[Computer-go] Semeais
David Fotland
fotland at smart-games.com
Fri Jan 14 18:59:35 PST 2011
The static evaluation gets the correct status for the groups in the semeai. The static evaluation thinks that white is far, far ahead. The MCTS engine thinks black wins 60%, so the playouts don’t get it right.
It's a little frustrating that MCTS is so much stronger, even though in many simple positions it is far weaker than the static evaluation.
David
> -----Original Message-----
> From: computer-go-bounces at dvandva.org [mailto:computer-go-
> bounces at dvandva.org] On Behalf Of Aja
> Sent: Friday, January 14, 2011 10:06 AM
> To: computer-go at dvandva.org
> Subject: Re: [Computer-go] Semeais
>
> David, can Many Faces solve this position posted by Magnus?
>
> http://www.littlegolem.net/jsp/game/game.jsp?gid=1226980
>
> I test this position in Erica, Erica can score/solve it correctly. But
> that
> is because I tried to handle similar positions in the past. Erica still
> fails easily if the condition is different. We really need a general
> soluation for semeai, so that we don't need to deal with so many cases of
> semeai.
>
> Aja
>
>
> -----????-----
> From: David Fotland
> Sent: Saturday, January 15, 2011 1:58 AM
> To: computer-go at dvandva.org
> Subject: Re: [Computer-go] Semeais
>
> Many Faces does something like this, and it does not work well. Many
> Faces
> includes a static semeai solver with local search, and this is applied in
> the tree. If anyone has many faces you can set up a semeai and ask for
> group status. This shows you the result of the static life/death/strength
> analysis, and you can see the kind of semeai it will leave for the
> playouts.
>
> The problem comes when the tree finds the semeai, and the correct move is
> made in the tree to resolve the semeai. At the exit from the tree, any
> semeai on the board has been resolved (in that one side will win by
> typically one move). The tree won't waste extra moves in the semeai, so
> at
> tree exit, the winning side is one move ahead.
>
> Then the playout has no clue about the semeai, and lets the losing side
> win
> perhaps 40% of the time.
>
> Semeai knowledge is required in the playout. The tree must leave resolved
> semeai positions on the board which the playouts can't understand,
> introducing a large bias.
>
> David
>
> > -----Original Message-----
> > From: computer-go-bounces at dvandva.org [mailto:computer-go-
> > bounces at dvandva.org] On Behalf Of Kahn Jonas
> > Sent: Friday, January 14, 2011 9:35 AM
> > To: computer-go at dvandva.org
> > Subject: Re: [Computer-go] Semeais
> >
> > On Fri, 14 Jan 2011, terry mcintyre wrote:
> >
> > > It is expensive to solve semeai during every playout, but what if
> semeai
> > > solutions were done once per game move (or even less frequently), and
> > the
> > > information obtained were then amortized over many playouts?
> > >
> > > The top-level analysis would solve the semeai, and create a self-
> > updating
> > > set of move-response triggers. The tricky bit is that the indicated
> > > behavior must correctly adapt to all possible moves during a complete
> > > playout, in a manner which does not interfere with other simultaneous
> > > playouts.
> >
> > I think that was the most common idea. At least that's how I understand
> > Olivier's ideas, and my vague suggestion also fits that description.
> >
> > I am copying the suggestion back here to add a remark.
> > >> We may make a local tree (moves only in the zone or that take away a
> > >> liberty of one of the groups), first without tenukis, and see who
> wins.
> > >> We may then add tenukis for the winning side.
> >
> > (Tenukis mean pass move since it's a local tree.)
> >
> > >> During playouts, (we may use that during playouts rather than at the
> > >> beginning), when a move is played in the area, the winning side has
> to
> > >> follow the tree along a winning line.
> >
> > In fact, we also need to make the tree for when the other side is
> > winning: taking ko into account during playouts is out-of-reach today,
> > but by the time we leave the MCTS tree to enter the playout, there may
> > have been a move added for free in the local area (ko in the tree). And
> > then the other side is the winner for this playout.
> >
> > Jonas
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