Re: [computer-go] ICML paper

2008-04-24 Thread Don Dailey


David Silver wrote:
> Hi all,
>
> Our paper "Sample-Based Learning and Search with Permanent and
> Transient Memories" has been accepted for publication at ICML 2008.
> Once again, I would really appreciate any feedback or comments on the
> paper.
This is nit-picky,  but CGOS is supposed to mean  (C)omputer (G)(O)
(S)erver,  however don't change the paper,  I like what you have better!   

Other papers also use this same acronym, which is more descriptive and
so I think I'll just keep it.


- Don


>
> http://www.cs.ualberta.ca/~silver/research/publications/files/dyna2.pdf
>
> ICML is a technical conference on machine learning, and the paper
> assumes some familiarity with machine learning terminology. Having
> said that, I hope that the main ideas are understandable by everyone
> on this list! In particular I've heard several people ask questions like:
>
> -How can we generalise between different positions during search?
> -How can we learn "on the fly" about the value of different patterns?
> -How can we combine learned knowledge with search?
> -Are there more efficient algorithms than Monte-Carlo for updating the
> value of states or patterns?
> -What's so special about UCT? Can we get similar or better performance
> by using other sample-based search algorithms?
>
> The Dyna-2 architecture described in this paper provides an approach
> for answering these questions.
> Hopefully this will pique your interest enough to read the paper :-)
>
> Thanks!
> -Dave
>
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[computer-go] Greedy search vs UCT

2008-04-24 Thread Magnus Persson
I have checked if there is a difference for Valkyria in using  
confidence bounds or just greedily search the move with the highest  
winrate. This is Valkyria 3.2.0 using 512 simulations per move against  
GnuGo 3.7.10.


UCT_K   Winrate SERR
0   58.82.2 (greedy)
0.0156.82.2
0.1 60.92.2
0.5 54.22.2
1   50.62.2

As you can see up to uct_k = 0.1, the winrate aginst gnugo is more or  
less constant (500 games was played for each value of uct_k) and then  
it declines.


So although 0.1 was best I cannot claim that it is better than a plain  
greedy search.


I will repeat this using 4 times as many simulations per move. The  
search  sensitivity to uct_k may depend on how deep the tree is  
searched.


-Magnus


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RE: [computer-go] Greedy search vs UCT

2008-04-24 Thread David Fotland
What level for gnugo 3.7.10?

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Magnus Persson
> Sent: Thursday, April 24, 2008 8:28 AM
> To: computer-go@computer-go.org
> Subject: [computer-go] Greedy search vs UCT
> 
> I have checked if there is a difference for Valkyria in using
> confidence bounds or just greedily search the move with the highest
> winrate. This is Valkyria 3.2.0 using 512 simulations per move against
> GnuGo 3.7.10.
> 
> UCT_K Winrate SERR
> 0 58.82.2 (greedy)
> 0.01  56.82.2
> 0.1   60.92.2
> 0.5   54.22.2
> 1 50.62.2
> 
> As you can see up to uct_k = 0.1, the winrate aginst gnugo is more or
> less constant (500 games was played for each value of uct_k) and then
> it declines.
> 
> So although 0.1 was best I cannot claim that it is better than a plain
> greedy search.
> 
> I will repeat this using 4 times as many simulations per move. The
> search  sensitivity to uct_k may depend on how deep the tree is
> searched.
> 
> -Magnus
> 
> 
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RE: [computer-go] Greedy search vs UCT

2008-04-24 Thread Magnus Persson

I run it with

gnugo3.7.10.exe --mode gtp --chinese-rules --score aftermath  
--capture-all-dead --positional-superko


Which is the default level which I do not know what it is.

-Magnus



Quoting David Fotland <[EMAIL PROTECTED]>:


What level for gnugo 3.7.10?



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Re: [computer-go] scalability with the quality of play-outs.

