The algorithms presented there continue to the end of the game tree, no? (I am
looking specifically at Algorithm 12, which seems to be the paper’s recommended
algorithm.)
I am trying to get my head around what happens in practical settings, were we
decide to limit search effort. E.g., if
Hi Ingo,
There is actually no randomness in the algorithm, just like AlphaZero's.
It is the same algorithm as a recursive alpha-beta searcher, with the only
difference being the rollouts version examines
one leaf per episode (one path from root to leaf). This opens the door for
mixing alpha-beta
The Latinised spellings suggest that the authors are not from Greece.
Nick
On 7 March 2018 at 13:26, "Ingo Althöfer" <3-hirn-ver...@gmx.de> wrote:
> Out of couriosity: Who are the programmers
> behind Pegasus, Cronus, and Hercules?
> (These three bots are in the top group
> on CGOS.)
>
> May
Out of couriosity: Who are the programmers
behind Pegasus, Cronus, and Hercules?
(These three bots are in the top group
on CGOS.)
May they be different bots from the same group?
Are the authors from Greece?
Questions over questions ...
Ingo.
___
Hi Dan,
I find your definition of "Alpha-Beta rollouts" somewhat puzzling.
> Alpha-beta rollouts is like MCTS without playouts (as in
> AlphaZero), and something that can also do alpha-beta pruning.
I would instead define "Alpha-Beta rollout" in the following way:
You have a fast alpha-beta