[computer-go] Call For Participation: 12th Computer Olympiad
The 15th World Computer-Chess Championship and the 12th Computer Olympiad will be held in Amsterdam, the Netherlands in conjunction with the Computer Games Workshop 2007 (CGW2007). IBM, SARA (Academic Computer Centre Amsterdam) and NCF (Foundation of National Computing Facilities) are enabling the organization of the Computer Games Workshop 2007 (CGW2007) (15-17 June 2007), the 15th World Computer-Chess Championship (WCCC) (11-18 June) and the 12th Computer Olympiad (CO) (11-18 June) to be held in Amsterdam, The Netherlands. Location: The Turing hall, Science Park Amsterdam, Kruislaan 419, 1098 VA Amsterdam. Below we mention 27 different games for which a program can be submitted to the Olympiad. Abalone Amazons Arimaa Backgammon Bao Bridge Chinese Chess 8x8 Checkers Clobber Computational Pool Diplomacy Dominoes Dots and Boxes 10x10 Draughts Gipf Go 9x9 Go Hex Kriegspiel Lines of Action 6x7 OCTI 9x9 OCTI Othello Poker Renju Scrabble Shogi The game of Renju, claimed to be solved, is still welcome since we have not seen a fully-operational program on internet that plays perfectly. Moreover, we are willing to host more games, such as Ataxx, Dvonn, Mediocrity, Onyx, Tamsk, TwixT and Zèrtz but we do not know of the existence of adequately playing programs. We are awaiting suggestions and proposals of programmers before we include them in the official list given above. For each game a tournament will take place provided that at least two programs enter the tournament for that particular game. Gold, Silver and Bronze medals will be awarded to the leading programs in each tournament. The Tournament Director of the WCCC and Computer Olympiad will be: H.J. van den Herik. The rules of the WCCC and Computer Olympiad will be soon published. The entry fees for the WCCC are as follows: Amateur: 25 Semi-professional: 250 Professional: 500 The entry fees for the other tournaments are as follows: Amateur: 25 Semi-professional: 100 Professional: 250 A participant is expected to be ICGA member ( 40). Deadline early registration: May 21, 2007. Registration after May 21, 2007 will double the entry fee. "Amateur": programmers who have no commercial interest in their program, and are not professional game programmers. Applications for amateur classification must supply information to justify their claim. "Semi-professional": Any program submitted by an employee or associate from a games-programming company. The program's name must not be derived from or similar to a commercial product. "Professional": A program whose name is the same as or derived from a commercial product. www.icga.org ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
Chrilly wrote: I think on 9x9 the superiority of search based programms is now clearly demonstrated. Its only the question if UCT or Alpha-Beta is superior. Hi Chrilly, Thanks for your report. The question of UCT versus Alpha-Beta is not open any more in my opinion. The current state of the art of Monte Carlo tree search is about 500 Elo points stronger than the version of Crazy Stone you tested against. Do you believe you can easily catch up with those 500 Elo points ? Also, I am convinced that UCT has tremendous potential for further improvement. I have improved Crazy Stone by about 50 Elo points per day in the past 10 days (on 9x9. The improvement on 13x13 and 19x19 is much more). I am very confident that I can easily improve it further very much. Rémi ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] MoGo
Hello Sylvain Sylvain Gelly wrote: > If the program blundered as you said and still wins, it means > that the program already won much earlier in the game. You are totally right. I said that in my post already. But what the user thinks is: "1. He was behind, but not desperately behind. 2. The engine did a mistake and he should have been ahead, because he counts Japanese." > It is not a matter of chinese or japanese rules. It is. With Chinese, playing in your own territory is worth 0, in Japanese it is worth -1. The difference is not important when there is territory in dispute because the move is bad in either case. But at the end it does. That's the good news for us: It does not make any diference as long as the program plays a "friendly" endgame. >this behavior has been explained many times by developers I know, and so has general relativity. They still don't get it. Our point is: they are all wrong (Which can be proved.) Their point is this UCT behavior is unpleasant. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] MoGo
Hello Don Don Dailey wrote: > Many people DO play chess after the game is over. They > continue to play a game long after they could have > resigned. My example wasn't very good but I meant over literally. = The king is captured (changing the rules a little). >How does Japanese make any difference? I just answered this: It is the impression the user gets because an unnecessary self protecting move changes the score form -.5 to +.5 in his mind. I mostly agree with both of you. It is not a priority to change this behavior. But what surprises me is that you pretend that it has not to be done at all. For a commercial program to be friendly, it has. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] MoGo
