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Re: [computer-go] Perfect sub-tree move path (was Brute Force...)...



Don,

Point taken!  As I was writing that, I did think of the quantum computer and how technically it
may be able to handle some form of "meta-data" representation and perhaps cover much more area.

And I agree...for the same reason existing memorizing Joseki's are valuable to a player as he
skills up.


Jim O'Flaherty


--- Don Dailey <drd@xxxxxxxxxxxxxxxxx> wrote:

> 
> >   And even given awesome data encoding techniques, also vastly surpasses
> >   the  any storage  mechanism available  now or  for centuries  into the
> >   future,  presuming electron spin  as the  memory mechanism  and entire
> >   planets   as   the  atomic   databanks.    This   leads   me  to   the
> >   conclusion...the perfect "sub-tree" play paths is a theory with little
> >   or no value.
> 
> Maybe, but  not so  sure.  You  are thinking only  in terms  of todays
> technology and imagining only a few decades out.  The physical laws of
> nature seem to preclude the 32 man chess database, but I remember that
> they said silicon had it's limits  many years ago and they have pushed
> way way  past them.   The quantum world  is hardly understood  and who
> knows  what is  possible?  Perhaps  not in  the 2000's  but  maybe the
> 2100's?
> 
> There  are  other  ways  to  skin  a cat  too.   Maybe  some  kind  of
> meta-database  approach can give  us the  equivalent of  the omnicient
> database  with several  orders of  magnitude less  data  combined with
> sophisticated rules that we can't yet imagine.
> 
> But our discussion is more  theoretical than practical, you are trying
> to apply it directly practical.
> 
> Nevertheless,  if such  a  database existed,  it  would be  incredibly
> valuable and the quality of play would mushroom considerably in chess,
> perhaps not so in GO.
> 
> Even  though we  know it's  not practical  to keep  very much  of this
> database in your head, the human brain can fill in a lot of holes with
> meta-data.  You  could still learn thousands of  opening sequences and
> find pathways  to positions you  were quite comfortable  with.  Simply
> training   against  such   a   database  would   improve  your   skill
> significantly and be worth billions of these database positions.
> 
> - Don
> 
> 
>    Date: Fri, 12 Nov 2004 09:16:21 -0800 (PST)
>    From: "Jim O'Flaherty, Jr." <jim_oflaherty_jr@xxxxxxxxxxxxxxxxx>
>    Reply-To: computer-go <computer-go@xxxxxxxxxxxxxxxxx>
>    Sender: computer-go-bounces@xxxxxxxxxxxxxxxxx
>    X-Scanned-By: MIMEDefang 2.42
> 
>    Don (and others),
> 
>    Consider Vincent's  original assertion  - there is  a perfect  line of
>    play.  As  you (and  others) have pointed  out, the perfect  "line" of
>    play is  actually a tree  subset of all  possible moves at  each node.
>    This tree notion results in  an exponential explosion, one that vastly
>    exceeds the memorization capabilities of humans.
> 
>    And even given awesome data encoding techniques, also vastly surpasses
>    the  any storage  mechanism available  now or  for centuries  into the
>    future,  presuming electron spin  as the  memory mechanism  and entire
>    planets   as   the  atomic   databanks.    This   leads   me  to   the
>    conclusion...the perfect "sub-tree" play paths is a theory with little
>    or no value.
> 
>    Now  consider that  we are  talking  about two  human (and  presumably
>    finite  and  fallible)  players.   Given  player  A  cannot  perfectly
>    memorize the huge trees of  decisions occurring just a small number of
>    moves out  (Go or Chess),  the pressure on  player A is to  choose the
>    move with  the tree subset with  the shortest "long  branch".  This is
>    the move  leading to a Player A  win in the least  number of remaining
>    moves.  This  means that  there are that  many fewer options  Player A
>    must have  committed to memory to  ensure he stays  with the "perfect"
>    sub-trees.  It increases his odds of completing the game "perfectly".
> 
>    However, this same  pressure acts on player B  in exactly the opposite
>    way.  Player  B’s goal will be  to ensure he chooses  the move that
>    requires player A have the  maximum number of future choices committed
>    to  player A’s  limited memory.   Player B  is playing  to maximize
>    Player A’s fallibility.   Player B is not playing  to win, lose, or
>    even to tie while player  A is successfully remaining on the "perfect"
>    play track.  Player  B is merely trying to push player  A into a board
>    state  for which  player A  (being fallible  which  implies forgetful)
>    cannot recall the "perfect" move.
> 
>    If  player  B eventually  succeeds  in getting  player  A  to make  an
>    "imperfect" move, the game moves into an state where the outcome is no
>    longer guaranteed, and returns to probabilistic.
> 
>    >From  all of  this,  I make  the  following assertions:  A) There  is
>    currently  no  means  by   which  to  produce  a  “provable”  or
>    “certain” perfect sub-tree move path data set.  There is neither
>    the computation  power nor  the storage capacity  to deal with  it for
>    Chess or Go.   Checkers is now converging on  producing that solution.
