>> yose-moves and play such moves in random orders. Assuming there are 7, >> 3, 1 pts moves left at a end position, for example. Correct order is >> obviously 7, 3 and 1 (sente gets +5 pts) but all combinations are played >> at the same probability in MC simulations now. The average of the >> scores has, thus, a big error. > >Does the MCTS program just play bad moves, or does it ever play >game-losing moves? (E.g. at the point in the game where 2pt gote is the >biggest move, which is still before CGT kicks in, isn't it?)
I can say just "heavily depends on the position", maybe, mainly due to maximizing not score but winning rate. Another reason for high level games: playing correct moves at endgames requires correct solutions of L&D problems on a position. >(I'm quite curious how many playouts are needed for correct play on >http://senseis.xmp.net/diagrams/44/bc3b65c106c9db92bec3a13d0e713718.sgf >- or do all the strong programs get it wrong and lose the game?) Anyway, number of playouts does not help (or, at least help a little if using adaptive simulations) playing correct yose. Number of playouts only reduces statistical errors. If the average is wrong, quantity makes no sense. Hideki -- Hideki Kato <mailto:[email protected]> _______________________________________________ Computer-go mailing list [email protected] http://computer-go.org/mailman/listinfo/computer-go
