At a birds-eye layman's level, the chess move tree has on average 20 legal 
moves; the go tree has over 100; it is much bushier. Chess offers a fairly 
simple evaluation: if you are down on material, you are either dead lost, or 
you sacrificed material to obtain a mate-in-n moves. 

With Go, evaluation is not so simple; you need to be able to determine the 
life-and-death status of numerous groups, the value of ko threats, and other 
fairly subtle factors. Hence, the approach of MCTS, which essentially samples a 
bunch of fairly-random continuations. 

The original poster was more interested in political/economic implications; he 
would find The Protracted Game of interest, perhaps. 

 Terry McIntyre <[email protected]>


Linux Systems Administration
Taking time to do it right saves having to do it twice.



----- Original Message ----
> From: Scott Christensen <[email protected]>
> To: [email protected]
> Sent: Thu, June 3, 2010 6:25:26 AM
> Subject: Re: [Computer-go] Chess vs Go // AI vs IA
> 
> I agree that the human brain is better wired to play Go than Chess.
Humans 
> can remember hundreds of thousands of visual images and their
significance, 
> but we only have a working memory of 6-7 steps in a
temporal sequence.  
> There are fewer possible moves in chess and its
easier to assign point values 
> to positions, so a computer can make
moves based on expected consequences 
> beyond 6-7 moves in the future.

In Go there are too many possible future 
> combinations for even
computer systems to deal with. Humans rely on pattern 
> recognition for
effective game play.  Computers are extremely poor at 
> pattern
recognition of salient features and almost totally lacking 
> in
intermediate goal setting which are extremely important to human 
> play.

Computers are not really 'thinking' but are merely sorting data 
> to
come up with a 'simulation' of a proper game move.  There are 
> many
board scenarios that can be presented to game systems that 
> demonstrate
they have absolutely no concept of the games.

The newly 
> popular technique of Monte Carlo Tree Search does go a step
closer to a human 
> thought process of predicting the consequences of
moves to a distant future 
> outcome rather than just calculating point
values a few moves ahead which is 
> perhaps why this technique has had
such fantastic success 
> lately.


