Re: [computer-go] How to properly implement RAVE?

2009-02-08 Thread Isaac Deutsch
No hurry, I will be away for a week next week. :-) Isaac, I haven't looked at this stuff for a while. I'm not at home so I can't look at it now. From the error I understand that tesuji/games/general/MoveIterator is missing. It is there in the Subversion source-tree however. So I don't

Re: [computer-go] How to properly implement RAVE?

2009-02-08 Thread Petr Baudis
On Sat, Jan 17, 2009 at 08:29:32PM +0100, Sylvain Gelly wrote: A small point: in PlayoutOutTree, just after if (!played.AlreadyPlayed(move)) {, there should have a played.Play(move). I believe it does not change the final result (as the check is also done in the backup, and the move played in

Re: [computer-go] How to properly implement RAVE?

2009-02-08 Thread Mark Boon
I had a little spare time to look at it. It seems indeed I forgot to update the GoEngineGTP.jar file last time I made some changes. This was easy to fix even from here and I think it should work now. Just as a note, if you want to change the number of playouts to 50K, you need to change

Re: [computer-go] How to properly implement RAVE?

2009-02-08 Thread Isaac Deutsch
Boon tesujisoftw...@gmail.com An: computer-go computer-go@computer-go.org Betreff: Re: [computer-go] How to properly implement RAVE? I had a little spare time to look at it. It seems indeed I forgot to update the GoEngineGTP.jar file last time I made some changes. This was easy to fix even

Re: [computer-go] How to properly implement RAVE?

2009-02-08 Thread Jason House
On Fri, 2009-02-06 at 18:55 +0100, Isaac Deutsch wrote: The rating of the bot still seems to be drifting upwards, but I think I can conclude my UCT implementation is OK afterall. Many thanks to the bots provided. Does someone have a bot that does 50k light playouts + RAVE? I would be most

Re: [computer-go] How to properly implement RAVE?

2009-02-08 Thread Mark Boon
On Sun, Feb 8, 2009 at 3:02 PM, Isaac Deutsch i...@gmx.ch wrote: Hi, Can you explain what minimumNrNodes and nrSimulations do? In my program I play 50k games regardless of the number of nodes, so I would like to adjust this accordingly. minimumNrNodes is the number of games played out.

Re: [computer-go] How to properly implement RAVE?

2009-02-07 Thread Isaac Deutsch
I'm currently tied up but you can get my MCTS implementation, which includes RAVE, and set it up to play 50K playouts. It's only a matter of setting the right number in the configuration file. You can also use it to play through two-gtp, that way you can test an awful lot faster. Mark

Re: [computer-go] How to properly implement RAVE?

2009-02-07 Thread Isaac Deutsch
@computer-go.org Betreff: Re: [computer-go] How to properly implement RAVE? You can get everything here: http://plug-and-go.dev.java.net The MCTS program description is under 'Derived Projects'. You don't really need the source-code. You can just get the 'binaries scripts' and then copy

Re: [computer-go] How to properly implement RAVE?

2009-02-07 Thread Mark Boon
/MoveIterator Original-Nachricht Datum: Sat, 7 Feb 2009 09:30:53 -0200 Von: Mark Boon tesujisoftw...@gmail.com An: computer-go computer-go@computer-go.org Betreff: Re: [computer-go] How to properly implement RAVE? You can get everything here: http://plug

Re: [computer-go] How to properly implement RAVE?

2009-02-06 Thread Isaac Deutsch
The rating of the bot still seems to be drifting upwards, but I think I can conclude my UCT implementation is OK afterall. Many thanks to the bots provided. Does someone have a bot that does 50k light playouts + RAVE? I would be most grateful if you could put them online for a few days of testing.

Re: [computer-go] How to properly implement RAVE?

2009-02-06 Thread Christoph Birk
On Feb 6, 2009, at 9:55 AM, Isaac Deutsch wrote: By the way, I've seen 2 games when checking my bot's status where one of the myCtest bots lost because of an illegal ko move. Maybe there's a bug in handling superko? Not a bug, I never implemented it :-( Christoph

Re: [computer-go] How to properly implement RAVE?

