[Computer-go] Alphago and solving Go

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Cai Gengyang

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Aug 6, 2017, 10:06:55 AM8/6/17
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Is Alphago brute force search?
Is it possible to solve Go for 19x19 ?
And what does perfect play in Go look like?
How far are current top pros from perfect play?

Gengyang

Álvaro Begué

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Aug 6, 2017, 10:38:33 AM8/6/17
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No, it is not possible to solve go on a 19x19 board. The closest we have is 5x5, I believe. We have a pretty good idea what optimal play looks like on 7x7. The difficulty of finding optimal play on large boards is unfathomable. 

Álvaro. 


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Steven Clark

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Aug 6, 2017, 11:04:20 AM8/6/17
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No (have you read any of the papers about it?)
No
We don't know
We don't know (pros used to claim they were 2-3 stones away from God, but AlphaGo might have encouraged them to be a bit more humble)

David Wu

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Aug 6, 2017, 11:25:47 AM8/6/17
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* A little but not really.
* No, and as far as we can tell, never. Even 7x7 is not rigorously solved.
* Unknown.
* Against Go-God (plays move that maximizes score margin, breaking ties by some measure of the entropy needed to build the proof tree relative to a human-pro-level policy net), I guess upper bound at 5 stones, likely less. Against Go-Devil (plays moves that maximizes win chance against *you*, has omniscient knowledge of all your weaknesses and perfect ability to forecast when you would have a brainfart and blunder), unknown, probably a bit more than vs Go-God.

On Sun, Aug 6, 2017 at 9:49 AM, Cai Gengyang <gengy...@gmail.com> wrote:

Vincent Richard

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Aug 6, 2017, 11:47:11 AM8/6/17
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Is Alphago brute force search?

No, simply because there are way to many possibilities in the game, roughly (19x19)!

Alphago tries to consider the game like the human do: it evaluates the board from only a limited set of moves, based on its "instinct". This instinct is generated from deep convolutionnal neural network (see alphago's aper for details http://www.nature.com/nature/journal/v529/n7587/full/nature16961.html?foxtrotcallback=true)

Is it possible to solve Go for 19x19 ?
If I remember correctly, I pretty sure a team has solved go for 5x5 boards. I let you guess reaching 19x19 is quite impossible. It is often said there are ore games of go than atoms in the universe


And what does perfect play in Go look like?
=> Alphago is currently the best players, hence the closest to a perfect play. Google Deepmind has published 50 self played games alphago https://deepmind.com/research/alphago/alphago-vs-alphago-self-play-games/. Some reviews by Michael Redmond have been published on youtube: https://www.youtube.com/watch?v=vjsN9BRInys

How far are current top pros from perfect play?
=> Difficult to say, even if Alphago is strong, some pros feel it still does some mistakes.


Vincent Richard


Le 06-Aug-17 à 10:49 PM, Cai Gengyang a écrit :

David Wu

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Aug 6, 2017, 12:08:35 PM8/6/17
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Actually, a better Go-God for handicap games would probably be one that ignores score margin as long as it's behind and simply maximizes the entropy measure for the lowest-entropy proof tree that proves that Black is winning. (And only counts the entropy for the black moves, not the white moves in that tree). Once ahead, of course it can do whatever it wants that preserves the win.

Brian Sheppard via Computer-go

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Aug 6, 2017, 12:30:24 PM8/6/17
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Yes, AlphaGo is brute force.

No it is impossible to solve Go.

Perfect play looks a lot like AlphaGo in that you would not be able to tell the difference. But I think that AlphaGo still has 0% win rate against perfect play.

 

My own best guess is that top humans make about 12 errors per game. This is estimated based on the win rate of top pros in head-to-head games. The calculation starts by assuming that Go is a win at 6.5 komi for either Black (more likely) or White, so a perfect player would win 100% for Black. Actual championship caliber players win 51% to 52% for Black. In 9-dan play overall, I think the rate is 53% to 54% for Black. Then you can estimate how many errors each player has to make to bring about such a result. E.g., If players made only one error on average, then Black would win the vast majority of games, so they must make more errors. I came up with 12 errors per game, but you can reasonably get other numbers based on your model.

