On Thu, Jan 22, 2009 at 11:57 AM, Chris Lipe <[email protected]> wrote:
>> I hope you'll excuse a possibly naive question, but why do you need to
>> simulate many games to compile these lists? Can't they be determined
>> statically from the wordlist and the tile frequency/values?
>
> Wow that's an awesome question. It's the same question as "can the
> value of moves in a certain position be calculated mathematically,
> instead of using the monte-carlo method to simulate?"

:-)  (You read my paper on that I take it?  You're absolutely right -
that was what gave me the idea that something similar might apply here
too.)

> It seems like the answer should be "Yes", except that it's probably
> very complicated.
>
> Are any incredibly bored mathematicians up to the task?
>
> Roughly speaking, it's so hard or impossible to calculate something
> like this because tiles frequency doesn't match the likelihood of a
> tile being on a rack, because rack leaves aren't random. (There are
> only 4 esses, but it's more likely to be on someone's rack than one of
> the four U's, because players tend to dump U's more quickly.)

Ah, Ok, that's one factor...

another one I thought of would be that when there is a choice between
a low scoring
play and a high scoring play, we usually make the high-scoring play -
so hooking to
the low-scoring plays may statically evaluate to the same value but
simulate to a lower
value.

But I'm not sure how big a factor these issues are in the long run.
I'll give this
some thought and see if I can come up with an algorithm to compare.

G

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