several more updates and in many ways it has mellowed, but it is certainly sharper around weak points and boundaries, though it still likes crude pushes and cuts.
For around 3000 rounds, 3 minutes, B+9.71 +/- 0.13 (note it is much less confident)
Top moves (6,7), (7,12), (15, 9), (12, 6), (16, 18)
__
For opening board, 1000 rounds, B+2.96 +/- 0.01, top moves (16,14), (16, 15), (6, 18), (10,16), (15, 14)
__
Now I think the main problem missing is that it does zero reading, and that its attention is too local (only on neighbours, so it can't easily even understand that corners are more valuable than the centre), and it misses double attacks, but I'm not sure its worth spending more time on this, though I am definitely happy with progress.
Also, it assumes independence, which can go wrong in semeai for weak groups. It doesn't see snapback.
__
The key correction required seems to be equations that find two eyes for every point counted as territory.
__
20220530 signing off for a while. The pictures are very pretty, but really not as justified as they could be. Getting balance for pure control estimates is too fiddly. I think flow variables for sente/gote/eyespace should be more useful. Perhaps I'll investigate.
It seems difficult to combine value in without actually doing the reading. I probably can't expect too many nice general equations, but perhaps only special cases.
20220708 I find it difficult to think clearly about this problem. A tiny thought on how to make a balance equation: perhaps if a position is dangerous for your opponent (you have some threats), then you are more willing to take on danger yourself to claim the profit. Note that this is a choice though and you don't have to.
Numerical evaluation theory of thickness
-
dhu163
- Lives in gote
- Posts: 474
- Joined: Tue Jan 05, 2016 6:36 am
- Rank: UK 2d Dec15
- GD Posts: 0
- KGS: mathmo 4d
- IGS: mathmo 4d
- Has thanked: 62 times
- Been thanked: 278 times
Re: Numerical evaluation theory of thickness
- Attachments
-
- Wgain.png (4.61 KiB) Viewed 17296 times
-
- control.png (4.12 KiB) Viewed 17296 times
Last edited by dhu163 on Thu Jul 07, 2022 5:02 pm, edited 1 time in total.
-
mart900
- Dies in gote
- Posts: 24
- Joined: Wed Jun 29, 2022 1:12 pm
- Rank: OGS 3k
- GD Posts: 0
- Been thanked: 4 times
Re: Numerical evaluation theory of thickness
New to this forum, I was reading this interesting thread and thought John hit the nail on the head. I assume it's allowed to bump month-old threads.
It comes down to a sort of Dunning-Kruger-like concept that I've noticed in other games as well. You would get new players asking oversimplified questions, and good players answering "it depends."
In Go, for example you could have someone asking "How many points is a 4-stone wall worth?" and obvious to anyone with a basic understanding of the game is that you can't answer it except with "it depends."
It seems amateurs, due to our limited understanding of the game, are understandably more likely to believe that it's reducible because they don't know the extent of this "it depends." They are more likely to think we can reduce the wall question to a few core concepts, run the numbers and get an answer, but the intricacies are lost on them and the answer is unlikely to be accurate. Pros would know this.
Don't get me wrong, futile though it may be, attempting this is still no doubt an interesting and fun pursuit.
And I suppose another reason we like to try to put it into numbers in particular is that numbers are unambiguous in their value. You ask a pro to explain the value of a thick group in one game, and then a similar thick group in another game, you're not going to know which of the two was worth more from their answer.
Responding specifically to the bolder part: I think it's because professionals, unlike amateurs, understand the game well enough to know that reducing it to math, while theoretically possible, is simply too complicated for a human brain. Decades of failed attempts to create strong go AI by explicitly programming strategic concepts basically confirms it.John Fairbairn wrote:I'm encouraged that at long last at least some people are making the distinction between thickness and influence. But there's still a long way to go if we want to get into synch with the Japanese pro usage of the words.
I think in particular that the first step is to make a case that a numerical evaluation of thickness can (or even should) be made. To say it is necessary for computer algorithms to work is no sort of case for humans.
In my now rather vast compendium of index of Go Wisdom concepts, thickness is one of the biggies. For example, in Kamakura there are about 40 instances for just 10 games, and that is without counting closely related topics such as thinness, walls, and influence. In not one of those instances, as far as I can recall (and likewise in all the other GW books), is there even a hint of a pro attaching a number to thickness.
