RE: [computer-go] Life and Death

2008-03-27 Thread David Fotland
I just looked at this position and it looks like a win for black in the
first position.  Many Faces evaluates it as a win for black, and plays c1 to
save the lower left black group with almost no thinking time.

Mogo is correct because the lower left black group is not dead.

David

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Matthew Woodcraft
> Sent: Sunday, March 09, 2008 11:49 AM
> To: computer-go
> Subject: [computer-go] Life and Death
> 
> I've included two 13x13 positions below. In both positions it is
> Black's
> move.
> 
> The first position is simplified from a real game. Black has two
> enclosed dead groups, and White has a small but easy win.
> 
> The second position is a modified version of the first in which the
> dead
> groups are more obviously dead.
> 
> If I try MogoRelease3 playing as Black on position 2, it shows a 20%
> score and resigns either immediately or after a couple of moves.
> 
> If I try it on position 1, it shows a score of 70%+ for Black, and
> continues to play until White takes steps to remove the dead groups
> from
> the board. I've tested with up to 2^24 playouts.
> 
> I have tried increasing --collectorLimitTreeSize and --limitTreeSize
> (like bigMogo in the scalability study), but I can't set them much
> higher than the default on this machine without running out of memory.
> 
> I'd be interested to see if someone with a bigger computer can find out
> what resources it needs to judge this position well, and to see how
> other engines do.
> 
> Position 1
> 
> (;GM[1]FF[4]
> CA[UTF-8]
> SZ[13]
> HA[0]
> KM[0.5]
> AB[jb:kb][cb:cc][kc][bd:cd][jd:ld][be][he][cf:df][bg][gb:gh]
> [ig:ih][jh:kh][eg:ei][li][aj:bj][hi:hj][lk][al][ck:cl][ji:jl]
> [dm][im]
> AW[ia:ja][ib][hc:jc][db:dd][hd:id][ce:de][ie][ke:le][bf][hf:jf]
> [lf][jg:kg][mg][lh][ai:di][gi][mi][cj][ej:gj][ij][dk:fk][hk:ik]
> [dl][il][bm][fl:fm][hm]
> )
> 
> Position 2
> 
> (;GM[1]FF[4]
> CA[UTF-8]
> SZ[13]
> HA[0]
> KM[0.5]
> AB[jb:mb][cb:cc][kc][bd:cd][jd:md][be][he][cf:df][bg][gb:gh]
> [ig:ih][jh:kh][eg:ei][li][aj:bj][hi:hj][bk:ck][lk][al][cl]
> [ji:jl][im]
> AW[ia:la][ib][hc:jc][mc][db:dd][hd:id][ce:de][ie][ke:le][bf]
> [hf:jf][lf][jg:kg][mg][lh][ai:di][gi][mi][cj][ej:gj][ij][dk:fk]
> [hk:ik][dl][fl][il][bm:cm][em:fm][hm]
> )
> 
> -M-
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Re: [computer-go] Life and Death

2008-03-27 Thread Hideki Kato
David Fotland: <[EMAIL PROTECTED]>:
>I just looked at this position and it looks like a win for black in the
>first position.  Many Faces evaluates it as a win for black, and plays c1 to
>save the lower left black group with almost no thinking time.
>
>Mogo is correct because the lower left black group is not dead.

I'm sorry if wrong but the black seems dead by B5 after C1, isn't 
it?

-Hideki

>David
>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:computer-go-
>> [EMAIL PROTECTED] On Behalf Of Matthew Woodcraft
>> Sent: Sunday, March 09, 2008 11:49 AM
>> To: computer-go
>> Subject: [computer-go] Life and Death
>> 
>> I've included two 13x13 positions below. In both positions it is
>> Black's
>> move.
>> 
>> The first position is simplified from a real game. Black has two
>> enclosed dead groups, and White has a small but easy win.
>> 
>> The second position is a modified version of the first in which the
>> dead
>> groups are more obviously dead.
>> 
>> If I try MogoRelease3 playing as Black on position 2, it shows a 20%
>> score and resigns either immediately or after a couple of moves.
>> 
>> If I try it on position 1, it shows a score of 70%+ for Black, and
>> continues to play until White takes steps to remove the dead groups
>> from
>> the board. I've tested with up to 2^24 playouts.
>> 
>> I have tried increasing --collectorLimitTreeSize and --limitTreeSize
>> (like bigMogo in the scalability study), but I can't set them much
>> higher than the default on this machine without running out of memory.
>> 
>> I'd be interested to see if someone with a bigger computer can find out
>> what resources it needs to judge this position well, and to see how
>> other engines do.
>> 
>> Position 1
>> 
>> (;GM[1]FF[4]
>> CA[UTF-8]
>> SZ[13]
>> HA[0]
>> KM[0.5]
>> AB[jb:kb][cb:cc][kc][bd:cd][jd:ld][be][he][cf:df][bg][gb:gh]
>> [ig:ih][jh:kh][eg:ei][li][aj:bj][hi:hj][lk][al][ck:cl][ji:jl]
>> [dm][im]
>> AW[ia:ja][ib][hc:jc][db:dd][hd:id][ce:de][ie][ke:le][bf][hf:jf]
>> [lf][jg:kg][mg][lh][ai:di][gi][mi][cj][ej:gj][ij][dk:fk][hk:ik]
>> [dl][il][bm][fl:fm][hm]
>> )
>> 
>> Position 2
>> 
>> (;GM[1]FF[4]
>> CA[UTF-8]
>> SZ[13]
>> HA[0]
>> KM[0.5]
>> AB[jb:mb][cb:cc][kc][bd:cd][jd:md][be][he][cf:df][bg][gb:gh]
>> [ig:ih][jh:kh][eg:ei][li][aj:bj][hi:hj][bk:ck][lk][al][cl]
>> [ji:jl][im]
>> AW[ia:la][ib][hc:jc][mc][db:dd][hd:id][ce:de][ie][ke:le][bf]
>> [hf:jf][lf][jg:kg][mg][lh][ai:di][gi][mi][cj][ej:gj][ij][dk:fk]
>> [hk:ik][dl][fl][il][bm:cm][em:fm][hm]
>> )
>> 
>> -M-
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>
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Re: [computer-go] Life and Death

