A playout just returs score and moves with colors in my 
implementation.

-Hideki

David Fotland: <[EMAIL PROTECTED]>:
>Helps a little, but I'm still unclear on how a new node is handled.
>
> 
>
>Do you have lightweight nodes (that only contain info on one positions, with
>pointers to children and siblings)?  Then when uct finds a node with no
>children, what do you do?  Mogo and Mark create a new node for each new
>simulation.  So do you create a single random child at this point and
>continue, or do you create all children, then pick one, and continue?
>
> 
>
>The descriptions of RAVE are also pretty unclear.  I guess each node has a
>rave counter that counts how many times this move was seen during a playout.
>When you backup data in the uct tree, do you visit every child and update
>the rave counters of the children?
>
> 
>
>David
>
> 
>
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Jason House
>Sent: Tuesday, February 05, 2008 11:15 AM
>To: computer-go
>Subject: Re: [computer-go] More UCT / Monte-Carlo questions
>
> 
>
> 
>
>On Feb 5, 2008 2:08 PM, David Fotland <[EMAIL PROTECTED]> wrote:
>
>It think many programs run several simulations through a node before
>allocating the children.  I can see how this saves memory, but then how do
>you save the RAVE information from the early simulations? 
>
>
>For RAVE, after doing a sim at a leaf, I walk back up the UCT tree.  At each
>internal node, I keep update RAVE game counters applicable children.  I
>never go deeper into the tree to apply RAVE values.  Does that help?
>
> 
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[EMAIL PROTECTED] (Kato)
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