 

Best,

Brian

Steven Clark

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Aug 6, 2017, 1:29:31 PM8/6/17
to Brian Sheppard, computer-go
Why do you say AlphaGo is brute-force? Brute force is defined as: "In computer science, brute-force search or exhaustive search, also known as generate and test, is a very general problem-solving technique that consists of systematically enumerating all possible candidates for the solution and checking whether each candidate satisfies the problem's statement."

The whole point of the policy network is to avoid brute-force search, by reducing the branching factor...

Brian Sheppard via Computer-go

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Aug 6, 2017, 2:30:28 PM8/6/17
to Steven Clark, computer-go

I understand why most people are saying that AlphaGo is not brute force, because it appears to be highly selective. But MCTS is a full width search. Read the AlphaGo papers, as one of the other respondents (rather sarcastically) suggested: AlphaGo will eventually search every move at every node.

 

MCTS has the appearance of a selective search because time control terminates search while the tree is still ragged. In fact, it will search every continuation an infinite number of times.

 

In order to have high performance, an MCTS implementation needs to search best moves as early as possible in each node. It is in this respect that AlphaGo truly excels. (AlphaGo also excels at whole board evaluation, but that is a separate topic.)

Steven Clark

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Aug 6, 2017, 3:15:55 PM8/6/17
to Brian Sheppard, computer-go
This is semantics. Yes, in the limit of infinite time, it is brute-force. Meanwhile, in the real world, AlphaGo chooses to balance its finite time budget between depth & width. The mere fact that the CNN policy network generates a score for each coordinate on the board in a given position, does not mean that all of those nodes will be expanded in any reasonable scenario.

David Wu

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Aug 6, 2017, 3:37:16 PM8/6/17
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Saying in an unqualified way that AlphaGo is brute force is wrong in the spirit of the question. Assuming AlphaGo uses a typical variant of MCTS, it is technically correct. The reason it's technically correct uninteresting is because the bias introduced by a policy net is so extreme that it might as well be a selective search. 

Or put another way, imagine one were to set a threshold on the policy net output past a certain point in the tree such that moves below the threshold would be hard-pruned, and that threshold were set to a level that would prune, say, 70% of the legal moves in an average position. In technical sense, the search would no longer be full-width, and therefore it would suddenly become "not brute force" according to the definition earlier in the thread. But this distinction is not very useful, because moves in the tree that fall below such a threshold would receive zero simulations under any reasonable time controls anyways, so there would be no practical observable difference in the program's search or its play.

So - spirit of the question - no AlphaGo is not brute force, its search is selective to an extreme due to the policy net, the vast majority of possibilities will never be in practice given any attention or time whatsoever.

Technical answer - yes, AlphaGo is brute force, in that in the limit of having enormously vastly many more orders of magnitude of search time than we would ever devote to it and unbounded memory, it will theoretically eventually search everything (maybe, it would still depend on the actual details of its implementation).

Álvaro Begué

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Aug 6, 2017, 4:15:05 PM8/6/17
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It was already a stretch when people said that Deep Blue was a brute-force searcher. If we apply it to AlphaGo as well, the term just means nothing. Full-width and brute-force are most definitely not the same thing.

Álvaro.


Brian Sheppard via Computer-go

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Aug 6, 2017, 4:37:00 PM8/6/17
to Álvaro Begué, computer-go

There is a definition of “brute force” on Wikipedia. Seems to me that MCTS fits. Deep Blue fits.

 

From: Álvaro Begué [mailto:alvaro...@gmail.com]
Sent: Sunday, August 6, 2017 2:56 PM
To: Brian Sheppard <shepp...@aol.com>; computer-go <compu...@computer-go.org>
Subject: Re: [Computer-go] Alphago and solving Go

 

It was already a stretch when people said that Deep Blue was a brute-force searcher. If we apply it to AlphaGo as well, the term just means nothing. Full-width and brute-force are most definitely not the same thing.

 

Álvaro.

 

 

Brian Sheppard via Computer-go

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Aug 6, 2017, 4:58:20 PM8/6/17
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If AlphaGo actually used hard (e.g. permanent) pruning, then it would not be brute force. But it doesn’t operate that way, so it is brute force.

 

BTW, AlphaGo’s papers reports benefiting from search and RAVE. That suggests that hard pruning is a risky business.

