Interesting. I wonder to what degree if any these searchers are
integrated. David Fotland wrote: When is the best-first life and death module used vs. the local tactics deciding if a block can be captured or can escape. Are these results similar?Searching is clearly the key to strong go play. Many Faces has three searchers in it. A fast alpha-beta searcher for local tactics that decides if a block can be captured or get 5 liberties/two eyes to escape. A full board alpha-beta searcher. A best-first search life and death module. Your node count budget seems very low, which implies you must do extreme pruning and look at only very few moves from the move generators. Is there a reason you can't let it be a bit more free to search broader with todays hardware?Neither alpha-beta searcher uses iterative deepening since the search depths are so irregular. The tactician looks typically 5 ply and up to 80 ply deep, with a budget of a few hundred nodes per search. It has a transposition table, and it remembers the best move at the root from move to move, along with a list of board points that invalidate the search, to reduce re-searching time. The full board search looks 1 to 30 ply deep, with a budget of a few hundred nodes. The tree near the root is taken from patterns or joseki library, and can be 1 to 20 or so ply deep. Then comes a local quiescence search, then a global quiescence search. Have you ever considered combining tactical and full board, for example, the full board searcher using local tactical move sequence results from the tactical searcher (acting as a move generator) as its "nodes" to expand and search on? This would be one example of what I would call a multi-level search. Are the move generators using hand-tunded pattern recognition and some kind move-ordering?I don't use null move because the evaluation and move generators understand threats already. The best first search is similar to PN search except that it uses probability of success from the move generator rather than number of generated moves to pick a node to expand. Most of my time goes into tuning the move generators. Maybe the move generators are hindering the searches ability to find appropriate tactical sequences in some situations. Regards, David-----Original Message----- From: computer-go-bounces@xxxxxxxxxxxxxxxxx [mailto:computer-go-bounces@xxxxxxxxxxxxxxxxx] On Behalf Of Matt Gokey Sent: Tuesday, December 07, 2004 11:10 PM To: computer-go Subject: Re: [computer-go] Learning : was Chess programs versus go programs Vincent, I don't necessarily disagree with you (about search). As you recall in my message, I summarized my point like this:There is little question in my mind that searching is a key to computer-go just as it was in chess. It may not be thesame kind ofsearch (muti-level for example), and the evaluations(including lifeand death) may not be as easy but I think its the most promising direction to pursue in combination with pattern based concepts for move generation and help in evaluation.So, the search technique is primary, of course paired with other things including solid evaluation. Pattern or rule based module components could be hand coded, or auto generated/learned, or even coded by a 1000 monkeys as long as they work reasonably well. But I've done enough hand tuning to know that intuition after a few iterations is as often wrong as it is right. There is a lot of trial and error and guessing, albeit educated guessing. Each method has its pros and cons. I'm well aware that you don't see value in automated learning or pattern harvesting. And I certainly don't expect any learning system to "beat" human learning capacity. That's not the goal or the expectation, however. There is something appealing about the objective and statistical nature of the pattern harvesting technique that Frank has developed over the ad-hoc and "expert" tuned pattern/rule sets commonly used. I would not discount it as a useful part of a go-playing program. As Frank has said it's designed to be a better Joseki/Fuseki database, not the holy grail. There is nothing preventing combining it with other modules using other techniques for handling some tactical issues, local search, ladders, ko fights, life/death analysis, etc. You seem to have a tendency to try to frame things as black and white only, then attack the extreme case, when no-one is really talking about the extreme case. Regards, Matt _______________________________________________ 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/ |
_______________________________________________ computer-go mailing list computer-go@xxxxxxxxxxxxxxxxx http://www.computer-go.org/mailman/listinfo/computer-go/