On Sep 28, 2008, at 7:05 AM, Claus Reinke wrote:

For instance, if an intersection belongs to the same colour in all playouts,
chances are that it is fairly secure (that doesn't mean one shouldn't play there, sacrifices there may have an impact on other intersections).

Or, if an intersection is black in all playouts won by black, and white in all playouts won by white, chances are that it is fairly important to play there (since playouts are random, there is no guarantee, but emphasizing such intersections, and their ordering, in the top-level tree search seems
    profitable).

We (the Orego team) have done some work along these lines this summer. We're working on a paper.

Secondly, I have been surprised to see Go knowledge being applied to the random playouts - doesn't that run the danger of blinding the evaluation
function to border cases?

Yes, but you try every move in the actual search tree (unless you have a VERY safe exclusion rule, such as "don't play on the extreme edge of the board unless it's within 4 points Manhattan distance of an existing stone").

Thirdly, I have been trying to understand why random playouts work
so well for evaluating a game in which there is sometimes a very narrow path to victory. Naively, it would seem that if there was a position from
which exactly one sequence of moves led to a win, but starting on that
sequence would force the opponent to stay on it, then random playouts
would evaluate that position as lost, even if the forced sequence would
make it a win.

It's true, this is a problem; raw Monte Carlo fares poorly at reading ladders.

Peter Drake
http://www.lclark.edu/~drake/

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