On Wed, 2007-07-11 at 09:06 -0500, Richard Brown wrote:
> I'm compelled to point out that neural nets, _trained_ on patterns,
> which
> patterns themselves are then discarded, have the ability to
> "recognize"
> novel patterns, ones which have never been previously seen, let alone
> stored. The li
> > This sort of semantic nitpicking may seem too severe. However, it keeps me
> > from falling into the camp of those who believe that machines will one day
> > literally become intelligent, develop self-awareness, and achieve
consciousness.
> >
> > Ain't gonna happen.
Relevant topic for thos
Perhaps some day a mad Dr. Frankenstein will implement massively parallel
supercomputing using an array of brains in petri dishes. But it will
still be the meat that is intelligent. It's the only substance
capable of that.
I read an article several months back where a researcher used mice
neu
On 7/11/07, Erik van der Werf <[EMAIL PROTECTED]> wrote:
On 7/11/07, Richard Brown <[EMAIL PROTECTED]> wrote:
> This sort of semantic nitpicking may seem too severe. However, it keeps me
> from falling into the camp of those who believe that machines will one day
> literally become intelligen
On 11, Jul 2007, at 3:47 AM, Jacques Basaldúa wrote:
I feel disappointed when the explanation I get for
a best move is "after x millions of simulated matches it proved to
be the best". If it is well done, I believe it, but I don't like it
because
I cannot verify it by myself. Such a program
On 7/11/07, Richard Brown <[EMAIL PROTECTED]> wrote:
On 7/11/07, Don Dailey <[EMAIL PROTECTED]> wrote:
> The dirty hack I'm referring to is the robotic way this is implemented
> in programs, not how it's done in humans. With a pattern based program
> you essentially specify everything and the p
On 7/11/07, Don Dailey <[EMAIL PROTECTED]> wrote:
The dirty hack I'm referring to is the robotic way this is implemented
in programs, not how it's done in humans. With a pattern based program
you essentially specify everything and the program is not a participant
in the process. It comes down
On Wed, 2007-07-11 at 11:47 +0100, Jacques Basaldúa wrote:
> What you
> call "a dirty hack", patterns deeply implemented in their brains.
> What you call "a dirty hack", patterns deeply implemented in their
brains.
The dirty hack I'm referring to is the robotic way this is implemented
in programs
Hi, Don
I can find arguments to disagree. I think what makes humans "homo
sapiens" is reasoning, not the ability to compute numerical simulations.
As a human (I am one) I feel disappointed when the explanation I get for
a best move is "after x millions of simulated matches it proved to be
the
On 7/10/07, Chris Fant <[EMAIL PROTECTED]> wrote:
> Nonetheless, a program that could not only play a decent game of go, but
> somehow emulate the _style_ of a given professional would be of interest,
> would it not?
Is this the case in chess? If so, I've never heard of it.
I don't think that
Nonetheless, a program that could not only play a decent game of go, but
somehow emulate the _style_ of a given professional would be of interest,
would it not?
Is this the case in chess? If so, I've never heard of it.
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Gunnar Farnebäck wrote:
Don wrote:
Of course now we just had to go and spoil it all by imposing domain
specific rules. I have done the same and I admit it.It would be fun
to see how far we could go if domain specific knowledge was forbidden as
an experiment. Once patterns are introduced a
On Mon, 2007-07-09 at 21:12 -0700, David Doshay wrote:
> I also think that it is not a bad thing to have our knowledge set
> "start conflicting" with itself. That is the nature of life and the
> nature of Go. It is well known in learning theory that a child builds
> models of the world until they h
On Tue, 2007-07-10 at 14:06 +0200, Sylvain Gelly wrote:
> Hi David,
>
> > >> (...) I cannot imagine that progress will be
> > >> made without a great deal of domain knowledge.
> > > Depending on what you exactly mean I disagree.
> > I mean progress by the standard usually applied to computer Go:
>
Hi David,
>> (...) I cannot imagine that progress will be
>> made without a great deal of domain knowledge.