On Thu, Apr 05, 2007 at 10:49:05AM +0100, Jacques Basaldúa wrote: > > Many users feel stolen by UCT programs. I have read that > in the KGS chatrooms. Normal users do not count with > +/- 0.5 point precision. They have the impression the > program blundered and they caught up. But when the > program counts, surprise!, it wins by 0.5 points Chinese. > The users were thinking Japanese even if they accepted > Chinese rules. In fact, they did not have the choice. > They get the impression the game was stolen by > "technicalities" after they saw the engine blunder many > times. As I have posted here before, this is easy to avoid, by counting the result of teh game not as +/- 1, but as +/- (1+epsilon), where epsilon is so small that it can not change the order of the averaged-out results. If you first normalize the matrgin of victory to 0..1 by dividing by boardsize, and then divide by by the number of playouts you do, you get a suitably small epsilon, that only affects the sorting of games that get as many wins. Of those the program will prefer the moves that win by a larger margin. This should not have any effect on the strength, because even one playout difference is greater than all teh epsilons summed up, but in the endgame, when all moves lead to a certain victory, the program prefers a win by a larger margin. My Halgo does that (in a otherwise regular MC), and the feel of the endgame is clearly more reasonable than without. -H -- Heikki Levanto "In Murphy We Turst" heikki (at) lsd (dot) dk ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] MoGo
On Fri, 2007-04-06 at 12:46 +0100, Jacques Basaldúa wrote: > But what surprises me is that you pretend > that it has not to be done at all. Why does it have to be done? Doesn't any player have a right to play any way he wishes? I agree that some people don't like it playing that way - but that's their problem. I don't like the way some people play the game but I guess that's my problem. For a commercial program, you may prefer to cater if it will get you more sales. Even in computer chess some people like some programs - the way they play - better than others regardless of strength. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
My guess is that the complexity of achieving a fixed standard of play (eg 1 dan) using a global alpha-beta or MC search is an exponential function of the board size. For this guess, I exclude algorithms that have a tactical or local component. If this guess is correct then, even if Moore's law remains in force, this kind of program should not reach dan level on a 19x19 board within 20 years. To some extent, this is testable today by finding how a global search program's strength scales with board size and with thinking time. For example, results in which Suzie had a week to play a 13x13 game would be interesting. I don't mean to imply by this message that I think I am particularly well qualified to have an opinion on this matter, but when someone writes something that surprises me, I'm inclined to argue :) On 13x13 and especially 19x19 Suzie is still weaker than Gnu-Go. I think the hardware is still too weak to establish the same dominance of search for larger board-sizes. But thats only a matter of time or of a few million $ to build (with Chris Fant) a Go-Chip. Actually about 100.000 Euro for an FPGA based project would be sufficient. Chrilly Donninger ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] professional knowledge
Darren Cook wrote: > All except joseki-knowledge is board-size independent. Maybe human player's adapt to different board sizes without even noticing. But if you try to model strategy with algorithms it is totally board size dependent. The extreme case is 5x5 where black 3,3 claims the four corners. The relative size of the corner, the sides and the center is crucial. Move timing, distances between stones, everything. I like use the "two day argument" because I believe a top level computer go program should have "two phases" (But the first, of course will be much longer than 50 moves.) 2nd. When all local fights can be searched. If is a matter of understanding their conditions and interactions. The program is an endgame solver. It plays "kami no itte" for the last ¿m? moves. Complexity increases with board size, but in a known way. 1st. All the rest of the game. In this part there is no certitude. The program uses stochastical evaluation (UCT) together with knowledge to "navigate in the fog" expecting to be ahead when the endgame solver "finds the harbor". *All* the knowledge used in the 1st step is board size dependent. UCT is not, but UCT's efficiency (and variance) is. Jacques. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] professional knowledge
