On Fri, 14 Jan 2011, terry mcintyre wrote:
It is expensive to solve semeai during every playout, but what if semeai
solutions were done once per game move (or even less frequently), and the
information obtained were then amortized over many playouts?
The top-level analysis would solve the semeai, and create a self-updating
set of move-response triggers. The tricky bit is that the indicated
behavior must correctly adapt to all possible moves during a complete
playout, in a manner which does not interfere with other simultaneous
playouts.
I think that was the most common idea. At least that's how I understand
Olivier's ideas, and my vague suggestion also fits that description.
I am copying the suggestion back here to add a remark.
We may make a local tree (moves only in the zone or that take away a
liberty of one of the groups), first without tenukis, and see who wins.
We may then add tenukis for the winning side.
(Tenukis mean pass move since it's a local tree.)
During playouts, (we may use that during playouts rather than at the
beginning), when a move is played in the area, the winning side has to
follow the tree along a winning line.
In fact, we also need to make the tree for when the other side is
winning: taking ko into account during playouts is out-of-reach today,
but by the time we leave the MCTS tree to enter the playout, there may
have been a move added for free in the local area (ko in the tree). And
then the other side is the winner for this playout.
Jonas
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