I wonder what would happen if you counted jigo as a loss for both players...



On Thu, Mar 31, 2011 at 6:33 PM, Willemien <[email protected]> wrote:

> instead of randomsing a jigo maybe it is an idea to count all outcomes
> double
>
> - count a win as 2 W
> - count a loss as 2 L
> this gives the option to
> - count a jigo as 1 W  and 1 L
>
>
>
> On Thu, Mar 31, 2011 at 6:06 PM,  <[email protected]> wrote:
> > I used to have "solved"-flags in the tree, but the implementation was so
> > messy and caused bugs in interactions with other messy stuff so I removed
> it
> > and was happy.
> >
> > I guess introducing some other kind of exploration might be better. Or
> maybe
> > value jigo as just a little better than losing rather than as 50% but
> then
> > my simple solution currently is not good enough I would have to change
> > datatypes and rewrite a lot.
> >
> > -Magnus
> >
> > Quoting René van de Veerdonk <[email protected]>:
> >
> >> 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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> >>>
> >>
> >
> >
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