On Fri, 2007-04-06 at 13:48 +0100, Jacques Basaldúa wrote: > Darren Cook wrote: > > > All except joseki-knowledge is board-size independent. > > Maybe human player's adapt to different board sizes without > even noticing. But if you try to model strategy with algorithms > it is totally board size dependent. Doesn't that just imply the model is incorrect? If the model captures the true spirit of the game, it shouldn't matter. In practice things often work differently. We choose approximations that are not strictly correct and it may work well for us on a certain board. As far as a joseki is concerned, that is not science so I suppose you would be correct if that's what you are refering to. There may be some formal (but likely complex) way to describe a correct opening play strategy on any size board that is not board-size dependent.I'll try to give an example: On small boards, it seems like it's correct to play to the center point on the first move? Why? The rule: always play to the center point might NOT be a board size independent strategy but might work well for boards smaller than say 11x11. But if you could capture the REASON for this, you might be able to formulate a better strategy for playing the first move that would work on all boards. There are underlying reasons for everything and that is what must be captured to achieve a boardsize independent strategy. Of course I'm getting rather theoretical. I understand that you are looking for practical solutions and approximations. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
I would not be so quick to dismiss what Chrilly is saying. I have noticed that over time, in science, things blend together. For instance mtd(f) is a systematic way to think of aspiration search, (tampering with the alpha/beta window in a search) and helps us to appreciate how they are all pretty much variations of the same basic concepts. I noticed a trend in computer chess towards throwing out more and more moves. Years ago it was only alpha/beta pruning but then later null move pruning, then other kinds of pruning and now the tree is being cut in many places. Chess search trees now look much more like the intial (highly selective) approach that was rejected just a few decades ago. UCT and Monte Carlo. It's not as much Monte Carlo any longer. It's turning more into an evaluation function. When it first started the play-outs were random, now they are semi random - essentially forming a binary evaluation function. In fact they ARE a binary evaluation function - since that exact node will never have this function directly applied to it again (with the standard UCT formulation.) So what we have is a best first search with an evaluation function! (I would still argue that some randomness is important - but I can't explain why in this email but a clue: it has to do with recovering from misconception if you can figure that out!) If you look at what mtd(f) is, it's not alpha/beta, it's more like a hybrid - a best first search that iterates. But it's only a hop, skip, and jump away from standard alpha/beta. It's not hard to imagine that with work, the Chrilly approach will start looking more like the UCT approach. After all, if anything, things have moved more TOWARDS the Chrilly approach and away from the initial things we tried in UCT/monte/carlo. Mabye in a few years we will look back and see that we started from a lot of different places and ended up at the same location.This happens all the time in science. In my opinion, the insight that Chrilly articulated was that all of sudden we are now all using some type of global search - the very idea was considered blasphemy just 2 or 3 years ago. - Don On Fri, 2007-04-06 at 13:54 +0200, Rémi Coulom wrote: > Chrilly wrote: > > I think on 9x9 the superiority of search based programms is now > > clearly demonstrated. Its only the question if UCT or Alpha-Beta is > > superior. > Hi Chrilly, > > Thanks for your report. > > The question of UCT versus Alpha-Beta is not open any more in my > opinion. The current state of the art of Monte Carlo tree search is > about 500 Elo points stronger than the version of Crazy Stone you tested > against. Do you believe you can easily catch up with those 500 Elo > points ? Also, I am convinced that UCT has tremendous potential for > further improvement. I have improved Crazy Stone by about 50 Elo points > per day in the past 10 days (on 9x9. The improvement on 13x13 and 19x19 > is much more). I am very confident that I can easily improve it further > very much. > > Rémi > ___ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] professional knowledge