It is true that a couple of Japanese pros have written books in which they appear to put a value on potential territory associated with thickness, but (a) the value is on the territory not the thickness and (b) they don't appear to use such numbers in their own games/commentaries. I infer these books are just sops to lazy amateurs, and maybe even ghost-written by amateurs. The much quoted 3 points per stone heuristic is something I associate with Bill Spight, though I think he told me once that he got it from someone else - certainly not a pro. The related heuristic of 6 points per stone in a moyo is something I heard from Korean amateurs. I've never seen it linked with a pro.
So, apart hearing why thickness should be counted, it appears we need also an explanation why amateurs cleave so much to counting thickness (and other things) whereas pros don't.
In real, pro-commentary life, the way thickness is talked about is rather about the way it adumbrates the game. It provides context. It determines strategies (including strategic mistakes). It's a gross form of signposting. It tells you what you can or should do next, or shouldn't do. And, along those lines, the one phrase that comes up most often in pro talk about thickness is "keep away from thickness - including your own". That's seems a lot more valuable than numbers of spurious accuracy.
It comes down to a sort of Dunning-Kruger-like concept that I've noticed in other games as well. You would get new players asking oversimplified questions, and good players answering "it depends."
In Go, for example you could have someone asking "How many points is a 4-stone wall worth?" and obvious to anyone with a basic understanding of the game is that you can't answer it except with "it depends."
It seems amateurs, due to our limited understanding of the game, are understandably more likely to believe that it's reducible because they don't know the extent of this "it depends." They are more likely to think we can reduce the wall question to a few core concepts, run the numbers and get an answer, but the intricacies are lost on them and the answer is unlikely to be accurate. Pros would know this.
Don't get me wrong, futile though it may be, attempting this is still no doubt an interesting and fun pursuit.
And I suppose another reason we like to try to put it into numbers in particular is that numbers are unambiguous in their value. You ask a pro to explain the value of a thick group in one game, and then a similar thick group in another game, you're not going to know which of the two was worth more from their answer.
-
dhu163
- Lives in gote
- Posts: 474
- Joined: Tue Jan 05, 2016 6:36 am
- Rank: UK 2d Dec15
- GD Posts: 0
- KGS: mathmo 4d
- IGS: mathmo 4d
- Has thanked: 62 times
- Been thanked: 278 times
Re: Numerical evaluation theory of thickness
re: highlighted paragraph
I assume your point is that in order to play a good move, you need to focus on profiting from the value of weak points before your opponent does, so think less about thickness. However, if you want to judge the score of a position, you start needing to think about how thickness affects life and death around.
Or perhaps in other words, that isn't even the really difficult part of the game. A few averages will work OK to estimate thickness. But reading the boundary of life and death can take arbitrary amounts of time. Determining whether a move is 2,1,0,-1 moves away from threatening a large group or cutting point can change its value drastically.
I mostly agree with both your points, and yet I still believe there are ways to improve the mathematics towards much better strength without needing too much more computing power, even if it might be beyond me. Of course, we default to asking the great strength of AI which is very efficient (though its training was very costly), but I don't think it is the end yet.
I assume your point is that in order to play a good move, you need to focus on profiting from the value of weak points before your opponent does, so think less about thickness. However, if you want to judge the score of a position, you start needing to think about how thickness affects life and death around.
Or perhaps in other words, that isn't even the really difficult part of the game. A few averages will work OK to estimate thickness. But reading the boundary of life and death can take arbitrary amounts of time. Determining whether a move is 2,1,0,-1 moves away from threatening a large group or cutting point can change its value drastically.
I mostly agree with both your points, and yet I still believe there are ways to improve the mathematics towards much better strength without needing too much more computing power, even if it might be beyond me. Of course, we default to asking the great strength of AI which is very efficient (though its training was very costly), but I don't think it is the end yet.
Last edited by dhu163 on Tue Jul 19, 2022 2:52 pm, edited 1 time in total.
-
dhu163
- Lives in gote
- Posts: 474
- Joined: Tue Jan 05, 2016 6:36 am
- Rank: UK 2d Dec15
- GD Posts: 0
- KGS: mathmo 4d
- IGS: mathmo 4d
- Has thanked: 62 times
- Been thanked: 278 times
Re: Numerical evaluation theory of thickness
I have realised there is a simple trick to improve the balance, though the crude means some unjustifiable assumptions. However, I think it has greatly improved strength, though it is much slower to compute (I think a priority needs to be assigned somehow to the computations to cut down unnecessary ones). Also, its first instinct to play around the 2nd line or where it isn't alive yet remains, though with more computation, it does seem to reconsider more. The maximum influence on a neighbour is bounded at 1, but this doesn't really appreciate the extra value of eyespace when weak, mostly by overestimating the value of weakly controlled areas.
