeding the program false
>> information.   You are effectively saying, "you are losing, be happy
>> with that."    
>>
>> By the way, if this is to work (for instance for cosmetic reasons) I
>> don't think you can apply this gradually or based on previous
>> information.   What if you are losing and the opponent plays a
>> blunder?   After all, this is what has to happen since the program is
>> losing.    You have to apply this based on information learned from the
>> current move you are searching.  You can't gradually fold it in as the
>> game progresses and expect anything useful.
>>     
>
> I also agree about that. In fact, I think that in my previous suggestion
> to Hideki, winning rate after say 1000 simulations should be checked to
> be about that expected, and if not, komi should be adjusted again.
>
>
>   
>>>> After all, the aim of tinkering with komi is to avoid that the computer
>>>> plays nonsensical moves, but it should know whether he must fight or
>>>> calm down.
>>>>     
>>>>         
>>> Agree.  So, it's important _when_ adjust komi or apply my method.  My 
>>> object is to keep winning rate around 50%, which yields good moves.
>>>   
>>>       
>> First of all, you won't keep the rate at 50% no matter what you do.   At
>> some point the programs are able to completely resolve the position and
>> this happens surprisingly early in many cases with good programs.     
>> If it's actually winning,  then if you deduct a komi to convince it is
>> losing, you greatly increase the chances that it really will lose.    If
>> you increase the komi to make it "try harder" to win a won game,   it
>> won't start playing meaningful moves and you risk losing.  
>>
>> You see, the problem is that once the score is significantly extreme in
>> either direction, there is no much you can do anyway,  a single komi
>> point will change it suddenly to the OTHER extreme.   But this is really
>> where most of the action is,  so you have a catch-22.
>>
>> Go ahead, try this experiment:  When the program is winning by over
>> 95%,  see what happens when you tell it to "go for more" and see if
>> makes it win even more games.
>>     
>
> Agreed. That's why I think an evaluation function taking score into
> account is more reliable. As I said, with a very low importance of
> score, there's no reason to get weaker.
> Bouzy had indications that with a ``half-low'' (1/50 instead of
> 1/10000), you even could get some improvement.
>
>   
>> I honestly believe you are barking up the wrong tree if you are looking
>> for program strength improvement. 
>>     
>
> Probably true. I think the main motivation should be cosmetic.
> On the other hand, changing the evaluation function is probably very
> easy (a guess, since I do not program), so the pay is not that bad.
>
> Jonas
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>
>   
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