Darren Cook wrote: The chief difference between a 9X9 game and a 19X19 is in the demands the larger board makes on our _strategic_ reading ability. Agreed. And that is not merely another board-size-dependent skill, among many. That is the most significant difference between a competent player and a strong one. Disagreed, sorry. As I said, I think go skill applies to almost all board sizes. If you go to a go club, try holding a no-handicap tournament at a weird board size (e.g. 9x9, 13x13, 17x12, whatever). If the difference between competent players was all about 19x19 strategic knowledge you'd expect everyone stronger than about 10 kyu to tie for first place. But what you will find is the ordering will be very close to 19x19 go rank. (You can also see this on go servers that maintain a different rank for each board size.) I think your player who wins the odd-size games is using the same principles as he uses on the 19X19. But the application of those principles gives size-dependent results. 3,3 is a much better opening play on a 9X9 board than on 19X19, while 6,6 (definitely wild, but playable on 19X19) looks more reasonable on 25X25. The ability to respond appropriately to unfamiliar situations may itself be an ability that correlates well with the ability to deal with the greater complexities of 19X19--while I can well imagine a mediocre player specializing in 9X9 long enough to neutralize that advantage in a less complex environment (roughly equivalent to chess) against players who could beat him easily elsewhere. Forrest Curo ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
When it comes to a search, one need to ask that is my evaluation function perfect? If not (in almost all cases), why should one use a search algorithm that assumes the evaluation function is perfect? UCT can work with an imperfect evaluation function. A perfect answer can be obtained if the evaluation function is perfect. In this case there is no significant difference between UCT and alpha-beta. However, this does not take into account of the possibility of the existence of an underlying structure in the evaluation values. This underlying structure is not exployed in alpha-beta. It is to some extent in a width first algorithm. Right now the significance of MC scoring is still a somewhat mystry. Also no one has mentioned what the search depths are for the UCT groprams. -Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Fri, 6 Apr 2007 6:54 AM Subject: Re: [computer-go] The dominance of search (Suzie v. GnuGo) Chrilly wrote: > I think on 9x9 the superiority of search based programms is now > clearly > demonstrated. Its only the question if UCT or Alpha-Beta is > superior. Hi Chrilly, Thanks for your report. The question of UCT versus Alpha-Beta is not open any more in my opinion. The current state of the art of Monte Carlo tree search is about 500 Elo points stronger than the version of Crazy Stone you tested against. Do you believe you can easily catch up with those 500 Elo points ? Also, I am convinced that UCT has tremendous potential for further improvement. I have improved Crazy Stone by about 50 Elo points per day in the past 10 days (on 9x9. The improvement on 13x13 and 19x19 is much more). I am very confident that I can easily improve it further very much. Rémi ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ AOL now offers free email to everyone. Find out more about what's free from AOL at AOL.com. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
On 4/6/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: When it comes to a search, one need to ask that is my evaluation function perfect? There are exceptional cases in the late endgame and on tiny boards, but in general this is not an interesting question (because it obviously won't be perfect). In my opinion the question should be: is the evaluation function of a probabilistic nature. Alpha/Beta cutoffs only make sense when calling the evaluation function twice on the exact same position can be guaranteed to provide the exact same value. This is obviously not the case for MC evaluation, hence the success of UCT. Erik ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
An imperfect evaluation has errors. Is the exact value of the error known? No. Thus, it's random. :) Daniel Liu -Original Message- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Fri, 6 Apr 2007 10:57 AM Subject: Re: [computer-go] The dominance of search (Suzie v. GnuGo) On 4/6/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > When it comes to a search, one need to ask that is my evaluation function > perfect? There are exceptional cases in the late endgame and on tiny boards, but in general this is not an interesting question (because it obviously won't be perfect). In my opinion the question should be: is the evaluation function of a probabilistic nature. Alpha/Beta cutoffs only make sense when calling the evaluation function twice on the exact same position can be guaranteed to provide the exact same value. This is obviously not the case for MC evaluation, hence the success of UCT. Erik ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ AOL now offers free email to everyone. Find out more about what's free from AOL at AOL.com. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