2009-02-06 Thread Jason House
On Feb 6, 2009, at 12:55 PM, Isaac Deutsch i...@gmx.ch wrote: The rating of the bot still seems to be drifting upwards, but I think I can conclude my UCT implementation is OK afterall. Many thanks to the bots provided. Does someone have a bot that does 50k light playouts + RAVE? I would be

Re: [computer-go] How to properly implement RAVE?

2009-02-06 Thread Mark Boon
I'm currently tied up but you can get my MCTS implementation, which includes RAVE, and set it up to play 50K playouts. It's only a matter of setting the right number in the configuration file. You can also use it to play through two-gtp, that way you can test an awful lot faster. Mark On Fri,

Re: [computer-go] How to properly implement RAVE?

2009-02-05 Thread Isaac Deutsch
Thanks Christoph. I've changed my bot to play 50k games. I know the results aren't very statistically meaningful yet, but the 2 bots look close to each other already. ;-) I will let it run for some more days if I can. http://img145.imageshack.us/img145/3586/bild3bk3.png -ibd I have started

Re: [computer-go] How to properly implement RAVE?

2009-02-03 Thread Isaac Deutsch
I actually tried leaf parallelization first, but after reading the mentioned paper I switched to an implementation of root parallelization (as described). I'm not sure if I implemented it correctly (like in my description), but after testing a 2-core-version against a single- core-version with a

Re: [computer-go] How to properly implement RAVE?

2009-02-03 Thread Jason House
On Sun, Feb 1, 2009 at 4:46 PM, Isaac Deutsch i...@gmx.ch wrote: By the way, I got about 75 ELO points (1650-1720) with light playouts out of RAVE. Do you think this is in the expected range? It's not really similar to the 20%-60% win rate rise vs. GnuGo described in some papers... My bot

Re: [computer-go] How to properly implement RAVE?

2009-02-03 Thread Jason House
On Tue, Feb 3, 2009 at 1:53 PM, Isaac Deutsch i...@gmx.ch wrote: Hi Jason, Thanks for your numbers. I might try to limit my bot to 50k playouts and 1 core, but I usually simulate as long as time permits. That kind of setup should make it easier to compare. There have been a few times in

Re: [computer-go] How to properly implement RAVE?

2009-02-03 Thread Isaac Deutsch
Hi Jason, Thanks for your numbers. I might try to limit my bot to 50k playouts and 1 core, but I usually simulate as long as time permits. Do you suspect my pure UCT version has bugs, too, judging from its rating? I find it hard to find good tests for the correctness of a program depending on

Re: [computer-go] How to properly implement RAVE?

2009-02-02 Thread Jason House
On Feb 2, 2009, at 6:57 AM, Isaac Deutsch i...@gmx.ch wrote: Hi Issac, You should be more in the range of +200-300 ELO, at least with pattern based playouts. Sylvain Isaac. They are not pattern based playouts, but as I said uniformly random. I reckon the effect of RAVE is less with

Re: [computer-go] How to properly implement RAVE?

2009-02-02 Thread Jason House
On Feb 2, 2009, at 9:40 AM, Jason House jason.james.ho...@gmail.com wrote: On Feb 2, 2009, at 6:57 AM, Isaac Deutsch i...@gmx.ch wrote: Hi Issac, You should be more in the range of +200-300 ELO, at least with pattern based playouts. Sylvain Isaac. They are not pattern based

Re: [computer-go] How to properly implement RAVE?

2009-02-02 Thread Isaac Deutsch
Wow, thanks for all the answers! You're being really helpful. Do you use UCT with a too large exploration term? That's a good idea. I actually use a rather big value for c=0.5. I might try lowering it. Thanks! (Precisely, the formula is c*sqrt(log(p)/c).) My first (braindead) multi-threaded UCT

Re: [computer-go] How to properly implement RAVE?

2009-02-02 Thread Don Dailey
On Mon, 2009-02-02 at 18:09 +0100, Isaac Deutsch wrote: I don't think many people realize that you have to play hundreds of games just to be within 40 or 50 ELO with much certainty. If you play less than 100 games you could easily be off by over 100 ELO. Maybe I'm a bit (a lot :)

Re: [computer-go] How to properly implement RAVE?