2008-03-27 Thread Tom Cooper

I think that the original description of the position should have said
'killable' rather than 'dead', and that David missed the fact that
it is White to move.

At 08:06 27/03/2008, Hideki wrote:


David Fotland: <[EMAIL PROTECTED]>:
>I just looked at this position and it looks like a win for black in the
>first position.  Many Faces evaluates it as a win for black, and plays c1 to
>save the lower left black group with almost no thinking time.
>
>Mogo is correct because the lower left black group is not dead.

I'm sorry if wrong but the black seems dead by B5 after C1, isn't
it?

-Hideki

>David
>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:computer-go-
>> [EMAIL PROTECTED] On Behalf Of Matthew Woodcraft
>> Sent: Sunday, March 09, 2008 11:49 AM
>> To: computer-go
>> Subject: [computer-go] Life and Death
>>
>> I've included two 13x13 positions below. In both positions it is
>> Black's
>> move.
>>
>> The first position is simplified from a real game. Black has two
>> enclosed dead groups, and White has a small but easy win.
>>
>> The second position is a modified version of the first in which the
>> dead
>> groups are more obviously dead.
>>
>> If I try MogoRelease3 playing as Black on position 2, it shows a 20%
>> score and resigns either immediately or after a couple of moves.
>>
>> If I try it on position 1, it shows a score of 70%+ for Black, and
>> continues to play until White takes steps to remove the dead groups
>> from
>> the board. I've tested with up to 2^24 playouts.
>>
>> I have tried increasing --collectorLimitTreeSize and --limitTreeSize
>> (like bigMogo in the scalability study), but I can't set them much
>> higher than the default on this machine without running out of memory.
>>
>> I'd be interested to see if someone with a bigger computer can find out
>> what resources it needs to judge this position well, and to see how
>> other engines do.
>>
>> Position 1
>>
>> (;GM[1]FF[4]
>> CA[UTF-8]
>> SZ[13]
>> HA[0]
>> KM[0.5]
>> AB[jb:kb][cb:cc][kc][bd:cd][jd:ld][be][he][cf:df][bg][gb:gh]
>> [ig:ih][jh:kh][eg:ei][li][aj:bj][hi:hj][lk][al][ck:cl][ji:jl]
>> [dm][im]
>> AW[ia:ja][ib][hc:jc][db:dd][hd:id][ce:de][ie][ke:le][bf][hf:jf]
>> [lf][jg:kg][mg][lh][ai:di][gi][mi][cj][ej:gj][ij][dk:fk][hk:ik]
>> [dl][il][bm][fl:fm][hm]
>> )
>>
>> Position 2
>>
>> (;GM[1]FF[4]
>> CA[UTF-8]
>> SZ[13]
>> HA[0]
>> KM[0.5]
>> AB[jb:mb][cb:cc][kc][bd:cd][jd:md][be][he][cf:df][bg][gb:gh]
>> [ig:ih][jh:kh][eg:ei][li][aj:bj][hi:hj][bk:ck][lk][al][cl]
>> [ji:jl][im]
>> AW[ia:la][ib][hc:jc][mc][db:dd][hd:id][ce:de][ie][ke:le][bf]
>> [hf:jf][lf][jg:kg][mg][lh][ai:di][gi][mi][cj][ej:gj][ij][dk:fk]
>> [hk:ik][dl][fl][il][bm:cm][em:fm][hm]
>> )
>>
>> -M-
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>
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Re: [computer-go] Optimal explore rates for plain UCT

2008-03-27 Thread Magnus Persson

Quoting Petr Baudis <[EMAIL PROTECTED]>:


Please note that pachi1 had a rather embarassing bug of starting the
random playouts with wrong color (so if the last tree node was black,
the playout would start with black as well). pachi2 has this bug fixed;
the ELO rating is still not settled, but so far it seems that the impact
of this has been about 20-30 ELO in the 110k playouts area, which seems
surprisingly little to me.


