Mogo-big-4core has been running on the same hardware, Intel core2 quad Q6600 at 3 GHz, since the beginning. And yes, it's an old version; MoGo public release with 64 bit value, if I remember correctly.
Hideki Magnus Persson: <20090610151527.f0nekww928k8g...@webmail.phmp.se>: >Hi! Here comes a lengthy post about some thoughts on the "wall" problem. > >I hope my approach to these problems are the correct one, because if >it is then maybe my stubborn efforts in coding playout patterns by >hand might pay off in the future. Note that the ideas here is more my >hopes rather my knowledge about the subject matter. > >The playouts of Valkyria is really heavy and fix bias problems simply >by playing better in the playouts. > >But it is hard work. Basically for each position where it plays >tactically poorly there are some tactical improvements that can be >done. And as soon as the bad move are pruned or forced moves are >played correctly it plays much much better in that position. >Unfortunately, these improvements only have an impact on small number >of special positions. So there is a lot of hard work. > >Anyway Valkyria slowly gets stronger although it also gets slower and >slower. On the current hardware (P4 3Ghz) Valkyria3.3.7 does only 1000 >playouts per second on 9x9, but it lately played really well against >the Mogo on CGOS9x9, although I guess that is an old version. I also >noticed that the rating of this Mogo as been going up the last day. >Has it been running on weaker hardware recently? If so it would nice >to know. > >But for the sake of discussion I can add that for some positions it is >true that search is extremely weak at solving the bias and the best >example is seki. If the playouts do not prune the suicidal moves in >the seki properly, the search would seek out ways of how to reduce the >probability of playing the suicidal moves before the opponent does. >This behavior can look really funny because in search both colors try >to avoid playing out the seki as long as possible. > >Maybe the future strong go programs require super-heavy playouts. That >actually incrementally updates the tactical strength of stones during >playouts and play correct tactical attacks and defense when the stones >are threatened. > >Or maybe moderately heavy playouts are sufficient, if one can exactly >identify what must be done. For example one such "must" thing in my >opinion is to prune violations of seki. Also in this category is >probably playing correctly in semeai, but semeai is such a huge and >complicated thing that one does not need to play perfectly in all >situations in the playouts. But I believe correct play with 3 >liberties or less is really important. At least that is my goal with >Valkyria. > >Valkyria uses AMAF and it works well most of the time, but some times >a prior bias towards strong tactical moves has to be done in the tree >search part. Valkyria is a little odd because the tree bias comes from >the same code as is used in the playouts, so often I add code for >tactical patterns to help the tree search rather than the playouts. > >A final comment. I am not sure if Valkyria will become stronger as a >function of the work I put into it. But I am also sure that a program >using Valkyrias approach could be much more efficient and free from >bugs and thus much stronger. > >Best >Magnus > >Quoting Olivier Teytaud <olivier.teyt...@lri.fr>: > >>> >>> But, while that may be the case, perhaps we can say that they are >>> hitting a wall in their observable playing strength against non-MCTS >>> players (such as humans) at higher levels. In [2] I touched upon how the >>> nature of the game changes at higher levels, and how scaling results >>> obtained between weaker players may not apply at those higher levels. I >>> was talking about pure random playouts in that article, but the >>> systematic bias Olivier mentions can lead to the same problems as no >>> bias at all... >> >> >> I completly agree with this. >> It's like a Monte-Carlo evaluation (in a non-MCTS framework). >> Parallelization reduces the variance, but not the bias. You still get >> improvements, >> and you can believe that parallelization brings a lot, but in fact it does >> not. >> We spent a lot of energy trying to remove bias by various statistical tricks >> (combining MCTS with tactical search or with reweighting according to >> macroscopie informations on simulations such as the size of captures) but >> nothing works yet >> in the case of Go (for some other games we have positive results, but as I'm >> not the main author I won't give too much informations on this - I hope >> we'll find a similar >> solution for Go, but for the moment in spite of many trials it does not work >> and I'm not far of being tired of trying plenty of different implementations >> of these ideas :-) ). >> >> Best regards, >> Olivier >> -- g...@nue.ci.i.u-tokyo.ac.jp (Kato) _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/