Any help would be appreciated. It's still in its infancy of training off self play data, about 150k games in the 500k window are self play, the rest are t40 games.
If anyone wants to donate some GPU time to training a 40x256 (40b) which was on par with 41800 (haven't tested it recently), you're more than welcome to. I have been training it for quite some time now and hope to continue to train it into the future.Any help would be appreciated. It's still in its infancy of training off self play data, about 150k games in the 500k window are self play, the rest are t40 games.
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It’s cool you’re doing this, but given computing constraints, my guess would’ve been that 20x512 might have been better than 40x256. Intuitively, depth would be more about finding more complex hierarchies of patterns, but that seems a bit limited on an 8x8 chess-board. However, increasing the number of channels would increase the “pattern repertoire” at each layer, and it seems to me that that would be more helpful.Furthermore, a 20x512 network would probably train much faster than a 40x256, which has so many layers to propagate error.I might be completely wrong, and I *can* think of reasons why deeper could be better than wider (eg, maybe deeper allows for more “abstract” patterns).If you have any evidence showing that deeper is definitely the way to go, I’d be very interested in hearing.
On Fri, May 17, 2019 at 6:01 PM Joe MD <piru...@gmail.com> wrote:
It would take too long to train a bigger network, this network already took me almost a month to train to get to par with 41800. Transitioning to self play generation might have lowered the strength a little, but I haven't tested it recently.
Network specs:
40x256
Conv policy head
Wdl value head
SE
.002 LR
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If anyone wants to connect to my sever in client paste
clent_linux / client.exe --hostname=http://157.230.189.191:8080 --user=[username] --password=[password]
I'll do some testing of 512x40 today and post the training speed compared to 256x40.
Google used 256x40 with success and Leela Zero (go) uses 256x40 with success. I believe 512 filters 20 blocks would take much longer to train than 256 filters and 40 blocks.If anyone wants to connect to my sever in client paste
clent_linux / client.exe --hostname=http://157.230.189.191:8080 --user=[username] --password=[password]
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Self play started at 132k steps. Policy accuracy is increasing nicely since then.
I'll do some testing of 512x40 today and post the training speed compared to 256x40.
I added an adaptive resign rate that duplicates the resign characteristics of resign in Alpha Zero. This means the resign percentage is variable to a 5% false positive resign rate. So now the resign percentage will change throughout the day.
You can find the training parameters here:
http://157.230.189.191:8080/training_runs
Shaun
Sorry, donating via colab but not sure how to donate from Windows with 2060.
I currently just double click client.exe, but that server is down, do not see any config where I can enter host details?Shaun
6-man tablebase rescoring has been added to the 40b Experimental server, which was previously absent. I will keep you updated on other improvements that have been made in the near future.
The main parameters that were changed are temperature of 1 for the first 30 moves and endgame temperature of 0.
After changing the training parameters to match that of AlphaGo Zero, which was done 2 days ago, training appears to be finally stabilizing after the initial wild swings. It should be a little smoother from here on.The main parameters that were changed are temperature of 1 for the first 30 moves and endgame temperature of 0.
Training is going well right now.
Keep you updated.
1) Reverted to the original FPU of Alpha Zero
"--fpu-strategy=absolute", "--fpu-value=-1.0"
2) Reverted the resign back to normal style instead of --resign-wdlstyle
3) Increased the false positive resign threshold back to 5% from 3.5
The net went through a major recovery phase after the transition to AlphaGo Zero temperature settings. This might bring some more changes to the structure of the weights but it shouldn't be as dramatic as the previous change. Hopefully this will be the last change in a while.
Why not have a server for 7-men positions? You only need to query it once per game that reaches a 7-men position. So even if 1 million games per day reach a 7-men position, you only get something like 11 requests per second. That sounds perfectly manageable.
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I thought (7 man) tablebase rescoring means all 7-man positions are rescored? Training games aren’t truncated when rescored, right? Maybe I’m wrong...
On Mon, Jun 3, 2019 at 5:49 PM Álvaro Begué <alvar...@gmail.com> wrote:
Why not have a server for 7-men positions? You only need to query it once per game that reaches a 7-men position. So even if 1 million games per day reach a 7-men position, you only get something like 11 requests per second. That sounds perfectly manageable.--
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Thanks for the list but the discrepancy i described was the difference between the most common 7 man positions and the most likely 7 man positions to be rescored. For example KQRNPvKP.rtbw is on the most common list but there's no chance that it would ever be rescored. Finding the most common to be rescored would require me to download the table bases and check each one against a set of games to see which are most common for rescoring.
Hi,
currently using Google Colab to donate. Changed url is it possible to use new exe's? Thanks Shaun
Did anyone test it against current T40 nets? I am interested to know if it's stronger with the same amount of nodes.I run quite a bit of analysis with it and y feelings is that it's stronger if time is not an issue (which it isn't if you use it for analysis and have finite amount of RAM).
Partial 7 man tablebase rescoring has also been implemented on the 40b experimental server.
The list is as follows:
KRNPvKRN.rtbw
KRPPvKRP.rtbw
KBPPPvKR.rtbw
KBPPvKBP.rtbw
KBPPvKNP.rtbw
KBPPvKRP.rtbw
KNPPPvKR.rtbw
KNPPvKBP.rtbw
KNPPvKNP.rtbw
KNPPvKRP.rtbw
KPPPvKBP.rtbw
KPPPvKNP.rtbw
KPPPvKPP.rtbw
KQPPvKQP.rtbw
KRBPvKRB.rtbw
TC match doesn't make sense as 20x256 will always be ahead. What is extremely intresting is same number of nodes match. I'll put my money on 40x256 here.Did anyone test a couple of latest 40b nets vs some of the best T40 20b nets?Preferably one time controlled test and a test with same number of nodes.
Did anyone test a couple of latest 40b nets vs some of the best T40 20b nets?Preferably one time controlled test and a test with same number of nodes.
About balance between speed and accuracy:
I think that in practice you are correct.
But in theory if it would have been feasible to train an unlimited huge net, you could end up with a (absurd...) "1-node only" net that would become as strong as you wish...
Some say Leela is already ~2200 elo at 1 node (hard for me to beleive)
As much as it matters, human GM inspect 10s of nodes...
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If it were true that bigger nets would be weaker because of the loss of NPS then the 128x10 network would surely be stronger than the 256x20. Claiming that a 256x40 cannot beat a 256x20, because of the neural network structure, with equal time, is pure speculation without any evidence to support it.
Someone (@nps2060) publish a test on discord at 3000 nodes per moves (so advantage to 40b_106) here the results :# PLAYER : RATING ERROR POINTS PLAYED W L D D(%) CFS(%) 1 lc0.net.42550 : 0.0 20.8 60.5 100 30 9 61 61 100 2 lc0.net.40b_106 : -75.1 20.8 39.5 100 9 30 61 61 ---You can see there is a lot to do to reach T40 level.
If anyone wants to donate some GPU time to training a 40x256 (40b) which was on par with 41800 (haven't tested it recently), you're more than welcome to. I have been training it for quite some time now and hope to continue to train it into the future.Any help would be appreciated. It's still in its infancy of training off self play data, about 150k games in the 500k window are self play, the rest are t40 games.