It just shows that MC evaluation is robust, and this is because it is  
relative between moves and not an absolute evaluation. As long as the  
same bug applies to all moves it should not be that important. If the  
playouts are light i guess it matters even less.


-Magnus
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Re: [computer-go] Optimal explore rates for plain UCT

2008-03-27 Thread Don Dailey


Magnus Persson wrote:
> Quoting Petr Baudis <[EMAIL PROTECTED]>:
>
>> Please note that pachi1 had a rather embarassing bug of starting the
>> random playouts with wrong color (so if the last tree node was black,
>> the playout would start with black as well). pachi2 has this bug fixed;
>> the ELO rating is still not settled, but so far it seems that the impact
>> of this has been about 20-30 ELO in the 110k playouts area, which seems
>> surprisingly little to me.
>
> It just shows that MC evaluation is robust, and this is because it is
> relative between moves and not an absolute evaluation. As long as the
> same bug applies to all moves it should not be that important. If the
> playouts are light i guess it matters even less.
Yes, I agree.   With light playouts I would expect starting with the
wrong move to only be a slight weakening of the program.

 - Don


>
> -Magnus
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Re: [computer-go] State of the art of pattern matching

2008-03-27 Thread Santiago Basaldúa

Mark Boon wrote:

What I have now takes 10-15 microseconds on a 2Ghz Intel computer to  
find all the patterns on a board (on average for 9x9, for 19x19 it's  
more like 15-20 usec) 



From your difference between 9x9 and 19x19 I assume that you are updating
the patterns of the cells after a stone was placed, (else the difference 
should be 361/81 times) not a computation from scratch. I make this sure 
so that we compare apples to apples. As far as the patterns computing is

concerned, (i.e. excluding the board part verifying captures, etc.) for
a pattern of 40 neighbors I get times easily below 500 nanoseconds 
(even on an old P4 3.4 GHz) for updating 40 hashes. I explained that about
June last year, when I wrote it. Since it passed my tests (June 07) I 
have never changed a character in the code that writes the 67090 asm
lines. It is just a black box, that works 100%. Each board cell has an 
updating function that knows where the board limits are, the resulting

code (for hash 32 bit mode) is something like an endless:

  lea ebx, [edx + ecx*2 - SizeOf_bccCell]
  mov eax, 0967f6762h
  bt  dword ptr [ebx], bidx_StoneBit
  cmovc   eax, esi
  xor [ebx + 4], eax
  lea ebx, [edx + ecx*2]
  mov eax, 0d83b6518h
  bt  dword ptr [ebx], bidx_StoneBit
  cmovc   eax, esi
  xor [ebx + 4], eax
  lea ebx, [edx + ecx*2 + SizeOf_bccCell]
  mov eax, 0121001f7h
  bt  dword ptr [ebx], bidx_StoneBit
  cmovc   eax, esi
  xor [ebx + 4], eax

The longest of these functions has 206 lines, the typical about 120. There
is not a single conditional jump, no vars in RAM, etc.



It's written in Java so making it in C would possibly give a two-fold
speedup.


I hate the Java war but, when I said that it is taking a 10 year handicap, 
at least for patterns that is true with no doubt. My code running on 1998 
hardware (it is compatible) outperforms Java code for updating patterns.



Somehow smaller sets don't go much faster, but larger sets do slow down, 
every ten-fold increase in number of patterns seems to double the time.


What I wrote above updates the hashes (or the masks, because the board 
has many modes) but does not search the hash to get urgency. For searching

in a sorted list, I use the second best language after automated asm ..

.. manually written asm, of course ;-)

;; One iteration:
;; --
CompStepMACRO   name

mov eax, ebx
add eax, ecx
shr eax, 1
and al,  0fch   ;; Align to a valid pointer
cmp edx, [eax]
jz  &name&out
cmovc   ecx, eax;; This is true if [eax] > value
cmovnc  ebx, eax;; This is true if the previous is false

ENDM

Also (almost) without conditional jumps. The only conditional jump is selected
once when the hash is found and exits. 10 steps of that can search in a 1024
long list, 20 steps in 1024^2. A doubling in table size is just adding one step,
(8 instructions, say 64 clock cycles).

I hope this helps.

Jacques.

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Re: [computer-go] State of the art of pattern matching (Oops)

2008-03-27 Thread Jacques Basaldúa

"Santiago" wrote:

... Oops, wrong name ...

(Santiago is my official name, because I was born in a dictatorship that 
did not allow foreign names. After that, I was too lazy to change it.

Jacques, like my French grandfather, is my real name.)


Jacques.


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Re: [computer-go] Ing Challenge

2008-03-27 Thread Petr Baudis
On Wed, Mar 26, 2008 at 08:50:28PM -0700, David Fotland wrote:
> > You are right.
> 
> Well, I did compete for this prize about 15 times, so I hope so :)

Are there any current prized computer tournaments or does anyone know
about Ing foundation or anyone else planning to resume the challenge?
What was the reason that it got interrupted, lack of fast enough
progress or simple reallocation of funds within the foundation?

