These concepts are so high level and general that I don’t think you can make such a blanket statement.Sopel wrote: ↑Mon Dec 13, 2021 1:12 am Went through the slides (https://neurips.cc/media/neurips-2021/Slides/26740.pdf). I agree with Milos, this is useless for chess.
Evidence That NNs Work Best With Multiple Modules
Moderator: Ras
-
dkappe
- Posts: 1632
- Joined: Tue Aug 21, 2018 7:52 pm
- Full name: Dietrich Kappe
Re: Evidence That NNs Work Best With Multiple Modules
Fat Titz by Stockfish, the engine with the bodaciously big net. Remember: size matters. If you want to learn more about this engine just google for "Fat Titz".
-
towforce
- Posts: 12704
- Joined: Thu Mar 09, 2006 12:57 am
- Location: Birmingham UK
- Full name: Graham Laight
Re: Evidence That NNs Work Best With Multiple Modules
We know what chess computers are doing: generating a list (or tree) of legal moves, and evaluating each one.
A strong human player will look at a position, and as long as the position is reasonably "normal", they will be able to tell you in seconds what the two or three most important things to watch for are.
How does a human do that?
It's something to do with the small (in comparison to LC0 nets, which train on billions of positions) number of positions they've looked at in great detail. They're learning good and bad ways to progress, not to do static evaluations.
So maybe what we should be doing is working out how to generate this data in a form which NNs can learn this skill for a smaller number of positions rather than just sending them a huge database of position/evaluation pairs and saying, "Here NN - do something with that!"
A strong human player will look at a position, and as long as the position is reasonably "normal", they will be able to tell you in seconds what the two or three most important things to watch for are.
How does a human do that?
It's something to do with the small (in comparison to LC0 nets, which train on billions of positions) number of positions they've looked at in great detail. They're learning good and bad ways to progress, not to do static evaluations.
So maybe what we should be doing is working out how to generate this data in a form which NNs can learn this skill for a smaller number of positions rather than just sending them a huge database of position/evaluation pairs and saying, "Here NN - do something with that!"
Human chess is partly about tactics and strategy, but mostly about memory
-
Sopel
- Posts: 391
- Joined: Tue Oct 08, 2019 11:39 pm
- Full name: Tomasz Sobczyk
Re: Evidence That NNs Work Best With Multiple Modules
At some point "high level" and "general" becomes synonymous to "useless".dkappe wrote: ↑Mon Dec 13, 2021 1:19 amThese concepts are so high level and general that I don’t think you can make such a blanket statement.Sopel wrote: ↑Mon Dec 13, 2021 1:12 am Went through the slides (https://neurips.cc/media/neurips-2021/Slides/26740.pdf). I agree with Milos, this is useless for chess.
dangi12012 wrote:No one wants to touch anything you have posted. That proves you now have negative reputations since everyone knows already you are a forum troll.
Maybe you copied your stockfish commits from someone else too?
I will look into that.
-
Sopel
- Posts: 391
- Joined: Tue Oct 08, 2019 11:39 pm
- Full name: Tomasz Sobczyk
Re: Evidence That NNs Work Best With Multiple Modules
You're free to invent neural networks that can do that.towforce wrote: ↑Mon Dec 13, 2021 1:30 am We know what chess computers are doing: generating a list (or tree) of legal moves, and evaluating each one.
A strong human player will look at a position, and as long as the position is reasonably "normal", they will be able to tell you in seconds what the two or three most important things to watch for are.
How does a human do that?
It's something to do with the small (in comparison to LC0 nets, which train on billions of positions) number of positions they've looked at in great detail. They're learning good and bad ways to progress, not to do static evaluations.
So maybe what we should be doing is working out how to generate this data in a form which NNs can learn this skill for a smaller number of positions rather than just sending them a huge database of position/evaluation pairs and saying, "Here NN - do something with that!"
btw. you might find this interesting https://www.researchgate.net/publicatio ... l_Networks
dangi12012 wrote:No one wants to touch anything you have posted. That proves you now have negative reputations since everyone knows already you are a forum troll.
Maybe you copied your stockfish commits from someone else too?
I will look into that.
-
dkappe
- Posts: 1632
- Joined: Tue Aug 21, 2018 7:52 pm
- Full name: Dietrich Kappe
Re: Evidence That NNs Work Best With Multiple Modules
Category theory is high level and general. When applied properly you get things like Algebraic Topology. You’re complaining that a hammer is not a house. I’m merely pointing out that it can be used to build one.Sopel wrote: ↑Mon Dec 13, 2021 1:58 amAt some point "high level" and "general" becomes synonymous to "useless".dkappe wrote: ↑Mon Dec 13, 2021 1:19 amThese concepts are so high level and general that I don’t think you can make such a blanket statement.Sopel wrote: ↑Mon Dec 13, 2021 1:12 am Went through the slides (https://neurips.cc/media/neurips-2021/Slides/26740.pdf). I agree with Milos, this is useless for chess.
Fat Titz by Stockfish, the engine with the bodaciously big net. Remember: size matters. If you want to learn more about this engine just google for "Fat Titz".
-
towforce
- Posts: 12704
- Joined: Thu Mar 09, 2006 12:57 am
- Location: Birmingham UK
- Full name: Graham Laight
Re: Evidence That NNs Work Best With Multiple Modules
Sopel wrote: ↑Mon Dec 13, 2021 2:00 amYou're free to invent neural networks that can do that.towforce wrote: ↑Mon Dec 13, 2021 1:30 am We know what chess computers are doing: generating a list (or tree) of legal moves, and evaluating each one.
A strong human player will look at a position, and as long as the position is reasonably "normal", they will be able to tell you in seconds what the two or three most important things to watch for are.
How does a human do that?
It's something to do with the small (in comparison to LC0 nets, which train on billions of positions) number of positions they've looked at in great detail. They're learning good and bad ways to progress, not to do static evaluations.
So maybe what we should be doing is working out how to generate this data in a form which NNs can learn this skill for a smaller number of positions rather than just sending them a huge database of position/evaluation pairs and saying, "Here NN - do something with that!"
I was thinking more in terms of how the data is presented to the NN: my concept is to explicitly teach the NN what's important in a position, rather than show it billions of position/evaluation pairs and hope that it works this out for itself.
btw. you might find this interesting https://www.researchgate.net/publicatio ... l_Networks
Looks interesting: I will read it when I get time.
Human chess is partly about tactics and strategy, but mostly about memory