> Depending on what you exactly mean I disagree.
I mean progress by the standard usually applied to computer Go:
programs that can beat 1D humans on a full board, and then get
better.
Fo
On 9, Jul 2007, at 5:12 PM, Don Dailey wrote:
I'm just thinking as a
purist.Any human generated GO knowledge, in some idealistic
sense of
the word is WRONG. In other words, unless you can formulate perfect
rules, you are introducing prejudice to the search engine.
So knowledge will he
On Mon, 2007-07-09 at 15:52 -0700, David Doshay wrote:
> I agree. I really do not understand why using domain knowledge would
> be a problem for some people. It seems to me that this opinion is held
> by programmers with less Go knowledge who hope that pure search is
> an answer. Knowing what I do
> I agree. I really do not understand why using domain knowledge would
> be a problem for some people.
Maybe one big reason is that domain knowledge is really hard to get
right. A lot of man power is needed to have a program with non
ridiculous go knowledge, higher than any other ideas that have
On 9, Jul 2007, at 4:01 PM, Sylvain Gelly wrote:
Hi,
> I'm on the other side of this issue. In my opinion all kinds of go
> knowledge are fair game and I'm rather disappointed that so small
> amounts of domain specific knowledge have been merged with the UCT
> search approaches.
>
I agree.
Hi,
> I'm on the other side of this issue. In my opinion all kinds of go
> knowledge are fair game and I'm rather disappointed that so small
> amounts of domain specific knowledge have been merged with the UCT
> search approaches.
>
I agree. I really do not understand why using domain knowled
Benjamin wrote:
> > I have build just for fun a simple BackGammon engine. [...]
> Interesting - did you also try it for chess, or do you think there's
> no point in this?
This is a bit of speculation since I don't know enough about chess but I
suspect that uniform random simulation in go is about
On 9, Jul 2007, at 3:35 PM, Gunnar Farnebäck wrote:
Don wrote:
Of course now we just had to go and spoil it all by imposing domain
specific rules. I have done the same and I admit it.It would
be fun
to see how far we could go if domain specific knowledge was
forbidden as
an experiment
Don wrote:
> Of course now we just had to go and spoil it all by imposing domain
> specific rules. I have done the same and I admit it.It would be fun
> to see how far we could go if domain specific knowledge was forbidden as
> an experiment. Once patterns are introduced along with other dir
Don Dailey wrote:
For instance, in a set of master games what feedback do I have about
each move other than that it was chosen? How do I get the opinion of
the master player concerning the moves played and not played?
Just an example: Search corner joseki sequences played often enough.
Onc
On Thu, 2007-07-05 at 09:47 +0100, Jacques Basaldúa wrote:
> Don Dailey wrote:
>
> >I have posted before about the evils of trying to extract
> >knowledge from human games. I don't think it is very effective
> >compared to generating that knowledge from computer games for
> >several reasons.
But you can improve the prior probabilities of your search function by
remembering shapes (hopefully more abstract ones in the future,
including more knowledge about the neighbourhood) that seemed like good
moves before, so I don't share your opinion.
Whether or not this knowledge shout also be
On Thu, 2007-07-05 at 09:53 +0200, Magnus Persson wrote:
> A second way of formulating this is that there are no rules without
> exceptions
> in go. Thus for every pattern added one creates problems, and one
> might
> need to
> discover those exceptions to get the benefits. And then there are of
>
Don Dailey wrote:
I have posted before about the evils of trying to extract
knowledge from human games. I don't think it is very effective
compared to generating that knowledge from computer games for
several reasons.
I would agree if we could have quality games played by computers.
In 19x19
Quoting Jacques Basaldúa <[EMAIL PROTECTED]>:
Hi, Magnus
Magnus Persson wrote:
Weak tactics is a problem of the playouts in my opinion. UCT as a
general search method has thus little to do with ladders and other
game specific details. If there are no tactical mistakes in the
playouts the prob
Hi, Magnus
Magnus Persson wrote:
Weak tactics is a problem of the playouts in my opinion.