-- 
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: [computer-go] State of the art of pattern matching

2008-03-27 Thread Don Dailey


Mark Boon wrote:
> Thanks for the pointer Don, that might be worth looking into at some
> point.
>
> When you say 'amazing accuracy despite this speed and simplicity' I
> still have to ask: "how fast?". I think 10usec is actually pretty
> fast. But when talking about using it during MC playouts for example,
> it's still rather slow. This is due to the pile-up of numbers. A
> (relatively) big area to look for, and a large number of occasions to
> do the lookup.
>
> The patterns don't necessarily need to be hand-crafted. But throwing a
> million generated patterns at it also has its price in terms of
> performance.
Pattern lookup has nothing to do with the number of patterns it was
trained on of course.   Think of this as a kind of neural net.The
data produced is compact, and  is a function of the number of
attributes,  and the number of classes (this is a classifier) and not
the amount of patterns used for training.   

Therefore 10 million training patterns would take the same storage as 1
million or even just one.I generate 16 versions of each pattern for
each possible color and orientation and the training time, I'm
guessing,  is dominated by the time it takes to read the training file
(a text file) into memory, parse the fields, and rotate the patterns.   
Of course I don't really care about the training time itself since this
is a one time operation but it's fast nevertheless,  not like training a
neural net or running a genetic algorithm.   All it is, is parsing data
and collecting it into a data structure to be able to calculate
probabilities from.  

If you are just interested in patterns generated the old fashion way,
hand crafted without learning or generalization (other than wild
cards),   then this has nothing to offer for you.The techniques for
doing this have been around for decades and you are an expert in them
and there is nothing new in this. David Fotland, and many of the top
GO people have very fast pattern matchers that work well and are
super-optimized to do what they do very quickly.   

I definitely agree with you, when it comes to pure state of the art
pattern matching (the old fashioned way) that variable pattern shapes
with wild-card matching is very important.   This is all fine for a
programmer who is also an expert GO player,   but for someone like
myself there is no other choice (other than taking a few years to become
a GO expert)  but to explore this in a machine learning context.  

Naive Bayes is called "naive" for a reason.   It makes assumptions about
the independence of observations that are not true,  however it has been
shown both empirically and formally that it can very often perform
surprisingly well despite these limitations even in domains where
attributes are highly correlated.In GO,  patterns attributes of
course are highly correlated probably to an absurd degree,  but there
are many simple enhancements that correct the shortcomings while
maintaining most of the simplicity.  

But it is a whole different thing from what you are doing. 

- Don


>
> Mark
>
>
> On 26-mrt-08, at 16:17, Don Dailey wrote:
>
>> Mark,
>>
>> I am doing some experimentation with something similar to patterns,  but
>> based  on Naive Bayes classifiers.   The idea is to use  Naive Bayes
>> classifiers to generalize patterns. The classifiers would still be
>> focused on some constrained area of the board, such as the 5x5 matrix or
>> something,  but they would be extremely compact compared to patterns and
>> very good at generalizing.  I'm convinced they would have to be enhanced
>> with additional attributes concerning the points being considered,  but
>> one of their strengths is that you can pile on huge numbers of
>> attributes without killing the speed or memory consumption very
>> significantly.
>>
>> Recently there has been a huge surge of interest in Naive Bayes
>> Classifiers due to their simplicity and speed, and yet amazing accuracy
>> despite this speed and simplicity.Nothing has been found that
>> improves all that much on Naive Bayes for many applications,  and some
>> simple improvements to Naive Bayes has put it in the same league as
>> other far more complex and computationally expensive methods such as
>> neural networks and decision trees.
>>
>> I have no idea whether I'm barking up the wrong tree - but I think it's
>> definitely worth taking a look at. I don't think GO programs can be
>> improved much more by simply adding more hand crafted patterns - we need
>> to find ways to generalize knowledge in powerful ways.
>>
>> Naive Bayes is trained by example and it's trivial, basically a single
>> pass statistics gathering.   So you must basically show it a gazillion
>> sample patterns with "known" classifications.You could build these
>> from games of strong players for instance.
>>
>> - Don
>>
>>
>>
>>
>> Mark Boon wrote:
>>> Lately I have been putting some effort into pattern-matching. Although
>>> I have made progress, the result wa

Re: [computer-go] State of the art of pattern matching

2008-03-27 Thread Mark Boon

Jacques,

Yes, I do an incremental update so the board-size should be almost  
irrelevant. I'm not sure why I see any difference between 9x9 and  
19x19 but it may have to do with the fact that the edge cuts a lot of  
pattern seach short.