2009-02-02 Thread Isaac Deutsch
I have about 200-300k games/move, so maybe the effect is even less. But, maybe I still have a grave bug somewhere. I will check again. Cheers, ibd On Feb 2, 2009, at 9:57 AM, Isaac Deutsch wrote: They are not pattern based playouts, but as I said uniformly random. I reckon the effect of

Re: [computer-go] How to properly implement RAVE?

2009-02-02 Thread Don Dailey
On Mon, 2009-02-02 at 09:40 -0500, Jason House wrote: Also, I noticed your rank measurements were based on CGOS results after relatively few games. It can retain significant bias for quite a while. Yes, and you should go by the bayeselo page which is a better picture of what is going on.

Re: [computer-go] How to properly implement RAVE?

2009-02-02 Thread Jason House
On Feb 2, 2009, at 12:09 PM, Isaac Deutsch i...@gmx.ch wrote: Wow, thanks for all the answers! You're being really helpful. Do you use UCT with a too large exploration term? That's a good idea. I actually use a rather big value for c=0.5. I might try lowering it. Thanks! (Precisely, the

Re: [computer-go] How to properly implement RAVE?

2009-02-02 Thread Mark Boon
On Feb 2, 2009, at 9:57 AM, Isaac Deutsch wrote: They are not pattern based playouts, but as I said uniformly random. I reckon the effect of RAVE is less with these? My MCTS implementation sees a gain of 200-400 ELO from RAVE using uniformly random moves. 400 gain (90% win-rate) for 2K

Re: [computer-go] How to properly implement RAVE?

2009-02-02 Thread Isaac Deutsch
Hi Issac, You should be more in the range of +200-300 ELO, at least with pattern based playouts. Sylvain Isaac. They are not pattern based playouts, but as I said uniformly random. I reckon the effect of RAVE is less with these? How many playouts per second do you get with each version?

Re: [computer-go] How to properly implement RAVE?

2009-02-02 Thread Darren Cook
My first (braindead) multi-threaded UCT played weaker with two cores than one core. How do you combine search trees/results? How do you pick a move to play? There were a couple of papers [2] at CG2008 on this subject. The consensus seemed to be that root parallelization [1] was best. In fact

Re: [computer-go] How to properly implement RAVE?

2009-02-01 Thread Isaac Deutsch
By the way, I got about 75 ELO points (1650-1720) with light playouts out of RAVE. Do you think this is in the expected range? It's not really similar to the 20%-60% win rate rise vs. GnuGo described in some papers... At the moment I'm also tuning the bias in the range 0.001-0.1. Given

Re: [computer-go] How to properly implement RAVE?

2009-02-01 Thread Jason House
How many playouts per second do you get with each version? Sent from my iPhone On Feb 1, 2009, at 4:46 PM, Isaac Deutsch i...@gmx.ch wrote: By the way, I got about 75 ELO points (1650-1720) with light playouts out of RAVE. Do you think this is in the expected range? It's not really similar

Re: [computer-go] How to properly implement RAVE?

2009-01-30 Thread Magnus Persson
Quoting Sylvain Gelly sylvain.ge...@m4x.org: On Wed, Jan 28, 2009 at 10:01 PM, Isaac Deutsch i...@gmx.ch wrote: And a final question: You calculate the (beta) coefficient as c = rc / (rc+c+rc*c*BIAS); which looks similar to the formula proposed by David Silver (If I recall his name

Re: [computer-go] How to properly implement RAVE?

2009-01-30 Thread Sylvain Gelly
On Fri, Jan 30, 2009 at 9:29 AM, Magnus Persson magnus.pers...@phmp.sewrote: Quoting Sylvain Gelly sylvain.ge...@m4x.org: On Wed, Jan 28, 2009 at 10:01 PM, Isaac Deutsch i...@gmx.ch wrote: And a final question: You calculate the (beta) coefficient as c = rc / (rc+c+rc*c*BIAS); which

Re: [computer-go] How to properly implement RAVE?