On Thu, Jun 3, 2010 at 5:45 PM,  <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
>  
> wrote:
> Send Computer-go mailing list submissions to
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> 
> When replying, please edit your Subject line so it is more specific
> than 
> "Re: Contents of Computer-go digest..."
>
>
> Today's 
> Topics:
>
>   1. Re: Chess vs Go // AI vs IA (Michael 
> Williams)
>   2. Re: Chess vs Go // AI vs IA (Mark Boon)
>   3. Re: 
> Chess vs Go // AI vs IA (Don Dailey)
>   4. Re: Chess vs Go // AI vs IA 
> (David Fotland)
>   5. Re: Dynamic komi revisited (Petr Baudis)
>   
> 6. Re: Dynamic komi revisited (Petr Baudis)
>   7. Re: Dynamic komi 
> revisited (Darren Cook)
>   8. Re: Dynamic komi revisited (Petr 
> Baudis)
>   9. Re: Dynamic komi revisited (Petr 
> Baudis)
>
>
> 
> ----------------------------------------------------------------------
>
> 
> Message: 1
> Date: Wed, 02 Jun 2010 18:38:12 -0400
> From: Michael 
> Williams <
> href="mailto:[email protected]";>[email protected]>
> 
> To: 
> href="mailto:[email protected]";>[email protected]
> 
> Subject: Re: [Computer-go] Chess vs Go // AI vs IA
> Message-ID: <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> 
> Content-Type: text/plain; charset=windows-1252; format=flowed
>
> 
> One thing that never seems to get mentioned in this periodic debate is the 
> relationship, within the brain, of sight, patterns and memory.  A go board 
> looks 
> very
> similar 10 or even 20 moves in the future.  The same is not true 
> for chess.  It looks vastly different, and in many cases would be over by 
> that 
> time.  I
> postulate that humans are able to read more situations more 
> deeply in Go than Chess because of the fact that much of the board is 
> unchanged, 
> visually and
> therefor easier to remember.  In chess, things move around 
> and become harder to remember.  Computers have excellent memories and don't 
> care 
> about how things
> "look".  This gives them an advantage over humans in 
> games that are visually "fast".  See also: reversi/othello.  I'm sure there 
> are 
> counter-examples.  It's
> just something else to 
> consider.
>
>
>
>
> 
> ------------------------------
>
> Message: 2
> Date: Wed, 2 
> Jun 2010 13:01:26 -1000
> From: Mark Boon <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> 
> To: 
> href="mailto:[email protected]";>[email protected]
> 
> Subject: Re: [Computer-go] Chess vs Go // AI vs IA
> Message-ID:
>   
>      <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> 
> Content-Type: text/plain; charset=ISO-8859-1
>
> On Wed, Jun 2, 2010 
> at 12:37 PM, Don Dailey <
> href="mailto:[email protected]";>[email protected]> 
> wrote:
>> I don't require anything to be that precise, ? but I want 
> statements to have
>> a bit of substance. ? Phrases such as, "he is 
> good" depends on a frame of
>> reference.
>> The best players 
> in the world are not a good frame of reference either,
>> ?they 
> certainly do not represent humanity in general. ? ?And how good 
> humans
>> play is based on their culture and education too.
>> 
> So when we compare programs to humans, we usually mean some very 
> well
>> trained human, ?someone in the 95th percentile or something 
> like that, ?not
>> really a representative of human-kind. ? ?So which 
> measuring stick do you
>> consider to be "accurate" for comparing how 
> computers (not humans) play
>> completely different games?
>> 
> If you compare the average player, we have probably already succeeded - 
> the
>> best computer go programs are much better than the average go 
> player.
>> ?So now all we have to do is make progress and move up the 
> ranks, ?just like
>> humans have to do - and stop calling it hard. ? 
> ?That is a given and is why
>> we do it. ? ?I do computer chess for the 
> same reason, ?it is very hard.
>
> I feel you are beating around the 
> bush. Go is harder to program to
> match a human expert than chess. Yes, 
> no or you don't want to answer.
>
> We can probably define 'hard' in 
> terms of time spent by humans trying,
> but I hope we don't need to get 
> that petty.
>
> I agree with Michael that the static nature of the 
> go-board probably
> helps humans to make things easier. But it's at least 
> interesting that
> that feature has not been equally exploited 
> successfully by computers
> or their programmers.
>
> 
> Mark
>
>
> ------------------------------
>
> 
> Message: 3
> Date: Wed, 2 Jun 2010 21:34:04 -0400
> From: Don Dailey 
> <
> href="mailto:[email protected]";>[email protected]>
> To: 
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]
> 
> Subject: Re: [Computer-go] Chess vs Go // AI vs IA
> Message-ID:
>   
>      <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> 
> Content-Type: text/plain; charset="iso-8859-1"
>
> I agree with you. 
>   Our brains are wired to play go better than chess.
>
> 
> Don
>
>
> On Wed, Jun 2, 2010 at 6:38 PM, Michael Williams 
> <
> 
> href="mailto:[email protected]";>[email protected]> 
> wrote:
>
>> One thing that never seems to get mentioned in this 
> periodic debate is the
>> relationship, within the brain, of sight, 
> patterns and memory.  A go board
>> looks very similar 10 or even 20 
> moves in the future.  The same is not true
>> for chess.  It looks 
> vastly different, and in many cases would be over by
>> that time.  I 
> postulate that humans are able to read more situations more
>> deeply 
> in Go than Chess because of the fact that much of the board is
>> 
> unchanged, visually and therefor easier to remember.  In chess, things 
