Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Jacques Basaldúa

> Petr Baudis wrote:

> >> MoGo can indeed play out some rather spectacular ko fights;
> >> unfortunately, I couldn't find any quickly, so here is at least an
> >> example of a shorter one.

> I see you made the following comment in that game record, which seems
> relevant to recent discussions here.

> | mogo excels at reducing clear winning positions to close games they
> | lose because of botched up tsumego

> Is it mogo botching up the tsumego or its opponents? Do you have any
> example game records for this?

You won't find that in computer vs computer games, because "tricking" the
strong programs requires some go skill and it only works if you wait long
enough before you "solve" the position. But if you search KGS (LeelaBot,
CrazyStone, CzechBot) for even games where the bot lost against a kyu
players you will find many. All go more or less like that:

A 4-6 kyu human is behind by 10-15 points in the midgame (at that stage the
probability of winning is correlated with territory, so the MC bot is
building fine.) He creates a 12-16 point worth nakade trick in a corner
and does not solve it.The bot is happy, it thinks a bulk five is alive or
something like that. Perhaps the human sacrificed another 15 points
somewhere to create the trick so he should be dead lost. But, he only
has to play on, reduce, etc. As the endgame approaches, the MC bot
allows the reduction only until the territorial balance would change the
winner. The player is happy, he turned a 25 points loss into a 1.5 point
loss (assumed by the program) and has a 12 point surprise.
At the end, when the whole board is decided, the player kills
the bot's group and the bot turns a sure win into a sure loss and resigns.

Because the trick can only be played by similar strength players (much
weaker players can't build something like that, much stronger don't need 
it)
it affects the rating of the bots. I guess CrazyStone could be near KGS 
1dan
with that solved. It is 2k now. But, of course, the solution may not 
come at

the price of making the program weaker. That is the difficult part.


Jacques.
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Re: [computer-go] Floating komi

2008-03-06 Thread Don Dailey


Christoph Birk wrote:
> On Mar 5, 2008, at 11:58 AM, Don Dailey wrote:
>>> Don Dailey wrote:
  not assuming that MC plays the best move.   The problem isn't the
>> assumptions I am making, but the assumptions others are making,  that
>> it's NOT playing the best move.You want to apply a fix to all
>> positions without really knowing which positions are a problem.
>
> One last time: Nobody suggested a one fix for all positions/problems.
> The "floating komi" was suggested to guide the UCT search along
> certain lines of play during specific (close!) endgame positions.
When I said all positions I meant all games.You expect to apply this
to all winning and losing positions in every game, not just specific ones. 

- Don



>
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Don Dailey

>
>
> You won't find that in computer vs computer games, because "tricking" the
> strong programs requires some go skill and it only works if you wait long
> enough before you "solve" the position. But if you search KGS (LeelaBot,
> CrazyStone, CzechBot) for even games where the bot lost against a kyu
> players you will find many. All go more or less like that:
>
> A 4-6 kyu human is behind by 10-15 points in the midgame (at that
> stage the
> probability of winning is correlated with territory, so the MC bot is
> building fine.) He creates a 12-16 point worth nakade trick in a corner
> and does not solve it.The bot is happy, it thinks a bulk five is alive or
> something like that. Perhaps the human sacrificed another 15 points
> somewhere to create the trick so he should be dead lost. But, he only
> has to play on, reduce, etc. As the endgame approaches, the MC bot
> allows the reduction only until the territorial balance would change the
> winner. The player is happy, he turned a 25 points loss into a 1.5 point
> loss (assumed by the program) and has a 12 point surprise.
> At the end, when the whole board is decided, the player kills
> the bot's group and the bot turns a sure win into a sure loss and
> resigns.
>
> Because the trick can only be played by similar strength players (much
> weaker players can't build something like that, much stronger don't
> need it)
> it affects the rating of the bots. I guess CrazyStone could be near
> KGS 1dan
> with that solved. It is 2k now. But, of course, the solution may not
> come at
> the price of making the program weaker. That is the difficult part.

I want to make sure I understand the nakade problem,   please correct me
if I am wrong:

My understanding of this is that many program do not allow self-atari
moves in the play-outs because in general the overwhelming majority are
stupid moves.   Is that what is causing the nakade problem? And if
you start including self-atari you weaken the program in general?

And can I assume the tree portion is also inhibited from seeing this due
to a combination of factors such as heuristics to delay exploring "ugly"
moves as well as  the weakness of the play-outs in this regard (which
would cause the tree to not be inclined to get close enough to the issue
to understand it properly?)