2009-01-30 Thread Magnus Persson
Quoting Sylvain Gelly sylvain.ge...@m4x.org: On Fri, Jan 30, 2009 at 9:29 AM, Magnus Persson magnus.pers...@phmp.sewrote: Did you try to tune the bias constant at all or just took the one I posted? I wrote it from memory and I believe it is in the range of possibly good values, but it is

Re: [computer-go] How to properly implement RAVE?

2009-01-30 Thread Isaac Deutsch
At the moment I'm also tuning this constant in the range 0.001-0.1. Given uniformly random (light) playouts, is the bias expected to be bigger than with heavy playouts, meaning the constant has to be bigger aswell? -- Pt! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit allen:

Re: [computer-go] How to properly implement RAVE?

2009-01-29 Thread Sylvain Gelly
On Wed, Jan 28, 2009 at 10:01 PM, Isaac Deutsch i...@gmx.ch wrote: Hi again ;) I found some time to actually implement this stuff. And, this has raised some small questions. In this part of the code: for (j = index; j moves_played_in_tree.size(); j += 2) { //stuff } for (j =

Re: [computer-go] How to properly implement RAVE?

2009-01-28 Thread Isaac Deutsch
Hi again ;) I found some time to actually implement this stuff. And, this has raised some small questions. In this part of the code: for (j = index; j moves_played_in_tree.size(); j += 2) { //stuff } for (j = 0; j moves_played_out_tree.size(); ++j) { //more stuff // If

Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Thomas Lavergne
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 =

Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Magnus Persson
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

Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Mark Boon
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

Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Olivier Teytaud
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

Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Mark Boon
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

Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Olivier Teytaud
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

Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Sylvain Gelly
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

Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Olivier Teytaud
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

Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Sylvain Gelly
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

Re: [computer-go] How to properly implement RAVE?

2009-01-21 Thread Olivier Teytaud
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 :-) ___ computer-go mailing list

RE: [computer-go] How to properly implement RAVE?

2009-01-18 Thread David Fotland
I think it is too expensive to read ladders during playouts. I remember that you have faster ladders search code so it might not cost you as much. My playout code has no ability to undo a move or do any kind of lookahead. David Some examples: David Fotland wrote he does light playouts with

Re: [computer-go] How to properly implement RAVE?

2009-01-18 Thread Mark Boon
On Jan 18, 2009, at 4:11 PM, David Fotland wrote: I think it is too expensive to read ladders during playouts. I remember that you have faster ladders search code so it might not cost you as much. My playout code has no ability to undo a move or do any kind of lookahead. Yes, my ladder

Re: [computer-go] How to properly implement RAVE?

2009-01-18 Thread Mark Boon
On Jan 18, 2009, at 5:38 PM, Magnus Persson wrote: In Valkyria I solved this by playing out the ladder on the playout board, and store all changes on a stack. When the ladder undos moves it just pop changes from the stack. In this way I can also use the rich board representation of

Re: [computer-go] How to properly implement RAVE?

2009-01-17 Thread Sylvain Gelly
Hi, Sorry for the slow reply. After those discussions, I figured out that pseudo code was the fastest clear and not ambiguous way to describe how to precisely implement the algorithm. I needed to find some time to write it. Note that I did not write only the backup phase because to clearly

Re: [computer-go] How to properly implement RAVE?

2009-01-17 Thread Isaac Deutsch
Hi, Sorry for the slow reply. Hi I'd prefer quality over speed anytime. ;) Your pseudo code is excellent and helped me to understand some of the trickier things. Thanks again! I think I will now be able to implement my own version. :) Regards, Isaac -- Pt! Schon vom neuen GMX

Re: [computer-go] How to properly implement RAVE?

2009-01-17 Thread Mark Boon
Thanks for taking the time Sylvain. I took a quick look to see how your pseudo-code compared to the reference implementation I made. There are a few small differences, and I think the place(s) where I deviated is exactly what confused Daniel Waeber. The first difference is that when I

Re: [computer-go] How to properly implement RAVE?