 

From: David Wu [mailto:light...@gmail.com]
Sent: Sunday, August 6, 2017 2:54 PM
To: Brian Sheppard <shepp...@aol.com>; compu...@computer-go.org
Cc: Steven Clark <steven....@gmail.com>
Subject: Re: [Computer-go] Alphago and solving Go

 

Saying in an unqualified way that AlphaGo is brute force is wrong in the spirit of the question. Assuming AlphaGo uses a typical variant of MCTS, it is technically correct. The reason it's technically correct uninteresting is because the bias introduced by a policy net is so extreme that it might as well be a selective search. 

Ian Davis

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Aug 6, 2017, 5:41:33 PM8/6/17
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Aren't you a little bit too old now to be troling this list?

Brian Sheppard via Computer-go

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Aug 6, 2017, 6:02:31 PM8/6/17
to Steven Clark, computer-go

Possibly you are answering a different question than the one posed? Possibly your interpretation is the one actually intended. I don’t know, and maybe you could be right about what was being asked.

 

I do know the semantics of brute force, though, which you quoted below.

 

Note that “brute force” != unintelligent. Inevitably, every brute force algorithm will incorporate intelligent heuristics. Consider the evolution of minimax, for example, via alpha-beta, selective extensions, LMR, etc.

 

 

 

From: Steven Clark [mailto:steven....@gmail.com]
Sent: Sunday, August 6, 2017 2:52 PM
To: Brian Sheppard <shepp...@aol.com>
Cc: computer-go <compu...@computer-go.org>
Subject: Re: [Computer-go] Alphago and solving Go

 

This is semantics. Yes, in the limit of infinite time, it is brute-force. Meanwhile, in the real world, AlphaGo chooses to balance its finite time budget between depth & width. The mere fact that the CNN policy network generates a score for each coordinate on the board in a given position, does not mean that all of those nodes will be expanded in any reasonable scenario.

Steven Clark

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Aug 6, 2017, 6:23:40 PM8/6/17
to Brian Sheppard, computer-go
We've probably beat this horse to death, but here's David Silver (lead programmer at top of alphago paper): "The search process itself is not based on brute force, more on something akin to imagination…. "

John Tromp

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Aug 6, 2017, 6:45:09 PM8/6/17
to Brian Sheppard, computer-go
> There is a definition of “brute force” on Wikipedia.

https://en.wikipedia.org/wiki/Brute-force_search explains it as
"systematically enumerating all possible candidates for the solution".

There is nothing systematic about the pseudo random variation
selection in MCTS; it may not even have sufficient entropy to
guarantee full enumeration...

regards,
-John

Álvaro Begué

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Aug 6, 2017, 7:32:49 PM8/6/17
to Brian Sheppard, computer-go
Eventually exploring the entire tree is what I would call "mathematically sound", meaning that given enough time the algorithm is guaranteed to play optimally. I would reserve "brute force" for algorithms that simply search every possible variant exhaustively, like John Tromp's connect 4 program Fhourstones does [very well, I may add].

But I do smell troll too, so I'll stop here. Enough feeding.

Álvaro.


Gunnar Farnebäck

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Aug 6, 2017, 7:54:14 PM8/6/17
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On 08/06/2017 04:39 PM, Vincent Richard wrote:
> No, simply because there are way to many possibilities in the game,
> roughly (19x19)!

Can we lay this particular number to rest? Not that "possibilities in
the game" is very well defined (what does it even mean?) but the number
of permutations of 19x19 points has no meaningful connection to the game
of go at all, not even "roughly".

/Gunnar

David Doshay

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Aug 6, 2017, 11:00:42 PM8/6/17
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Yes, that zeroth order number (the one you get to without any thinking about how the game’s rules affect the calculation) is outdated since early last year when this result gave us the exact number of legal board positions:


So, a complete game tree for 19x19 Go would contain about 2.08 * 10^170 unique nodes (see the paper for all 171 digits) but some number of duplicates of those nodes for the different paths to each legal position. 

In an unfortunate bit of timing, it seems that many people missed this result because of the Alpha Go news.

Cheers,
David G Doshay




Petr Baudis

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Aug 7, 2017, 6:17:46 AM8/7/17
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BTW, if anyone is wondering about the "roughly" part,
361! = 1.438 * 10^768 while L19 = 2.081681994 * 10^170.

