It seems to be surprisingly difficult to outperform the step function when it comes to mc scoring. I know that many surprises await the mc adventurer, but completely discarding the final margin of victory just can't be optimal. The sigmoid function can be tinkered with ofcourse, by making its slopes steeper and/or by awarding bonus points for victory. But if it looks like the step function in the end, then computational resources could have been saved by just using the step function from the start. The power of the step function is that it directly awards what we are really interested in - victory. And an mc program, holding on to a half point victory in the endgame, is a thing of beauty and terror. But in the opening, where the scoring leaves are 300 moves away from the root, surely a putative half point win doesn't translate to a significant advantage, where as a 100 point win would. My suggestion is this: how about backing up the individual outcomes through the tree and then do the evaluation at the intermediate nodes, using the sigmoid function and the parameters depending on the distance from the root? This might be too expensive computationaly, but shortcuts could be devised. For example, wins could be sorted into a couple of different categories( from half point win to landslide), and those categories could be evaluated differently, depending on the distance to the root.

Stefan
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