What I tried was not a tree based version, so it's a very poor substitute.

I observed in private testing that even 10 playouts crushes 1 playout in a
simple non-tree based bot.    So what I tried was doing recursive playouts -
instead of playing move randomly in the playouts each move in the playouts
was decided by it's own set of playouts.

It was a quick and dirty experiment, and I did not stick with it long enough
to do it justice,  so I probably only tried naive versions of it.    What I
did try did not work well at all.

- Don


On Thu, Jun 11, 2009 at 3:21 PM, Michael Williams <
[email protected]> wrote:

> I tried it in my previous engine, which while probably littered with bugs,
> at least had the characteristic that more playouts lead to better play.
>  This test was extremely slow and produced a weaker bot.  YYWV.
>
> I'm 95% sure Don mentioned it on this list a couple of years ago, but I
> don't know if he actually tried it.
>
>
> Gian-Carlo Pascutto wrote:
>
>> On Wednesday 10 June 2009 18:48:55 Martin Mueller wrote:
>>
>>  Currently, we try to sidestep this fundamental problem by replacing
>>> local search with local knowledge, such as patterns. But that does not
>>> fully use the power of search.
>>>
>>
>> So, has anyone tried recursive UCT (using UCT again in the playouts), and
>> what were the results? I saw some results for uninteresting games, but
>> nothing about Go.
>>
>>
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