> I have become more cautious about modifying the policy because often ideas that are good with > few simulations and light playouts do not scale to Fuego with long thinking times on big hardware.
I also tried the killer-reply heuristic in Pachi, and it didn't help even with forgetting. As Martin, I suspect this heuristic is mostly useful for low end hardware but I didn't check this. Jean-loup 2011/1/11 Martin Mueller <[email protected]> > > What I perceive is that Orego, while "Mogo-like," still has a fairly > light > > playout policy. For example, in the paper, Orego (using the > > killer-reply-with-forgetting heuristic) defeats Gnugo maybe 87% at 32K > > trials on 9x9, whereas Pebbles defeats GnuGo 93% using 10K trials. > > > > Orego places the killer-reply heuristic as the very first rule applied. I > > speculate that engines that employ heavier playouts will benefit from > > placing a killer heuristic farther down the rule set. > > Yes, this is pretty close to what we found with Fuego. > The method in the old paper (without forgetting) did not work for us at > all. > The new method with forgetting works, but only on big boards and only as a > later rule. I think we used it as the last rule before random. I forget the > details, but it was something like 62% wins in selfplay on 19x19 in > relatively fast games. Arpad did the tests, maybe he can reply if he reads > this. > > This is not yet in the Fuego codebase - it needs more testing to see if it > works on 13x13 and how it behaves in tournament-like (more time, multicore) > conditions. > > I have become more cautious about modifying the policy because often ideas > that are good with few simulations and light playouts do not scale to Fuego > with long thinking times on big hardware. I think the MoGo team has made > similar observations. > > Martin > _______________________________________________ > Computer-go mailing list > [email protected] > http://dvandva.org/cgi-bin/mailman/listinfo/computer-go > >
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