Don Daily wrote I noticed a trend in computer chess towards throwing out more and more moves. Years ago it was only alpha/beta pruning but then later null move pruning, then other kinds of pruning and now the tree is being cut in many places. Chess search trees now look much more like the intial (highly selective) approach that was rejected just a few decades ago. Yes, the current chess-searches are not anymore brute force at all. E.g. the History Heuristic as its implemented selects basically the first k (k==3) moves. But in contrast to the original pruning methods its "soft-pruning". The search depth of the remaining moves is reduced by R (R==1). An incorrect pruning decission is not taken "forever". The general idea is to use information from the search tree to shape the search tree. Ulf Lorenz from the Univ. Paderborn considers the search tree as an adaptable error filter. In Suzie we (Peter Woitke, Stefan Mertin and Chrilly) use Null-Move Pruning, Multi-Cut and Futility Pruning. History Pruning does not work so far. move-ordering is not very good and the History-Heurisitic relies on the fact, that the k+1...n-th have a very low probability to generate a cutoff. The poor move-ordering is related to a significant odd-even effect. Suzie evaluates the last move too high. In chess the simple "capture the highest piece with the lowest one" (MVLV) rule is very effective and simple. There is no similar simple rule in Go. This has also a major impact on search efficiency. Suzie searches currently about 10KNodes/sec. The typical search depth is 7. This is for 9x9 not very impressive. With better move-ordering depth 8-9 should be possible. A major problem is quiescence search. We have not found so far a simple and efficient rule. Either the rule is too selective or the quiescence explodes. Again in chess MVLV is very effective. Each capture reduces the search tree and the quiescence-search terminates by itself. Generating just captures is in Go not sufficient. The tactical searcher in the evaluation takes captures already into account. But if one generates forcing moves like e.g. building/destroying 2-eyes, semiais ... there is no natural termination limit. Another surprising result is, that we have found so far no reasonable search-extensions. This is related to the relative unstable evaluation. The programm gets too much possibilities to "cheat". But this should hold also for the pruning techniques. The pruning methods have a clear positive effect. Depth 7 means, Suzie searches at most 8 Plies (7 normal and 1 quiescence-moves). In chess a 7 Ply search can also 15 Plies long. UCT and Monte Carlo. It's not as much Monte Carlo any longer. Yes, ecaxtly. I also think that the difference is fuzzy. Both methods fit into the adaptable error filter model of Ulf. Chrilly ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
Thanks for your report. The question of UCT versus Alpha-Beta is not open any more in my opinion. The current state of the art of Monte Carlo tree search is about 500 Elo points stronger than the version of Crazy Stone you tested against. Do you believe you can easily catch up with those 500 Elo points ? Also, I am convinced that UCT has tremendous potential for further improvement. I have improved Crazy Stone by about 50 Elo points per day in the past 10 days (on 9x9. The improvement on 13x13 and 19x19 is much more). I am very confident that I can easily improve it further very much. Rémi The main point of my mail was: Search works (at least in 9x9) well. I think we can agree on this point. For the UCT v. Alpha-Beta question there is a simple proof of the pudding: Sent us the latest/strongest version and we will try to beat it. Suzie is so far a very propretiary system which runs only under GoAheads GUI. And GoAhead does not support GTP. GnuGo is run with a hack. The matches against Crazy-Stone are done by hand. Its Stefan Mertins version of watching TV. I am working currently on a modern C# based GUI which shall support also GTP. But progress is due to my engagement by Siemens rather slow***. Once this GUI exists we will be able to participate on KGS tournaments and other programmers could get Suzie if they like. *** I have also done almost nothing to improve the search, the main progress is due to Peters intensive work on the evaluation. Chrilly ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
