Thank you Jason and Don,

Yes, that is my point Don, for example, after one simulation for each node,
the nodes that won have now the same score, but I think that there is a lot
of them, so how could I say that one node is better than another ?

Att,
Santos, Gabriel.


On Mon, Apr 1, 2013 at 2:16 PM, Don Dailey <[email protected]> wrote:

>
>
> On Mon, Apr 1, 2013 at 1:10 PM, Jason House 
> <[email protected]>wrote:
>
>> On Apr 1, 2013, at 11:10 AM, "Gabriel .Santos" <[email protected]>
>> wrote:
>>
>> > Hi!
>> >
>> > I'm a new computer-go researcher and I'm not a Go player. In order to
>> get better knowledge of Go Game I would like to ask some questions about it
>> (I know the rules of the game, I'm just not a good player).
>> >
>> > 1 - in order to evaluate simulations in MC. Is there any connections
>> between the type of moves made in the game ? For example, if i take two
>> simulations, victory in both simulations, in one of them I had just one
>> nakade move and in the other one I had 5 nakade moves. Could I say that
>> simulation two is better than simulation one ? By better i mean is it more
>> worth that I take more time simulating the states from the second
>> simulation instead of the first one ?
>>
>> I do not know of any engines that differentiate between the quality of
>> simulations, only the result. The investment in a particular tree node is
>> based on the win rate, the rave win rate, and bias with priors.
>>
>
> Of course that's no reason not to try it but it seems like it would be a
> really difficult proposition.    If I understand this I think the point is
> that perhaps there is more relevant information contained in one playout
> over another and somehow it might be possible to take advantage of that?
>
>
> Don
>
>
>
>
>>
>>
>> > 2 - So, in this way could I conclude that, for example, Nakade moves
>> are ALWAYS better than Atari Defense Moves ?
>>
>> I think there are very few black and white rules about which heuristic is
>> better than another. There are a few different approaches to use heuristics
>> inside a playout. Most are statistical.
>>
>>
>> > 3 - As far as I know the alpha-beta approach has not succeeded due to
>> the inefficiency of the evaluation functions known. So,where do you guys
>> think that lies the future of Computer-GO ? MC methods ? The classic
>> approach on board games ? (Minimax, Neural Networks, etc).
>>
>> MC is definitely the future. I think there are ways to blend classic
>> methods with MC methods, but most are still experimental.
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>>
>
>
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