Re: [EMAIL PROTECTED]: Re: [computer-go] Should 9x9 komi be 8.0 ?]

2008-03-02 Thread Matthew Woodcraft
Petr Baudis wrote:
 The point here is to prevent the program from playing the MC-hamete
 moves that in most cases have no hope of working, but instead still aim
 at a close game and wait for some opponent's yose mistake. This closely
 matches human approach to the game as well - if you are confident in
 yose and see you are only little behind, you frequently don't start
 overplaying hopelessly, but instead still play the best you can and hope
 for an overturn in yose.

That's right. This isn't just a theoretical case: it happens in practice
when I play the publicly available mogo on 9x9. If I reach an endgame
position where it thinks it's unlikely to win, it goes into
self-destruct mode and loses. But it is better than me at the 9x9
endgame, and if it were to lower its sights and wait for me to go wrong
it could win (I can verify this after the end of the game by going back
to an earlier position and fiddling the komi).

One way to think of this is that the computer's opponent model has
broken down (ie, its effective assumption that it's playing against
another instance of mogo).

This also suggests that trying to investigate such a rule using
self-play is unlikely to work well.

-M-
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Re: [EMAIL PROTECTED]: Re: [computer-go] Should 9x9 komi be 8.0 ?]

2008-03-01 Thread Petr Baudis
On Thu, Feb 28, 2008 at 01:01:08PM -0500, Don Dailey wrote:
 It's naive to think some simplistic deception imposed upon the program
 is going to correct the error when you don't even know if the program is
 erring in the first place. How can you say,  the program thinks it
 is losing, but it MUST be in error and I'm going to change the komi so
 that it will 'play better'?You must have some basis for knowing the
 program is in error before you can lower it's goal.  

I think there is a misunderstanding here, this was (I suppose) never to
correct error in program's perception of the board. (From watching MoGo
and such, it often overestimates its board position, but rarely
underestimates it. :-)

The point here is to prevent the program from playing the MC-hamete
moves that in most cases have no hope of working, but instead still aim
at a close game and wait for some opponent's yose mistake. This closely
matches human approach to the game as well - if you are confident in
yose and see you are only little behind, you frequently don't start
overplaying hopelessly, but instead still play the best you can and hope
for an overturn in yose.

-- 
Petr Pasky Baudis
Whatever you can do, or dream you can, begin it.
Boldness has genius, power, and magic in it.-- J. W. von Goethe
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[EMAIL PROTECTED]: Re: [computer-go] Should 9x9 komi be 8.0 ?]

2008-02-28 Thread jonas . kahn
 I experimented with something similar a while ago, using the
 publicly available mogo and manipulating komi between moves.

 If its win probability fell below a certain threshold (and the move
 number wasn't too high), I told it to play on the assumption that it
 would receive a few points more komi (and similarly when the win
 probability became high).

That's certainly a nice solution !

It's probably easy to implement, and relatively easy to tune.

Now, the question is: did it seem stronger to our eyes because it played
more human-like ?

As a remark, tests of strength with this kind of strategy could be made
through self-play with handicap games.

Moreover, if a program plays
better when he is ahead (or conversely behind), it might be an idea to
make the program play initially with a higher (resp. lower) komi.
I seem to remember someone saying that a MC program (I don't remember which
one) was better when he had handicap stones, than against them, because
he used these stones well. I wonder if there was any link with the
estimation of position.

Jonas

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Re: [EMAIL PROTECTED]: Re: [computer-go] Should 9x9 komi be 8.0 ?]

2008-02-28 Thread Don Dailey


[EMAIL PROTECTED] wrote:
 I experimented with something similar a while ago, using the
 publicly available mogo and manipulating komi between moves.

 If its win probability fell below a certain threshold (and the move
 number wasn't too high), I told it to play on the assumption that it
 would receive a few points more komi (and similarly when the win
 probability became high).
 

 That's certainly a nice solution !

 It's probably easy to implement, and relatively easy to tune.

 Now, the question is: did it seem stronger to our eyes because it played
 more human-like ?
   
I experimented with this idea extensively a while back and never found
an implementation that improved it's playing ability.In fact every
version played weaker.I tried versions that dynamically adjusted
komi during the course of a game when things looked close to hopeless
(or certain) and I came to the eventual conclusion that whenever you
didn't use the correct komi,  you were in fact decreasing it winning
chances. If you tell it that is not winning when it really IS
winning by 1/2 point,  then there will be games where it plays stupid
desperate moves when it doesn't have to. 

