On Thu, 2008-10-16 at 08:47 -0400, Michael Williams wrote:
> What if you use a faster, lower quality RNG?  How much do the numbers change?

I don't even know if my current generator is high quality - I'm using
the standard RNG library that comes in the IBM java distribution.  

Are these standardized between java implementation?   I have another
package of RNG's that I could try that are considered high quality and
include mersene twister.     I could also implement some trivial bad RNG
just to see what happens. 

I used a very simple low quality RNG in one of early programs (because I
needed to incorporate it into a small handheld device.)    Subjectively,
I could not see that the quality of play was affected but of course this
would have to proved.   The main side-effect was that you would get
repeated games if you self-played enough of them because it had a low
period.   (This is true of ANY PRNG but you wouldn't easily be able to
demonstrate it.) 

I believe such a generator would likely fail a test like this, for
instance it might NEVER play D4.    I think I might give that a try
later to see what happens.


- Don



> 
> Don Dailey wrote:
> > Update:
> > 
> > 4173 runs of 100,000 playouts from opening at 0.5 komi
> > 
> > mv: D4   count:     3   percent:   0.0719
> > mv: D5   count:   447   percent:  10.7117
> > mv: E5   count:  3723   percent:  89.2164
> > 
> > 
> >  0.959 percent fall outside the following range ...
> > 
> > score:  lo, med, hi ->       0.52031      0.52433      0.52835
> > nodes:  lo, med, hi ->    11092602.0   11105554.0   11119436.0
> > 
> > 
> > 
> > 
> > On Thu, 2008-10-16 at 00:14 -0400, Don Dailey wrote:
> >> I have some interesting statistics on the simple go program at 0.5 komi
> >> from the starting position.
> >>
> >> I'm running numerous 100,000 game samples and tracking the statistics to
> >> see what kinds of variation I get in scores and nodes. 
> >>
> >> After 1748 runs I see that less than 1 percent of the games score lower
> >> than 0.52027 or higher than 0.52823 when doing 100,000 game playouts.
> >>
> >> So if you get scores outside this range you probably do not have a
> >> conforming program as this is expected to happen less than 1% of the
> >> time.
> >>
> >> But what I really found interested is that only 3 moves (when accounting
> >> for transformations) were chosen from the opening position.  E5 was
> >> chosen 85% of the time,  and most of the remaining time D5 or
> >> equivalent.   Only 1 time was some other move chosen other than these
> >> two and it was D4.
> >>
> >> I wonder how long before it would chose A1?  Probably a very long time
> >> indeed!
> >>
> >> So if your bot chooses a move other than E5 or D5, there is a very good
> >> chance it is not conforming to our specification of a generic MC player.
> >>
> >> ---
> >>
> >>
> >> 1748 runs
> >>
> >> mv: D4   count:     1   percent:   0.0572
> >> mv: D5   count:   200   percent:  11.4416
> >> mv: E5   count:  1547   percent:  88.5011
> >>
> >>
> >>  0.915 percent fall outside the following range ...
> >>
> >> score:  lo, med, hi ->       0.52027      0.52434      0.52823
> >> nodes:  lo, med, hi ->    11093084.0   11105628.5   11119815.0
> >>
> >>
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