Some more thoughts. I am splitting a long post in two.

Scaling is not the problem (please reread the first post in a previous thread for arguments).

I think the problem of MCTS is search instability due to selectivity. A couple of authors hinted on this. But was never able to search wider without making the program weaker. I think it is very important to search deep in go. So the question is can we search deep and wide at the same time? I think so but not in the same search. but using results from previous searches in a way that does not hinder selective search for doing its job I believe progress can be made.

The problem with selective search is that it may play different moves every time the same position is searched. This is caused by the very nature of random playouts (as long as different seeds are used) because in a huge tree there are always moves that are overlooked just because the samples turned out the wrong estimate of the true win rate. This is a fact of statistical sampling that cannot be overcome.

Since we have a distribution of moves one move must be the best and one move must be the worst (ignoring cases where moves are equivalent. I also consider complexity important. Two moves may be equal with perfect play but against a non-perfect player the moves may be very different).

And even if the best move is played in 85% of the positions in a good game there will then on average always be a couple of mistakes.

Valkyria has this problem no matter for how deep it searches. There are many positions where moves are forced and there is no choice. But in high quality games on 9x9 the majority of positions have a choice between 2 or more moves.

Note that this is not an argument that the program does not scale. The distribution of moves considered narrows as thinking time increases so it scales properly. This is more an argument that we might improve search so that scales even better.

Also there is a problem of limited memory (I am now thinking of correspondence games on Little Golem where a day of computation can be spent on a single move).

Valkyria will run out of memory in a couple of minutes. A simple fix is to prune the oldest nodes in the tree and reuse the nodes. This works very well but it has the limitations that after a while the program will re-search pruned positions and "rediscover the wheel" over and over again.

***

In the next part I will explain what I have been experimenting with on CGOS and Little Golem for over half a year with Valkyria to overcome theses issues. The goal is simply to play perfectly on 9x9.

Best
Magnus
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