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Re: [Bug-gnubg] Proposal - Luck rating: msg#00061bug-gnubg-gnu
Hello David, bit late perhaps, but I felt something was missing in this thread. On Mon, Jul 6, 2009 at 10:10 PM, David Levy <dml.public@xxxxxxxxxxxxx> wrote: --
Only with a perfect neural net. As it is, GnuBG's error analysis is not perfect, and it's luck analysis is probably worse.
True, but not the real reason. You can analyse your match at 0-ply to test this. It should be noted that measuring luck at 0-ply, is much like a 1-ply evaluation, also time-wise, as it compares the 0-ply equity after the actual roll (assuming the best move) with the average equity of all 21 different rolls (assuming best moves).
Not that I know off. (3) When you rollout a position, errors are updated. Luck is not. Yes, this is because the two require different procedures to calculate. In this case, you'd need to rollout all the best moves for the 20 other different rolls possible tonupdate luck from a rollout.
GnuBG still seems to have a bit of a problem with resigns, especially resigns when it's not the player's turn (also a problem in the game data structure, it seems), and resigns when a player has already rolled the dice.
Yes. Luck analysis is a different process than error analysis, With imperfect NN's, the two won't give the same answers overall. Estimating luck is harder for the bot in general, and therefore usually less accurate than estimating error sizes. However, the luck analysis has the great benefit of being unbiased, meaning that in the long run, on average, it will give the correct numbers, whereas the error analysis will always show the bias in a bot's neural net.
I think this is the case already in theory, except for that error and luck analysis are two different things, and both imperfect, so you can't get exact results with imperfect NN's. Anyhow, I don't see that the EMG transformation is the culprit here. The suggestion for reporting "net luck" is interesting as an addition. But I I strongly agree. The total luck rates for both players can actually be an interesting indicator for the type of match. forn instance you can have very interesting and tough matches when both players get very unlucky and spectacular wild swings matches when both players are very lucky. So I'd like to see the two luck rates staying seperated, however, it would be convenient if GnuBG also provided the net luck (which is what's being used for the luck-adjusted result, BTW). For the rest, I agree with Massimiliano that the luck rates expressed in EMG/move make very little sense, as I wrote in a different post already. Greetings, Robert-Jan Veldhuizen _______________________________________________ Bug-gnubg mailing list Bug-gnubg@xxxxxxx http://lists.gnu.org/mailman/listinfo/bug-gnubg
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