Hi Magnus,

I played a lot of games with integer komi on 7x7 in 2006. I found that very 
selective search methods fail, because they are happy with jigo, and won't ever 
search a winning move that happened to look bad after a few simulations. With 
jigo, you must explore more.

Also, in the early days of Crazy Stone, I was scoring territory instead of 
winning rate. The problem was even bigger.

Rémi

On 31 mars 2011, at 17:42, [email protected] wrote:

> I did not want to spend a lot of time changing Valkyria completely for 
> integer komi so I made a very simple hack to cope with the fact that I am 
> using integers and booleans for all computations of wins/losses in Valkyria. 
> The hack is that every time a jigo occurs in a playout I randomize which 
> player should win which means the change is very minor to the program. Thus I 
> d not to model jigo more than in a statiscal sense.
> 
> I am doing some very deep searches to see what could be good moves for the 
> most important lines in the opening book. I am using the 7.5 komi book 
> because it is the most developed, but it may be that a 5.5 book is better if 
> black is favored by 7.0 komi.
> 
> Anyway I just looked at a deep search spending 10hours of search, where old 
> branches of the tree is cut off every time the program runs out of memory. 
> (Which may also be a part of the problem). It turned out that search stuck to 
> a PV and played to the end over and over again with considering other 
> alternatives. Valkyria uses exploration = 0. The game it played over and over 
> was 80 ply deep thanks to a small kofight and all move looks reasonable 
> although sometimes some moves look a little odd. It does search alternatives 
> a little bit in each position but it seems to quickly lock onto something 
> giving 50% for sure.
> 
> My question: Is this normal? Without Jigo this would not be possible because 
> a deep variation to the absolute end of the game would be a clear loss for 
> one side and then as the score goes down to 0 the search will explore many 
> alternatives.
> 
> Could it be that playing alternative moves in this search were all too risky 
> so that search converges on a very long but guaranteed risk free jigo?
> 
> I see this as a problem because if this happens a lot the program seems not 
> really to search all options probably. It could be that my program has a bug 
> or twoo that causes this problem, so therefor I am curious if anyone could 
> reflect on it or have some experience.
> 
> I believe chess programs uses something call "contempt" to avoid drawing too 
> much (I think espeically against weaker opponents).
> 
> Best
> Magnus
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