I did play with the idea of different simple minded players for a version
of MC that did not do a tree search and OGO for the Palm platform was based
on this.     The idea was AMAF with some number of global playouts but a
priori biases were applied to moves depending on various factors such as
whether they defended an atari, make a capture and other things.   I did
try a version that used a table like what is being described here.

I think the most powerful heuristic of all was not to play on the edge
unless a stone was near.   I don't remember whether "near" was a stone must
not be touching or 1 point separation at most.

One version used a table as described,  containing weights for various
points on the board to bias the choice but I don't remember that actually
working,  it did not make it to the final version.   I don't think that is
nearly so relevant if there is a stone nearby and I may not have tried
that,  I don't remember.

This of course was not a playout rule,  it was just a bias applied to all
the root moves.    All the biases together made a pretty big difference in
the playing strength over simply picking the AMAF highest winning AMAF move
that was legal.

I assume the top programs using heavy playouts are doing a lot of that kind
of stuff.

Don





On Thu, Dec 15, 2011 at 9:39 AM, Olivier Teytaud <[email protected]> wrote:

>
>
>
>> Strong players seem to adapt their tactics to the stones on the board.
>> They are like a golfer with a diverse bag of clubs, who knows which one to
>> swing.
>>
>
> I've tried a UCB per player, choosing among a set of MC strategies. It
> looks like your idea
> of a golfer with a diverse bag of clubs.
> Never succeeded. But maybe I've no imagination for building MC strategies.
> Only Go players could design sequence-like patterns as Yizao did in the
> first place
> for MoGo (Yizao is 1st Dan or so, I think).
> Olivier
>
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