2008-04-24 Thread Weston Markham
On Tue, Apr 22, 2008 at 4:23 PM, Don Dailey <[EMAIL PROTECTED]> wrote:
>  Here is what I'm going to do:
>
>  I will take an open source chess program, Toga,  and run  a multi-round
>  robin between 7 versions from fixed depth 1 to fixed depth 7.   Two
>  versions of Toga at these 7 levels where one version has pawn structure,
>  king safety, and passed pawns turned off.
...

I am not familiar with chess programming, and I haven't been paying
complete attention to this discussion, but I thought that I should
comment on this.  Without any background knowledge, I would expect
that the bits of "knowledge" that you are turning off are present in
the starting program largely because they do scale well.

Furthermore, if your claim is:

"a chess program with a better evaluation function improves MORE with
increasing depth than one with a lesser evaluation function"

...then I don't see how you will make much progress at Settling the
Matter with this study, since all it will show (at best) is that there
exists one pair of evaluation functions that match your rule.

A better approach, to my mind, would be to test a wide variety of
different evaluation functions.  As I understand it, you want to show
that there is a strong correlation between their relative playing
ability at (widely) different depths.  Ideally, you should include as
many evaluation functions as you can manage, and ones that are as
different from each other as possible.  Also, you possibly might want
to also combine them with multiple, different kinds of
pruning/searching/whatever-else-goes-into-a-chess-engine-that-isn't-considered-evaluation.
 This would show that you are exposing the general rule, rather than
just an example of that rule.  Am I misunderstanding your claim?

Of course, that would be quite a bit of work, that I am suggesting.
Perhaps a modest step in this direction would be to run tournaments
between 3 versions of Toga, each with only one enabled feature out of
the three that you identify.  (Or perhaps two.  However, avoid
including combinations where one version has features that are a
subset of another.  This may help to mitigate objections such as my
initial one above.)  On the plus side, though, I see no reason to run
any depths other than 1 and 7, since I think that you just want the
rank correlation between two different depths.

Weston
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[computer-go] 19x19 server

2008-04-24 Thread David Fotland
I noticed there is not much 19x19 activity recently.  My copies of Many
Faces died and didn't notice, probably some time ago.  I restarted them
today.  If they stop again, just send me e-mail and I'll start them.  They
have a dedicated machine in the corner, so if windows update forces a
reboot, I don't notice it.

David


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Re: [computer-go] Test position set for MC programs

2008-04-24 Thread John Fan
On Problem 125, sounds like B2 is also a right move.

On Wed, Apr 23, 2008 at 3:33 PM, Gunnar Farnebäck <[EMAIL PROTECTED]>
wrote:

> Yamato wrote:
> > Thanks Gian-Carlo, Gunnar.
> >
> > Current list of results.
> >
> > GNU Go 3.7.12 level 0  : 24/50
> > GNU Go 3.7.12 level 10 : 34/50
> > GNU Go 3.7.12 level 15 : 37/50
> > GNU Go 3.7.12 mc, 1k   : 30/50
> > GNU Go 3.7.12 mc, 10k  : 31/50
> > GNU Go 3.7.12 mc, 100k : 38/50
> > GNU Go 3.7.12 mc, light, 1k: 33/50
> > GNU Go 3.7.12 mc, light, 10k   : 30/50
> > GNU Go 3.7.12 mc, light, 100k  : 25/50
> > GNU Go 3.7.12 mc, mogo, 1k : 34/50
> > GNU Go 3.7.12 mc, mogo, 10k: 33/50
> > GNU Go 3.7.12 mc, mogo, 100k   : 35/50
> > Leela 0.3.14, 1k   : 19/50
> > Leela 0.3.14, 10k  : 28/50
> > Leela 0.3.14, 100k : 36/50
> > Zen 1.5, 1k: 19/50
> > Zen 1.5, 10k   : 22/50
> > Zen 1.5, 100k  : 24/50
> >
> > Leela seems to have good scalability. 36/50 passes is fine.
> > The results of GNU Go are a bit irregular because of its hybrid
> > strategy. If GNU Go could run on the MC only mode, it might be more
> > interesting, I guess.
>
> Ok, I patched out the contributions from normal move generation in the
> final move selection (but there's still some influence on UCT tree
> move ordering), giving this list:
>
>Only MC
> GNU Go 3.7.12 level 0  : 24/50-
> GNU Go 3.7.12 level 10 : 34/50-
> GNU Go 3.7.12 level 15 : 37/50-
> GNU Go 3.7.12 mc, 1k   : 30/50   14/50
> GNU Go 3.7.12 mc, 10k  : 31/50   29/50
> GNU Go 3.7.12 mc, 100k : 38/50   35/50
> GNU Go 3.7.12 mc, light, 1k: 33/507/50
> GNU Go 3.7.12 mc, light, 10k   : 30/50   14/50
> GNU Go 3.7.12 mc, light, 100k  : 25/50   22/50
> GNU Go 3.7.12 mc, mogo, 1k : 34/50   14/50
> GNU Go 3.7.12 mc, mogo, 10k: 33/50   21/50
> GNU Go 3.7.12 mc, mogo, 100k   : 35/50   34/50
>
> /Gunnar
>
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Re: [computer-go] scalability with the quality of play-outs.