On 27-mrt-08, at 10:13, Santiago Basaldúa wrote:


Mark Boon wrote:

What I have now takes 10-15 microseconds on a 2Ghz Intel computer  
to  find all the patterns on a board (on average for 9x9, for  
19x19 it's  more like 15-20 usec)


From your difference between 9x9 and 19x19 I assume that you are  
updating
the patterns of the cells after a stone was placed, (else the  
difference should be 361/81 times) not a computation from scratch.  
I make this sure so that we compare apples to apples. As far as the  
patterns computing is
concerned, (i.e. excluding the board part verifying captures, etc.)  
for
a pattern of 40 neighbors I get times easily below 500 nanoseconds  
(even on an old P4 3.4 GHz) for updating 40 hashes. I explained  
that about
June last year, when I wrote it. Since it passed my tests (June 07)  
I have never changed a character in the code that writes the 67090 asm
lines. It is just a black box, that works 100%. Each board cell has  
an updating function that knows where the board limits are, the  
resulting

code (for hash 32 bit mode) is something like an endless:

  lea ebx, [edx + ecx*2 - SizeOf_bccCell]
  mov eax, 0967f6762h
  bt  dword ptr [ebx], bidx_StoneBit
  cmovc   eax, esi
  xor [ebx + 4], eax
  lea ebx, [edx + ecx*2]
  mov eax, 0d83b6518h
  bt  dword ptr [ebx], bidx_StoneBit
  cmovc   eax, esi
  xor [ebx + 4], eax
  lea ebx, [edx + ecx*2 + SizeOf_bccCell]
  mov eax, 0121001f7h
  bt  dword ptr [ebx], bidx_StoneBit
  cmovc   eax, esi
  xor [ebx + 4], eax



Sorry, without a bit more explanation, the assembler code is very  
hard to understand. What exactly does it do? Does it relate to a  
pattern? Did you write a paper or post explaining this in more detail?


Do I understand correctly that you generate this code automatically?  
I believe David Fotland does something similiarly. I have thought  
about that but I wasn't sure if that was really much faster.


You are talking about updating 40 hashes. Does it mean your patterns  
have fixed size? In the 500 nanoseconds, how many patterns do you  
compare? One? A thousand? A million? How about rotations and color  
inversions? To make it really an apples to apples comparison I'd like  
to make sure we're talking about the same thing.


Mark

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RE: [computer-go] Life and Death

2008-03-27 Thread terry mcintyre

--- David Fotland <[EMAIL PROTECTED]> wrote:

> I just looked at this position and it looks like a
> win for black in the
> first position.  Many Faces evaluates it as a win
> for black, and plays c1 to
> save the lower left black group with almost no
> thinking time.
> 
> Mogo is correct because the lower left black group
> is not dead.

That's interesting -- did Mogo know in some sense that
the group could be defended, yet fail to actually play
the necessary move(s)?

I wonder if enough information is available in the
playouts to determine that certain moves will
dramatically tilt the outcome? Can that information
indicate a sense of the urgency of certain moves
compared to others?

> > -Original Message-
> > From: [EMAIL PROTECTED]
> [mailto:computer-go-
> > [EMAIL PROTECTED] On Behalf Of Matthew
> Woodcraft
> > Sent: Sunday, March 09, 2008 11:49 AM
> > To: computer-go
> > Subject: [computer-go] Life and Death
> > 
> > I've included two 13x13 positions below. In both
> positions it is
> > Black's
> > move.
> > 
> > The first position is simplified from a real game.
> Black has two
> > enclosed dead groups, and White has a small but
> easy win.
> > 
> > The second position is a modified version of the
> first in which the
> > dead
> > groups are more obviously dead.
> > 
> > If I try MogoRelease3 playing as Black on position
> 2, it shows a 20%
> > score and resigns either immediately or after a
> couple of moves.
> > 
> > If I try it on position 1, it shows a score of
> 70%+ for Black, and
> > continues to play until White takes steps to
> remove the dead groups
> > from
> > the board. I've tested with up to 2^24 playouts.
> > 
> > I have tried increasing --collectorLimitTreeSize
> and --limitTreeSize
> > (like bigMogo in the scalability study), but I
> can't set them much
> > higher than the default on this machine without
> running out of memory.
> > 
> > I'd be interested to see if someone with a bigger
> computer can find out
> > what resources it needs to judge this position
> well, and to see how
> > other engines do.
> > 
> > Position 1
> > 
> > (;GM[1]FF[4]
> > CA[UTF-8]
> > SZ[13]
> > HA[0]
> > KM[0.5]
> >
>
AB[jb:kb][cb:cc][kc][bd:cd][jd:ld][be][he][cf:df][bg][gb:gh]
> >
>
[ig:ih][jh:kh][eg:ei][li][aj:bj][hi:hj][lk][al][ck:cl][ji:jl]
> > [dm][im]
> >
>
AW[ia:ja][ib][hc:jc][db:dd][hd:id][ce:de][ie][ke:le][bf][hf:jf]
> >
>
[lf][jg:kg][mg][lh][ai:di][gi][mi][cj][ej:gj][ij][dk:fk][hk:ik]
> > [dl][il][bm][fl:fm][hm]
> > )
> > 
> > Position 2
> > 
> > (;GM[1]FF[4]
> > CA[UTF-8]
> > SZ[13]
> > HA[0]
> > KM[0.5]
> >
>
AB[jb:mb][cb:cc][kc][bd:cd][jd:md][be][he][cf:df][bg][gb:gh]
> >
>
[ig:ih][jh:kh][eg:ei][li][aj:bj][hi:hj][bk:ck][lk][al][cl]
> > [ji:jl][im]
> >
>
AW[ia:la][ib][hc:jc][mc][db:dd][hd:id][ce:de][ie][ke:le][bf]
> >
>
[hf:jf][lf][jg:kg][mg][lh][ai:di][gi][mi][cj][ej:gj][ij][dk:fk]
> > [hk:ik][dl][fl][il][bm:cm][em:fm][hm]
> > )
> > 
> > -M-
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education. It has been discovered that the best way to insure implicit 
obedience is to commence tyranny in the nursery.”

