On Sat, Jan 17, 2009 at 08:29:32PM +0100, Sylvain Gelly wrote:
ChooseMove(node, board) {
bias = 0.015 // I put a random number here, to be tuned
b = bias * bias / 0.25
best_value = -1
best_move = PASSMOVE
for (move in board.allmoves) {
c = node.child(move).counts
w =
Quoting Thomas Lavergne thomas.laver...@reveurs.org:
- the best play is a good only if played immediatly and very bad if
played later in the game :
- the first playout for this play resulted in a lost.
score and RAVE score will be very low and this play will never be
considered again
On Jan 21, 2009, at 10:23 AM, Magnus Persson wrote:
Quoting Thomas Lavergne thomas.laver...@reveurs.org:
- the best play is a good only if played immediatly and very bad if
played later in the game :
- the first playout for this play resulted in a lost.
score and RAVE score will be very
Well, empirically, when I set the exploration component to zero it starts
to play a lot worse. Like I wrote: the winning percentage drops to 24% vs.
the same program with the exploration component, which is a huge difference.
So if you have a different experience, you must have something
On Jan 21, 2009, at 11:53 AM, Olivier Teytaud wrote:
Here, we have a non-zero initialization of the number of wins, of
the numbere of simulations, of the number of Rave-wins, of the
number of Rave-losses.
We have then a 0 constant for exploration, but also an exploratory
term which is
I'd like to make sure I understand what you mean exactly. You use some
heuristics to intialize all the moves (or maybe some of the moves) with a
certain win-loss and rave-win-loss ratios?
Not only ratios, but also numbers of simulations. Thanks to patterns, expert
rules.
To a certain
Hi,
I did not mention here the prior initialization that is done in each node.
When you create a node, you can look at all possible move and if a pattern
matches (the exact same as in the playout) you initialize rw and rc to 14.
If the move saves a capture (same as in the playout), same
Of course you can do put much more clever prior if you are a player and
know the subtleties of the game.
E.g. patterns extracted from databases - but it's not enough, carefully tune
the coefficients for empty triangles (important!) and various other
importants patterns/rules (don't just keep
2009/1/21 Olivier Teytaud olivier.teyt...@lri.fr
Of course you can do put much more clever prior if you are a player and
know the subtleties of the game.
E.g. patterns extracted from databases - but it's not enough, carefully
tune the coefficients for empty triangles (important!) and
Well, now mogo has an exploration term - but not at all UCB-like.
I was talking about times where I was still there ... ages ago :)
Good old times :-)
you've been helpful several times even from far away :-)
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