> move
>> around and become harder to remember.  Computers have excellent 
> memories and
>> don't care about how things "look".  This gives them an 
> advantage over
>> humans in games that are visually "fast".  See also: 
> reversi/othello.  I'm
>> sure there are counter-examples.  It's just 
> something else to consider.
>>
>>
>>
>> 
> _______________________________________________
>> Computer-go mailing 
> list
>> 
> href="mailto:[email protected]";>[email protected]
>> 
> href="http://dvandva.org/cgi-bin/mailman/listinfo/computer-go"; target=_blank 
> >http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
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> 
> -------------- next part --------------
> An HTML attachment was 
> scrubbed...
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>
> 
> ------------------------------
>
> Message: 4
> Date: Wed, 2 
> Jun 2010 22:52:45 -0700
> From: "David Fotland" <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> 
> To: <
> href="mailto:[email protected]";>[email protected]>
> 
> Subject: Re: [Computer-go] Chess vs Go // AI vs IA
> Message-ID: 
> <0a6c01cb02e0$fdae9cc0$f90bd6...@com>
> Content-Type: text/plain;   
>     charset="us-ascii"
>
> I spent about six months writing such a 
> program, about 8 years ago, to learn
> alpha beta for use in my go 
> program, and I doubt it's very strong.  It
> crushes me, but I'm really 
> weak, maybe 1500.  If someone wants to try some
> games against it I can 
> make the executable available.  It uses iterative
> deepening, partial ply 
> extensions, killer heuristic, piece-square tables,
> very simple pawn 
> structure and king safety terms, etc.
>
> 
> David
>
>>
>> Out of interest, can you put a number on 
> that? How strong would a
>> program be, running on a modern fast 
> desktop and using only alpha-beta
>> and a static evaluation function 
> based on, say, piece-square tables plus
>> "a little consideration to 
> position"?
>>
>> -M-
>> 
> _______________________________________________
>> Computer-go mailing 
> list
>> 
> href="mailto:[email protected]";>[email protected]
>> 
> href="http://dvandva.org/cgi-bin/mailman/listinfo/computer-go"; target=_blank 
> >http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
>
>
>
> 
> ------------------------------
>
> Message: 5
> Date: Thu, 3 
> Jun 2010 11:23:58 +0200
> From: Petr Baudis <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> To: 
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]
> Cc: 
> Computer Go <
> href="mailto:[email protected]";>[email protected]>
> 
> Subject: Re: [Computer-go] Dynamic komi revisited
> Message-ID: <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> 
> Content-Type: text/plain; charset=us-ascii
>
> On Wed, Jun 02, 2010 
> at 03:27:11PM -0700, Peter Drake wrote:
>> Okay, next question: on the 
> previous thread ("Dynamic komi's
>> basics"), there were several 
> comments to the effect of, "I found an
>> improvement from doing this 
> and will describe it in an upcoming
>> paper". Have any of these papers 
> yet been produced or published?
>
> I'm still in the process of 
> writing one up, but I'm not sure yet
> if I will seek publishing it in any 
> more formal venue, since the overall
> results are rather disappointing. I 
> still need to write it up for my
> thesis anyway, though - I expect to 
> have a draft ready in few weeks.
>
> In handicap games, the 
> improvement is significant, but in even games,
> the best method I have 
> found gives only tiny statistically significant
> improvement - about 54% 
> winrate in self-play after very intensive
> parameter tuning, with the 
> effect being smaller in fast games and
> somewhat more pronounced with 
> large simulation counts. I was not able
> to reproduce Hiroshi Yamashi's 
> results with his (different) algorithm
> either in my 
> program.
>
> --
>                                Petr "Pasky" 
> Baudis
> The true meaning of life is to plant a tree under whose 
> shade
> you will never sit.
>
>
> 
> ------------------------------
>
> Message: 6
> Date: Thu, 3 
> Jun 2010 11:23:58 +0200
> From: Petr Baudis <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> To: 
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]
> Cc: 
> Computer Go <
> href="mailto:[email protected]";>[email protected]>
> 
> Subject: Re: [Computer-go] Dynamic komi revisited
> Message-ID: <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> 
> Content-Type: text/plain; charset=us-ascii
>
> On Wed, Jun 02, 2010 
> at 03:27:11PM -0700, Peter Drake wrote:
>> Okay, next question: on the 
> previous thread ("Dynamic komi's
>> basics"), there were several 
> comments to the effect of, "I found an
>> improvement from doing this 
> and will describe it in an upcoming
>> paper". Have any of these papers 
> yet been produced or published?
>
> I'm still in the process of 
> writing one up, but I'm not sure yet
> if I will seek publishing it in any 
> more formal venue, since the overall
> results are rather disappointing. I 
> still need to write it up for my
> thesis anyway, though - I expect to 
> have a draft ready in few weeks.
>
> In handicap games, the 
> improvement is significant, but in even games,
> the best method I have 
> found gives only tiny statistically significant
> improvement - about 54% 
> winrate in self-play after very intensive
> parameter tuning, with the 
> effect being smaller in fast games and
> somewhat more pronounced with 
> large simulation counts. I was not able
