>-----Original Message----- >From: Eduardo Sabbatella <[EMAIL PROTECTED]> >To: computer-go <[email protected]> >Sent: Wed, 23 May 2007 8:20 am >Subject: Re: [computer-go] KO in Hashtable-UCT? >
>> > game biases the results. strongly. >> In which direction? > >I was comparing my engine with GNUGO 3.6 level 1. >It looses more frequently. > >> I don't make any tests for the first 20 moves. >> Thereafter, I resign if >> - I have no stones left on board >> - I have less than half the number of stones my >> opponent has >> I also pass if my opponent has no stones left on >> board. > >My cut logic was: dead stone difference > X. stop the >game, wins the player with less dead stones. > >I'm sure it was a very basic logic, using a more >complex one, as you describe, could make sense. > >Cheers >Eduardo My guess is that you might just have the wrong threshold. If you only want to measure the winning percentage from a sequence of playout games, then, for a sufficiently high threshold 'X', you should get the correct value and still obtain a speedup worth having. Keep increasing the threshold until it stops making mistakes. If you are doing something else as well (e.g. keeping track of the percentage of games where each intersection winds up as white or black territory), then stopping playout games early can certainly cause problems. - Dave Hillis ________________________________________________________________________ Check Out the new free AIM(R) Mail -- 2 GB of storage and industry-leading spam and email virus protection.
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