Re: BOINC and brute forcing
Posted: Wed Sep 01, 2010 6:08 pm
I bet €1000 that he is crazy.Kirby wrote:Some people think that Hsu is crazy.
Life in 19x19. Go, Weiqi, Baduk... Thats the life.
https://lifein19x19.com/
I bet €1000 that he is crazy.Kirby wrote:Some people think that Hsu is crazy.
That is actually a pretty good analogy. Every "https" secure website *depends* on the fact that sufficiently large numbers are impossible to factor given current computation limits. In the same way that eliminating even numbers doesn't significantly alter the time it takes to factor a huge number, eliminating known bad moves doesn't gain you more than a few orders of magnitude* towards solving go. If you go with the number of possible games from sensei's, 10^800, -- say you manage to eliminate 99.99999% of possible games right off the top-- that leaves you with 10^795 games still to check by hand, an impossibly large number.xed_over wrote: If the last digit in a really, really large number is a 0,2,4,5,6, or 8, then I can tell you that number is not a prime number. Now there are still a lot of other tests to try, but we've just eliminated an even larger chunk without having to "brute force" each and every value. And yet proving/disproving the number is prime will still be considered a brute force effort, no?
Also, 12 plies deep is not sufficient to any SDK player. My record in exact reading ahead in DGS was 64 plies ahead and it took little less than 2 hours. And humans do not even need to be exact in reading because it is sufficient to find good enough sequence.hyperpape wrote:As for Hsu, there's interesting stuff in that article, but I don't know if he has the target properly in mind. He's talking about searching 12 plies deep, but that's quite small for professionals.
Does the algorithm have to be implementable? If not, then brute-force approach to go is such an algorithm. It would most certainly play perfectly, if it was implementable.Kirby wrote:Weakly solved game: You have identified an algorithm that plays optimally. In the case of go, this means having an algorithm that will play without making any mistakes from the start of the game. This is different than just winning against any human. It means being able to play perfectly against ANY line of play.
Strongly solved game: This is the same as a weakly solved game, except that the algorithm can play perfectly from any board position. In the case of go, this means giving a board position, and it will determine optimal play for the remainder of the game.
Yes. For any finitely-positioned two-person game you could used brute force, but since it would cost an infeasible amount of time, something's not considered strongly or weakly solved unless it can be run by existing hardware in a reasonable amount of time (ie. you should implement the algorithm to prove you've solved the game).tj86430 wrote:Does the algorithm have to be implementable? If not, then brute-force approach to go is such an algorithm. It would most certainly play perfectly, if it was implementable.Kirby wrote:Weakly solved game: You have identified an algorithm that plays optimally. In the case of go, this means having an algorithm that will play without making any mistakes from the start of the game. This is different than just winning against any human. It means being able to play perfectly against ANY line of play.
Strongly solved game: This is the same as a weakly solved game, except that the algorithm can play perfectly from any board position. In the case of go, this means giving a board position, and it will determine optimal play for the remainder of the game.
Kirby wrote:
Yes. For any finitely-positioned two-person game you could used brute force, but since it would cost an infeasible amount of time, something's not considered strongly or weakly solved unless it can be run by existing hardware in a reasonable amount of time (ie. you should implement the algorithm to prove you've solved the game).
One potential relevant difference is the presence of a center point in Go which is not present in draughts.John Fairbairn wrote:One thing that surprised me a little about the draughts work is that it said perfect play is proven to end in a draw. Does this have any implications for go, where we, perhaps blithely, always assume Black has a big advantage and so should always win?
I think in Go it will work the other way around.John Fairbairn wrote:One thing that surprised me a little about the draughts work is that it said perfect play is proven to end in a draw. Does this have any implications for go, where we, perhaps blithely, always assume Black has a big advantage and so should always win?
We can control who has the advantage with komi.John Fairbairn wrote:One thing that surprised me a little about the draughts work is that it said perfect play is proven to end in a draw. Does this have any implications for go, where we, perhaps blithely, always assume Black has a big advantage and so should always win?
Because Komi has grown over time, it is very, very unlikely that your assumption will become true.Kirby wrote:It would be very interesting if, having a komi of 0, perfect play resulted in a draw for go.
Agreed, but we cannot know until it's been proven, really. The growth of komi may have to do with psychological factors - or simply with the way that humans play the game.Cassandra wrote:Because Komi has grown over time, it is very, very unlikely that your assumption will become true.Kirby wrote:It would be very interesting if, having a komi of 0, perfect play resulted in a draw for go.