2009-01-17 Thread Sylvain Gelly
A small point: in PlayoutOutTree, just after if (!played.AlreadyPlayed(move)) {, there should have a played.Play(move). I believe it does not change the final result (as the check is also done in the backup, and the move played in the backup), but I simply forgot that line (that should make

Re: [computer-go] How to properly implement RAVE?

2009-01-17 Thread Sylvain Gelly
Hi Mark, For the first difference you mention, as far as I remember it makes a small but significant difference and is one of the main reason I was talking about tricky details. For the second difference, I also don't want to count a move if the opposite color played on that point first, and,

Re: [computer-go] How to properly implement RAVE?

2009-01-17 Thread Sylvain Gelly
Hi Issac, You are welcome, and I am happy there is finally a clearer of implementing RAVE out there. I believe I should have done it much earlier, sorry for that, but better late than never, no? :) Best, Sylvain 2009/1/17 Isaac Deutsch i...@gmx.ch Hi, Sorry for the slow reply. Hi I'd

Re: [computer-go] How to properly implement RAVE?

2009-01-17 Thread Magnus Persson
I think I found a bug in ChooseMove Quoting Sylvain Gelly sylvain.ge...@m4x.org: coefficient = 1 - rc * (rc + c + rc * c * b) I think this has to be coefficient = 1 - rc / (rc + c + rc * c * b) thus when c is 0 (initially) the coefficient is 0 when c goes towards infinity the

Re: [computer-go] How to properly implement RAVE?

2009-01-17 Thread Sylvain Gelly
Good catch :)Indeed it makes no sense with the *, sorry... Sylvain 2009/1/17 Magnus Persson magnus.pers...@phmp.se I think I found a bug in ChooseMove Quoting Sylvain Gelly sylvain.ge...@m4x.org: coefficient = 1 - rc * (rc + c + rc * c * b) I think this has to be coefficient = 1 -

Re: [computer-go] How to properly implement RAVE?

2009-01-17 Thread Mark Boon
On Jan 17, 2009, at 5:41 PM, Sylvain Gelly wrote: For the first difference you mention, as far as I remember it makes a small but significant difference and is one of the main reason I was talking about tricky details. OK, I ran a test and after 1,000 games with 2K semi-light playouts I

Re: [computer-go] How to properly implement RAVE?

2009-01-15 Thread Daniel Waeber
Thanks you. I think that I understand it now :) On 23:21 Wed 14 Jan , Mark Boon wrote: You have to understand that the 'start' variable really starts at the root from the position for which we do the search. So all the moves 'below' the playoutNode are also taken into account. The

Re: [computer-go] How to properly implement RAVE?

2009-01-15 Thread Mark Boon
On Jan 15, 2009, at 10:47 AM, Daniel Waeber wrote: Thanks you. I think that I understand it now :) On 23:21 Wed 14 Jan , Mark Boon wrote: You have to understand that the 'start' variable really starts at the root from the position for which we do the search. So all the moves 'below' the

Re: [computer-go] How to properly implement RAVE?

2009-01-15 Thread Daniel Waeber
Hi, On 11:24 Thu 15 Jan , Mark Boon wrote: On Jan 15, 2009, at 10:47 AM, Daniel Waeber wrote: Thanks you. I think that I understand it now :) On 23:21 Wed 14 Jan , Mark Boon wrote: You have to understand that the 'start' variable really starts at the root from the position

Re: [computer-go] How to properly implement RAVE?

2009-01-15 Thread Mark Boon
On Jan 15, 2009, at 12:33 PM, Daniel Waeber wrote: yes, but the weight/color maps stay the same for all updated nodes. I think the first playoutNode (the one most deep inside the tree) only should get amaf values for the random playout, the next one form random playout + from the first

Re: [computer-go] How to properly implement RAVE?

2009-01-15 Thread Daniel Waeber
On 12:53 Thu 15 Jan , Mark Boon wrote: On Jan 15, 2009, at 12:33 PM, Daniel Waeber wrote: yes, but the weight/color maps stay the same for all updated nodes. I think the first playoutNode (the one most deep inside the tree) only should get amaf values for the random playout, the

Re: [computer-go] How to properly implement RAVE?

