CLOP: when to stop?
Posted: Tue Nov 08, 2016 12:11 am
Does CLOP automatically stop once it has settled on some values or does it require somehow interpreting the colors of the Hessian or Eigenvectors tabs of the GUI?
Hmmm... Any tips on what to look for as a clue? There are lots of numbers on the individual tabs, and even color coding, but I'm not sure what to make of it all.brianr wrote:You have to decide. I used to turn off the plotting updates after a while as the overhead was significant. You can start and stop the run and then update the graph and decide when you think you are near a good result.
Yeah, Texel tuning definitely intrigues me as well, but there doesn't seem to be a ready-made program to execute the algorithm on any 'ole engine like CLOP.brianr wrote:Then, you should test in regular games with the optimized values. I never found any CLOP results to be an actual improvement, despite many seemingly promising runs. Texel-type tuning can be more fruitful, but after a large initial jump it gets harder to wring more improvements (at least without the massive resources of something like Fishtest).
Thanks, and ouch on the 10xk runs, lol.brianr wrote: Good luck.
PS IIRC need many 10s of thousands of runs...
It requires more effort, yes, but the 150 elo leap my engine made with it shows it can produce big rewards. The problem with such a universal tuner is the communication latencies are massive.zenpawn wrote:Yeah, Texel tuning definitely intrigues me as well, but there doesn't seem to be a ready-made program to execute the algorithm on any 'ole engine like CLOP.brianr wrote:Then, you should test in regular games with the optimized values. I never found any CLOP results to be an actual improvement, despite many seemingly promising runs. Texel-type tuning can be more fruitful, but after a large initial jump it gets harder to wring more improvements (at least without the massive resources of something like Fishtest).
This is CLOP you are talking about, or Texel? For the latter my tuning program typically converges in 50-60 iterations. It uses either Adagrad or ADAM (https://arxiv.org/pdf/1412.6980.pdf) to find the optimum.You have to go through R rounds of tuning, where I've found the 10k rounds figure fairly accurate.
Texel. My tuning method is by no means fancy - pick a random variable, add a small random number to it, run the error calculation, if it's lower, it becomes the new best.jdart wrote:This is CLOP you are talking about, or Texel? For the latter my tuning program typically converges in 50-60 iterations. It uses either Adagrad or ADAM (https://arxiv.org/pdf/1412.6980.pdf) to find the optimum.You have to go through R rounds of tuning, where I've found the 10k rounds figure fairly accurate.
--Jon
I tried some first-order gradient-descent algorithms (momentum, Adam) and the convergence was too slow. Perhaps I could play around with larger learning rates...jdart wrote:This is CLOP you are talking about, or Texel? For the latter my tuning program typically converges in 50-60 iterations. It uses either Adagrad or ADAM (https://arxiv.org/pdf/1412.6980.pdf) to find the optimum.You have to go through R rounds of tuning, where I've found the 10k rounds figure fairly accurate.
--Jon
I'd be happy to implement it myself, but the math is apparently over my head.ZirconiumX wrote:It requires more effort, yes, but the 150 elo leap my engine made with it shows it can produce big rewards. The problem with such a universal tuner is the communication latencies are massive.zenpawn wrote: Yeah, Texel tuning definitely intrigues me as well, but there doesn't seem to be a ready-made program to execute the algorithm on any 'ole engine like CLOP.
Some code that maybe can help about Texel tuning:zenpawn wrote:I'd be happy to implement it myself, but the math is apparently over my head.ZirconiumX wrote:It requires more effort, yes, but the 150 elo leap my engine made with it shows it can produce big rewards. The problem with such a universal tuner is the communication latencies are massive.zenpawn wrote: Yeah, Texel tuning definitely intrigues me as well, but there doesn't seem to be a ready-made program to execute the algorithm on any 'ole engine like CLOP.
Hi Daniel,cdani wrote: Some code that maybe can help about Texel tuning:
http://www.talkchess.com/forum/viewtopi ... =&start=20