Re: [computer-go] Optimizing combinations of flags

2009-11-26 Thread steve uurtamo
sorry to self-reply, but: > alternatively, it does sphere packing over the direct product of open > or closed (but bounded) intervals and discrete sets, so you can get a > set of points that is slightly better than a random set of experiments > (i.e. guaranteed to cover the space well). arguably

Re: [computer-go] Optimizing combinations of flags

2009-11-26 Thread steve uurtamo
> That doesn't seem to directly support deriving information from random > trials. For computer go tuning, would you play multiple games with each > parameter set in order to get a meaningful figure? That seems likely to > be less efficient than treating it as a bandit problem. you'd decide how ma

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread Don Dailey
On Wed, Nov 25, 2009 at 5:01 PM, Matthew Woodcraft wrote: > Don Dailey wrote: > > Matthew Woodcraft wrote: > > >> That doesn't seem to directly support deriving information from > >> random trials. For computer go tuning, would you play multiple games > >> with each parameter set in order to get a

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread Matthew Woodcraft
Don Dailey wrote: > Matthew Woodcraft wrote: >> That doesn't seem to directly support deriving information from >> random trials. For computer go tuning, would you play multiple games >> with each parameter set in order to get a meaningful figure? That >> seems likely to be less efficient than tre

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread Don Dailey
On Wed, Nov 25, 2009 at 2:00 PM, Matthew Woodcraft wrote: > steve uurtamo wrote: > > the way to do all of this exactly is with experimental design. > > > > to design experiments correctly that handle inter-term interactions of > > moderate degree, this tool is quite useful: > > > > http://www2.res

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread Matthew Woodcraft
steve uurtamo wrote: > the way to do all of this exactly is with experimental design. > > to design experiments correctly that handle inter-term interactions of > moderate degree, this tool is quite useful: > > http://www2.research.att.com/~njas/gosset/index.html That doesn't seem to directly supp

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread Don Dailey
On Wed, Nov 25, 2009 at 10:44 AM, Heikki Levanto wrote: > On Wed, Nov 25, 2009 at 09:01:22AM -0500, Don Dailey wrote: > > You could of course just play games where you choose each player > randomly. > > If you have 256 feature you have a ridiculous number of combinations, > more > > than you coul

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread Heikki Levanto
On Wed, Nov 25, 2009 at 09:01:22AM -0500, Don Dailey wrote: > You could of course just play games where you choose each player randomly. > If you have 256 feature you have a ridiculous number of combinations, more > than you could possibly test but before each test game you just pick a > combinatio

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread Don Dailey
I know there are heuristics for trying to understand the interactions and without looking too hard I assume this package is just a more comprehensive version of this. On Wed, Nov 25, 2009 at 9:11 AM, steve uurtamo wrote: > the way to do all of this exactly is with experimental design. > > to de

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread steve uurtamo
the way to do all of this exactly is with experimental design. to design experiments correctly that handle inter-term interactions of moderate degree, this tool is quite useful: http://www2.research.att.com/~njas/gosset/index.html s. ___ computer-go ma

Re: [computer-go] Optimizing combinations of flags

2009-11-25 Thread Don Dailey
A few months ago there was a post in the computer chess forums about optimizing combinations of features. It was called orthogonal multi-testing. Did I mention that on this forum already? If not, here is a brief on how it works: Suppose you have 1 feature you want to test - you might normal

[computer-go] Optimizing combinations of flags

2009-11-24 Thread Brian Sheppard
>What do you do when you add a new parameter? Do you retain your existing >'history', considering each game to have been played with the value of >the new parameter set to zero? Yes, exactly. >If you have 50 parameters already, doesn't adding a new parameter create >a rather large number of new p

Re: [computer-go] Optimizing combinations of flags

2009-11-24 Thread Matthew Woodcraft
Brian Sheppard wrote: > I think that I am assuming only that the objective function is convex. The > parameters in Go programs are always inter-dependent. What do you do when you add a new parameter? Do you retain your existing 'history', considering each game to have been played with the value of

[computer-go] Optimizing combinations of flags

2009-11-23 Thread Brian Sheppard
>Your system seems very interesting but it seems to me that you assume >that each parameters are independant. >What happen if, for example, two parameters works well when only one of >the is active and badly if the two are actives at the same time ? I think that I am assuming only that the objecti

Re: [computer-go] Optimizing combinations of flags

2009-11-23 Thread Thomas Lavergne
Your system seems very interesting but it seems to me that you assume that each parameters are independant. What happen if, for example, two parameters works well when only one of the is active and badly if the two are actives at the same time ? Tom -- Thomas Lavergne"Entia n

[computer-go] Optimizing combinations of flags

2009-11-23 Thread Brian Sheppard
>From what I understand, for each parameter you take with some high >probability the best so far, and with some lower probability the least >tried one. This requires (manually) enumerating all parameters on some >integer scale, if I got it correctly. Yes, for each parameter you make a range of val