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Re: [computer-go] State of the art of pattern matching

2008-03-27 Thread terry mcintyre
I've been thinking a bit about the collection of
patterns from games, whether of professionals or of
programs.

It is possible to get some remarkably high correlation
between the moves played by pros and a predictor - yet
still not have a good program. Why?

One possible answer is that many moves are considered
but never played; this information is not captured by
looking at game records alone. Ordinarily, both
players analyze parts of the game - life-and-death
situations, for example - and know exactly what
outcome to expect. For instance, "the L group is dead"
- therefore, one would not create such a provably dead
shape.

The game record will show the results of decisions
made by pros, but not the process of rejecting bad
shapes.

A tree search based only on game records is unlikely
to  have enough information to weed out situations
which are almost right - "just a little bit dead."

Suppose a group can be defended - four liberties in a
row, for example. If the opponent plays inside those
four liberties, you play to divide the area into two
eyes - unless the situation is such that the group has
a second eye elsewhere. Game records won't show such
frivolous plays, but it is essential to know how to
respond to programs which do make such plays. 

It might be worthwhile for tree search to include
patterns which have been generated by life-and-death
solvers, determining the status of groups using moves
which seldom appear in game records, but which are
essential to gather tactical information about the
status of groups, used to make top-level strategic
decisions. 

To summarize, the tree search needs to know about
patterns which are unlikely to ever be expressed in
the game record itself. 



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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Re: [computer-go] State of the art of pattern matching

2008-03-27 Thread Petr Baudis
On Thu, Mar 27, 2008 at 12:14:06PM -0700, terry mcintyre wrote:
> Suppose a group can be defended - four liberties in a
> row, for example. If the opponent plays inside those
> four liberties, you play to divide the area into two
> eyes - unless the situation is such that the group has
> a second eye elsewhere. Game records won't show such
> frivolous plays, but it is essential to know how to
> respond to programs which do make such plays. 

Such plays that "almost work" are often played as ko threats. I'm not
sure if you get enough samples of these patterns though; and the
opponent might tenuki from the play often to connect the ko, I'm not
sure if that helps you either.

I think this is one reason why people seem to often include some sample
of lower-level games during pattern learning.

-- 
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: [computer-go] Life and Death

2008-03-27 Thread Matthew Woodcraft
David Fotland wrote:
> I just looked at this position and it looks like a win for black in the
> first position.  Many Faces evaluates it as a win for black, and plays c1 to
> save the lower left black group with almost no thinking time.

> Mogo is correct because the lower left black group is not dead.

Doesn't B3 kill in response to C1?

-M-
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Re: [computer-go] State of the art of pattern matching

2008-03-27 Thread Don Dailey


terry mcintyre wrote:
> I've been thinking a bit about the collection of
> patterns from games, whether of professionals or of
> programs.
>
> It is possible to get some remarkably high correlation
> between the moves played by pros and a predictor - yet
> still not have a good program. Why?
>   

In my opinion it's because playing go is more about the quality of your weakest 
moves, it's not the average quality of the moves.   You pretty much have to 
play every move at a given level to actually be playing at
that level.   Of course that's a simplification but gets the point across.  
Some moves can be found by relatively weak players and the difference between 
good and great players is in a small percentage of the moves.


> One possible answer is that many moves are considered
> but never played; this information is not captured by
> looking at game records alone. Ordinarily, both
> players analyze parts of the game - life-and-death
> situations, for example - and know exactly what
> outcome to expect. For instance, "the L group is dead"
> - therefore, one would not create such a provably dead
> shape.
>
> The game record will show the results of decisions
> made by pros, but not the process of rejecting bad
> shapes.
>
> A tree search based only on game records is unlikely
> to  have enough information to weed out situations
> which are almost right - "just a little bit dead."
>
> Suppose a group can be defended - four liberties in a
> row, for example. If the opponent plays inside those
> four liberties, you play to divide the area into two
> eyes - unless the situation is such that the group has
> a second eye elsewhere. Game records won't show such
> frivolous plays, but it is essential to know how to
> respond to programs which do make such plays. 
>
> It might be worthwhile for tree search to include
> patterns which have been generated by life-and-death
> solvers, determining the status of groups using moves
> which seldom appear in game records, but which are
> essential to gather tactical information about the
> status of groups, used to make top-level strategic
> decisions. 
>
> To summarize, the tree search needs to know about
> patterns which are unlikely to ever be expressed in
> the game record itself. 
>
>   
I remember we did talk about this is a group.   We came to the
conclusion that relevant patterns and positions rarely or never occur on
the actual playing board,  but are just understood.In a trivial way
I discovered this when I was looking for king and pawn endings in a huge
grandmaster database.   I found very few.   And yet these are pretty
much fundamental to understanding the game of chess and even influence
the openings you play and the goals of the game.It turns out that
Grandmasters usually know the outcome of any king and pawn ending that
is threatened over the board,  and so they basically work around them. 
And yet they are of fundamental importance  in the outcome.  

