I wonder if this is just the net or the cube code contributes as well.
As you know, the cube code in gnubg-nn is different from the one used in
gnubg. (my own dewvelopment).
I always thought it did better, but it will be interesting if someone
verifies it, and offers it as a gnubg option  (especially with regard to
the odd/even issue).

-Joseph

On 5 January 2012 21:17, Massimiliano Maini <[email protected]> wrote:

> On 5 January 2012 02:20, Joseph Heled <[email protected]> wrote:
> > Seems like you got a very very slightly better race net, but I would be
> > surprised if it makes a difference in real life.
> >
> > Would be much more interesting to
> >   - get a better contact or crashed net
> >   - expand the roll-out database for all categories (should be easy with
> the
> > current availability of cycles)
> >   - improve cube decisions (this is a hard one)
> >   - improve back game evaluation and play (very hard one)
> >
> > -Joseph
>
> One thing that has always puzzled me is the strange behavior of the
> strength
> of gnubg at different plies. The last large scale study (done to compare
> the
> existing bots to the new extreme gammon), is resumed here:
>
>  http://www.extremegammon.com/studies.aspx
>
> Checker play is fine, error goes down as plies go up.
> However, for cube actions, the situation is very strange:
>
> 3ply does much better than 2ply and 4ply on missed doubles and wrong takes.
> But 3ply does terribly worse than 2ply and 4ply on wrong doubles and
> wrong passes.
>
> It has always been accounted to the so called "odd-even" effect, but
> no other bot
> seems to be affected as much as gnubg.
>
> MaX.
>
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