- Don



>
>
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Re: [computer-go] Floating komi

2008-03-06 Thread Don Dailey


steve uurtamo wrote:
> why doesn't someone simply try this and post the results,
> if they think that it would help?
>
>   
If someone would do this scientifically I would be all for it.   But I
am a bit of a pessimist about this.   I can easily imagine someone
trying it at reporting good results when the program is actually
weaker. They would say,  "yeah,  I tried it and it worked pretty
good!"or "Yeah,  I looked at some games and it was playing much better."

I would be satisfied if someone implemented it,  reported a 500 game
self-test sample and concluded that it didn't hurt the program
measurably and show a few examples of how it improved the moves
cosmetically,   perhaps even comparing both version with specific
positions. 

I wouldn't be opposed to fixing my program if I couldn't measure a
weakening and got better looking moves in the ending.   

- Don


> s.
>
>
> On Thu, Mar 6, 2008 at 8:30 AM, Don Dailey <[EMAIL PROTECTED]> wrote:
>   
>>  Christoph Birk wrote:
>>  > On Mar 5, 2008, at 11:58 AM, Don Dailey wrote:
>>  >>> Don Dailey wrote:
>>    not assuming that MC plays the best move.   The problem isn't the
>>  >> assumptions I am making, but the assumptions others are making,  that
>>  >> it's NOT playing the best move.You want to apply a fix to all
>>  >> positions without really knowing which positions are a problem.
>>  >
>>  > One last time: Nobody suggested a one fix for all positions/problems.
>>  > The "floating komi" was suggested to guide the UCT search along
>>  > certain lines of play during specific (close!) endgame positions.
>>  When I said all positions I meant all games.You expect to apply this
>>  to all winning and losing positions in every game, not just specific ones.
>>
>>  - Don
>>
>>
>>
>>  >
>>  > Christoph
>>  >
>>  > ___
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>> 
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread steve uurtamo
yes, and the fact that turning a dumpling into a dead
group can take more than a few moves, since you may
have to fill up the eyespace several times, meaning
going fairly deeply down branches with several self-ataris
along the way.

s.

On Thu, Mar 6, 2008 at 9:23 AM, Don Dailey <[EMAIL PROTECTED]> wrote:
>
>
>  >
>  >
>  > You won't find that in computer vs computer games, because "tricking" the
>  > strong programs requires some go skill and it only works if you wait long
>  > enough before you "solve" the position. But if you search KGS (LeelaBot,
>  > CrazyStone, CzechBot) for even games where the bot lost against a kyu
>  > players you will find many. All go more or less like that:
>  >
>  > A 4-6 kyu human is behind by 10-15 points in the midgame (at that
>  > stage the
>  > probability of winning is correlated with territory, so the MC bot is
>  > building fine.) He creates a 12-16 point worth nakade trick in a corner
>  > and does not solve it.The bot is happy, it thinks a bulk five is alive or
>  > something like that. Perhaps the human sacrificed another 15 points
>  > somewhere to create the trick so he should be dead lost. But, he only
>  > has to play on, reduce, etc. As the endgame approaches, the MC bot
>  > allows the reduction only until the territorial balance would change the
>  > winner. The player is happy, he turned a 25 points loss into a 1.5 point
>  > loss (assumed by the program) and has a 12 point surprise.
>  > At the end, when the whole board is decided, the player kills
>  > the bot's group and the bot turns a sure win into a sure loss and
>  > resigns.
>  >
>  > Because the trick can only be played by similar strength players (much
>  > weaker players can't build something like that, much stronger don't
>  > need it)
>  > it affects the rating of the bots. I guess CrazyStone could be near
>  > KGS 1dan
>  > with that solved. It is 2k now. But, of course, the solution may not
>  > come at
>  > the price of making the program weaker. That is the difficult part.
>
>  I want to make sure I understand the nakade problem,   please correct me
>  if I am wrong:
>
>  My understanding of this is that many program do not allow self-atari
>  moves in the play-outs because in general the overwhelming majority are
>  stupid moves.   Is that what is causing the nakade problem? And if
>  you start including self-atari you weaken the program in general?
>
>  And can I assume the tree portion is also inhibited from seeing this due
>  to a combination of factors such as heuristics to delay exploring "ugly"
>  moves as well as  the weakness of the play-outs in this regard (which
>  would cause the tree to not be inclined to get close enough to the issue
>  to understand it properly?)
>
>  - Don
>
>
>
>
>
>  >
>  >
>  > Jacques.
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Re: [computer-go] Floating komi

2008-03-06 Thread steve uurtamo
why doesn't someone simply try this and post the results,
if they think that it would help?

s.


