I've experimented with simple stuff like pruning symmetrical moves for the first two moves, and disallowing 1st and 2nd line moves for the first N moves.

I toyed with the idea of rotatable zorbist hashes, but never implemented it.

You should look up Remi's technique of progressive widening and Frank De Groot's statistical move likelihood.

Sent from my iPhone

On Dec 10, 2008, at 1:56 PM, tony tang <[EMAIL PROTECTED]> wrote:

Hi guys,

It would be interesting to know how everyone limits the number of possible moves at the beginning of the game. Assuming the board is 19x19 with no handicap and black placed a stone, that leaves (in theory) 390 possible positions which translates to 390 children from the root (empty board). With my understanding of UCT it appears that all 390 positions have to be simulated numerous times and the node with the highest winrate gets explored further. *please correct me if im wrong*

Do most people limit their play in corners and sides, if so how? Pruning entire branches at this stage would be a bad idea due to well documented reasons, but i have heard pruning being employed at this stage, if
so what algorithms are used to smartly prune.

Thanks,

Please link me to the thread if this has already been discussed.

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