Some factors could be already gained on existing hardware. E.g. Suzie has currently no parallel search. Even permanent brain (thinking in the opponents time) is not implemented. Suzies evaluation has also a local tactical search. Things are exponential, but the exponential factor is not so terrible. Modern Alpha-Beta is not brute-force anymore but rather selective. Additionally so far the effort has been devoted to improve knowledge. Global chess like search is still in its infancy. In case of UCT there was an real explosion in the last time. Its - like in chess - a combination of stronger hardware and better methods. I think in 20 years the programms will even on 19x19 knock on the professional-Dans doors. Similar to the situation in chess end of the 1980ths when the first GMs were beaten, but the programms were not yet on GM level. Or in other words, Go is now about in 1970. Chrilly - Original Message - From: "Tom Cooper" <[EMAIL PROTECTED]> To: "computer-go" Sent: Friday, April 06, 2007 2:43 PM Subject: Re: [computer-go] The dominance of search (Suzie v. GnuGo) My guess is that the complexity of achieving a fixed standard of play (eg 1 dan) using a global alpha-beta or MC search is an exponential function of the board size. For this guess, I exclude algorithms that have a tactical or local component. If this guess is correct then, even if Moore's law remains in force, this kind of program should not reach dan level on a 19x19 board within 20 years. To some extent, this is testable today by finding how a global search program's strength scales with board size and with thinking time. For example, results in which Suzie had a week to play a 13x13 game would be interesting. I don't mean to imply by this message that I think I am particularly well qualified to have an opinion on this matter, but when someone writes something that surprises me, I'm inclined to argue :) On 13x13 and especially 19x19 Suzie is still weaker than Gnu-Go. I think the hardware is still too weak to establish the same dominance of search for larger board-sizes. But thats only a matter of time or of a few million $ to build (with Chris Fant) a Go-Chip. Actually about 100.000 Euro for an FPGA based project would be sufficient. Chrilly Donninger ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
[computer-go] UCT
I just realized that the UCT describes perfectly the case of trading stocks. AOL now offers free email to everyone. Find out more about what's free from AOL at AOL.com. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
Chrilly wrote: The main point of my mail was: Search works (at least in 9x9) well. I think we can agree on this point. Yes. For the UCT v. Alpha-Beta question there is a simple proof of the pudding: Sent us the latest/strongest version and we will try to beat it. I do not plan to distribute new versions any more. But I will connect Crazy Stone to the servers, CGOS and KGS. I believe MonteGNU might be available. It is stronger on 9x9 than both GNU Go, and the public versions of Crazy Stone. Rémi ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
On Fri, 2007-04-06 at 12:43 -0400, [EMAIL PROTECTED] wrote: > Alpha/Beta cutoffs only make sense when calling the evaluation > function twice on the exact same position can be guaranteed to > provide > the exact same value. This is obviously not the case for MC > evaluation, hence the success of UCT. I don't know if any of this is true. You can apply alpha beta cutoffs whether the evaluation function is deterministic or not. UCT calls the "random play-out" only once on any given position and there is no reason in principle that it couldn't be a deterministic evaluation function instead. I have a theory that the search is more robust with some randomness since deterministic evaluation functions have misconceptions. It's all in how you choose to view things - but I see the two search techniques as being more similar than different. Of course you can choose to emphasize the differences and view them as more different if you want to. Here is how they are similar: 1. Both use global search. 2. Both use full width search. 3. Both use an evaluation function. UCT uses a "different" search - but they are both essentially mini-max search. Someone might argue that UCT is NOT full width, but it is. Chrilly used the terminology "soft-pruning" which means a pruning decision is not taken "forever" (to use his definition.) To me, a true selective program cuts of a line forever. Otherwise it is brute force (or full width.) Of course this is my definition, and possibly not the accepted definition. When Chrilly says alpha beta he doesn't mean just classical alpha beta - modern alpha beta is full of speculative cutoffs, but like UCT they "are not taken forever." It's not relevant whether Chrilly's program happens to be weaker or stronger than Crazy Stone at the moment - because there is lot of black art in making everything work whether it's alpha beta or UCT. Note that the UCT programs are not the same - they widely vary in how strong they are. I have this idea that perhaps a good evaluation function could replace the play-out portion of the UCT programs. The evaluation function would return a value between 0 and 1 and would be an estimate of the odds of winning. It only comes down to whether the inherent randomness is critical to the success of UCT or not. If it isn't, then a play-out is nothing more than just an evaluation function. - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