In some of my pattern learning experiments,  I discovered that only a
very small subset of possible patterns occur on the real board,  and yet
for a game tree searcher it would be pretty important to understand
those patterns that are "constantly avoided" in order to understand why
they are being avoided.

That's why I believe that patterns culled from games are pretty much
useless.That probably extends to most learning based on observing
games.  

Nevertheless,  I got a pretty good improvement using patterns that
Lazarus "never" plays as a form of selectivity in Lazarus.So that is
evidence that refutes my idea to a certain extent.   I figured if
Lazarus would never (or almost never given many opportunities) play to
create a certain pattern, it was reasonable evidence that it is not a
good move.


- Don



>
> 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]
>
>
>   
> 
> Be a better friend, newshound, and 
> know-it-all with Yahoo! Mobile.  Try it now.  
> http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
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Re: [computer-go] State of the art of pattern matching

2008-03-27 Thread Don Dailey
Actually, a better way to put this:

King and Pawn positions are generally understand so well by Grandmasters
that they know what the outcome of the game will be once it appears on
the board. 

Therefore, at least 1 player is actively trying to avoid this ending,
because the game is essentially over once it appears! And yet you
can never be a good chess player without an intimate understanding of
this ending which rarely occurs!  

So how could we expect a machine learning algorithm to "learn"  this 
ending by showing it hundreds of thousands of example games?

- Don





> It turns out that
> Grandmasters usually know the outcome of any king and pawn ending that
> is threatened over the board,  and so they basically work around them. 
> And yet they are of fundamental importance  in the outcome.  
>
> In some of my pattern learning experiments,  I discovered that only a
> very small subset of possible patterns occur on the real board,  and yet
> for a game tree searcher it would be pretty important to understand
> those patterns that are "constantly avoided" in order to understand why
> they are being avoided.
>
> That's why I believe that patterns culled from games are pretty much
> useless.That probably extends to most learning based on observing
> games.  
>
> Nevertheless,  I got a pretty good improvement using patterns that
> Lazarus "never" plays as a form of selectivity in Lazarus.So that is
> evidence that refutes my idea to a certain extent.   I figured if
> Lazarus would never (or almost never given many opportunities) play to
> create a certain pattern, it was reasonable evidence that it is not a
> good move.
>
>
> - Don
>
>
>
>   
>> 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]
>>
>>
>>   
>> 
>> Be a better friend, newshound, and 
>> know-it-all with Yahoo! Mobile.  Try it now.  
>> http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
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>>   
>> 
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Re: [computer-go] State of the art of pattern matching

2008-03-27 Thread terry mcintyre

--- Don Dailey <[EMAIL PROTECTED]> wrote:

> terry mcintyre wrote:
> > I've been thinking a bit about the collection of
> > patterns from games, whether of professionals or
> of
> > programs.
> >
> > It is possible to get some remarkably high
> correlation
> > between the moves played by pros and a predictor -
> yet
> > still not have a good program. Why?
> >   
> 
> In my opinion it's because playing go is more about
> the quality of your weakest moves, it's not the
> average quality of the moves.   You pretty much have
> to play every move at a given level to actually be
> playing at
> that level.   Of course that's a simplification but
> gets the point across.  Some moves can be found by
> relatively weak players and the difference between
> good and great players is in a small percentage of
> the moves.

Very true! I have the very good fortune to play
against a pro from time to time. ( He gives me 9
stones and I try to minimize my losses after that
point. ) Many of my moves look very like those of a a
pro player, but I'm still somewhere around 5 kyu on
KGS. It's one thing to play the first three moves of
the Chinese Opening; it's another to correctly handle
the umpty-seven variations which follow - especially
variants which would never appear in pro games.

I've watched a pro patiently wait for one mistake,
after which the game unravels. It's like breaking the
weakest link of a chain. We lower-level players
usually have many such weaknesses, not obvious when we
play against people or programs at a similar level.



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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RE: [computer-go] Life and Death

2008-03-27 Thread David Fotland
Oops, yes you are right.  I shouldn't try to look at a position when I'm
half asleep.

David

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Matthew Woodcraft
> Sent: Thursday, March 27, 2008 12:34 PM
> To: computer-go
> Subject: Re: [computer-go] Life and Death
> 
> David Fotland wrote:
> > I just looked at this position and it looks like a win for black in
> the
> > first position.  Many Faces evaluates it as a win for black, and
> plays c1 to
> > save the lower left black group with almost no thinking time.
> 
> > Mogo is correct because the lower left black group is not dead.
> 
> Doesn't B3 kill in response to C1?
> 
> -M-
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RE: [computer-go] Life and Death

2008-03-27 Thread terry mcintyre
> > David Fotland wrote:
> > > I just looked at this position and it looks like
> a win for black in the
> > > first position.  Many Faces evaluates it as a
> win for black, and plays c1 to
> > > save the lower left black group with almost no
> thinking time.
> > 
> > > Mogo is correct because the lower left black
> group is not dead.

