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Re: [computer-go] Pattern matching - example play
From: "Don Dailey" <drd@xxxxxxxxxxxxxxxxx>
Subject: Re: [computer-go] Pattern matching - example play
> thing. It became very clear right away that he still didn't get the
> concept of eyes. When I EXPLAINED it to him, which only took a few
> minutes, it was like a light bulb went off in his head.
I already said that the learning system should start with basic concepts
like eyes, connectivity, running space, territory, moyo, aji, sente, shape
etc. But then it's on its own. Trying to put dogma's into the system and
knit them all together is IMO counterproductive. And of course search is
needed.
> I have to assume that you are not expert or even reasonably good at
> any game,
I used to be a strong chess player. No idea about my ELO rating but those
times I played club players that were full of themselves, I often won. I
hardly ever read a book on chess but I played thousands of games since I was
7.
> because if you were, you would understand that in most well
> established games there are decades or centuries of knowledge and
> experience that has accumulated and that cannot just simply be
> "gleaned" from playing out games.
Never assume that people are much more stupid than you are.
(Never underestimate you enemy :)
I am fully aware of all the counter-arguments and I consider them all to be
flawed.
Time will tell. I am not planning to learn Go so my system will have to
prove my point.
I am quite sure, health permitting, that I will be able to produce a
dan-level system within 5 years.
> It takes a real teacher, someone who can relate to the problems and
> difficulties of the student, that can introduce him to various "light
> bulbs" of understanding that might NEVER be figured out on his own.
You do not really understand what automatic learning is.
Concepts like "control the center" and "develop your pawns" and "don't
develop your queen to fast" and whatever are all easily learned
automatically.
You ONLY have to introduce a certain convept and let the system look for it.
Introduce the concept of "piece development" and "area control" and let the
system observe & record how players develop their pieces, and which pieces
at what stage in the game control which parts of the board.
>From that you derive metrics that say: "This is, on average, typical for a
strong game".
You can do that with Go patterns, and with eye formation, and with
connectivity patterns, with territorial development and many other things.
When you record the 8 million most used patterns and their statistics, you
capture a surprizing number of "Go proverbs".
Of course only shape-related, when you record shape patterns.
The interesting part starts when you record different patterns (like eye
shapes) and combine them with "good shape".
Then you can let the system decide what is more important, finishing a
certain potential eye or making a certain shape etc.
And all the time the system build upon huge knowledge libraries and weeks of
number crunching.
> Beleive me, I know. I had a good friend who was a chess master, that
> taught me some chess concepts that I never knew existed and would
> NEVER have figured them out just by playing over master games.
I said that it is perfectly OK to get those concepts from a book, but NOT
"program them in" as details.
So you do not make a heuristic in your evaluation function that assigns a
certain value to the development of the pawns, but you tell the learning
system: "There is such a thing as pawn development, figure it out by
yourself".
Not hard to do. Easy.
Same in Go. Piece of cake.
Just takes time but the process is near-trivial.
Boring as hell in fact, programming for a bank is more exciting.
> Yes, hidden very deep. An excellent teacher might save you years or
> even a lifetime of study trying to understand one of those games.
Nah, I think they are simply optimizing simple basic Go concepts like
territory, life, connectivity and a few other things.
Chess is a much messier business.
> Don't get me wrong, the information is there somewhere, but it's not
> very accessible.
There is nothing more than the concepts of Go.
It all can be learned in detail when the general concept is known to the
system, when it knows what it should look for.
> the teachers because they are BOUND to be biased about things. All
> the GO masters who tutored and trained other GO masters should have
> stayed out of the way and let them learn on their own. This is silly.
I am talking about methods to teach a computer, not to teach a human.
A human is unable to play though 500,000 games several times and
administrate hugely complex details about every position.
For a computer, this is trivial. I am saying my method is best for a
computer, not for wetware.
(Stay with the topic :)
A human is not a von-Neuman machine, but then again neither is most brains'
wetware Turing-complete.
> I think you have this backwards. In one case, you can learn directly
> from a teacher, in the other case, you have to learn from the game a
> teacher played. How can you call this more direct? I'm not getting
> it.
>From what does the teacher teach?
(from games)
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