UCT as a general search method has thus little to do with
ladders and other game specific details. If there are no
tactical mistakes in the playouts the problems disappear.
Also tactics has a large impa
Quoting Yamato <[EMAIL PROTECTED]>:
In other words UCT works well when evaluation/playouts is/are strong. I
believe
there are still improvements possible to the UCT algorithm as shown by the
recent papers by Mogo and Crazystone authors, but what really will make a
difference is in the quality in
On 7/5/07, Chris Fant <[EMAIL PROTECTED]> wrote:
> 2) If the playouts are too deterministic, and the moves are merely pretty
> good, the program may avoid an important move and thus misjudge the value of
> a position.
IMO, this is the most interesting part of Computer Go today. How can
one poss
2) If the playouts are too deterministic, and the moves are merely pretty
good, the program may avoid an important move and thus misjudge the value of
a position.
IMO, this is the most interesting part of Computer Go today. How can
one possibly design an optimal playout agent when making a play
I believe this claim is true in two senses:
1) If the computation necessary to find better moves is too
expensive, performing many "dumb" playouts may be a better investment.
2) If the playouts are too deterministic, and the moves are merely
pretty good, the program may avoid an important m
>In other words UCT works well when evaluation/playouts is/are strong. I
>believe
>there are still improvements possible to the UCT algorithm as shown by the
>recent papers by Mogo and Crazystone authors, but what really will make a
>difference is in the quality in the playouts.
Sylvain said that
On Thu, 2007-07-05 at 01:09 +0200, Magnus Persson wrote:
> Just to disturb the vision a strong go program without hardwired go
> knowledge I
> currently think that there are some really important things in Go that
> are
> really hard or even impossible to learn with for examples patterns.
> The id
On Wed, 2007-07-04 at 19:23 -0400, Don Dailey wrote:
> On Thu, 2007-07-05 at 01:09 +0200, Magnus Persson wrote:
> > Just to disturb the vision a strong go program without hardwired go
> > knowledge I
> > currently think that there are some really important things in Go that
> > are
> > really hard
On Thu, 2007-07-05 at 00:53 +0200, Benjamin Teuber wrote:
> And how much would generating patterns from pro games be cheating? How
> about a system that gives a reward to shapes it actually played in a
> game, the pro games are then used as seed to start the system..
I have posted before about t
Quoting Don Dailey <[EMAIL PROTECTED]>:
On Wed, 2007-07-04 at 11:34 +0200, Magnus Persson wrote:
but what really will make a
difference is in the quality in the playouts.
I would like to suggest a more abstract view of things. In the purest
form of the algorithm there isn't an artificial dis
Pro games are cheating unless the program is one of the players. :)
You are right though, sometimes compromises must be made when
"seeding" an algorithm. My ideas on using domain knowledge from
humans are sort of about maximizing a ratio. The ratio of program
performance to domain knowledge add
And how much would generating patterns from pro games be cheating? How
about a system that gives a reward to shapes it actually played in a
game, the pro games are then used as seed to start the system..
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I agree completely. Anything the program needs to know about Go
(other than the rules) it should figure out itself. Obviously there
is some indirect knowledge coming from the programmer, but it should
be meta-go-knowledge. As in how to discover go knowledge. The
program I am working on now wi
On Wed, 2007-07-04 at 16:57 -0400, George Dahl wrote:
> > Of course now we just had to go and spoil it all by imposing domain
> > specific rules. I have done the same and I admit it.It would be
> fun
> > to see how far we could go if domain specific knowledge was
> forbidden as
> > an experime
On 7/4/07, Don Dailey <[EMAIL PROTECTED]> wrote:
On Wed, 2007-07-04 at 11:34 +0200, Magnus Persson wrote:
> but what really will make a
> difference is in the quality in the playouts.
I would like to suggest a more abstract view of things. In the purest
form of the algorithm there isn't an arti
On Wed, 2007-07-04 at 11:34 +0200, Magnus Persson wrote:
> but what really will make a
> difference is in the quality in the playouts.
