Yes, bad luck can be a problem.

Solutions:
1) RAVE/AMAF do bias good moves such that exploration take place anyway
2) Biased priors that initially forces many playouts for good candidates, so that bad luck becomes less likely for moves that are rated high using patterns or other means. 3) One can try to bias all moves to be searched initially if one has no patterns

Valkyria uses 1 and 2. I used to have 3 but at some pointed I tested it and it was really bad on large boards. Searching all moves at least once (or more) on 19x19 wastes way too much for no gain.

But if the 1) and 2) does not work well because the program is weak otherwise maybe 3 can be an option at least on small boards.

The hard part here is probable to have all these things working simultaneously, and when it started to do so in Valkyria it was really awesome! :-)

Nethertheless I some times observe some good moves not being searched at all just because of random factors. I think there is a trade off here. In order to get a really efficient search all of the time one has to live with a small probability that some moves are overlooked now and then.

Also highly selective search will correct itself given enough time, because if the current best move is not good enough to win the winrate will drop towards 0 which allows other move to be searched as well.

Magnus


Quoting Peter Drake <[email protected]>:

There has been some talk here of using a zero exploration coefficient.
Does this literally mean using the win ratio (with one "dummy" win per
node) to decide paths through the MC tree? It seems that the best move
could easily be eliminated by a couple of bad runs.

Does this only work when using RAVE/AMAF?

--
Magnus Persson
Berlin, Germany
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