hideki wrote This is obviously wrong in handcap games,
but what else is there?
to start with the perhaps obvious,
I believe komi is raised in pachi and tailed off as the game progresses.
ie the goal is high to start and lowers as the game progresses.
when playing as white in the opening the goal is to survive, maintain
sente where possible, and leave options open.
in this sense one plays moves with complex indeterminate high risk
outcomes,
which is perhaps similar to high komi
similarly black probably plays over territorial moves trying to secure
and thereby reduce risk.
we cant hypothecate what a better player might play, can we?
regards
Jonathan
On 4 Jul 2011, at 17:58, Hideki Kato wrote:
Interesting thoughts and I have a question.
How about handicap games? The opponent used in the simulations is
self
in most (all?) MCTS programs. This is obviously wrong in handcap
games
and the evaluation function returns wrong estimations of scores and
winning rates. So, the question is how to maximize winning chances in
such games.
Hideki
Ben Shoemaker: <[email protected]
>:
From: terry mcintyre <[email protected]>
"The major one is that the MCTS scoring function is imperfect;
historically, programs have
snatched defeat from the jaws of victory by letting points be
nibbled away in yose."
(Apologies to those who understand go and computer-go better than
me--these are just my
thoughts on the discussion.)
There are several elements within this debate of "play to maximize
wins" versus "play to
maximize points":
1) What strategy is perfect play?
2) What strategy is strongest with MCTS
3) What strategy is closest to human play
4) Would a combination of strategies be stronger than either alone?
Let's examine these elements further:
1) According to the rules of Go, the winner is the player with the
highest score, but a win
is equivalent to any other win--winning by 0.5 points is enough.
So perfect play would
maximize wins but not necessarily points.
However, the winner is determined by points, so an accurate count
of points (evaluation) is
necessary to determine the winner. At the end of the game, this is
trivial. Earlier in the
game this is harder. A perfect evaluation function would lead to
perfect play--only winning
moves would be played. Most current go programs seem to use the
"play to maximize wins"
strategy but so far none can play perfectly so we can say that
their evaluation functions are
not perfect. With a perfect evaluation function, the "play to
maximize points" strategy
should also lead to perfect play.
2) Many go program authors have stated that "play to maximize wins"
is stronger than "play to
maximize points". I think this is because their evaluation
functions are imperfectly
optimistic--the program counts points that future play does not
deliver. Depending on the
margin of error in the score estimation, this can turn a win into a
loss. By focusing on
wins rather than points, current programs minimize the effect of
the "optimistic score
estimation" problem.
3) Humans seem to play with a combination of the two strategies--
and every human might use a
different combination. Seeing all the way through a game to the
end score is difficult from
the beginning of the game, so we analyze "local" situations for
their point values and
combine the local situations to approximate the global situation.
As the game progresses,
the score estimation becomes more accurate and human players adjust
their strategy according
to the margin of error. If they are way behind, they play very
aggressively or resign. If
they are slightly behind, they play slightly aggressively to catch
up. If they are slightly
ahead, they play safely to secure the win. If they are way ahead,
they play very safely or
pass to prompt their opponent to resign. While "playing human-like
moves" is a separate goal
from "playing to maxmize wins" that does not mean that anything
other than pure "playing to
maxmize wins" WILL make any given program
weaker and only serves the goal of "playing human-like moves".
Even if no-one has yet found
such an improvement it certainly could exist in theory.
4) Until a perfect evaluation function is implemented, programmers
will wonder (and
experimentally test) if the "play to maximize wins" is optimal for
their imperfect evaluation
function. So far, it seems to be the strongest strategy, but
current programs do have known
deficiencies, and there is no proof that a combination of
strategies would always be
weaker--especially since that might differ for each individual
evaluation function.
The obvious way to improve the strength of a go program is to
improve the evaluation function
(easier said than done). Classical programs used hard-coded go
knowledge and it was
surprising when MCTS programs surpassed them with very little go
knowledge and clearly
imperfect evaluation. As program authors have found a way to
balance the speed and accuracy
of "heavy" playouts, the MCTS programs have improved further.
Beside improving the
evaluation function, there may be improvements in strategy that
would help an imperfect
program play stronger.
Ben Shoemaker.
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Hideki Kato <mailto:[email protected]>
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