The score estimate seems to vary more freely now with more computation (less precise but it shows it is thinking about something), and there are also checkerboard patterns for gain that I can explain but can't easily get rid of. (they seem to act like a sign of life that it is computing something, a bit like oscillations have a non-zero energy).
Another problem I don't much understand is that it outputs a gain of at most 2 per move normally when it should be 14. The checkerboard probably isn't helping, though the shielding is a nice feature. I think all these problems are linked to not checking for 2 eyes. And yet I'll just be content with the strength improvement for now. It still wasn't able to win at 15k, but as usual the centre shape was fine but it couldn't hold onto it.
I attach output after 1000 rounds, 200 seconds. B+7.34 (accounting for who to play)
lots of good top move suggestions were outputted, but at the end, it suggested nothing so good
W to play:
[(5, 2), (4, 7), (2, 17), (11, 10), (2, 7)]
B to play:
[(11, 5), (14, 7), (12, 5), (17, 14), (14, 6)]
I can't completely claim it does zero reading now as it does some fuzzy (fractional) addition of imagining moves that it wants to play on the board for both sides.
30mins later: some tweaks and gain is up to 8 in some situations (though 2 still seems normal). However, it now wants to play on the 1st line. This seems to be because it overemphasises the principle that your opponent's best point is your own and both seem very determined to play on the 1st line. It doesn't blow up, but it reaches a high stable point.
It lost again at 15k, but it was leading most of the game this time. But towards the end though that an eyeless stick in the opponent's area was alive and didn't both to defend its own area. My eyespace patch months ago was a bit too simple. But I may want to rehaul that whole part of the system.
I like that the system tries to start from first principles. However, I think the next step in strength requires concepts like group and eyespace. As a mathematician, it is nice to get a fuzzy proof for why such concepts are necessary.
The score estimate seems to vary more freely now with more computation (less precise but it shows it is thinking about something), and there are also checkerboard patterns for gain that I can explain but can't easily get rid of. (they seem to act like a sign of life that it is computing something, a bit like oscillations have a non-zero energy).
Another problem I don't much understand is that it outputs a gain of at most 2 per move normally when it should be 14. The checkerboard probably isn't helping, though the shielding is a nice feature. I think all these problems are linked to not checking for 2 eyes. And yet I'll just be content with the strength improvement for now. It still wasn't able to win at 15k, but as usual the centre shape was fine but it couldn't hold onto it.
I attach output after 1000 rounds, 200 seconds. B+7.34 (accounting for who to play)
lots of good top move suggestions were outputted, but at the end, it suggested nothing so good
W to play:
[(5, 2), (4, 7), (2, 17), (11, 10), (2, 7)]
B to play:
[(11, 5), (14, 7), (12, 5), (17, 14), (14, 6)]
I can't completely claim it does zero reading now as it does some fuzzy (fractional) addition of imagining moves that it wants to play on the board for both sides.
30mins later: some tweaks and gain is up to 8 in some situations (though 2 still seems normal). However, it now wants to play on the 1st line. This seems to be because it overemphasises the principle that your opponent's best point is your own and both seem very determined to play on the 1st line. It doesn't blow up, but it reaches a high stable point.
It lost again at 15k, but it was leading most of the game this time. But towards the end though that an eyeless stick in the opponent's area was alive and didn't both to defend its own area. My eyespace patch months ago was a bit too simple. But I may want to rehaul that whole part of the system.
I like that the system tries to start from first principles. However, I think the next step in strength requires concepts like group and eyespace. As a mathematician, it is nice to get a fuzzy proof for why such concepts are necessary.
- Attachments
-
- Bgain.png (4.71 KiB) Viewed 16382 times
-
- Wgain.png (4.72 KiB) Viewed 16382 times
-
- control.png (4.05 KiB) Viewed 16382 times
-
dhu163
- Lives in gote
- Posts: 474
- Joined: Tue Jan 05, 2016 6:36 am
- Rank: UK 2d Dec15
- GD Posts: 0
- KGS: mathmo 4d
- IGS: mathmo 4d
- Has thanked: 62 times
- Been thanked: 278 times
Re: Numerical evaluation theory of thickness
My intuitive feeling for eyespace theory.
Meaning of temperature in go relative to thermodynamics
Definitions philosophy, (e.g. eyespace)
Back to the original question. What is the value of a wall? wordy thoughts. still no concrete calculation.
Intuition for using semeai results for points evaluation.?
An analysis of a basic model for miai defenses that could be extended to double weak points, double defenses, double attacks, etc.
