Since the tree is of finite size, you will eventually get to the
nondeterministic part of the playout. The moves here will probably
finish the playout (one way or another) before hitting the maximum
move threshold, so the playout will not be aborted but will update the
tree.
On Jul 11, 2008, at 9:39 AM, Jason House wrote:
The way out of the infinite loop is to set a maximum number of
moves in a playout; abort the playout if you reach this threshold.
That trick only works when your playout is non-deterministic.
Outside the search tree, things are non-deterministic and cycles are
easy to break or ignore. Inside the search tree it isn't that easy.
If no cached data is updated from an aborted search, UCT will walk
the tree the same way it did for the last playout.
When the cycle is *inside* the search tree, this means another
infinite/aborted playout. The abortted playout trick would cause the
bot to cycle uselessly until the game takes another path.
Peter Drake
http://www.lclark.edu/~drake/
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