Magnus,

If you reach a final node, you can mark it as "solved", and never explored
it again. Shouldn't that solve your symptoms? It appears from your
description that you do not have such a feature in your tree-search.

René

On Thu, Mar 31, 2011 at 8:42 AM, <[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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