Not written into a paper because it is only one variant with several possibilities and I don't understand it well enough, just working through it now.
Differential vs absolute
Groups, komi
Complexity measures
Based on above, my naive conjecture is that komi in n dimensions simply grows as 4n-2 + f(n) where f(n) is increasing but small. At the least, I think that it is very unlikely to be higher than quadratic growth. Perhaps f(n)(n/2)(4n-2) is another reasonable possible form.
My 2nd guess is [(4n-2)+n(6n-4)g((10n-6)/(4n-2), (2n-2)/(4n-2))+?]/2
for n=2, this gives (6 + 8 * 2* 0.878+?)/2 = 10.024
I'm not sure about my count of aji. If I say that the first move doesn't have 1 influence on the outside but reduced due to aji, how much should I scale down? Probably according to the value of follow ups. If the side moves are the same size to corner still, then counting them as sente isn't unreasonable, after which it is more like g((6n-4)/(4n-2), (6n-4)/(4n-2))=0, which simplifies to
(6/2)=3
Somehow we want the answer to be (6+8)/2=7, but this seems like fiddling with equations that aren't justified. Somehow that would work in 2 dimensions, but I can't say I know what will happen in higher dimensions.
If such a pattern continues, perhaps [(4n-2)+n/2(6n-4)]/2 = (3n+1)(n-1)/2 isn't an unreasonable guess.
in n=3, this predicts k=10.
The understanding is that the centre doesn't need to be counted not because it isn't valuable but because the influence is shielded from the centre by the influence of the opponent's forcing moves. Some seeps through as those forcing moves aren't alive, but only after the corner adds a shimari does it really complete it.
By assuming side forcing moves are sente on the corner, this suggests that the standard corner moves aren't as good as you might think they are, because the commitment gives the opponent large moves on the sides. However, they main remain locally and globally best because if you say play on the side first, the opponent can play in the corner to counter that direction and may get a larger corner.
Not written into a paper because it is only one variant with several possibilities and I don't understand it well enough, just working through it now.
for n=2, this gives (6 + 8 * 2* 0.878+?)/2 = 10.024
I'm not sure about my count of aji. If I say that the first move doesn't have 1 influence on the outside but reduced due to aji, how much should I scale down? Probably according to the value of follow ups. If the side moves are the same size to corner still, then counting them as sente isn't unreasonable, after which it is more like g((6n-4)/(4n-2), (6n-4)/(4n-2))=0, which simplifies to
(6/2)=3
Somehow we want the answer to be (6+8)/2=7, but this seems like fiddling with equations that aren't justified. Somehow that would work in 2 dimensions, but I can't say I know what will happen in higher dimensions.
If such a pattern continues, perhaps [(4n-2)+n/2(6n-4)]/2 = (3n+1)(n-1)/2 isn't an unreasonable guess.
in n=3, this predicts k=10.
The understanding is that the centre doesn't need to be counted not because it isn't valuable but because the influence is shielded from the centre by the influence of the opponent's forcing moves. Some seeps through as those forcing moves aren't alive, but only after the corner adds a shimari does it really complete it.
By assuming side forcing moves are sente on the corner, this suggests that the standard corner moves aren't as good as you might think they are, because the commitment gives the opponent large moves on the sides. However, they main remain locally and globally best because if you say play on the side first, the opponent can play in the corner to counter that direction and may get a larger corner.
-
dhu163
- Lives in gote
- Posts: 474
- Joined: Tue Jan 05, 2016 6:36 am
- Rank: UK 2d Dec15
- GD Posts: 0
- KGS: mathmo 4d
- IGS: mathmo 4d
- Has thanked: 62 times
- Been thanked: 278 times
Re: Numerical evaluation theory of thickness
What concepts are derivable from this sort of theory that isn't covered by sente/gote etc. ?
Well, shielding is certainly one. Aji too (though the theory isn't strong enough to estimate it well, only informally tell you principles). Weak points as a key source of value of moves that gets split up as more moves are played. Each move is like splitting the area around into more independent endgames. If you take a vital point of life, it may be difficult for the opponent to make eyes in each independent region, so you may be "winning" in each, and profit arises from this.
My better guesses for komi tune to the known k=7 for d=2. So suppose it takes d+1 moves to capture the corner.