On Fri, 2007-04-06 at 19:40 +0200, Chrilly wrote: > A major problem is quiescence search. We have not found so far a > simple and > efficient rule. Either the rule is too selective or the quiescence > explodes. > Again in chess MVLV is very effective. Of course the best programs have improved on this signficantly. Most valuable victim least valuable attacker works amazingly well with no other information available, but the good programs now analyze to see if a capture is a losing capture by doing some kind of SEE (static exchange evaluator.) I was surprised at the huge efficiency this gave my chess program. It was like a brand new program when I discovered this. Even if SEE is not particularly well implemented this works extremely well. I assume suzie either does this already, or if it doesn't it's because it's hard to implement efficiently with your hardware. > Each capture reduces the search tree > and the quiescence-search terminates by itself. Generating just > captures is > in Go not sufficient. The tactical searcher in the evaluation takes > captures > already into account. But if one generates forcing moves like e.g. > building/destroying 2-eyes, semiais ... there is no natural > termination > limit. In go it's all messed up - no simple self-terminating rules. There is one idea - only deal with what was there before the quies search began. Limit what you are trying to discover to the groups that existed at the point the quies search began. I don't really know if it works or not - but it does follow the principle of "tapering", where more focus is spent on early decisions (more pruning close to leaf nodes, less pruning near root nodes.) A similar idea in chess was to look at all captures in the first N ply of quies, then only look at recaptures (and possibly up-captures.) - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
On 4/6/07, Don Dailey <[EMAIL PROTECTED]> wrote: On Fri, 2007-04-06 at 12:43 -0400, [EMAIL PROTECTED] wrote: > Alpha/Beta cutoffs only make sense when calling the evaluation > function twice on the exact same position can be guaranteed to > provide > the exact same value. This is obviously not the case for MC > evaluation, hence the success of UCT. I don't know if any of this is true. Noticed the subtle "can be" in my statement above? I'm quite aware of all the hairy details (e.g., strictly speaking the use of a transposition table already voids the above premise). You can apply alpha beta cutoffs whether the evaluation function is deterministic or not. I know quite well how alpha-beta is used in practice, but that's not the point I tried to get across. The cool thing of alpha-beta cutoffs is that, under certain conditions, it is guaranteed to preserve the minimax result without searching the full tree. However, if the evaluation function is non-deterministic that guarantee simply doesn't make sense any more. I'm not saying that therefore alpha-beta can't be used; in fact I'll be the first to admit that you can apply it to *any* domain with a finite number of known legal actions. Not that that's a good plan, but for sure you will always get something out. In many games it will even play quite well. In practice pathology in search is known to be rare, however, my impression is that in Go it may be more relevant than in other games, such as chess, where, e.g., noise actually helps as a weak mobility component. UCT was specifically designed to deal with uncertainty, so that's why I think it's better suited for highly uncertain evaluations . UCT calls the "random play-out" only once on any given position and there is no reason in principle that it couldn't be a deterministic evaluation function instead. Sure, and you could even argue that the "random play-out" *is* deterministic. Fact remains that the uncertainty/variance of one playout is in most cases still huge, and the tree-search has to deal with this (or in Chrilly's words, filter it). Unless the fake mobility is helping significantly, this could be a severe disadvantage for alpha-beta type searchers compared to UCT. To me, a true selective program cuts of a line forever. I would call that a greedy algorithm (because it never reconsiders previous decisions). I have this idea that perhaps a good evaluation function could replace the play-out portion of the UCT programs. Agreed. It only comes down to whether the inherent randomness is critical to the success of UCT or not. If it isn't, then a play-out is nothing more than just an evaluation function. My guess is that the answer which type of search works best for a given evaluation function depends on the amounts of (deterministic) bias and (probabilistic) uncertainty in the evaluations (and so far I see MC mainly as an extremely noisy evaluation with not too much systematic bias). Erik ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
