> The tiling is simply a tracking of how effect a move is when combined
> with a specific follow-up move. Near the start of a simulation, this
> would match RAVE values. Deep in a simulation, it's highly situational
> and based on which follow-up moves remain open.
> 
> I hope that helps!

Almost :-)  It is still a bit fuzzy, but I think I'll wait for another
paper on the subject before trying to apply any more brain power to it.

Just skimming it again, their 57% win rate does not seem to allow for
the extra CPU work required for doing the tiling. That is reasonable -
you don't want people to waste time optimizing before they publish
algorithms - but it does suggest it may turn out to be no better use of
your CPU cycles than simply doing more dumb playouts.

Darren


>>> A just published paper about learning MC policies:
>>> http://hal.inria.fr/inria-00456422/fr/
>>> It works quite well for Havannah (not tested on hex I think).
>>
>> I struggled with this paper ("Multiple Overlapping Tiles for Contextual
>> Monte Carlo Tree Search"), as it wasn't clear to me what a "tile" was.
>> Specifically I couldn't work out if they were 2d patterns of
>> black/white/empty, or are they are a sequence of moves (e.g. joseki,
>> forcing moves, endgame sente/gote sequences, etc. in go)? Or perhaps
>> something else altogether?
>>
>> While I wear the dunce's cap and stand in the corner, is some kind soul
>> able to explain the idea in go terms?


-- 
Darren Cook, Software Researcher/Developer

http://dcook.org/gobet/  (Shodan Go Bet - who will win?)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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