On Sun, Aug 06, 2017 at 07:14:42PM -0700, David Doshay wrote:
> Yes, that zeroth order number (the one you get to without any thinking about how the game’s rules affect the calculation) is outdated since early last year when this result gave us the exact number of legal board positions:
>

> https://tromp.github.io/go/legal.html <https://tromp.github.io/go/legal.html>


>
> So, a complete game tree for 19x19 Go would contain about 2.08 * 10^170 unique nodes (see the paper for all 171 digits) but some number of duplicates of those nodes for the different paths to each legal position.
>
> In an unfortunate bit of timing, it seems that many people missed this result because of the Alpha Go news.
>
> Cheers,
> David G Doshay
>
> ddo...@mac.com
>
>
>
>
>
> > On 6, Aug 2017, at 3:17 PM, Gunnar Farnebäck <gun...@lysator.liu.se> wrote:
> >
> > On 08/06/2017 04:39 PM, Vincent Richard wrote:
> >> No, simply because there are way to many possibilities in the game, roughly (19x19)!
> >
> > Can we lay this particular number to rest? Not that "possibilities in the game" is very well defined (what does it even mean?) but the number of permutations of 19x19 points has no meaningful connection to the game of go at all, not even "roughly".
> >
> > /Gunnar
> > _______________________________________________
> > Computer-go mailing list
> > Compu...@computer-go.org
> > http://computer-go.org/mailman/listinfo/computer-go
>

> _______________________________________________
> Computer-go mailing list
> Compu...@computer-go.org
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--
Petr Baudis, Rossum
Run before you walk! Fly before you crawl! Keep moving forward!
If we fail, I'd rather fail really hugely. -- Moist von Lipwig

Darren Cook

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Aug 7, 2017, 7:34:53 AM8/7/17
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> https://en.wikipedia.org/wiki/Brute-force_search explains it as
> "systematically enumerating all possible candidates for the
> solution".
>
> There is nothing systematic about the pseudo random variation
> selection in MCTS;

More semantics, but as it is pseudo-random, isn't that systematic? It
only looks like it is jumping around because we are looking at it from
the wrong angle.

(Systematic pseudo-random generation gets very hard over a cluster, of
course...)

> it may not even have sufficient entropy to guarantee full
> enumeration...

That is the most interesting idea in this thread. Is there any way to
prove it one way or the other? I'm looking at you here, John - sounds
right up your street :-)

Darren

Erik van der Werf

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Aug 7, 2017, 9:50:00 AM8/7/17
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On Mon, Aug 7, 2017 at 12:52 PM, Darren Cook <dar...@dcook.org> wrote:
> https://en.wikipedia.org/wiki/Brute-force_search explains it as
> "systematically enumerating all possible candidates for the
> solution".
>
> There is nothing systematic about the pseudo random variation
> selection in MCTS;

More semantics, but as it is pseudo-random, isn't that systematic? It
only looks like it is jumping around because we are looking at it from
the wrong angle.

(Systematic pseudo-random generation gets very hard over a cluster, of
course...)


The selection should be quite deterministic. Randomness is in the playouts, so it only comes in indirectly. With a value net there will be even less variance.

 
> it may not even have sufficient entropy to guarantee full
> enumeration...

That is the most interesting idea in this thread. Is there any way to
prove it one way or the other? I'm looking at you here, John - sounds
right up your street :-)

Full enumeration may occur with infinite time & memory, and a growing exploration term for unexplored nodes. Randomness has little to do with it.

Anyway, IMO the whole argument is silly and even a bit disrespectful. I don't consider AlphaGo a brute force solution. However, if some hard-pruning would turn AlphaGo from brute force into non-brute force then just implement some provably correct hard pruning rules and you're done (e.g., don't play in unconditional territory, stop the playouts when the position is statically solved, etc.). I have things like that in Steenvreter, but it doesn't feel like that changes the nature of the beast.

E.

Gunnar Farnebäck

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Aug 9, 2017, 9:16:23 AM8/9/17
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Except 361! (~10^768) couldn't plausibly be an estimate of the number of
legal positions, since ignoring the rules in that case gives the trivial
upper bound of 3^361 (~10^172).

More likely it is a very, very bad attempt at estimating the number of
games. Even with the extremely unsharp bound given in
https://tromp.github.io/go/gostate.pdf

10^(10^48) < number of games < 10^(10^171)

the 361! estimate comes nowhere close to that interval.

