This is kind of interesting. Is anybody measuring their playout
performance in real-time at the moment and performing this sort of
computation, to check if overtaking the leading move is mathematically
impossible?
It's interesting with UCT because of the interplay between the time
management algorithm and the exploration parameter. Suppose you are
early in the game, and your time management algorithm says you should be
spending 10 seconds on a move. After six seconds, because your parameter
is skewed towards exploitation, you already have 90% more trials on the
leading move than anything else, calculate that it cannot be overtaken
and abort.
Some things come to mind:
- If this behaviour is happening consistently, i.e. you end up spending
too little time on all your moves, is your exploitation parameter
correct? There is a reason you use a time management algorithm to
allocate a lot of time in the beginning. You may be doing pointless
searches.
- Would you rather exploit less in that case, thus spending your
allotted time to do more exploration, or would you instead keep
searching instead of aborting and reuse the tree for pondering and/or
your follow-up move?
Given that people spend a lot of time experimenting on good
exploitation/exploration parameters, I suspect that the last option
(obey the time management, continue searching, reuse the tree) is the
better?
Christian
Don Dailey wrote:
2009/6/6 <dhillism...@netscape.net <mailto:dhillism...@netscape.net>>
I think this is one of those design decisions that nobody takes on
faith. We all wind up testing it both ways and in various
combinations.
An additional advantage of using the number of visits is that
branches at the root become mathematically eliminated and can be
pruned away. It often also allows the search to be stopped early.
It can save a lot of time for forced moves.
Let me see if I understand what you are saying here.
If you have set a goal time for thinking of 10 seconds, and let's say
6 seconds have progressed, then it might be possible to stop the
search early if you do the math and see that it's not possible for any
other move to have more visits given an additional 4 seconds?
So when there is a position that has only a single clearly best move,
perhaps a capture that cannot wait or a necessary atari defense, then
you can probably save as much (or close to) as half the thinking time
on that move. Is this correct?
So if this understanding is correct, then it still makes sense to do
the "pebbles" test at this point and check to see if another move has
a higher score before stopping the search. If the move really is
forced and necessary, then the answer will be no and you can stop
early. If there is a move that currently appears better but with a
"too small" sample, then it seems foolish to stop early. If the
move is a result of just a few lucky playouts, then it will quickly be
revealed and you can still stop early.
- Don
- Dave Hillis
-----Original Message-----
From: Michael Williams <michaelwilliam...@gmail.com
<mailto:michaelwilliam...@gmail.com>>
To: computer-go <computer-go@computer-go.org
<mailto:computer-go@computer-go.org>>
Sent: Sat, 6 Jun 2009 5:07 pm
Subject: Re: [computer-go] Tweak to MCTS selection criterion
Another strategy to be considered is to not allow the thinking to
cease until the maximum win rate and the maximum visit count agree
on the same move. Obviously this requires some extra code to make
sure you don't lose on time, etc.
Brian Sheppard wrote:
> When a UCT search is completed, the usual selection criterion is
> "choose the move that has the most trials." This is more stable
> than choosing the move that has the highest percentage of wins,
> since it is possible to have an unreliably high percentage if the
> number of trials is small.
> > I have a small tweak to that criterion. Pebbles uses "choose the
> move that has the most wins." This rule selects the same move as
> the conventional criterion in almost every case. The reason why
> Pebbles' rule is superior is revealed in the case where the moves
> differ.
> > When Pebbles chooses a different move than the conventional
criterion,
> it is because Pebbles move has more wins in fewer trials. When that
> happens, Pebbles move would inevitably become the move with the
most
> trials if searching were to continue. So there is actually no
downside.
> Of course, the upside is minor, too.
> > For validation, Pebbles has been using both strategies on CGOS
games.
> At present, the conventional selection strategy has won 341/498
= 68.47%.
> Pebbles strategy has won 415/583 = 71.18%. This isn't statistically
> conclusive or anything (0.7 standard deviations; we would need 4
to 8
> times as many trials for strong statistical evidence). But Pebbles'
> strategy should be better by a small amount, and it has been, so I
> present it to you with confidence.
> > Best,
> Brian
> > _______________________________________________
> computer-go mailing list
> computer-go@computer-go.org <mailto:computer-go@computer-go.org>
> http://www.computer-go.org/mailman/listinfo/computer-go/
>
_______________________________________________
computer-go mailing list
computer-go@computer-go.org <mailto:computer-go@computer-go.org>
http://www.computer-go.org/mailman/listinfo/computer-go/
------------------------------------------------------------------------
Wanna slim down for summer? Go to America Takes it Off
<http://www.aolhealth.com/diet/weight-loss-program/?ncid=emlcntusheal00000001>
to learn how.
_______________________________________________
computer-go mailing list
computer-go@computer-go.org <mailto:computer-go@computer-go.org>
http://www.computer-go.org/mailman/listinfo/computer-go/
------------------------------------------------------------------------
_______________________________________________
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/
_______________________________________________
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/