Somebody replied:
 
> > Doesn't B3 kill in response to C1?
 
--- David Fotland <[EMAIL PROTECTED]> wrote:

> Oops, yes you are right.  I shouldn't try to look at
> a position when I'm half asleep.

So we are back to the original theory: Mogo
incorrectly believed that the position was 70% in
favor of a black win, until white made the situation
more blatantly obvious.

Three questions: 

a) does the new version of Mogo, with the nakade
improvements, handle this situation any better?

b) how do other programs fare?

c) what strategies would provide a general
improvement? 


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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RE: [computer-go] Ing Challenge

2008-03-27 Thread David Fotland
The Ing prize stopped when Mr Ing died.  He was very interested in computer
go.  His foundation still funds many go tournaments, but none for computers.

The current computer go tournaments I know of are:

European go congress (Late July)
US go congress (August, small prize this year)
Gifu Challenge in Japan (usually September or October, usually moderate
prize) - http://www.computer-go.jp/gifu2005/English/outline/index.html
Computer Olympiad (Beijing this October, usually no prize, pay to enter)
UEC Cup, Japan, first one in 2007.  I don't know much about it.

David


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Petr Baudis
> Sent: Thursday, March 27, 2008 6:56 AM
> To: computer-go
> Subject: Re: [computer-go] Ing Challenge
> 
> On Wed, Mar 26, 2008 at 08:50:28PM -0700, David Fotland wrote:
> > > You are right.
> >
> > Well, I did compete for this prize about 15 times, so I hope so :)
> 
> Are there any current prized computer tournaments or does anyone know
> about Ing foundation or anyone else planning to resume the challenge?
> What was the reason that it got interrupted, lack of fast enough
> progress or simple reallocation of funds within the foundation?
> 
> --
>   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: [computer-go] Ing Challenge

2008-03-27 Thread Hideki Kato

David Fotland: <[EMAIL PROTECTED]>:
>The Ing prize stopped when Mr Ing died.  He was very interested in computer
>go.  His foundation still funds many go tournaments, but none for computers.
>
>The current computer go tournaments I know of are:
>
>European go congress (Late July)
>US go congress (August, small prize this year)
>Gifu Challenge in Japan (usually September or October, usually moderate
>prize) - http://www.computer-go.jp/gifu2005/English/outline/index.html
>Computer Olympiad (Beijing this October, usually no prize, pay to enter)
>UEC Cup, Japan, first one in 2007.  I don't know much about it.

2nd UEC Cup is planned at December 6 and 7, 2008.  I guess no prize.

-Hideki

>David
>
>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:computer-go-
>> [EMAIL PROTECTED] On Behalf Of Petr Baudis
>> Sent: Thursday, March 27, 2008 6:56 AM
>> To: computer-go
>> Subject: Re: [computer-go] Ing Challenge
>> 
>> On Wed, Mar 26, 2008 at 08:50:28PM -0700, David Fotland wrote:
>> > > You are right.
>> >
>> > Well, I did compete for this prize about 15 times, so I hope so :)
>> 
>> Are there any current prized computer tournaments or does anyone know
>> about Ing foundation or anyone else planning to resume the challenge?
>> What was the reason that it got interrupted, lack of fast enough
>> progress or simple reallocation of funds within the foundation?
>> 
>> --
>>  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] Money for computer Go (was: Ing Challenge)

2008-03-27 Thread David Doshay


On 27, Mar 2008, at 3:39 PM, David Fotland wrote:


US go congress (August, small prize this year)



Since I announced that HSRF will supply $1,000 total of prize money for
computer Go at the US Congress this year, another person contacted me
and has agreed to add a minimum of $250. The offer is also to match
other contributions, with that person offering a maximum of $1,000.
I need to get back to them to finalize the details of their offer and  
the

matching conditions, but I have been busy trying to move.

More details, and perhaps more money, soon.

Cheers,
David

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Re: [computer-go] State of the art of pattern matching

2008-03-27 Thread Stuart A. Yeates
On undefined, Don Dailey <[EMAIL PROTECTED]> wrote:
>
>  In some of my pattern learning experiments,  I discovered that only a
>  very small subset of possible patterns occur on the real board,  and yet
>  for a game tree searcher it would be pretty important to understand
>  those patterns that are "constantly avoided" in order to understand why
>  they are being avoided.
>
>  That's why I believe that patterns culled from games are pretty much
>  useless.That probably extends to most learning based on observing
>  games.

I agree wholeheartedly with your observation, but not with your conclusion.

It is undoubtedly true that dan level players foresee, understand and
avoid many patterns, but it is also true that many players develop
those abilities largely through playing many games of go, as well as
studying books and problems.

Given that there are collections of tens of thousands of games played
by kyu level players as they improve to dan level; given that there
are collections of thousands of life and death problems studied by
those players to the same end; I see no rational explanation why the
lessons leant by humans as they improve (or equivalent lessons
expressed computationally) can't be inferred.

cheers
stuart
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