On Thu, Mar 6, 2008 at 8:30 AM, Don Dailey <[EMAIL PROTECTED]> wrote:
>
>
>  Christoph Birk wrote:
>  > On Mar 5, 2008, at 11:58 AM, Don Dailey wrote:
>  >>> Don Dailey wrote:
>    not assuming that MC plays the best move.   The problem isn't the
>  >> assumptions I am making, but the assumptions others are making,  that
>  >> it's NOT playing the best move.You want to apply a fix to all
>  >> positions without really knowing which positions are a problem.
>  >
>  > One last time: Nobody suggested a one fix for all positions/problems.
>  > The "floating komi" was suggested to guide the UCT search along
>  > certain lines of play during specific (close!) endgame positions.
>  When I said all positions I meant all games.You expect to apply this
>  to all winning and losing positions in every game, not just specific ones.
>
>  - Don
>
>
>
>  >
>  > Christoph
>  >
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread terry mcintyre

--- Jacques Basaldúa <[EMAIL PROTECTED]> wrote:

>  > Petr Baudis wrote:
> 
> You won't find that in computer vs computer games,
> because "tricking" the
> strong programs requires some go skill and it only
> works if you wait long
> enough before you "solve" the position. But if you
> search KGS (LeelaBot,
> CrazyStone, CzechBot) for even games where the bot
> lost against a kyu
> players you will find many. All go more or less like
> that:

Thanks for an excellent description of "the nakade
problem." I've found that it is easy for a "5kyu KGS
player" - myself - to exploit such situations. I can't
escape observing that endgame moves where a bot
permits me to take a yose point here, another there,
all the while drawing closer to a mythical 0.5 win in
it's mind, lead to the position where a miscalculation
about a group puts the program inescapably behind.

My hypothesis is that the computer is thinking the
group has a greater than 50% chance of living, but
this is true only if the computer plays a vital point 
and/or the opponent fails to take that point.  In
those cases, all playouts lead to a win for the
computer. But  anyone about 8-10kyu is likely to spot
the vital point and take it, leading to a 100% loss
for the computer.

>From observation, mid kyu players will set up these
situations and slay the computer with a high degree of
probability - say 80%. 
> A 4-6 kyu human is behind by 10-15 points in the
> midgame (at that stage the
> probability of winning is correlated with territory,
> so the MC bot is
> building fine.) He creates a 12-16 point worth
> nakade trick in a corner
> and does not solve it.The bot is happy, it thinks a
> bulk five is alive or
> something like that. Perhaps the human sacrificed
> another 15 points
> somewhere to create the trick so he should be dead
> lost. But, he only
> has to play on, reduce, etc. As the endgame
> approaches, the MC bot
> allows the reduction only until the territorial
> balance would change the
> winner. The player is happy, he turned a 25 points
> loss into a 1.5 point
> loss (assumed by the program) and has a 12 point
> surprise.
> At the end, when the whole board is decided, the
> player kills
> the bot's group and the bot turns a sure win into a
> sure loss and resigns.
> 
> Because the trick can only be played by similar
> strength players (much
> weaker players can't build something like that, much
> stronger don't need 
> it)
> it affects the rating of the bots. I guess
> CrazyStone could be near KGS 
> 1dan
> with that solved. It is 2k now. But, of course, the
> solution may not 
> come at
> the price of making the program weaker. That is the
> difficult part.


Terry McIntyre <[EMAIL PROTECTED]>

“Wherever is found what is called a paternal government, there is found state 
education. It has been discovered that the best way to insure implicit 
obedience is to commence tyranny in the nursery.”

Benjamin Disraeli, Speech in the House of Commons [June 15, 1874]


  

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http://www.yahoo.com/r/hs
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Don Dailey


steve uurtamo wrote:
> yes, and the fact that turning a dumpling into a dead
> group can take more than a few moves, since you may
> have to fill up the eyespace several times, meaning
> going fairly deeply down branches with several self-ataris
> along the way.
>   
Ok,  it's pretty much as I thought. There are relatively simple
solutions but they will slow down the play-outs significantly unless
someone finds a creative fast solution.   

