Killer moves works well in alpha-beta search I guess because it found by searching the PV then when alternative moves are played to the best they are cut of one at a time with the killer move. Thus the killer move is applied to almost the same position in every attempt.

In a playout the boardstate is arbitraty every time a "killer move" is attempted. So you may try a 5*5 pattern and collect statistics for them. The problem is that either this pattern is either to large or too small to capture the necessary information you need. The solution may be a smarter way of defining patterns and learn them dynamically.

-Magnus

A response heuristic could also be used in a subtree fashion as in RAVE. That should increase applicability.
A 5*5 vicinity response table was indeed a crude suggestion, my apology.
But the fundamental need remains. Most of the time when bots misinterpret a position, it's not that they didn't find the solution to tactical problems. It's that they didn't find them often enough, both in the tree and in the playouts. So there needs to be some memory of success and failure - not just in the leaf of the tree, but of critical tactical sequences everywhere.

Stefan

_______________________________________________
Computer-go mailing list
[email protected]
http://dvandva.org/cgi-bin/mailman/listinfo/computer-go

Reply via email to