Darren Cook wrote:
Of course MCTS, within a few hundred playouts, will discover white
shouldn't tenuki . But when this position is found 20 ply deep in the
tree it will only receive a few playouts, so bad information is being
passed up the tree. The point of the whole article was that these
unbalanced positions are rare in games between weak players but dominate
games between strong players (i.e. play is on the knife's edge).
I see Gunnar pointed out a similar conclusion elsewhere in this thread
(quoted below).
For the given position very simple move-weighting rules such as: "when
the last move ataried something, try and capture one of its neighbouring
chains" will cope with two out of black's three attacks in the
bottom-right, and a similar proportion in the upper-left. Even just
weighting moves near the opponent's last move would be enough here I think.
For any evaluation function, in any game (Go, Chess, etc), you will be able to
find positions in which that
evaluation function performs poorly (assuming an incomplete game). Generally
the fixing that case
either breaks other cases and/or makes the evaluation function run slower
(which may result
in an overall worse game engine).
_______________________________________________
computer-go mailing list
[email protected]
http://www.computer-go.org/mailman/listinfo/computer-go/