2008-04-24 Thread Don Dailey


Weston Markham wrote:
> On Tue, Apr 22, 2008 at 4:23 PM, Don Dailey <[EMAIL PROTECTED]> wrote:
>   
>>  Here is what I'm going to do:
>>
>>  I will take an open source chess program, Toga,  and run  a multi-round
>>  robin between 7 versions from fixed depth 1 to fixed depth 7.   Two
>>  versions of Toga at these 7 levels where one version has pawn structure,
>>  king safety, and passed pawns turned off.
>> 
> ...
>
> I am not familiar with chess programming, and I haven't been paying
> complete attention to this discussion, but I thought that I should
> comment on this.  Without any background knowledge, I would expect
> that the bits of "knowledge" that you are turning off are present in
> the starting program largely because they do scale well.
>   
Not likely.   Programmers put knowledge into chess program specifically
to make them play stronger.I don't know of any programmer who  tries
to hand tailor knowledge like this specifically to make is scale better.   

> Furthermore, if your claim is:
>
> "a chess program with a better evaluation function improves MORE with
> increasing depth than one with a lesser evaluation function"
>
> ...then I don't see how you will make much progress at Settling the
> Matter with this study, since all it will show (at best) is that there
> exists one pair of evaluation functions that match your rule.
>   


My plan is to do the study, document if fully so that it can be verified
by anyone who wants to, and let people draw their own conclusions.   

If they don't agree with MY conclusions they can come to their own and
perhaps back it up with their own study.


> A better approach, to my mind, would be to test a wide variety of
> different evaluation functions.  As I understand it, you want to show
> that there is a strong correlation between their relative playing
> ability at (widely) different depths.  Ideally, you should include as
> many evaluation functions as you can manage, and ones that are as
> different from each other as possible.  Also, you possibly might want
> to also combine them with multiple, different kinds of
> pruning/searching/whatever-else-goes-into-a-chess-engine-that-isn't-considered-evaluation.
>  This would show that you are exposing the general rule, rather than
> just an example of that rule.  Am I misunderstanding your claim?
>   
I am satisfied if I can show that it's possible to create a scalable
evaluation function or in your terminology an example of the rule.If
my very first test shows the effect,  it would be pretty unreasonable to
conclude that I just happened to get lucky.   A much more reasonable
conclusion would be that it's a common feature of many good evaluation
terms and that it's not difficult to produce such functions.  Your
original assertion that all I'm proving is that this pair of functions
exhibits this effect, may be technically true,  but not reasonable in my
opinion.

Using different pruning and searching rules is not necessary.   It's
indisputable that different search heuristics scale better,  there is
nothing to prove. 



> Of course, that would be quite a bit of work, that I am suggesting.
>   
Yes, and I'm not really into this that much,  I'm only trying to prove
something (empirically) that most chess programmers already know anyway
but was never documented to my knowledge.