I think the general outline is that you pre-test groups first to see if
a self-atari move is "interesting."It's worthy of additional
consideration if the stones it is touching have limited liberties and
the group you self-atari is relatively small.Then you could go on to
other tests which will consume even more time of course.  

This is probably one of those changes necessary to improve the scaling
curve.   The slowdown will hurt at low levels and at some point it will
break even, then be stronger.


- Don


> s.
>
> On Thu, Mar 6, 2008 at 9:23 AM, Don Dailey <[EMAIL PROTECTED]> wrote:
>   
>>  >
>>  >
>>  > You won't find that in computer vs computer games, because "tricking" the
>>  > strong programs requires some go skill and it only works if you wait long
>>  > enough before you "solve" the position. But if you search KGS (LeelaBot,
>>  > CrazyStone, CzechBot) for even games where the bot lost against a kyu
>>  > players you will find many. All go more or less like that:
>>  >
>>  > A 4-6 kyu human is behind by 10-15 points in the midgame (at that
>>  > stage the
>>  > probability of winning is correlated with territory, so the MC bot is
>>  > building fine.) He creates a 12-16 point worth nakade trick in a corner
>>  > and does not solve it.The bot is happy, it thinks a bulk five is alive or
>>  > something like that. Perhaps the human sacrificed another 15 points
>>  > somewhere to create the trick so he should be dead lost. But, he only
>>  > has to play on, reduce, etc. As the endgame approaches, the MC bot
>>  > allows the reduction only until the territorial balance would change the
>>  > winner. The player is happy, he turned a 25 points loss into a 1.5 point
>>  > loss (assumed by the program) and has a 12 point surprise.
>>  > At the end, when the whole board is decided, the player kills
>>  > the bot's group and the bot turns a sure win into a sure loss and
>>  > resigns.
>>  >
>>  > Because the trick can only be played by similar strength players (much
>>  > weaker players can't build something like that, much stronger don't
>>  > need it)
>>  > it affects the rating of the bots. I guess CrazyStone could be near
>>  > KGS 1dan
>>  > with that solved. It is 2k now. But, of course, the solution may not
>>  > come at
>>  > the price of making the program weaker. That is the difficult part.
>>
>>  I want to make sure I understand the nakade problem,   please correct me
>>  if I am wrong:
>>
>>  My understanding of this is that many program do not allow self-atari
>>  moves in the play-outs because in general the overwhelming majority are
>>  stupid moves.   Is that what is causing the nakade problem? And if
>>  you start including self-atari you weaken the program in general?
>>
>>  And can I assume the tree portion is also inhibited from seeing this due
>>  to a combination of factors such as heuristics to delay exploring "ugly"
>>  moves as well as  the weakness of the play-outs in this regard (which
>>  would cause the tree to not be inclined to get close enough to the issue
>>  to understand it properly?)
>>
>>  - Don
>>
>>
>>
>>
>>
>>  >
>>  >
>>  > Jacques.
>>  > ___
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>>  > computer-go@computer-go.org
>>  > http://www.computer-go.org/mailman/listinfo/computer-go/
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Jonas Kahn
> I think the general outline is that you pre-test groups first to see if
> a self-atari move is "interesting."It's worthy of additional
> consideration if the stones it is touching have limited liberties and
> the group you self-atari is relatively small.Then you could go on to
> other tests which will consume even more time of course.  


Here is an alternative, still in the line of gathering information from
play-outs.

Do not turn down self-ataris TOO agressively.
When a self-atari occurs in play-out:
- notice which (and when).
- see if the self-ataried position is yours at the end (indeed it should
  for a nakade).
  If not: cancel the play-out (or start again from the moment you
  self-ataried) Add a -1 to self-atarying at this place.
  After say 10 (-1): strictly forbid this self-atari in future
  playouts.
  If yes: Remove all constraints on this self-atari (maybe give a bonus,
  or study within the tree).

Notice that this would also deal with seki: self-atari for both sides
getting completely forbidden at one point.

Jonas
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Don Dailey

> Thanks for an excellent description of "the nakade
> problem." I've found that it is easy for a "5kyu KGS
> player" - myself - to exploit such situations. I can't
> escape observing that endgame moves where a bot
> permits me to take a yose point here, another there,
> all the while drawing closer to a mythical 0.5 win in
> it's mind, lead to the position where a miscalculation
> about a group puts the program inescapably behind.
>   
How do you know this is really happening?   Do you have access to what
the program is thinking?   Could it be possible that the program knows
it is lost the whole time?That's what it seems like to me from your
description.Unless you calculated the exact score considering the
nakade you can't really know that this is what happened. 

