I've only recently implemented my first attempt at UCT and I'm curious what tricks exist for tweaking performance.
My rule for promoting a leaf to an interior node is that I must first have 100 sims of that node, but changing that value to 10 seems to give very significant performance improvements. (20x-30x sims for "best" move). What experiences do others have with this? Other candidate improvement I've heard of: 1. Using AMAF/RAVE for initial estimates of winning percentages. This seems like it'd give a good speed enhancement that would likely offset estimation errors in the AMAF estimates 2. Enhancing quality of random games with 3x3 patterns (something I consider out of scope for what I'm currently working on but likely way too significant of an enhancement to not mention) 3. 1ply pruning heuristics (I believe this is what's done by crazy stone. I think crazy stone does soft pruning). 4. Heuristics to avoid simulation of all leaves when promoting a leaf node to an interior node. (I've seen a Mogo paper on this) 5. Dynamic adjustment of exploration coefficient (I've seen a Mogo papery on this, but not much discussion on this mailing list) Am I missing any other ones? What experience do people have playing with these?
_______________________________________________ computer-go mailing list [email protected] http://www.computer-go.org/mailman/listinfo/computer-go/
