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Re: [computer-go] SlugGo v.s. Many Faces



On Aug 25, 2004, at 8:50 AM, wagjan@xxxxxxxxxxxxxxxxx wrote:

Hi,

I suppose that there is a small branching factor at all level, or at
least it is possible to branch at any level. But if there are 64
processor, then averages barnching factor can not be higher then
1.3 or searching time will be exponentional. But such a deep
search seems to be meaningless except if there is a *very* good
move selector. It would be more interested to take a bit wider
search instead. I personally like wider search near the root. Eg.
trying 4 moves at 1st ply and only two candidates at 6th ply.

Or I am just the next who misses the point ? :)))))))

Janos Wagner

I said:
The time is linear in the depth of search. The width of the search
takes
virtually no wall clock time because different search paths are each
done on a different cpu in the cluster. At each branch new cpus are
brought into the calculation.

Marco said:
It was also my understanding that there is currently no branching
except on the first ply, that after the 1st ply the look ahead only
examine one move. There's no minimax involved yet. Is that correct? And
adding minimax would certainly be fun, but require many cpus!

Marco's paragraph correctly describes what we did to get more than 5 stones
stronger against GNU Go (using only its own code) and to beat MFG, but not what
we are limited to doing. We have 72 cpus and can branch at will. We can overload
the cpus with multiple processes if we wish. The space of possibilities is very large,
but with only one summer intern and bringing up the cluster in the first place, there
has only been time for trying the most obvious and simple things.

Almost all of the Go playing knowledge and programming credit goes to the GNU
Go developers. The only thing we have added is a cluster and additional reliance
on the Go proverb "Your opponent's best move is often your best move." We use
GNU Go internal evaluation functions to get whole board evaluations of influence
and territory, and do move based weighting of those results with influence weighted
more at the beginning of the game and territory weighted more late in the game.

The main point is this: something very simple worked to get a few stones stronger.
These results are still preliminary and there are many many other things worth trying.

Snipped from the discussion on the GNU Go development list:
***** snip *****
Check out the diagrams at

http://cowboy.directgames.net:81/research/SlugGo/documentation/sluggo- system_overview.pdf

We have not yet implemented the hash table functions indicated on the diagrams.
These functions are being implemented in an attempt to save the time of recalculating
the lookahead moves we have previously generated.

The curves on page 5 indicate weighting functions that are used as multipliers for the
values returned by the influence and territory functions.

I want to emphasize that these results were obtained with very little tuning of the very
many parameters we have in our additions to GNU Go, and thus these results are still
preliminary. There are a large number of things we can do which we believe will make
the play stronger.

In the "Big Picture" sense, we have applied some simple ideas with lots of computing
power to see what we could find. With respect to the recent thread on the subject of
fast v.s. slow computing, I think this is only a glimpse of what can be done with plenty
of silicon and longer compute times.
***** end snip****

I hope that this makes things clearer.

I also hope that future computer Go tournaments loosen their rules to allow distant
cluster computers the opportunity to compete. I cannot pack my cluster for travel and
doubt that an arbitrary tournament site will be able to supply the cluster with the
amount of power it needs.

Cheers,
David

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