If you have access to the program logs, you would know,  but I would be
willing to bet that if you think that is what is going on,  the program
probably is lost and knows it - because you would get the same
behavior. At the very least you wouldn't be able to tell either way.

To get the evil nakade behavior,  you have to have several events
conspire to make this happen.   You have to have a nakade pattern on the
board  somewhere, the score has to be close and in your favor
considering the nakade,  and the program has to believe that it is more
advantageous to give away stones that not.  Despite what many people
believe,  MC programs don't normally believe it's better to win small
and they are not hell-bent on giving away stones in order to try to make
the score come out to be exactly 0.5 win.

Although it's easy to see that nakade is a problem,  I agree with
someone who said it takes a lot of skill to produce this.In fact, I
believe that it cannot be done reliably by any player unless he is
already much stronger than the program, in which case he doesn't "need"
to do it in order to beat the program.(Indeed, it may be a
counterproductive strategy if it distracts you from playing good moves.)

Most MC programs won't just let you pick off points because that is
normally a strategy that decreases your  winning chances. They will
only do that if every move leads to the same win or loss in every single
play-out,  or if the small win turns out to be easier to manage.

I have to believe that this is not in general a "technique" to be used
to consistently beat a MC program,  it is more a tool of opportunity -
you can probably set it up if everything is just right to begin with
and/or the program stumbles into in more or less on it's own and loses
because of it.

I would love to see a 5kyu player get on KGS and beat mogo in more than
1 out of 10 games using this specific strategy.My guess is that if
your energy is spent setting up this trick, you will play weaker in general.

- Don



> My hypothesis is that the computer is thinking the
> group has a greater than 50% chance of living, but
> this is true only if the computer plays a vital point 
> and/or the opponent fails to take that point.  In
> those cases, all playouts lead to a win for the
> computer. But  anyone about 8-10kyu is likely to spot
> the vital point and take it, leading to a 100% loss
> for the computer.
>
> >From observation, mid kyu players will set up these
> situations and slay the computer with a high degree of
> probability - say 80%. 
>   
>> A 4-6 kyu human is behind by 10-15 points in the
>> midgame (at that stage the
>> probability of winning is correlated with territory,
>> so the MC bot is
>> building fine.) He creates a 12-16 point worth
>> nakade trick in a corner
>> and does not solve it.The bot is happy, it thinks a
>> bulk five is alive or
>> something like that. Perhaps the human sacrificed
>> another 15 points
>> somewhere to create the trick so he should be dead
>> lost. But, he only
>> has to play on, reduce, etc. As the endgame
>> approaches, the MC bot
>> allows the reduction only until the territorial
>> balance would change the
>> winner. The player is happy, he turned a 25 points
>> loss into a 1.5 point
>> loss (assumed by the program) and has a 12 point
>> surprise.
>> At the end, when the whole board is decided, the
>> player kills
>> the bot's group and the bot turns a sure win into a
>> sure loss and resigns.
>>
>> Because the trick can only be played by similar
>> strength players (much
>> weaker players can't build something like that, much
>> stronger don't need 
>> it)
>> it affects the rating of the bots. I guess
>> CrazyStone could be near KGS 
>> 1dan
>> with that solved. It is 2k now. But, of course, the
>> solution may not 
>> come at
>> the price of making the program weaker. That is the
>> difficult part.
>> 
>
>
> Terry McIntyre <[EMAIL PROTECTED]>
>
> “Wherever is found what is called a paternal government, there is found state 
> education. It has been discovered that the best way to insure implicit 
> obedience is to commence tyranny in the nursery.”
>
> Benjamin Disraeli, Speech in the House of Commons [J

Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Don Dailey
Your idea is more in the spirit of MC, I like it.

Another idea is borrowed from my first reasonable MC player.   I looked
at the "futures" of interesting move points  and discouraged self-atari
moves unless the future belonged to the player executing the move.   (A
"future" is the expected percentage of time a given player ended up with
a given point at the end of the random games.)   So some sort of
pre-processed quick all-moves-as-first random play-out can give you a
sense of which self-atari points are interesting.   But it is not
dynamic unfortunately and thus not scalable unless done periodically
during the tree search.