If it is almost losing and you tell it (by adjusting komi) that it has a
good chance,  it will tend to lose with a higher score,  but you have
essentially treated it as a spoiled child,  lowering your expectations
for it and it is happy to play with the new goal of losing.  

This whole concept is based on what appears to be a flawed idea,  
deceive the program into believing something that isn't true in the
hopes that it will somehow make it play better.   

We had this conversation recently but with idea of changing the scoring
algorithm, not the komi.I think the same principles apply.

I actually think some variation of the idea would work if we understood
the issues better.In SOME positions it might very well play
objectively better if we lie to it by  lowering  or raising the komi or
manipulating the scoring algorithm,  but we have to pick and choose the
types of positions where this doesn't lead to weaker play. For
instance it's good if it makes it fight better,  but in many positions
lowering the komi to make it fight in a losing position will cause it to
consolidate a losing position. UCT isn't going to fight when it can
consolidate.   It doesn't care how difficult a position is to play for
you,  only for it.

- Don


 As a remark, tests of strength with this kind of strategy could be made
 through self-play with handicap games.

 Moreover, if a program plays
 better when he is ahead (or conversely behind), it might be an idea to
 make the program play initially with a higher (resp. lower) komi.
 I seem to remember someone saying that a MC program (I don't remember which
 one) was better when he had handicap stones, than against them, because
 he used these stones well. I wonder if there was any link with the
 estimation of position.

 Jonas

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Re: [EMAIL PROTECTED]: Re: [computer-go] Should 9x9 komi be 8.0 ?]

2008-02-28 Thread Hideki Kato
Don Dailey: [EMAIL PROTECTED]:


[EMAIL PROTECTED] wrote:
 I experimented with something similar a while ago, using the
 publicly available mogo and manipulating komi between moves.

 If its win probability fell below a certain threshold (and the move
 number wasn't too high), I told it to play on the assumption that it
 would receive a few points more komi (and similarly when the win
 probability became high).
 

 That's certainly a nice solution !

 It's probably easy to implement, and relatively easy to tune.

 Now, the question is: did it seem stronger to our eyes because it played
 more human-like ?
   
I experimented with this idea extensively a while back and never found
an implementation that improved it's playing ability.In fact every
version played weaker.I tried versions that dynamically adjusted
komi during the course of a game when things looked close to hopeless
(or certain) and I came to the eventual conclusion that whenever you
didn't use the correct komi,  you were in fact decreasing it winning
chances. If you tell it that is not winning when it really IS
winning by 1/2 point,  then there will be games where it plays stupid
desperate moves when it doesn't have to. 

If it is almost losing and you tell it (by adjusting komi) that it has a
good chance,  it will tend to lose with a higher score,  but you have
essentially treated it as a spoiled child,  lowering your expectations
for it and it is happy to play with the new goal of losing.  

This whole concept is based on what appears to be a flawed idea,  
deceive the program into believing something that isn't true in the
hopes that it will somehow make it play better.   

I don't agree. If the estimated score by playouts had no error, you 
were correct.

I've applied my formula (in my previous post) when estimated winning 
probability beyonds 65% and beneth 45% or so and get better 
results.  For example, withou this, my program sometime lost games 
against weaker programs due to misunderstanding of LD at corners 
with nakade.

-Hideki

We had this conversation recently but with idea of changing the scoring
algorithm, not the komi.I think the same principles apply.

I actually think some variation of the idea would work if we understood
the issues better.In SOME positions it might very well play
objectively better if we lie to it by  lowering  or raising the komi or
manipulating the scoring algorithm,  but we have to pick and choose the
types of positions where this doesn't lead to weaker play. For
instance it's good if it makes it fight better,  but in many positions
lowering the komi to make it fight in a losing position will cause it to
consolidate a losing position. UCT isn't going to fight when it can
consolidate.   It doesn't care how difficult a position is to play for
you,  only for it.

It depends on the property of playouts of programs, I guess.  That 
is, if the error of the estimated score decreases in monotonic 
manner, this idea won't help any.

-Hideki
--
[EMAIL PROTECTED] (Kato)
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Re: [EMAIL PROTECTED]: Re: [computer-go] Should 9x9 komi be 8.0 ?]

