[Computer-go] semeai example of winning rate
terry mcintyre
terrymcintyre at yahoo.com
Tue Jan 18 18:43:20 PST 2011
Old saying: make it correct first, then make it fast.
Blitz games may give fast but wrong results, penalizing a new patch for lack of
speed.
As a kibbitzer put it recently, referring to a program running on 64 nodes: "64
wrongs don't make a right."
Terry McIntyre <terrymcintyre at yahoo.com>
Unix/Linux Systems Administration
Taking time to do it right saves having to do it twice.
________________________________
From: Darren Cook <darren at dcook.org>
To: computer-go at dvandva.org
Sent: Tue, January 18, 2011 6:23:09 PM
Subject: Re: [Computer-go] semeai example of winning rate
>> The main problem right now is that a lot of "smart" code actually
>> weakens the program.
>
> ...
> we are here essentially trying to patch a bot weakness. The usual way to
> test strength is by playing other bots. Since they also have the
> weakness, and anyhow won't steer the game in that direction, patching
> that weakness does not make a huge difference against them, and can
> easily be overshadowed by any collateral change, such as being slightly
> slower. On the other hand, it might still make them stronger against
> humans.
I fully agree; in fact I'm getting increasingly passionate on this issue
:-) I feel some good ideas are getting thrown away (along with lots of
bad ones) because they are initially only considered on blitz time
settings, and only on self-play or against one opponent. I think Very
Large Test Suites are the way forward; supported with play on go servers.
Darren
--
Darren Cook, Software Researcher/Developer
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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