It's a shame a priority queue can't be used.   But after each
simulation, all sibling change together.

- Don


Harri Salakoski wrote:
> Hi such question that do you typically traverse all child objects or
> is there faster way to select explored node child object.
> I have concluded that it is not at least easy as multiple nodes uct
> values change each simulation so trying to keep biggest uct value in
> first in list is maybe too expensive best practical way is go trough
> all child moves.
>
> Or if _all_ UCT leaf nodes could be uctvalue "heap or similar",
>    then biggest leaf is selected,
>    traversed for root,
>    game from root->leaf re-played- then random simulation
>    leaf is stored its right position.
>
> So atleast in this scenario selecting uct node is fast but this heap
> updating is it worth it?
>
> t. Harri
>
> ----- Original Message ----- From: "Gunnar Farnebäck"
> <[EMAIL PROTECTED]>
> To: "computer-go" <[email protected]>
> Sent: Saturday, February 02, 2008 7:47 PM
> Subject: Re: [computer-go] Hydra theory (was Hybrid theory)
>
>
>> David Doshay wrote:
>> > I looked up borda voting on Wikipedia. I did not know this was called
>> > Borda voting, and it might be called a zeroth-order version of what I
>> > am thinking. Rather than just take rank order from each, I intended to
>> > try to include other metrics, for example, some measure of distance
>> > from top. One engine may evaluate that there is one really great move
>> > with all others considered very bad. That is different than many
>> nearly
>> > equal good moves.
>>
>> [Commenting a somewhat arbitrary message in the thread.]
>>
>> MonteGNU (and "gnugo --monte-carlo" in the next development release)
>> is doing a simple form of voting. Internally there are two engines;
>> one UCT-MC engine and the ordinary GNU Go move generation. The UCT
>> engine is allowed to nominate a number of moves and the ordinary move
>> generation must choose one of those.
>>
>> More specifically the UCT engine nominates the following moves:
>>
>> 1. The highest scoring move in terms of win rate. Let N be the number
>>    of simulations for this move.
>> 2. All moves with more than N/2 simulations
>> 3. All moves with win rate win rate greater than 0.9 and more than
>>    N/10 simulations.
>> 4. All moves if the highest scoring move has win rate less than 0.1.
>>
>> The move values from the ordinary move generation are then used to
>> choose one of the nominated moves. If all nominated moves are thought
>> useless the highest scoring UCT move is chosen. Pass is generated if
>> and only if the ordinary move generation wants to pass.
>>
>> Usually this works fairly well. Most of the strength (on 9x9) comes
>> from the UCT part and if it finds a clear winner the ordinary move
>> generation only has a single move to choose from. When safely ahead
>> many moves are nominated and the ordinary move generation gets to play
>> for points, providing sensibly looking moves. Similarly when clearly
>> losing and resignation is disabled, ordinary move generation gets to
>> finish the game off in a tidy manner.
>>
>> A nice point is that with too few simulations the UCT engine will
>> nominate lots of moves and the total result is that it more or less
>> reverts to the ordinary move generation.
>>
>> Occasionally, however, it gives the worst of two worlds. The UCT
>> engine may have a good move A first but a bad move B close behind and
>> also nominated . The ordinary move generation maybe likes another good
>> move C best and hates B but has completely missed A. Then B will be
>> played, although both engines prefer better moves.
>>
>> /Gunnar
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