2008-02-28 Thread Don Dailey

Hideki Kato wrote:
 Don Dailey: [EMAIL PROTECTED]:
   
 [EMAIL PROTECTED] wrote:
 
 I experimented with something similar a while ago, using the
 publicly available mogo and manipulating komi between moves.

 If its win probability fell below a certain threshold (and the move
 number wasn't too high), I told it to play on the assumption that it
 would receive a few points more komi (and similarly when the win
 probability became high).
 
 
 That's certainly a nice solution !

 It's probably easy to implement, and relatively easy to tune.

 Now, the question is: did it seem stronger to our eyes because it played
 more human-like ?
   
   
 I experimented with this idea extensively a while back and never found
 an implementation that improved it's playing ability.In fact every
 version played weaker.I tried versions that dynamically adjusted
 komi during the course of a game when things looked close to hopeless
 (or certain) and I came to the eventual conclusion that whenever you
 didn't use the correct komi,  you were in fact decreasing it winning
 chances. If you tell it that is not winning when it really IS
 winning by 1/2 point,  then there will be games where it plays stupid
 desperate moves when it doesn't have to. 

 If it is almost losing and you tell it (by adjusting komi) that it has a
 good chance,  it will tend to lose with a higher score,  but you have
 essentially treated it as a spoiled child,  lowering your expectations
 for it and it is happy to play with the new goal of losing.  

 This whole concept is based on what appears to be a flawed idea,  
 deceive the program into believing something that isn't true in the
 hopes that it will somehow make it play better.   
 

 I don't agree. If the estimated score by playouts had no error, you 
 were correct.
   

It's not about the error - it's about the side-effects of trying to
second guess the cure.My grandmother used to think castor oil was
the solution to every illness.   

It's naive to think some simplistic deception imposed upon the program
is going to correct the error when you don't even know if the program is
erring in the first place. How can you say,  the program thinks it
is losing, but it MUST be in error and I'm going to change the komi so
that it will 'play better'?You must have some basis for knowing the
program is in error before you can lower it's goal.  

You have basically 2 cases when losing.   One case is that the program
really is busted and is in a dead lost position.The other case is
that the program THINKS it's lost but really is winning (or at least has
excellent chances.) In the first case,  we are simply playing for a
miracle,  hoping that if we lower our expectations the opponent will
falter. This is at best a speculative and extremely minor
enhancement if we can even make it work and I argue that it also imposes
risks of it's own.Unless the score is actually zero in every line, 
the program is going to play for any outside chance of a win,  no matter
how small.   Telling it that a big loss is good enough will cause it to
play safer, not more aggressively like you think.  (Yes, you can
hand pick specific positions where you can trick it into doing the
right thing, but that is cooking the books, it's not a real solution.) 
 
The other case is that the program really isn't losing even though it
thinks it is dead busted.How does the program know this is really
the case?If it knew that, your program would be better.So you
don't even know why it thinks it's busted.Even so,  I argue that
telling it to accept less than what is required to win is risky and will
lose more games than it will win  (which isn't very many since it almost
certainly losing anyway.)

So the bottom line is that you are trying to make it play better in
positions where it is probably dead lost.   That is a noble cause worth
a tiny gain in strength if you are fine tuning your program and if you
can even make it work,  but I would rather focus on other things.   

I honestly believe this whole concept is a big waste of time if you are
trying to do it to make your program stronger.It's slightly more
worthwhile as a cosmetic improvement if that's what you want and you are
willing to give up a little bit of strength.




 I've applied my formula (in my previous post) when estimated winning 
 probability beyonds 65% and beneth 45% or so and get better 
 results.  For example, withou this, my program sometime lost games 
 against weaker programs due to misunderstanding of LD at corners 
 with nakade.
   
I'm impressed if you actually got a measurable improvement doing this.  
I have no doubt that in hand picked individual positions  it will play
better. When I test things like this I am not happy with anything
less than thousands of games unless the improvement is large.How
many ELO points of improvement do you think that you achieved and how
many games 

Re: [EMAIL PROTECTED]: Re: [computer-go] Should 9x9 komi be 8.0 ?

2008-02-28 Thread dhillismail
An alternative (also maddening to tune) is to make the playout strength 
asymmetrical. For a high handicap game, making the playout rules for black 
stones lighter (more random) can make the bot play serious moves where 
otherwise it would see every move as having the same outcome. The implicit 
assumption, that the color that's ahead is blunder prone, is justified: those 
handicap stones are there for a reason.

