endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?])
steve uurtamo
uurtamo at gmail.com
Thu Mar 6 06:28:19 PST 2008
yes, and the fact that turning a dumpling into a dead
group can take more than a few moves, since you may
have to fill up the eyespace several times, meaning
going fairly deeply down branches with several self-ataris
along the way.
s.
On Thu, Mar 6, 2008 at 9:23 AM, Don Dailey <drdailey at cox.net> wrote:
>
>
> >
> >
> > You won't find that in computer vs computer games, because "tricking" the
> > strong programs requires some go skill and it only works if you wait long
> > enough before you "solve" the position. But if you search KGS (LeelaBot,
> > CrazyStone, CzechBot) for even games where the bot lost against a kyu
> > players you will find many. All go more or less like that:
> >
> > A 4-6 kyu human is behind by 10-15 points in the midgame (at that
> > stage the
> > probability of winning is correlated with territory, so the MC bot is
> > building fine.) He creates a 12-16 point worth nakade trick in a corner
> > and does not solve it.The bot is happy, it thinks a bulk five is alive or
> > something like that. Perhaps the human sacrificed another 15 points
> > somewhere to create the trick so he should be dead lost. But, he only
> > has to play on, reduce, etc. As the endgame approaches, the MC bot
> > allows the reduction only until the territorial balance would change the
> > winner. The player is happy, he turned a 25 points loss into a 1.5 point
> > loss (assumed by the program) and has a 12 point surprise.
> > At the end, when the whole board is decided, the player kills
> > the bot's group and the bot turns a sure win into a sure loss and
> > resigns.
> >
> > Because the trick can only be played by similar strength players (much
> > weaker players can't build something like that, much stronger don't
> > need it)
> > it affects the rating of the bots. I guess CrazyStone could be near
> > KGS 1dan
> > with that solved. It is 2k now. But, of course, the solution may not
> > come at
> > the price of making the program weaker. That is the difficult part.
>
> I want to make sure I understand the nakade problem, please correct me
> if I am wrong:
>
> My understanding of this is that many program do not allow self-atari
> moves in the play-outs because in general the overwhelming majority are
> stupid moves. Is that what is causing the nakade problem? And if
> you start including self-atari you weaken the program in general?
>
> And can I assume the tree portion is also inhibited from seeing this due
> to a combination of factors such as heuristics to delay exploring "ugly"
> moves as well as the weakness of the play-outs in this regard (which
> would cause the tree to not be inclined to get close enough to the issue
> to understand it properly?)
>
> - Don
>
>
>
>
>
> >
> >
> > Jacques.
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> >
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