Darren Cook wrote:
I've been messing around with where to apply heuristics. Candidates
include:

1) In the UCT tree, since this is earliest in each playout.
2) In the moves beyond the tree ("heavy playouts"), since this is where
most of the moves happen. Because this part is so speed-critical, ...

Remi (using learned patterns instead of heuristics, but should be the
same) got dramatic improvements doing both (see quote below).

It is also my understanding that in Crazy Stone the patterns are being
used at every ply in the playouts; given that the program is being given
a constant time it seems the overhead of this is more than made up for
by the increase in strength.

Darren

Interestingly, I got no overhead when I added 3x3 patterns. It even made simulations faster, because detecting illegal moves or moves into eyes came for free.

Rémi
_______________________________________________
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Reply via email to