May I suggest a fundamental limit to the utility of this scalability study?

We are comparing three programs to each other, IIRC - Fatman, Mogo, and Gnugo.

All three are known to have certain odd little quirks. The two MC programs, in 
particular, are
known to be deficient when addressing certain L&D situations. They may continue 
to get 
better with respect to each other for some time yet. They will reach a sort of 
local optimum
with respect to each other.

At the end of the day, a halfway clever 9 kyu player will play the vital point 
on a bulky five,
or induce the programs to create a square four, or some other common strategem, 
and the
standard of play may be shown to have some serious gaps. The programs will be 
"perfect"
or "near genius level" only against other programs. This is a variation of the 
problems faced by Sluggo --
if I recall correctly, it could give Gnugo a 6 or 7 stone handicap, which was a 
very impressive achievement - but it fell flat against the average human player.

I think this study is useful - that's why I'm lending four cores - but I also 
think we should create 
some test cases and see whether more playouts will cause the programs to 
resolve these test cases 
properly, or not. When a group is provably dead, then it's contribution to the 
final estimation should be that of a 100% dead group, not 50% or 80%. I know 
this is difficult in the general case ( there's a paper demonstrating that it 
is NP-hard, if I recall correctly ), but let's try to test the 20-kyu and 
10-kyu cases,
at least.

Otherwise, I suspect that it may be a very long time before these fairly common 
corner cases are handled correctly. 

Terry McIntyre <[EMAIL PROTECTED]> 




      
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