-
Notifications
You must be signed in to change notification settings - Fork 116
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Find good MM tenuki threshold #93
Comments
How much resources over how long a period of time? |
Say 200 19x19 games against hira for different threshold values, should give a good idea. Can shortcut if the games are obviously worse. This is pachi nodcnn with 5k playouts so very fast, gpu not needed. Can run them in parallel, one on each core single threaded if there's enough ram for all the hiras. I'd begun testing but it takes forever on raspberry pi =) Probably a day or two on a fast machine. |
Hi! The restriction I have is that I will be using the CPU version of Hira (Hiratuka10_37B), not the CUDA one, under wine. So if my understanding is good, I need to compile Pachi for different values of LOW_PATTERN_RATING, then have each of those versions play 200 matches against Hira and report the win rates? If so:
|
Hi, No problem, cpu version is fine. It's possible to build hira from source also to avoid wine.
Yes, basically that's it. You can use the t-play framework in Pachi to manage the games if you like, but there are other options like CLOP. Not sure what they use for leela-zero these days but probably some nice tools there as well. For t-play, README should be a good start: Basically setup a build directory with different pachi versions, edit the rc file:
So 4 stones handicap games between hira 1kyu level and pachi nodcnn (5 stones maybe better actually) For LOW_PATTERN_RATING values try big changes first. Good luck ! |
Wait, what? isn't Hira closed source software? or Aren't we talking about the same bot? I thought is was this Hira: https://senseis.xmp.net/?HiraBot
|
Yes, it's not exactly opensource but it used to be shareware and the full version came with source code. Somehow got it to compile on unix so wine's not needed anymore. I can give you a copy for the purpose of play-testing but please don't distribute it without the author's permission.
Actually, try infinity first (just the second |
It's fine, I will do it with wine.
I guess that means that?
|
Yes, in this case you can also comment out the first call for speed. |
Hi!
I will upload the games somewhere also, I you want to check. |
Ok, seems local patterns do help. |
I propose to continue with 4, 6 and 8 to see if there is a maximum around there. |
Right now for MM patterns used in tree search we do one pass looking for local patterns, and if nothing big matches another one ignoring distance this time to find good tenuki moves. The LOW_PATTERN_RATING threshold was chosen low enough that patterns' prediction rate (t-predict) isn't affected but there's probably plenty of room for increasing it. Looking at Pachi nodcnn games with human players it often tends to play too much locally, continuing even though it's hopeless (opponent breaking through with tons of cutting points ...)
If someone has computing resources to spare, play-testing with different LOW_PATTERN_RATING values might yield better style / winrate. Could use CLOP games to find the best value too.
The text was updated successfully, but these errors were encountered: