On Wed, Jan 23, 2008 at 11:18:37AM +0100, Magnus Persson wrote: > Indeed, Valkyria, uses the same code to prune move in both the > playouts and in the UCT-tree. This pruning is supposed to be 100% safe > and applies to really bad and ugly moves.
But you still prune moves like filling a one-point eye. We know that there is a pthological case where that indeed is a correct move. So Valkyria will never converge to perfect play even with unlimited CPU power. > But it is really hard to do this right and I still find a lot of bugs of > this kind. There is an advantage of using the same code in the UCT-part > because when I watch the program play I can see mistakes in pruning which > otherwise only would be unseen in the playouts. That is a valid point. Not to the theoretical discussion, but in practical everyday life! -H -- Heikki Levanto "In Murphy We Turst" heikki (at) lsd (dot) dk _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/