Some probable causes:

 

1) UCT converges with exploration term 0 for binary-valued spaces, but not 
ternary.

 

2) Modeling jigo as 50% wins is not a valid model of a ternary-valued space.

 

3) Search is bounded by memory, so interesting alternatives are pruned.

 

 

 

From: [email protected] [mailto:[email protected]] 
On Behalf Of René van de Veerdonk
Sent: Thursday, March 31, 2011 12:45 PM
To: [email protected]
Subject: Re: [Computer-go] 7.0 Komi and weird deep search result

 

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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