/Gunnar

On 08/07/2017 04:14 AM, David Doshay wrote:
> Yes, that zeroth order number (the one you get to without any thinking
> about how the game’s rules affect the calculation) is outdated since
> early last year when this result gave us the exact number of legal board
> positions:
>
> https://tromp.github.io/go/legal.html
>
> So, a complete game tree for 19x19 Go would contain about 2.08 * 10^170
> unique nodes (see the paper for all 171 digits) but some number of
> duplicates of those nodes for the different paths to each legal position.
>
> In an unfortunate bit of timing, it seems that many people missed this
> result because of the Alpha Go news.
>
> Cheers,
> David G Doshay
>

> ddo...@mac.com <mailto:ddo...@mac.com>


>
>
>
>
>
>> On 6, Aug 2017, at 3:17 PM, Gunnar Farnebäck <gun...@lysator.liu.se

>> <mailto:gun...@lysator.liu.se>> wrote:
>>
>> On 08/06/2017 04:39 PM, Vincent Richard wrote:
>>> No, simply because there are way to many possibilities in the game,
>>> roughly (19x19)!
>>
>> Can we lay this particular number to rest? Not that "possibilities in
>> the game" is very well defined (what does it even mean?) but the
>> number of permutations of 19x19 points has no meaningful connection to
>> the game of go at all, not even "roughly".
>>
>> /Gunnar
>> _______________________________________________
>> Computer-go mailing list

>> Compu...@computer-go.org <mailto:Compu...@computer-go.org>
>> http://computer-go.org/mailman/listinfo/computer-go

Erik van der Werf

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Aug 9, 2017, 10:37:35 AM8/9/17
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361! seems like an attempt to estimate an upper bound on the number of games where nothing is captured.

On Wed, Aug 9, 2017 at 2:34 PM, Gunnar Farnebäck <gun...@lysator.liu.se> wrote:
Except 361! (~10^768) couldn't plausibly be an estimate of the number of legal positions, since ignoring the rules in that case gives the trivial upper bound of 3^361 (~10^172).

More likely it is a very, very bad attempt at estimating the number of games. Even with the extremely unsharp bound given in https://tromp.github.io/go/gostate.pdf

10^(10^48) < number of games < 10^(10^171)

the 361! estimate comes nowhere close to that interval.

/Gunnar

On 08/07/2017 04:14 AM, David Doshay wrote:
Yes, that zeroth order number (the one you get to without any thinking about how the game’s rules affect the calculation) is outdated since early last year when this result gave us the exact number of legal board positions:

https://tromp.github.io/go/legal.html

So, a complete game tree for 19x19 Go would contain about 2.08 * 10^170 unique nodes (see the paper for all 171 digits) but some number of duplicates of those nodes for the different paths to each legal position.

In an unfortunate bit of timing, it seems that many people missed this result because of the Alpha Go news.

Cheers,
David G Doshay

ddo...@mac.com <mailto:ddo...@mac.com>





On 6, Aug 2017, at 3:17 PM, Gunnar Farnebäck <gun...@lysator.liu.se <mailto:gun...@lysator.liu.se>> wrote:

On 08/06/2017 04:39 PM, Vincent Richard wrote:
No, simply because there are way to many possibilities in the game, roughly (19x19)!

Can we lay this particular number to rest? Not that "possibilities in the game" is very well defined (what does it even mean?) but the number of permutations of 19x19 points has no meaningful connection to the game of go at all, not even "roughly".

/Gunnar
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Marc Landgraf

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Aug 9, 2017, 11:35:29 AM8/9/17
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Under which ruleset is the 3^(n*n) a trivial upper bound for the number of legal positions?
I'm sure there are rulesets, under which this bonds holds, but I doubt that this can be considered trivial.

Under the in computer go more common rulesets this upper bound is simply wrong. Unless we talk about simply the visual aspect, but then this has absolutely nothing to do with the discussion abour solving games.

2017-08-09 14:34 GMT+02:00 Gunnar Farnebäck <gun...@lysator.liu.se>:
Except 361! (~10^768) couldn't plausibly be an estimate of the number of legal positions, since ignoring the rules in that case gives the trivial upper bound of 3^361 (~10^172).

More likely it is a very, very bad attempt at estimating the number of games. Even with the extremely unsharp bound given in https://tromp.github.io/go/gostate.pdf

10^(10^48) < number of games < 10^(10^171)

the 361! estimate comes nowhere close to that interval.