- Don


Jonas Kahn wrote:
>> I think the general outline is that you pre-test groups first to see if
>> a self-atari move is "interesting."It's worthy of additional
>> consideration if the stones it is touching have limited liberties and
>> the group you self-atari is relatively small.Then you could go on to
>> other tests which will consume even more time of course.  
>> 
>
>
> Here is an alternative, still in the line of gathering information from
> play-outs.
>
> Do not turn down self-ataris TOO agressively.
> When a self-atari occurs in play-out:
> - notice which (and when).
> - see if the self-ataried position is yours at the end (indeed it should
>   for a nakade).
>   If not: cancel the play-out (or start again from the moment you
>   self-ataried) Add a -1 to self-atarying at this place.
>   After say 10 (-1): strictly forbid this self-atari in future
>   playouts.
>   If yes: Remove all constraints on this self-atari (maybe give a bonus,
>   or study within the tree).
>
> Notice that this would also deal with seki: self-atari for both sides
> getting completely forbidden at one point.
>
> Jonas
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Florian Erhardt



Because the trick can only be played by similar strength players (much
weaker players can't build something like that, much stronger don't 
need it)
it affects the rating of the bots. I guess CrazyStone could be near 
KGS 1dan
with that solved. It is 2k now. But, of course, the solution may not 
come at

the price of making the program weaker. That is the difficult part.
I'm a 6k EGF player and I manage to win about 80% of the time against 
mogo and Leela on a [EMAIL PROTECTED] with 120min. (I only played 30 games 
each, so it may be a fluke, but...). If you ask me  - on 19x19 dan 
status is far away. I think that Nakade will have to be solved before 
anything else.



mfg

Florian Erhardt
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Petr Baudis
On Thu, Mar 06, 2008 at 12:55:53PM +, Jacques Basaldúa wrote:
> A 4-6 kyu human is behind by 10-15 points in the midgame (at that stage the
> probability of winning is correlated with territory, so the MC bot is
> building fine.) He creates a 12-16 point worth nakade trick in a corner
> and does not solve it.The bot is happy, it thinks a bulk five is alive or
> something like that. Perhaps the human sacrificed another 15 points
> somewhere to create the trick so he should be dead lost. But, he only
> has to play on, reduce, etc. As the endgame approaches, the MC bot
> allows the reduction only until the territorial balance would change the
> winner. The player is happy, he turned a 25 points loss into a 1.5 point
> loss (assumed by the program) and has a 12 point surprise.
> At the end, when the whole board is decided, the player kills
> the bot's group and the bot turns a sure win into a sure loss and resigns.

I honestly don't think at all that these "tricks" are created by the
opponents meaningfully, in 90% of the cases I think they arise from
perfectly natural corner situations; the nakade weakness is not that
well known, I believe.

> Because the trick can only be played by similar strength players (much
> weaker players can't build something like that, much stronger don't need 
> it)
> it affects the rating of the bots. I guess CrazyStone could be near KGS 
> 1dan
> with that solved. It is 2k now. But, of course, the solution may not come 
> at
> the price of making the program weaker. That is the difficult part.

(Note that I believe CrazyStone played way too few games to have a
precise rank. I think it could still be 3k and it could still be 1d as
it is now, if it played more games. CzechBot has played thousands of
games now I think, and its rank is _still_ evolving, though I don't
think it will reach 2k.)

-- 
Petr "Pasky" Baudis
Whatever you can do, or dream you can, begin it.
Boldness has genius, power, and magic in it.-- J. W. von Goethe
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread steve uurtamo
> You have to have a nakade pattern on the
>  board  somewhere, the score has to be close and in your favor
>  considering the nakade,  and the program has to believe that it is more
>  advantageous to give away stones that not.

eh, or it can't see the capture until it's only a few moves away, because
its horizon with respect to self-atari is so shallow.  deepen the horizon and
it'll consider those moves early enough not to screw up its overall win
percentage evaluation.

>  Although it's easy to see that nakade is a problem,  I agree with
>  someone who said it takes a lot of skill to produce this.In fact, I
>  believe that it cannot be done reliably by any player unless he is
>  already much stronger than the program, in which case he doesn't "need"
>  to do it in order to beat the program.

I wouldn't go this far -- humans learn from their mistakes, but can stay at
the same skill level regardless of how much they learn, either because they
forget things that they earlier learned, or because they have very shallow
reading, say.

for a computer, though, it's quite possible that every single player ranked one
or two stones lower than (arbitrary mc program with this weakness -- AMCW)
could exploit this weakness in a systematic way, more than 50% of the time.
this would eventually reduce AMCW's ranking, of course, but wouldn't
raise any of
those player's rankings, because their ability to beat one specific
player consistently
isn't enough to modify their ranking.