> to reproduce Hiroshi Yamashi's 
> results with his (different) algorithm
> either in my 
> program.
>
> --
>                                Petr "Pasky" 
> Baudis
> The true meaning of life is to plant a tree under whose 
> shade
> you will never sit.
>
>
> 
> ------------------------------
>
> Message: 7
> Date: Thu, 03 
> Jun 2010 18:36:38 +0900
> From: Darren Cook <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> To: Computer Go 
> <
> href="mailto:[email protected]";>[email protected]>
> 
> Subject: Re: [Computer-go] Dynamic komi revisited
> Message-ID: <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> 
> Content-Type: text/plain; charset=ISO-8859-1
>
>>... results are 
> rather disappointing. ...
>>
>> In handicap games, the 
> improvement is significant, but in even games,
>> the best method I 
> have found gives only tiny statistically significant
>> improvement - 
> about 54% winrate in self-play...
>
> As the idea (at least, as I 
> understood it) is for when the player
> strength is unbalanced (i.e. 
> handicap games, or playing an opponent who
> is stronger in the opening 
> but weaker in the endgame (or vice versa))
> that you'd get 54% from 
> self-play in even games is intriguing. I look
> forward to reading your 
> draft paper.
>
> Darren
>
>
>
> --
> 
> Darren Cook, Software Researcher/Developer
>
> 
> http://dcook.org/gobet/  (Shodan Go Bet - who will win?)
> 
> http://dcook.org/work/ (About me and my work)
> 
> http://dcook.org/blogs.html (My blogs and articles)
>
>
> 
> ------------------------------
>
> Message: 8
> Date: Thu, 3 
> Jun 2010 11:45:45 +0200
> From: Petr Baudis <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> To: 
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]
> Cc: 
> Computer Go <
> href="mailto:[email protected]";>[email protected]>
> 
> Subject: Re: [Computer-go] Dynamic komi revisited
> Message-ID: <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> 
> Content-Type: text/plain; charset=us-ascii
>
> On Thu, Jun 03, 2010 
> at 06:36:38PM +0900, Darren Cook wrote:
>> >... results are rather 
> disappointing. ...
>> >
>> > In handicap games, the 
> improvement is significant, but in even games,
>> > the best method 
> I have found gives only tiny statistically significant
>> > 
> improvement - about 54% winrate in self-play...
>>
>> As the 
> idea (at least, as I understood it) is for when the player
>> strength 
> is unbalanced (i.e. handicap games, or playing an opponent who
>> is 
> stronger in the opening but weaker in the endgame (or vice versa))
>> 
> that you'd get 54% from self-play in even games is intriguing. I 
> look
>> forward to reading your draft paper.
>
> My idea is 
> rather to better deal with "extreme situations" - when most
> differences 
> between various moves in a situation are so small that they
> are lost in 
> the noise (precise definition of when we consider the
> situation extreme 
> can vary, I explore multiple approaches). Then the
> opening in handicap 
> game would be a special case of this, but also any
> other situation in 
> the game where the program wins/loses by a lot.
>
> --
>       
>                          Petr "Pasky" Baudis
> The true meaning of life is 
> to plant a tree under whose shade
> you will never 
> sit.
>
>
> ------------------------------
>
> 
> Message: 9
> Date: Thu, 3 Jun 2010 11:45:45 +0200
> From: Petr 
> Baudis <
> href="mailto:[email protected]";>[email protected]>
> To: 
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]
> Cc: 
> Computer Go <
> href="mailto:[email protected]";>[email protected]>
> 
> Subject: Re: [Computer-go] Dynamic komi revisited
> Message-ID: <
> ymailto="mailto:[email protected]"; 
> href="mailto:[email protected]";>[email protected]>
> 
> Content-Type: text/plain; charset=us-ascii
>
> On Thu, Jun 03, 2010 
> at 06:36:38PM +0900, Darren Cook wrote:
>> >... results are rather 
> disappointing. ...
>> >
>> > In handicap games, the 
> improvement is significant, but in even games,
>> > the best method 
> I have found gives only tiny statistically significant
>> > 
> improvement - about 54% winrate in self-play...
>>
>> As the 
> idea (at least, as I understood it) is for when the player
>> strength 
> is unbalanced (i.e. handicap games, or playing an opponent who
>> is 
> stronger in the opening but weaker in the endgame (or vice versa))
>> 
> that you'd get 54% from self-play in even games is intriguing. I 
> look
>> forward to reading your draft paper.
>
> My idea is 
> rather to better deal with "extreme situations" - when most
> differences 
> between various moves in a situation are so small that they
> are lost in 
> the noise (precise definition of when we consider the
> situation extreme 
> can vary, I explore multiple approaches). Then the
> opening in handicap 
> game would be a special case of this, but also any
> other situation in 
> the game where the program wins/loses by a lot.
>
> --
>       
>                          Petr "Pasky" Baudis
> The true meaning of life is 
> to plant a tree under whose shade
> you will never 
> sit.
>
>
> ------------------------------
>
> 
> _______________________________________________
> Computer-go mailing 
> list
> 
> href="mailto:[email protected]";>[email protected]
> 
> href="http://dvandva.org/cgi-bin/mailman/listinfo/computer-go"; target=_blank 
> >http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
>
> End 
> of Computer-go Digest, Vol 5, Issue 7
> 
> *****************************************
>
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