Weston Markham wrote:
I say 100K+ because I didn't set it to a specific number, just run as
many as it could within time allowed. Generally it would reach well
over 100K per move, probably more like 250K-500K. That should only
make things worse according to your hypothesis.
Yes, this is what sparked the conversation originally. When you
reported that a while ago, my reaction was, "Of course that won't work
very well; you're running way too many simulations." I was actually a
bit surprised that noone else thought that this was as bad as I think
it is.
It seems like you are the only one who believes in your hypothesis, even after
your experiments.
I agree that a simpler test should be used. Another option is to use
GtpStatistics to gather move prediction numbers.
But you will need a large sample of games to get the noise small enough. But
that approach may also have issues.
I would definitely try 5k vs 100k and also put them both on CGOS.
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