>  (Indeed, it may be a
>  counterproductive strategy if it distracts you from playing good moves.)

these aren't bad moves in any way.  they're normal, healthy, strong go-player
moves that are recognized instantly by anyone who has a read a copy of
"life and death" or similar.

>  Most MC programs won't just let you pick off points because that is
>  normally a strategy that decreases your  winning chances. They will
>  only do that if every move leads to the same win or loss in every single
>  play-out,  or if the small win turns out to be easier to manage.

or if they aren't reading out the playouts deeply enough that would allow
them to correctly consider the impact of those moves early enough to avoid
them!

>  I would love to see a 5kyu player get on KGS and beat mogo in more than
>  1 out of 10 games using this specific strategy.My guess is that if
>  your energy is spent setting up this trick, you will play weaker in general.

i dunno.  imagine one of the "mate in 20" types of sequences that
you're supposed
to learn when you first learn chess.  imagine that you never learn how
to deal with
them.

s.
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Re: [computer-go] Floating komi

2008-03-06 Thread Christoph Birk

On Thu, 6 Mar 2008, Don Dailey wrote:

One last time: Nobody suggested a one fix for all positions/problems.
The "floating komi" was suggested to guide the UCT search along
certain lines of play during specific (close!) endgame positions.

When I said all positions I meant all games.You expect to apply this
to all winning and losing positions in every game, not just specific ones.


No.

Christoph
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Christoph Birk

On Thu, 6 Mar 2008, Don Dailey wrote:

And can I assume the tree portion is also inhibited from seeing this due
to a combination of factors such as heuristics to delay exploring "ugly"
moves as well as  the weakness of the play-outs in this regard (which
would cause the tree to not be inclined to get close enough to the issue
to understand it properly?)


It might also be reading-depth. Some nakade forms need quite deep reading
you want to "discover" them on-the-fly. 10 kyu humans know that the
bulky-five is dead; no reading required.

Christoph

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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Matthew Woodcraft
Don Dailey wrote:
> Although it's easy to see that nakade is a problem, I agree with
> someone who said it takes a lot of skill to produce this. In fact, I
> believe that it cannot be done reliably by any player unless he is
> already much stronger than the program, in which case he doesn't
> "need" to do it in order to beat the program.

It turns out not to be difficult at all. When it has a killable group,
Mogo actively cooperates to bring about these situations, because it
thinks it has found a way to live. I have killed more groups in bent-4
in a few evenings of playing mogo at 13x13 than I have otherwise in the
last ten years.


> Most MC programs won't just let you pick off points because that is
> normally a strategy that decreases your winning chances. They will
> only do that if every move leads to the same win or loss in every
> single play-out, or if the small win turns out to be easier to manage.

If you watch mogo playing on KGS, you will see that when it ahead it
does consistently let its opponent 'pick off points' until the game
becomes very close.

-M-
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Christoph Birk

On Thu, 6 Mar 2008, Don Dailey wrote:

advantageous to give away stones that not.  Despite what many people
believe,  MC programs don't normally believe it's better to win small
and they are not hell-bent on giving away stones in order to try to make
the score come out to be exactly 0.5 win.


You are correct that it is not explicitly programmed into the MC
programs to win by 0.5 pts, but since most of them don't care about
the margin they in practice often do.
As you might remember I (3 kyu) played many games on CGOS and many
games that I lost, I actually lost by 0.5 pts. It mostly worked like
this: I am behind by several points in the early endgame, then the
programs allow me to gain a point here, or there. But in the end
they still win by 0.5 pts.
These programs are NOT "hell-bent on losing", they just dont care
if the UCT-tree shows that they win anyway.

Christoph

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Re: [computer-go] Floating komi

2008-03-06 Thread Matthew Woodcraft
Don Dailey wrote:
> I would be satisfied if someone implemented it,  reported a 500 game
> self-test sample and concluded that it didn't hurt the program
> measurably and show a few examples of how it improved the moves
> cosmetically,   perhaps even comparing both version with specific
> positions.

Remember that there's good reason to believe that this technique will be
less helpful in self-play.

-M-
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Weston Markham
On 3/6/08, Christoph Birk <[EMAIL PROTECTED]> wrote:
> On Thu, 6 Mar 2008, Don Dailey wrote:
>
> > advantageous to give away stones that not.  Despite what many people
>  > believe,  MC programs don't normally believe it's better to win small
>  > and they are not hell-bent on giving away stones in order to try to make
>  > the score come out to be exactly 0.5 win.
>
>
> You are correct that it is not explicitly programmed into the MC
>  programs to win by 0.5 pts, but since most of them don't care about
>  the margin they in practice often do.