I would like to suggest a more abstract view of things. In the purest
form of the algorithm there isn't an artificial distinction between the
tree and the play-o
Quoting Jacques Basaldúa <[EMAIL PROTECTED]>:
chrilly wrote:
The results in Go are spectacular, because the quality of
conventional evaluations is low.
There is more than that. As the proverb states "Go is a territorial
game". You win a game of go by wining points
and at the end one point is
chrilly wrote:
The results in Go are spectacular, because the quality of
conventional evaluations is low.
There is more than that. As the proverb states "Go is a
territorial game". You win a game of go by wining points
and at the end one point is one point no matter where it
is. This accumul
Thanks,
I asked for the source, mostly because I expect to learn something from
you.
And you will be disappointed. Its plain vanilla and sometimes even ugly.
Chrilly
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On 7/3/07, chrilly <[EMAIL PROTECTED]> wrote:
>> >
>> > We just presented our paper describing MoGo's improvements at ICML,
>> > and we thought we would pass on some of the feedback and corrections
>> > we have received.
>> > (http://www.machinelearning.org/proceedings/icml2007/papers/387.pdf)
>>
A long time ago ago I spent a few hours on writing a simple chess
program doing
UCT-search. I got to the point where it actually played better than random but
not very much.
It sort of reminded me of the strength of plain MC in 19x19 Go. The problem is
that many games become very long in chess a
I actually have a working chess program at a fairly primitive stage
which would be appropriate for testing UCT on chess.
My intuition (which is of course subject to great error) tells me that
it won't pay off. However, I'm still quite curious about this and will
probably give it a try at some p
We felt also, that even if it works, the improvement
measured in Elos would not be very spectacular. The Elo/Effort ratio is
low.
I was simply too lazy (or too professional) to give it a try.
it might be fun (even from a non-FPGA point of view) to try it just
to see where it lies versus a conv
> We felt also, that even if it works, the improvement
> measured in Elos would not be very spectacular. The Elo/Effort ratio is low.
> I was simply too lazy (or too professional) to give it a try.
it might be fun (even from a non-FPGA point of view) to try it just
to see where it lies versus a
>> The most important thing in the paper is how to combine RAVE(AMAF)
>> information with normal UCT. Like this:
>>
>> uct_value = child->GetUctValue();
>> rave_value = child->GetRaveValue();
>> beta = sqrt(K / (3 * node->visits + K));
>> uct_rave = beta * rave_value + (1 - beta) * uct_value;
>
The most important thing in the paper is how to combine RAVE(AMAF)
information with normal UCT. Like this:
uct_value = child->GetUctValue();
rave_value = child->GetRaveValue();
beta = sqrt(K / (3 * node->visits + K));
uct_rave = beta * rave_value + (1 - beta) * uct_value;
Thanks for the tra
I have build just for fun a simple BackGammon engine. [...]
Interesting - did you also try it for chess, or do you think there's no
point in this?
The Hydra team has thought about this. Especially the Hydra chess expert GM
Lutz. Some endgames are difficult to understand, but the moves are mo
I have build just for fun a simple BackGammon engine. [...]
Interesting - did you also try it for chess, or do you think there's no
point in this?
Regards,
Benjamin
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>I have the feeling that the paper is important, but it is completly
>obfuscated by the strange reinforcement learning notation and jargon. Can
>anyone explain it in Go-programming words?
The most important thing in the paper is how to combine RAVE(AMAF)
information with normal UCT. Like this:
On 7/3/07, chrilly <[EMAIL PROTECTED]> wrote:
> Hello all,
>
> We just presented our paper describing MoGo's improvements at ICML,
> and we thought we would pass on some of the feedback and corrections
> we have received.
> (http://www.machinelearning.org/proceedings/icml2007/papers/387.pdf)
>
I
Hello all,
We just presented our paper describing MoGo's improvements at ICML,
and we thought we would pass on some of the feedback and corrections
we have received.
(http://www.machinelearning.org/proceedings/icml2007/papers/387.pdf)
I have the feeling that the paper is important, but it is com
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