On 10/30/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
>
> > -----Original Message-----
> > From: Jason House <[EMAIL PROTECTED]>
> > To: computer-go <[email protected]>
> > Sent: Mon, 29 Oct 2007 3:00 pm
> > Subject: Re: [computer-go] BOINC
>
>
>
> > On 10/29/07, [EMAIL PROTECTED] <[EMAIL PROTECTED] > wrote:
> >
> > >
> > > milestone 1: All network-nodes compute pure Monte-Carlo (no search
> > tree) scores for the possible moves, the > > > scores are combined centrally
> > to pick the move. It's easy, it will wring out the system, and the bandwidth
> > is low. > > The playing performance will always be poor because this
> > algorithm doesn't scale well.
>
>
>
> > It scales, reasonably, but there's a maximum total work to do before any
> extra becomes useless.
>
>
> Both of our statements are so vague that I can't tell if we agree or
> disagree. :) Here's what I meant. The consensus is that Monte-Carlo with UCT
> converges in the limit, as time and memory approach infinity, while
> Monte-Carlo by itself does not. In practice, Monte-Carlo by itself plateaus
> out at around 5K playouts/move. Don's scalability study tested Monte-Carlo
> with UCT out past 1 Million playouts/move and found no sign of a plateau. So
> if a network of 1000 computers played pure Monte-Carlo go, I believe the
> playing strength would still be weak. Not so for UCT.



I think we're in agreement.  I didn't know about the 5k limit, but that's
essentially what I was thinking.  Having 1 computer do 5k sims is pretty
quick already.  Having 1000 computers doing 5 playouts each is just
insanity.  The overhead would probably make it take as long (or longer) as 1
computer doing all of it.

This is of course true only for pure monte carlo or other 1-ply variants.
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