My first montecarloprogram Viking worked something like this (this was
before UCT).
It used alpha-beta evaluating each terminal node with 500 simulations.
But I would do early cutoffs after 50 moves or so if a coinfidence
interval was outside the current alfa or beta.
This together with heavy
Hi Xavier,
I have considered this, but even level-2 Nested MCTS requires quite a
bit of thinking time. Let's say you can do 1000 playouts per second in
your game, and you want to do at least 500 playouts on levels 1 and 2
for each move decision. Assume your playouts have 50 moves on average.
Then
Thanks, it was nice.
I have a question did you tried to implement Nested montecarlo tree search
in two player game ?
If I remembered well something like this was envisioned in this mailing
list.
2015-12-30 13:29 GMT+01:00 Hendrik Baier :
> Hello list,
>
> I recently
Hello list,
I recently defended my PhD. Maybe it's of interest to some of you who
are applying MCTS to one-player or adversarial two-player domains.
You can download a revised edition (basically fewer typos than the
printed thing) here:
http://hendrikbaier.jimdo.com/research/
Cheers,
Hendrik
Hi Hendrik,
thanks for the info and the link.
Cheers, Ingo.
> Gesendet: Mittwoch, 30. Dezember 2015 um 13:29 Uhr
> Von: "Hendrik Baier" <hendrik.ba...@gmail.com>
> An: computer-go@computer-go.org
> Betreff: [Computer-go] PhD thesis on MCTS
>
> Hello list,
>