/Gunnar

On 08/07/2017 04:14 AM, David Doshay wrote:
Yes, that zeroth order number (the one you get to without any thinking about how the game’s rules affect the calculation) is outdated since early last year when this result gave us the exact number of legal board positions:

https://tromp.github.io/go/legal.html

So, a complete game tree for 19x19 Go would contain about 2.08 * 10^170 unique nodes (see the paper for all 171 digits) but some number of duplicates of those nodes for the different paths to each legal position.

In an unfortunate bit of timing, it seems that many people missed this result because of the Alpha Go news.

Cheers,
David G Doshay

ddo...@mac.com <mailto:ddo...@mac.com>





On 6, Aug 2017, at 3:17 PM, Gunnar Farnebäck <gun...@lysator.liu.se <mailto:gun...@lysator.liu.se>> wrote:

On 08/06/2017 04:39 PM, Vincent Richard wrote:
No, simply because there are way to many possibilities in the game, roughly (19x19)!

Can we lay this particular number to rest? Not that "possibilities in the game" is very well defined (what does it even mean?) but the number of permutations of 19x19 points has no meaningful connection to the game of go at all, not even "roughly".

/Gunnar
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John Tromp

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Aug 9, 2017, 1:09:19 PM8/9/17
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> Under which ruleset is the 3^(n*n) a trivial upper bound for the number of
> legal positions?

Under all rulesets.

> Unless we talk about simply the visual aspect

Yes, we do.

> but then this has
> absolutely nothing to do with the discussion abour solving games.

If you want the notion of "position" to encode everything needed to
determine legality of future plays, then in the case of superko, you
need the entire set of previous board configurations, which to me is
rather absurd.
Instead you should call that "situation".
That's how we distinguish the two flavors of superko;
positional vs situational...

regards,
-John

Marc Landgraf

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Aug 9, 2017, 2:41:39 PM8/9/17
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And what is the connection between the number of "positions" and the number of games or even solving games? In the game trees we do not care about positions, but about situations. For the game tree it indeed matters whos turn it is, which moves are legal, and if super-ko rules are used which positions are legal and which aren't. It will be tough to solve the game even for a single position without having this information. 

I'm actually surprised that this "absurd" to you...

John Tromp

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Aug 9, 2017, 3:43:59 PM8/9/17
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> And what is the connection between the number of "positions" and the number
> of games

The number of games is at most 361^#positions.

> or even solving games? In the game trees we do not care about
> positions, but about situations.

We care about lots of things, including intersections, stones,
liberties, strings, positions, sets of previous positions.

> I'm actually surprised that this "absurd" to you...

I said that referring to a board configuration together with the set
of all previously occurring board configurations (and turn to move) as
"position" is absurd.
We need a simple word to denote a board configuration, and "position" fits
that requirement. A good word for all the relevant historical
information leading up to a position is "situation".

Marc Landgraf

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Aug 9, 2017, 5:29:57 PM8/9/17
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I don't mind your terminology, in fact I feel like it is a good way to distinguish the two different things. It is just that I considiered one thing wrongly used instead of the other for the discussion here.

But if we go with the link you are suggesting here:
Shouldnt that number at most be 722^#positions? Since adding a black or a white stone is something fundamentally different?

uurtamo .

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Aug 10, 2017, 1:44:58 AM8/10/17
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It's trivial, dude. 

uurtamo .

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Aug 10, 2017, 2:52:31 AM8/10/17
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Why do you think that there is a 3 in the denominator?

Robert Jasiek

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Aug 10, 2017, 3:13:53 AM8/10/17
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On 09.08.2017 20:50, John Tromp wrote:
> The number of games is at most 361^#positions.

This misses passes, rules distinguishing situations etc. and infinite
sequences under some rulesets.

--
robert jasiek

John Tromp

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Aug 10, 2017, 4:24:17 AM8/10/17
to computer-go
> Shouldnt that number at most be 722^#positions? Since adding a black or a
> white stone is something fundamentally different?

The upper bound of 361^L(19,19) games is from Theorem 7 on page 31 of
http://tromp.github.io/go/gostate.pdf, where you will find a proof.
As the paragraph preceding that theorem explains, the difference from your
suggestion is due to the average position having only 361/3 empty points
available for play.

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