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Re: [computer-go] Pattern matching - rectification & update
Your site is impressive.
I don't really believe in pro-move prediction systems, but I do
believe a strong go program would probably play the same move as a pro
more often than a weak program would.
It's too bad that there is not an easy way to quantify the quality of
a move. For instance, there may be many cases where the predicted
move is perfectly valid and move choice is more a matter of style than
anything else.
What you would like to have (but probably can't have) is a way to say
that the program's top choice was a GREAT move or a move of
"professional quality", whether it happened to be the one a
professional chose or not.
It might also be the case that an occasional prediction is actually
BETTER than the move the professional chose in a particular situation,
in which case your prediction statistics get hurt unfairly.
One subjective way around this is to get a real pro to rate the top N
choices in a few sample games, asking him to "put a check mark" on
move choices that are reasonable pro candidates, in other words could
this be a move that a pro is reasonably likely to play? I still
wouldn't trust this measurement unless you got verification from more
than one pro, then you could actually compare their opinions.
Perhaps a more valid and interesting way to get "test data" is to get
a team of pro's to play a game against another team of pro's. The
rules might work like this:
1. Each player on a team suggests (nominates) a candidate move.
2. The candidate moves are all voted upon, using a borda voting
scheme.
3. The top voted move is played. (select randomly among ties)
Notes:
Players should not have access to each others opinons and choices.
The voting and nomination stages should be anonymous.
Borda couting is probably best for this, as it is one of the fairest
voting systems, however no voting system is entirely fair. Borda
counting is based on each player ranking ALL the choices, from best
to worst and tallying up the result. It's probably not very
important how the move is chosen.
You are not so much interested in the move played as you are in the
initial move nominations, presumably all of the nominations are pro
quality. However, you might play games with the actual counts, for
instance throwing out choices that did poorly with the voting.
For those that like to play with pro move prediction data, it would be
extremely useful having some "test data" based on a few games
generated in this fashion (and the voting statistics.) These games do
not have to be generated by professional players, just relatively
strong players.
In my opinion, the problem with pro-prediction schemes is that it's
only the occasional move that makes the biggest difference in the
strength of good players. At least it's this way in chess. A weak
master plays chess very much like a grandmaster, it might only be 2 or
3 moves in the whole game that "separates the men from the boys."
- Don
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From: "Frank de Groot" <frank@xxxxxxxxxxxxxxxxx>
Date: Fri, 19 Nov 2004 14:25:08 -0800
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My previous posting about the performance of my pattern matcher was totally
wrong.
Also the graph is wrong.
MArk Boon & I had a difference of opinion on my assertion that such a system
is worth 100,000 USD and I claimed that my system predicted almost all
Joseki moves in a never-before seen pro game correctly, but I did not give
any evidence. Neither was my previous post much of a help, since it
contained the result of a few bugs.
After fixing them I was quite swept off my feet to find that 44% of all
moves in the game I referred to (Mr Popo vs. GoMonster, a game between
anonymous pros on IGS) were predicted correctly, and that almost two-third
of the moves are in the top-five.
Even better, the "learning" is not even half-way, meaning the performance
will likely go up to 50% correct prediction.
As is clear, this kind of pro-prediction has never been achieved in any
research or commercial software.
The average pro-prediction (over 50,000 games) is:
Move #1 46%
Move #2 57%
Move #3 62%
Move #4 67%
Move #5 70%
Move 25 90%
These values will improve over the coming days.
I tried to explain more clearly how the system works, and put part of the
"analized" game & (unannotated) SGF here:
http://www.moyogo.com/joseki.htm
The most interesting aspect of this is that in fact the pattern system plays
Go all by itself, at least against me. I am unable to win from it. It
invades corners, makes eyes inside them etc. Unfortunately, as a non-Go
player, I am unable to judge the playing strength and it will take a while
before I can test the system against a Go program.
I have to thank Micheal Reiss, who inspired me to drastically change the way
my pattern system works due to the information on his website about his
"Good Shape" module. It was just one word that held the key and that word
was "urgency". There are many ways to give patterns a value and for the past
two years I had focused on something that was promising and gave good
results, but after focusing on "urgency" the thing blew away all previous
results.
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