[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [gnugo-devel] Re: [computer-go] SlugGo v.s. Many Faces
I think this is a reasonable approach, but it's good to reserve
judgement. As has been mentioned, the good results against gungo has
a "reasonable" explanation (even if it still remains to be seen if
this explanation is correct.)
But the results against Many Faces is still based on a pretty small
sample. About 20 games. This of course does not including whatever
has been played since then and not yet reported. Anyone who does a
lot of automated testing knows that there is very little you can
assume based on such a small handful of games, even if fairly
lopsided. About all we can say is that it looks pretty good so far.
I would love to see these results continue strong. At the very least
it hints at a way to move forward in a way that enables us to take
advantage of the massive increase in computing power that is sure to
come.
- Don
From: David G Doshay <ddoshay@xxxxxxxxxxxxxxxxx>
Date: Fri, 27 Aug 2004 10:23:04 -0700
Sender: computer-go-bounces@xxxxxxxxxxxxxxxxx
On Aug 26, 2004, at 2:47 AM, wagjan@xxxxxxxxxxxxxxxxx wrote:
> I am afraid, that there are many situation where the move which
> seems to be the second best at first sight is much better then the
> first. (Or the first leeds to a trouble, which is the same... :))
This is exactly why we consider many of GNU Go's highest ranked
moves as candidates and then do lookahead on each.
> And
> when this happend at 3rd ply, then searching the wrong line in 16
> deep is worthless.
This is the "common knowledge" we all learn from our first lessons
in tesuji and life/death problems. This is undoubtedly true when the
goal is optimal play for the correct reasons ... a great goal. But I
think that too many people fixate on this reasoning and neglect to
note that while the long term goal is optimal play for the correct
reasons, there is also the short term goal of simply playing better.
It is clear that this non-optimal once-branched and then linear
deep lookahead (that we implemented just because it is an easy
way to start) in fact plays better, even if not optimally, for the right
reasons, or even with complete or correct information.
I am fully confident that when we start branching in the lookahead
paths we will more accurately evaluate the paths and thus play
better. But once we found that this method worked as well as it
does, we decided to gather statistics before moving on to other
methods we assume are better.
> It is not supprising that it could be stronger by 3-
> 5 kyu against himselt,
Because we win about 70% with 5 stones in "self play" against
GNU Go, I'd say we picked up about 6 stones of strength, but as
previously noted this is because we correctly predict GNU Go's
responses. To lessen this effect we have played against GNU
Go set at level 15 while we use level 10.
> but it is interesting for me that it is
> significantly stronger against Many Faces.
Here we pick up perhaps 3 stones ... the data is still being collected.
> I guess that 16 ply 'very
> narrow' search can not help more then 1 kyu against human.
Time will tell.
Cheers,
David
_______________________________________________
computer-go mailing list
computer-go@xxxxxxxxxxxxxxxxx
http://www.computer-go.org/mailman/listinfo/computer-go/
_______________________________________________
computer-go mailing list
computer-go@xxxxxxxxxxxxxxxxx
http://www.computer-go.org/mailman/listinfo/computer-go/