Perhaps m+n=(6d-4)/(4d-2). And m-n= 1-2*(-d-1)
I think this m-n value is the closest I've come to JF's units of thickness/atsui
Then
k=[4d-2 + d(6d-4)errf( (1-2*(-d-1)/(4-2/(2d-1))]/2
Which predicts
d=1
k=1.5
note that this is unreliable as (4d-2),(6d-4) break down for d<2. However, the answer does seem reasonable as any stone you place on the board that has 2 liberties lives.
d=2
k=7
d=3
k=15.7
d=4
k=27.8
what goes wrong for the complete graph? well, the smallest group size, (4d-2) increases with degree and the number of neighbours, and it is larger than the whole board, so we can no longer talk about the "influence" such a group has on (6d-4) etc. because that is outside the board and so on.
This tends to something a bit more than
(3d^2+2d-2)/2
which has roots at (-1 +/- sqrt(7))/3 . not quite golden ratio.
Funny that d=0 gives k=-1 . There is only one intersection and play there is suicide.
__
next day: what?? please tell me this is a joke.
7th letter of the English alphabet: G, 15th: O.
Well, shielding is certainly one. Aji too (though the theory isn't strong enough to estimate it well, only informally tell you principles). Weak points as a key source of value of moves that gets split up as more moves are played. Each move is like splitting the area around into more independent endgames. If you take a vital point of life, it may be difficult for the opponent to make eyes in each independent region, so you may be "winning" in each, and profit arises from this.
My better guesses for komi tune to the known k=7 for d=2. So suppose it takes d+1 moves to capture the corner.
Perhaps m+n=(6d-4)/(4d-2). And m-n= 1-2*(-d-1)
I think this m-n value is the closest I've come to JF's units of thickness/atsui
Then
k=[4d-2 + d(6d-4)errf( (1-2*(-d-1)/(4-2/(2d-1))]/2
Which predicts
d=1
k=1.5
note that this is unreliable as (4d-2),(6d-4) break down for d<2. However, the answer does seem reasonable as any stone you place on the board that has 2 liberties lives.
d=2
k=7
d=3
k=15.7
d=4
k=27.8
what goes wrong for the complete graph? well, the smallest group size, (4d-2) increases with degree and the number of neighbours, and it is larger than the whole board, so we can no longer talk about the "influence" such a group has on (6d-4) etc. because that is outside the board and so on.
This tends to something a bit more than
(3d^2+2d-2)/2
which has roots at (-1 +/- sqrt(7))/3 . not quite golden ratio.
Funny that d=0 gives k=-1 . There is only one intersection and play there is suicide.
__
next day: what?? please tell me this is a joke.
7th letter of the English alphabet: G, 15th: O.
-
dhu163
- Lives in gote
- Posts: 474
- Joined: Tue Jan 05, 2016 6:36 am
- Rank: UK 2d Dec15
- GD Posts: 0
- KGS: mathmo 4d
- IGS: mathmo 4d
- Has thanked: 62 times
- Been thanked: 278 times
Re: Numerical evaluation theory of thickness
When points seem obvious, attention turns to how best to present and which words to use. Some ideas here are already an obvious improvement in how to think (at least for me), but much is fuzzy.
Today, I am pondering on two seemingly unrelated topics.
How does 2d affect the board concepts the opening/middlegame compared to well understood corridors in endgame theory?
How do physics/chemistry analogies help/apply/confuse?
e.g. Entropy, temperature etc
Weak point theory in 2d
Balance, miai, evaluation of bonds
What is a fight?
What are standard fighting possibilities? Why is there a windmill spiral wave?
Other
To summarise the key lesson of the lengthy post,
The opponent's influence near your group is related to how easy it is for each side to live there, and may be positive if you are weak. However their total influence should be less than if you didn't have a group there at all. This should inform my estimate of komi, though I don't know how.
I think it must be local balance equations but how exactly?
power
tightness on weak points
heuristics for eyespace. How many stones are required to secure the centre?
Flow of go
attraction of weak points
non-equilibrium thermodynamics. It is clear that this is deeply relevant to go, and probably any game, but I don't understand the theory well enough. Go is fairly general, so go concepts are likely to be relevant to other games (with some stretching, metaphors, etc.)
Today, I am pondering on two seemingly unrelated topics.
How does 2d affect the board concepts the opening/middlegame compared to well understood corridors in endgame theory?
How do physics/chemistry analogies help/apply/confuse?
e.g. Entropy, temperature etc
What are standard fighting possibilities? Why is there a windmill spiral wave?
The opponent's influence near your group is related to how easy it is for each side to live there, and may be positive if you are weak. However their total influence should be less than if you didn't have a group there at all. This should inform my estimate of komi, though I don't know how.
I think it must be local balance equations but how exactly?
power