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RE: computer-go: Board evaluation by counting...
Your proposition sounds like the one I made a while ago when people were
discussing using Neural Nets for Go. However, your message rather suggests
this is a tried and tested method, which as far as I know it's not. I think
this would be an interesting experiment (although I would expect that such a
NN would be too slow for practical use at this time) that would give a
better idea about how NNs could be applied usefully to computer-go.
To suggest this as an alternative to the poor guy who's trying to figure out
a way to design a simple influence algorithm is a bit crass.
Mark Boon
>
> Sounds like an ad hoc method. Why do you think it will give a better way
> to calculate territory? Why you think it will be more accurate? Why?
> Asking these questions is definitely reasonable scientific practice.
>
> I think that methods for estimating territory (i.e. methods for evaluating
> a board position) must be derived more from the game itself and less from
> the ease of implementing of or the smallness of an algorithm.
>
> One possibility would be this: Choose a big set of dan-level games that
> have played until end. Choose a game G. Guess where the territories were
> at the end. This can be done heuristically with good precision. It doesn't
> matter if the judgements go wrong at times as long as most of the time the
> territories are guessed correctly.
>
> Then walk backwards in the game G. Correlate by a computational learning
> method the patterns of stones in the positions of G with the known sets of
> final territories. In this way you can train a learning system to predict
> where territories will appear, given a position that is not final. Of
> course, the system will make errors because it doesn't understand the
> full-board tactical aspects of go, but it should work better (and consume
> more resources) than a basic influence-based method.
>
> To illustrate, we `know' based on our experience that
>
> . . . . . .
> . X . . X .
> . . . . . .
> ._._._._._.
>
> is a relative stable formation. This means that in `most' games where the
> position above appears, the marked intersections will appear as territory
> (there will be either a live stone or an empty intersection that counts as
> area):
>
> . . . . . .
> . X a a X .
> . a a a a .
> ._a_a_a_a_.
>
> To be more precise, there could be e.g. two games with the position above
> and the final board position at the same point looking like (`b' denotes
> black's area)
>
> X X O O O O
> b X X O X O
> X X b X X O
> b_b_X_X_O_O
>
> and
>
> O X b b b b
> X X b b X b
> b b b b b b
> b_b_b_b_b_b
>
> The pattern of `a's above would appear as an `average' of these, but the
> definition of `average' of course depends on the computational learning
> method used.
>
> A computational learning method could learn this. For example, a neural
> network whose inputs are an N x N subgrid of the go board and whose
> outputs denote ownership of territory could do it, learning from examples.
> Or so could do unsupervised vector quantization within a suitable context.
>
> Regards,
>
> --
> Antti Huima
>
>