You are right, but I think that you may also be misconstruing the
nakade problem as a lack of concern about margin, when it is really a
fundamental failure to understand (i.e., failure to explore
sufficiently) the nakade shapes.  The tendancy for your final scores
on lost games to be 0.5 really reflects a motivation on your own part
to lose by the smallest margin that you can.  After a point when the
game is resolved, this doesn't conflict with the program's goal, so it
lets you do just that.

As an interesting thought, I think that it might actually be
informative for people to try out programs that _do_ try to win by
exactly 0.5!  Not as a fundamental goal, but rather as a slight
preference for the endgame.  If authors can do this in a manner that
does not degrade the playing ability much, then human players might be
able to see even more clearly what life & death errors a program
makes, and at what point it is able to discover the correct solution.
Clearly the programs would be weaker like this, but I think it could
expose some systematic problems very quickly, so that they could be
focused on.

Weston
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Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])

2008-03-06 Thread Christoph Birk

On Thu, 6 Mar 2008, Weston Markham wrote:

You are right, but I think that you may also be misconstruing the
nakade problem as a lack of concern about margin, when it is really a
fundamental failure to understand (i.e., failure to explore


Sorry, you miss-understood.
The nakade problem is totally unrelated to the margin problem.
They just sometimes happen at the same time and then allow
someone to take advantage of them.

Christoph
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[computer-go] Re: komi argument = silly

2008-03-06 Thread Dave Dyer

To a first order approximation, would changing the komi change the
rankings?  Presumably, programs are playing the same number of games
as black and white, so any "unfair" advantage or disadvantage black 
has would balance out.

Komi only matters when there is only one game between a pair of opponents.

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Re: [computer-go] Re: komi argument = silly

2008-03-06 Thread Don Dailey
What komi would do is push the ratings closer together,  but it wouldn't
change the ranks of the players.  

- Don


Dave Dyer wrote:
> To a first order approximation, would changing the komi change the
> rankings?  Presumably, programs are playing the same number of games
> as black and white, so any "unfair" advantage or disadvantage black 
> has would balance out.
>
> Komi only matters when there is only one game between a pair of opponents.
>
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Re: [computer-go] Re: komi argument = silly

2008-03-06 Thread Petr Baudis
On Thu, Mar 06, 2008 at 04:33:16PM -0800, Dave Dyer wrote:
> 
> To a first order approximation, would changing the komi change the
> rankings?  Presumably, programs are playing the same number of games
> as black and white, so any "unfair" advantage or disadvantage black 
> has would balance out.
> 
> Komi only matters when there is only one game between a pair of opponents.

This has nothing to do with black/white distinction. The idea is to
dynamically adjust the komi to make UCT to aim at higher and potentially
less sure win or lower and potentially more sure loss. Of course,
depending on whether it takes black or white you would adjust the komi
in the correct direction.

-- 
Petr "Pasky" Baudis
Whatever you can do, or dream you can, begin it.
Boldness has genius, power, and magic in it.-- J. W. von Goethe
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[computer-go] there may be life left in traditional programs yet

2008-03-06 Thread terry mcintyre
Often, when I study sprawling groups in the middle
game, I have found that gnugo --decide-dragon-status
will fail with an uncertain result, but if I increase
the owl-node-limits and semeai-node-limits to 10k,
gnugo finds a resolution to the problem in a matter of
seconds. I sall run gnugo's solutions past stronger
players, but at the moment, they look reasonable to
me; certainly they are playable against low kyu
opponents.

I suspect that gnugo's limits were tuned for slower
processors and smaller memory sets. Now that machines
come "off the shelf" with 3 gigabytes of RAM, perhaps
it's time to revisit those parameters. A 10 megabyte
cache ( the default ) seems too parsimonious. 

If traditional programs were to fully use the RAM now
available, building trees with tens or hundreds of
thousands of nodes, it looks to me like their middle
game on a 19x19 board might impress dan-level players.



Terry McIntyre <[EMAIL PROTECTED]>

“Wherever is found what is called a paternal government, there is found state 
education. It has been discovered that the best way to insure implicit 
obedience is to commence tyranny in the nursery.”

Benjamin Disraeli, Speech in the House of Commons [June 15, 1874]


  

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