It sounds like you're using a classical (deterministic) evaluation function.
Try combining UCT with Monte Carlo evaluation.

Erik


On Sat, Mar 26, 2011 at 12:43 PM, Daniel Shawul <[email protected]> wrote:
> Hello,
> I am very new to UCT,  just implemented basic UCT for go yesterday.
> But with no success so far for GO,I think  mostly because it searches not
> very deep (depth = 3 on a 5 sec search with those values).
> I am using the following values as UCT parameters
> UCTK = sqrt(1/5) = 0.44     UCTN = 10 (visits afte which best move is
> expanded)
> Even if I lower UCTK down to 7 I get a maximum depth of d=7 at the start
> position for a 5 sec search.
> For how deep a search should I tune these parameter for ?
> Before UCT,  I have an alpha-beta searcher which sometimes plays on CGOS.
> It reached a level of ~1500, and this engine seems to be too strong for the
> UCT version.
>  It just gets outsearched in some tactical positions and also in evaluation
> I think.
> For example, I have an evaluation term which gives big bonuses for connected
> strings which seems
> to give an edge in a lot of games.. How do you introduce such eval terms in
> UCT ?
> But for my checkers program , to my big surprise , UCT made a significant
> impact. The regular
> alpha-beta searcher averages a depth=25 but the UCT version I think is
> equally strong from the games
> I saw. That was a kind of surprise for me because I thought UCT would work
> better for bushy trees and
> when the eval has a lot of strategy. It also reached good depths averaging
> 16 plies .
> My checkers eval had only material in it, so I don't know if UCT is bringing
> strategy (distant information) to the game
> which the other one don't have.The games are not really played out to the
> end rather to a MAX_PLY = 96
> afte which the material is counted and a WDL score is assigned (I call it
> partial playout).
> Also the fact that captures are forced seem to help a lot because it doesn't
> make too many mistakes.
> I also found out some positions where it encounters similar problems as
> ladders in go. But in the checkers case,
> this problems are still solved correctly. Only problem is that it doesn't
> report correct looking winning rates.
> For example, in a position with two kings where one of the kings is chasing
> the other to the sides to mate it, but
> the loosing king can draw by making a serious of correct moves to get itself
> to one of the safe corners; The program
> displays winning rates of 0.01 (when it should have been more like 0.5) but
> it still manages the draw !
> thanks and apologies for the verbose email
> Daniel
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