[Computer-go] Are 4 'easy to avoid errors' common to all MC programs?

Don Dailey dailey.don at gmail.com
Mon Jan 24 07:01:03 PST 2011


I want to make it clear that I am not really arguing against dynamic komi,
 I am open minded about it and I'm only reporting my own experiments and
what works and doesn't work for me.

I think it's altogether possible that I did not try the right things and I
simply used intuitive but simple minded ideas.   What was clear to me when I
experimented with this (long ago) is that it does indeed have potential,
 there are a lot of positions where it has a positive impact and that
usually means the idea can be salvaged.

And apparently some attempts have been reported as a success and the
measurements were based on statistically meaning sample sizes,  so it's
probably the case that the idea has merit and is already working.

Don


On Mon, Jan 24, 2011 at 5:27 AM, Petr Baudis <pasky at ucw.cz> wrote:

>  Hi!
>
> On Mon, Jan 24, 2011 at 01:00:30PM +0900, Darren Cook wrote:
> > Without dynamic komi the program will choose the move to maximize its
> > winning rate. If dynamic komi causes a different move to be chosen then
> > it implies it is choosing a move that it thinks has a less than or equal
> > chance of winning.
>
>   Ok, but the point of dynamic komi is to compensate for situation where
> what it thinks is not aligned with reality, e.g. during too much noise
> in case the winrate is too high or too low. If you win all your games,
> how do you decide which move is more likely to win them?
>
> > Also, I believe Don did some (self-play?) experiments a few years ago
> > and the dynamic komi version lost more; I think this is where Don's
> > coolness to dynamic komi comes from (apologies if my memory is
> inaccurate).
> >
> > However, Magnus has some experiments with Valkyria where the dynamic
> > komi version was stronger even in non-handicap self-play games.
>
>   Well, _my_ evidence is http://pasky.or.cz/~pasky/go/dynkomi.pdf as I
> already described some time ago on the mailing list.
>
> > >> I.e. program endgame is generally stronger than the humans of the same
> > >> rank; chances are a 1-dan human will make a few 1pt or 2pt errors
> during
> > >> the endgame.
> > >
> > > I also think this is not obviously true at all. My observations have
> > > been that MCTS does not perform too well at all in very close endgames.
> > > (Though it is not a big disadvantage in practice since it is in the
> > > nature of MCTS to strive for deciding the game ASAP, i.e. in the middle
> > > game.)
> >
> > My study has mostly been of 9x9 games, and as long as there is not a
> > seki on the board the MCTS programs will practically never lose if they
> > have a winning position at move 30. (Extra condition for that statement:
> > Chinese rules.)
>
>   Ah, I see. I agree that on 9x9, endgame is easy (for MCTS).
>
> On Mon, Jan 24, 2011 at 04:31:51AM -0500, Don Dailey wrote:
> > My coolness is based on experiments with thousands of games, or even tens
> of
> > thousands of games.   The only way you can reliably measure a small
> > improvement is to play many thousands of games.   If the improvement is
> > large,   you might get by with a few hundred.     If your program is well
> > developed no single improvement is going to give you more than a few ELO
> > points of improvement so you are pretty much required to play several
> > thousand games and I doubt many here are doing that.
>
>   My experience is that if I'm careful to weed out all the bugs, vast
> majority of the improvements I test and that work do amount to 10 elo
> or more. (Of course, most of the "improvements" I test do not work at
> all. ;-)
>
> > Nevertheless,   that does not mean I stumbled on the
> > right implementation and proved it does not work.   It's quite possible
> that
> > I just never found a good way to do it.
> >
> >
> > > However, Magnus has some experiments with Valkyria where the dynamic
> > > komi version was stronger even in non-handicap self-play games.
> > >
> > > >> I.e. program endgame is generally stronger than the humans of the
> same
> > > >> rank; chances are a 1-dan human will make a few 1pt or 2pt errors
> during
> > > >> the endgame.
> > > >
> > > > I also think this is not obviously true at all. My observations have
> > > > been that MCTS does not perform too well at all in very close
> endgames.
> > > > (Though it is not a big disadvantage in practice since it is in the
> > > > nature of MCTS to strive for deciding the game ASAP, i.e. in the
> middle
> > > > game.)
> > >
> > > My study has mostly been of 9x9 games, and as long as there is not a
> > > seki on the board the MCTS programs will practically never lose if they
> > > have a winning position at move 30. (Extra condition for that
> statement:
> > > Chinese rules.)
> > >
> >
> > My experiments were are 9x9 too.
>
>   I have my doubts about effectivity on 9x9; I have done all my tests on
> 19x19 and never got any significant effect on 9x9 I think, but I did not
> even try much.
>
> > I believe what was happening with my implementations of this is that it
> > worked well most of the time,  but not when it really mattered.    When
> it
> > didn't work,  it was turning a simple win into a struggle and sometimes a
> > loss.
>
>   I have found it important to use a ratchet that stops dynamic komi
> from putting more artificial disadvantage at the point the program loses
> its advantage, and never expire this ratchet throughout the game. So
> dynamic komi will compensate over initial advantage, but not kick in
> ever again if the game gets complicated.
>
> --
>                                Petr "Pasky" Baudis
> Computer science education cannot make an expert programmer any more
> than studying brushes and pigment can make an expert painter. --esr
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