[computer-go] ELO Ratings of move pattern
Lars
to.larsinho at web.de
Wed Dec 5 12:17:31 PST 2007
Thank you for your explanations!
You were right, it was a bug, and now it works really fine.
My results look more or less similar than yours now.
But I still don't understand where you get the standard deviation 302
from. But the mean 0 is clear now! ;)
@Jason:
Thank you although! I'm already interested in your results!
Am Mittwoch, den 05.12.2007, 11:52 +0100 schrieb Rémi Coulom:
> Lars wrote:
> > I have some questions concernig this paper of Remi:
> > http://remi.coulom.free.fr/Amsterdam2007/MMGoPatterns.pdf
> >
> > 1. Which sense make the prior (Section 3.3 in the paper and where is the
> > application?
> > I understand it the way that you put 2 more competitions to each pattern
> > in the minorization-maximization formula. But how does this produce a
> > probability distribution with mean 0 and standard deviation 302??
> >
>
> This probability distribution is in the scale of Elo ratings. The
> formula is Elo = 400*log10(gamma). The probability distribution of
> getting one win and one loss against one player of rating zero has
> standard deviation 302 (and mean zero).
>
> > Is the prior only necessary to make sure that every pattern have at
> > least one win?
> >
>
> It also has a regularization effect that avoids overfitting. That is to
> say, even if a pattern has, say, one win and ten losses against a player
> of rating zero, the prior will make it two wins and eleven losses, thus
> moving the strength of the pattern a little bit towards zero. It avoids
> high ratings for patterns that have been seen rarely.
>
> > 2. I had run the algorithm on 400 games (including handicap-games) from
> > the same game-records source Remi used (Section 3.2), but i used an
> > other month. I concidered only 3x3 shape-patterns and simple non-shape
> > pattern including dist-to-boarder, dist-to-prevMove, atari, capture,
> > extension..
> > After 1 iterations of the algorithm, I got strenght-parameter values
> > completely different to the results of the paper (Table 1). Most of my
> > parameters (including all the dist-to-boarder parameters!) have values
> > less than 1.0. Does anyone have some explanations on this?
> > After 5 iteration it is even worse. Most of the low values (less than
> > 1.0) gets even lower, the high values even higher.
> >
>
> This sounds like a bug. The number of iterations depends on features. I
> do not remember exactly how many iterations it took for mine. In general
> 2-3 iterations are enough to get very reasonable values, a dozen to have
> good convergence.
>
> Note that the values of some features are relative and not absolute. For
> instance, distance to the previous move: if you multiply all of them by
> a constant value, it will not change the likelihood. Nevertheless, if
> you have no bug in your implementation, you should get values that look
> like mine.
>
> My suggestion would be to test your code with very small amounts of
> artificial data. For instance, start by two players A and B, and, say A
> beats B twice and B beats A once. Gammas should converge to gamma_A = 2
> * gamma_B. You can make up similar tests with teams.
>
> Rémi
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