2009-01-14 Thread Daniel Waeber
Hi, I'm also interested at the same thing. snip I tried putting this into pseudo code, but it already looks like C. ;p http://pastie.org/357231 If you could look at it, I would be most grateful. It sounds good but it seems to lack the check of whether a given move is first played in

Re: [computer-go] How to properly implement RAVE?

2009-01-14 Thread Mark Boon
On Jan 14, 2009, at 9:36 AM, Daniel Waeber wrote: I have a question about the the part were the stats are updated. (l.15-25). having an array of amaf-values in every node seems very memory intensive and I don't get how you would access these values. You are right, it is memory intensive.

Re: [computer-go] How to properly implement RAVE?

2009-01-14 Thread Isaac Deutsch
Hi, I'm also interested at the same thing. Glad I'm not alone. ;) It sounds good but it seems to lack the check of whether a given move is first played in a given intersection. When you add that, it because a little more tricky to update in the tree. I see, I missed that. I actually

Re: [computer-go] How to properly implement RAVE?

2009-01-14 Thread Daniel Waeber
Ok, I still have same questions about the refbot code. On 10:29 Wed 14 Jan , Mark Boon wrote: On Jan 14, 2009, at 9:36 AM, Daniel Waeber wrote: I have a question about the the part were the stats are updated. (l.15-25). having an array of amaf-values in every node seems very

Re: [computer-go] How to properly implement RAVE?

2009-01-14 Thread Mark Boon
On Jan 14, 2009, at 10:55 PM, Daniel Waeber wrote: Accessing the AMAF values depends on your implementation. The following is a code-snippet from my MCTS reference implementation that updates the AMAF values in the tree: if (_useAMAF) { IntStack playoutMoves =

Re: [computer-go] How to properly implement RAVE?

2009-01-13 Thread Sylvain Gelly
2009/1/10 Isaac Deutsch i...@gmx.ch Hi Sylvain, I think it's starting to make sense now. :-) Sorry to be unclear. I wish we have a white board where we could discuss and that would sorted out in a few minutes :). Several results turn up in a google search ;p

Re: [computer-go] How to properly implement RAVE?

2009-01-10 Thread Isaac Deutsch
Hi Sylvain, I think it's starting to make sense now. :-) Sorry to be unclear. I wish we have a white board where we could discuss and that would sorted out in a few minutes :). Several results turn up in a google search ;p http://www.google.com/search?q=online+white+board What I tried to

[computer-go] How to properly implement RAVE?

2009-01-09 Thread Isaac Deutsch
I'm a bit confused about the difference between AMAF and RAVE (if there's one). As far as I understand, with AMAF, you sample in each playout (after it leaves the tree) the moves played (by both players), but only the first move at any position, then you reward all moves played either by a win or

Re: [computer-go] How to properly implement RAVE?

2009-01-09 Thread Sylvain Gelly
Hi Isaac, in a nutshell RAVE is basically AMAF adapted for Monte Carlo Tree Search. The original paper describing it is http://www.machinelearning.org/proceedings/icml2007/papers/387.pdf and a paper for broader audience can be found here: http://www.lri.fr/~gelly/paper/MoGoNectar.pdf (the picture

Re: [computer-go] How to properly implement RAVE?

2009-01-09 Thread Isaac Deutsch
Hi Sylvain, Thanks for your quick answer. in a nutshell RAVE is basically AMAF adapted for Monte Carlo Tree Search. The original paper describing it is http://www.machinelearning.org/proceedings/icml2007/papers/387.pdf and a paper for broader audience can be found here:

Re: [computer-go] How to properly implement RAVE?

2009-01-09 Thread Sylvain Gelly
Hi Isaac, 2009/1/9 Isaac Deutsch i...@gmx.ch Hi Sylvain, Thanks for your quick answer. in a nutshell RAVE is basically AMAF adapted for Monte Carlo Tree Search. The original paper describing it is http://www.machinelearning.org/proceedings/icml2007/papers/387.pdf and a paper for