On Fri, 2007-04-06 at 23:41 +0200, Erik van der Werf wrote: > My guess is that the answer which type of search works best for a > given evaluation function depends on the amounts of (deterministic) > bias and (probabilistic) uncertainty in the evaluations (and so far I > see MC mainly as an extremely noisy evaluation with not too much > systematic bias). It's interesting that Sylvain seems to consider the stronger Mogo versions more brittle in some sense. He claimed (in so many words) that Lazarus gets results more consistent with it's ratings and that the strongest Mogo's do not.I wonder if this is because the play-outs are now more systematically biased? - Don ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
I want to clarify however. If your evaluation function is not deterministic, aspiration search techniques become very dicey.This is a problem anyway with hash table implementations and speculate cutoffs based on the the alpha beta window (and especially the aspiration window) but it's worth mentioning. However, there is nothing wrong with using alpha beta search with an evauation function that is not deterministic. - Don On Fri, 2007-04-06 at 16:24 -0400, Don Dailey wrote: > On Fri, 2007-04-06 at 12:43 -0400, [EMAIL PROTECTED] wrote: > > Alpha/Beta cutoffs only make sense when calling the evaluation > > function twice on the exact same position can be guaranteed to > > provide > > the exact same value. This is obviously not the case for MC > > evaluation, hence the success of UCT. > > I don't know if any of this is true. You can apply alpha beta > cutoffs whether the evaluation function is deterministic or not. ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
On 4/6/07, Don Dailey <[EMAIL PROTECTED]> wrote: However, there is nothing wrong with using alpha beta search with an evauation function that is not deterministic. I agree that some limited amount of non-determinism isn't necessarily a bad thing, and in some cases it actually helps (e.g., when mobility is important, or to avoid the exploitation of repeatable blunders). However, do you really believe that this still holds if the variance causes a spread over the maximum range of possible values of the underlying ground-truths? Erik ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
> (R==1). An incorrect pruning decission is not taken "forever". The > general idea is to use information from the search tree to shape the > search tree. Ulf Lorenz from the Univ. Paderborn considers the search > tree as an adaptable error filter. > ... >> UCT and Monte Carlo. It's not as much Monte Carlo any longer. > Yes, ecaxtly. I also think that the difference is fuzzy. Both methods > fit into the adaptable error filter model of Ulf. Hi Chrilly, Do you have a recommendation for a good paper to read on this? Ideally one that doesn't need specialized chess knowledge to appreciate, but I may not have a choice: google is giving me 0 hits on "adaptable error filter". Darren -- Darren Cook http://dcook.org/mlsn/ (English-Japanese-German-Chinese free dictionary) http://dcook.org/work/ (About me and my work) http://dcook.org/work/charts/ (My flash charting demos) ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] The dominance of search (Suzie v. GnuGo)
On Sat, 2007-04-07 at 01:12 +0200, Erik van der Werf wrote: > On 4/6/07, Don Dailey <[EMAIL PROTECTED]> wrote: > > However, there is nothing wrong with using alpha beta > > search with an evauation function that is not deterministic. > > I agree that some limited amount of non-determinism isn't necessarily > a bad thing, and in some cases it actually helps (e.g., when mobility > is important, or to avoid the exploitation of repeatable blunders). > However, do you really believe that this still holds if the variance > causes a spread over the maximum range of possible values of the > underlying ground-truths? I don't understand your question. I don't claim non-determinism helps with alpha beta and I'm not recommending a fuzzy evaluation function, I'm just saying it still works. A deeper search will produce better moves in general. If you build a big tree and attach a score to all end nodes, the alpha beta mini-max procedure does not care how those nodes got their score.If the scores bear some resemblance to reality, the search will probably return a relatively good move. Even if the scores are random, it could help if the game is of the nature that maximizing your options is a good thing - which is probably most games. Some randomness may have other advantages. My theory is that in UCT, if your playouts have no randomness, the search could be locked into a deep conceptual misunderstanding that cannot be recovered from. This would be true of UCT constructed with a deterministic evaluation function. But it's only a theory of mine. With alpha beta it's tricker, randomness introduces some difficulties that reduce the efficiency of alpha beta pruning and make good move ordering more difficult. - Don > Erik ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/