Establishing a player's identity

General conversations about Go belong here.
User avatar
pnprog
Lives with ko
Posts: 286
Joined: Thu Oct 20, 2016 7:21 am
Rank: OGS 7 kyu
GD Posts: 0
Has thanked: 94 times
Been thanked: 153 times

Re: Establishing a player's identity

Post by pnprog »

Tryss wrote:Step 1 : Start by training a level x policy network on games of players with level x. This network is reusable.

Step 2 : Add another couple layers at the end and train the last couple layers to discriminate between player A and not player A (you can further train the whole network when your last layers are well trained
Well, this is out of my league in fact :(

I gave the previous run, it was stuck at the same error levels for the whole day. I had a few more try with different network size, but it's all the same, the control group hardly get past 39% error.

I guess that's it for me, I will upload the script I used to prepare the training data for other to try.

Just for fun: I noticed the SGF games I downloaded include the ELO rating of the bots, so I'm thinking trying to build again a training set with bots that are more or less at the same level (in a given ELO interval), and have try again to see if it makes a difference (I will probably download more archives from CGOS for that).
I am the author of GoReviewPartner, a small software aimed at assisting reviewing a game of Go. Give it a try!
Bill Spight
Honinbo
Posts: 10905
Joined: Wed Apr 21, 2010 1:24 pm
Has thanked: 3651 times
Been thanked: 3373 times

Re: Establishing a player's identity

Post by Bill Spight »

Tryss wrote:A possible idea :

Step 1 : Start by training a level x policy network on games of players with level x. This network is reusable.

Step 2 : Add another couple layers at the end and train the last couple layers to discriminate between player A and not player A (you can further train the whole network when your last layers are well trained)


By building on a network that already "know" something, it may take much less training data than by starting with a fresh network

Obviously, this is just an idea and testing is needed (and I'm not able to try this experiment before a couple weeks)
Distinguishing between player A and player B should in general be easier than distinguishing between player A and not player A.

Training policy networks at different levels is an important first step in rating the level of a player's play in a specific game, something which is now done in chess.
The Adkins Principle:
At some point, doesn't thinking have to go on?
— Winona Adkins

Visualize whirled peas.

Everything with love. Stay safe.
Bill Spight
Honinbo
Posts: 10905
Joined: Wed Apr 21, 2010 1:24 pm
Has thanked: 3651 times
Been thanked: 3373 times

Re: Establishing a player's identity

Post by Bill Spight »

pnprog wrote: I gave the previous run, it was stuck at the same error levels for the whole day. I had a few more try with different network size, but it's all the same, the control group hardly get past 39% error.

I guess that's it for me, I will upload the script I used to prepare the training data for other to try.
That's actually an important result. :)

Many thanks for your efforts. :D
The Adkins Principle:
At some point, doesn't thinking have to go on?
— Winona Adkins

Visualize whirled peas.

Everything with love. Stay safe.
Post Reply