>    Chinook’s endgame DBs are now finally approaching the first half of
>    the game.  They  started from the end game  and are working backwards.
>    This is not  reasonably possible with Go.  I speculate  it is not even
>    reasonably  possible with  Chess,  but have  not  given it  sufficient
>    thought  to be  sure.  B)  If ever  a single  “perfect  path” is
>    discovered through either Chess or  Go having the appearance all moves
>    from game start  to end are forced, the motivation on  player B to not
>    cooperate in following that path  will cause it to NEVER BE COMPLETELY
>    PLAYED, thereby taking away the  path’s claim to value.  C) For the
>    foreseeable future  (centuries), it is going to  be creativity (likely
>    human, unlikely computer) that finds lines off of know sequences which
>    alter  play.  This  can  be seen  as  Go Joseki  DBs are  occasionally
>    updated when some 9 dan, after spending years researching and playing,
>    discovers a nuance  of weakness in a particular  response, exploits it
>    and then the world finds out when he utilizes it in a game.
> 
>    For me, this leads me to  be quite optimistic about Go’s future.  I
>    am  not so  interested  in Chess  anymore  thanks to  the brute  force
>    techniques finally playing at GM levels.
> 
> 
>    Jim O’Flaherty
> 
> 
>    --- Don Dailey <drd@xxxxxxxxxxxxxxxxx> wrote:
> 
>    > 
>    > Joss,
>    > 
>    > >   1) White wins and so black has no real "best move", (s)he therefore
>    > >   plays as well as possible, but always knowing that a loss was inevitable
>    > >   assuming that white plays perfect responses.
>    > >   ...
>    > >   ... If not, black may as well resign after the first move 
>    > >   and so the single best line is simply: White moves, black resigns.
>    > 
>    > Personally, I don't think there is much basis for defining "resign" as
>    > a best move (even in a  losing position) which is essentially what you
>    > are doing.   "Best" means better than  the rest and it  makes sense to
>    > consider it valid for  the "the rest" to be a null  set.  (At least it
>    > makes sense in set theory to consider null sets valid sets.)
>    > 
>    > As you  point out,  there are  other ways to  define "best."   You can
>    > define "best" based  on opponent modeling, trying to  make things more
>    > complicated for the  opponent.  But then this is  not really chess, it
>    > is a different  game which is no long deterministic.   I admit that it
>    > is  probably more like  the game  as humans  play it!)   It's probably
>    > likely that based on this definition the "best" move may actually turn
>    > a draw into  a loss in some  cases if it can increase  your chances of
>    > winning against a fallible opponent.
>    > 
>    > This is  just for fun,  but if you  want to extend your  definition of
>    > "best" and make  it a little more "human", I  would try something like
>    > this:
>    > 
>    >   1.  If position  is a win, the  best move leads to  checkmate in the
>    >       least  number of  moves.  If  you are  on the  losing  side, the
>    >       "best" move delays the inevitable for as long as possible.
>    > 
>    >   2.  Draws  are little  trickier  due to  50  move rule,  insufficent
>    >       material, etc.  So I would go with this:
>    > 
>    >       Both  sides  want  to  delay   the  game  as  long  as  possible
>    >       (presumably to  give the opponent  a chance to  blunder.)  There
>    >       are 4 ways  to draw (not including by  agreement which we define
>    >       to always be "bad"):
>    > 
>    >           1. Three fold repetition.
>    >           2. stalemate
>    >           3. Insufficient material.
>    >           4. 50 move rule.
>    > 
>    >       OBSERVATION:   All games in chess must eventually terminate, if not by 
>    >                      an outright win or stalemate,  by an eventual draw by repetiton.
>    > 
>    >       Throw  out  the 50  move  rule  for  this definition,  it's  not
>    >       technically relevant and is  a human concieved device to shorten
>    >       the game.
>    > 
>    >       Throw out insufficient material.  This is another device to make
>    >       the game  much nicer for human  players and is  not intrinsic to
>    >       the game.  All  of these kind of games  terminate eventually due
>    >       to repetition.
>    > 
>    >       So the best  move in a drawn position, is  the move which delays
>    >       the  "bitter end"  the  longest,  assuming no  50  move rule  or
>    >       insufficient material!
>    > 
>    > Please note, even 3 fold repetition  is not a draw unless claimed, but
>    > for calculating  this new hypothetical  definition of "best"  move, we
>    > assume that  it MUST  be claimed when  it first occurs,  otherwise the
>    > game would NEVER terminated  in many positions.  (We could technically
>    > even throw out repetition, but  then our omnicient computer would hang
>    > up in an infinite loop trying to find the end of the game and it would
>    > always play for repetition when a win wasn't possible.)
>    > 
>    > - Don
>    > 
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