> Perhaps a modest step in this direction would be to run tournaments
> between 3 versions of Toga, each with only one enabled feature out of
> the three that you identify.  (Or perhaps two.  However, avoid
> including combinations where one version has features that are a
> subset of another.  This may help to mitigate objections such as my
> initial one above.)  On the plus side, though, I see no reason to run
> any depths other than 1 and 7, since I think that you just want the
> rank correlation between two different depths.
>   
Yes, I considered only running these 2 levels but I'm also interested in
the general curve and I think it's more robust to test against some
opponent weaker and stronger and not just one.

- Don


> Weston
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Re: [computer-go] Test position set for MC programs

2008-04-24 Thread Don Dailey
When you guys get those problems corrected, can you send an updated version?

- Don


John Fan wrote:
> On Problem 125, sounds like B2 is also a right move.
>
> On Wed, Apr 23, 2008 at 3:33 PM, Gunnar Farnebäck <[EMAIL PROTECTED]>
> wrote:
>
>   
>> Yamato wrote:
>> 
>>> Thanks Gian-Carlo, Gunnar.
>>>
>>> Current list of results.
>>>
>>> GNU Go 3.7.12 level 0  : 24/50
>>> GNU Go 3.7.12 level 10 : 34/50
>>> GNU Go 3.7.12 level 15 : 37/50
>>> GNU Go 3.7.12 mc, 1k   : 30/50
>>> GNU Go 3.7.12 mc, 10k  : 31/50
>>> GNU Go 3.7.12 mc, 100k : 38/50
>>> GNU Go 3.7.12 mc, light, 1k: 33/50
>>> GNU Go 3.7.12 mc, light, 10k   : 30/50
>>> GNU Go 3.7.12 mc, light, 100k  : 25/50
>>> GNU Go 3.7.12 mc, mogo, 1k : 34/50
>>> GNU Go 3.7.12 mc, mogo, 10k: 33/50
>>> GNU Go 3.7.12 mc, mogo, 100k   : 35/50
>>> Leela 0.3.14, 1k   : 19/50
>>> Leela 0.3.14, 10k  : 28/50
>>> Leela 0.3.14, 100k : 36/50
>>> Zen 1.5, 1k: 19/50
>>> Zen 1.5, 10k   : 22/50
>>> Zen 1.5, 100k  : 24/50
>>>
>>> Leela seems to have good scalability. 36/50 passes is fine.
>>> The results of GNU Go are a bit irregular because of its hybrid
>>> strategy. If GNU Go could run on the MC only mode, it might be more
>>> interesting, I guess.
>>>   
>> Ok, I patched out the contributions from normal move generation in the
>> final move selection (but there's still some influence on UCT tree
>> move ordering), giving this list:
>>
>>Only MC
>> GNU Go 3.7.12 level 0  : 24/50-
>> GNU Go 3.7.12 level 10 : 34/50-
>> GNU Go 3.7.12 level 15 : 37/50-
>> GNU Go 3.7.12 mc, 1k   : 30/50   14/50
>> GNU Go 3.7.12 mc, 10k  : 31/50   29/50
>> GNU Go 3.7.12 mc, 100k : 38/50   35/50
>> GNU Go 3.7.12 mc, light, 1k: 33/507/50
>> GNU Go 3.7.12 mc, light, 10k   : 30/50   14/50
>> GNU Go 3.7.12 mc, light, 100k  : 25/50   22/50
>> GNU Go 3.7.12 mc, mogo, 1k : 34/50   14/50
>> GNU Go 3.7.12 mc, mogo, 10k: 33/50   21/50
>> GNU Go 3.7.12 mc, mogo, 100k   : 35/50   34/50
>>
>> /Gunnar
>>
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>> 
>
>   
> 
>
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Re: [computer-go] Test position set for MC programs

2008-04-24 Thread Yamato
John Fan wrote:
>On Problem 125, sounds like B2 is also a right move.

B:B2, W:B1, B:C1, W:A2, B:A1, W:C2, B:A3, W:D1.

Black seems to cannot win this ko.

--
Yamato
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