My subjective impression is that it's hard to make things better, very easy to 
make things worse, and it's probably best only to do this when one color has a 
much stronger position.

Discussion of asymmetric playouts, and the general balance of stupidity, 
principle crops up here, from time to time.

- Dave Hillis

-Original Message-
From: Don Dailey [EMAIL PROTECTED]
To: computer-go computer-go@computer-go.org
Sent: Thu, 28 Feb 2008 1:01 pm
Subject: Re: [EMAIL PROTECTED]: Re: [computer-go] Should 9x9 komi be 8.0 ?]




Hideki Kato wrote:
 Don Dailey: [EMAIL PROTECTED]:
   
 [EMAIL PROTECTED] wrote:
 
 I experimented with something similar a while ago, using the
 publicly available mogo and manipulating komi between moves.

 If its win probability fell below a certain threshold (and the move
 number wasn't too high), I told it to play on the assumption that it
 would receive a few points more komi (and similarly when the win
 probability became high).
 
 
 That's certainly a nice solution !

 It's probably easy to implement, and relatively easy to tune.

 Now, the question is: did it seem stronger to our eyes because it played
 more human-like ?
   
   
 I experimented with this idea extensively a while back and never found
 an implementation that improved it's playing ability.In fact every
 version played weaker.I tried versions that dynamically adjusted
 komi during the course of a game when things looked close to hopeless
 (or certain) and I came to the eventual conclusion that whenever you
 didn't use the correct komi,  you were in fact decreasing it winning
 chances. If you tell it that is not winning when it really IS
 winning by 1/2 point,  then there will be games where it plays stupid
 desperate moves when it doesn't have to. 

 If it is almost losing and you tell it (by adjusting komi) that it has a
 good chance,  it will tend to lose with a higher score,  but you have
 essentially treated it as a spoiled child,  lowering your expectations
 for it and it is happy to play with the new goal of losing.  

 This whole concept is based on what appears to be a flawed idea,  
 deceive the program into believing something that isn't true in the
 hopes that it will somehow make it play better.   
 

 I don't agree. If the estimated score by playouts had no error, you 
 were correct.
   

It's not about the error - it's about the side-effects of trying to
second guess the cure.My grandmother used to think castor oil was
the solution to every illness.   

It's naive to think some simplistic deception imposed upon the program
is going to correct the error when you don't even know if the program is
erring in the first place. How can you say,  the program thinks it
is losing, but it MUST be in error and I'm going to change the komi so
that it will 'play better'?You must have some basis for knowing the
program is in error before you can lower it's goal.  

You have basically 2 cases when losing.   One case is that the program
really is busted and is in a dead lost position.The other case is
that the program THINKS it's lost but really is winning (or at least has
excellent chances.) In the first case,  we are simply playing for a
miracle,  hoping that if we lower our expectations the opponent will
falter. This is at best a speculative and extremely minor
enhancement if we can even make it work and I argue that it also imposes
risks of it's own.Unless the score is actually zero in every line, 
the program is going to play for any outside chance of a win,  no matter
how small.   Telling it that a big loss is good enough will cause it to
play safer, not more aggressively like you think.  (Yes, you can
hand pick specific positions where you can trick it into doing the
right thing, but that is cooking the books, it's not a real solution.) 
 
The other case is that the program really isn't losing even though it
thinks it is dead busted.How does the program know this is really
the case?If it knew that, your program would be better.So you
don't even know why it thinks it's busted.Even so,  I argue that
telling it to accept less than what is required to win is risky and will
lose more games than it will win  (which isn't very many since it almost
certainly losing anyway.)

So the bottom line is that you are trying to make it play better in
positions where it is probably dead lost.   That is a noble cause worth
a tiny gain in strength if you are fine tuning your program and if you
can even make it work,  but I would

Re: [EMAIL PROTECTED]: Re: [computer-go] Should 9x9 komi be 8.0 ?]

2008-02-28 Thread Hideki Kato

Don Dailey: [EMAIL PROTECTED]:

Hideki Kato wrote:
 Don Dailey: [EMAIL PROTECTED]:
   
 [EMAIL PROTECTED] wrote:
 
 I experimented with something similar a while ago, using the
 publicly available mogo and manipulating komi between moves.

 If its win probability fell below a certain threshold (and the move
 number wasn't too high), I told it to play on the assumption that it
 would receive a few points more komi (and similarly when the win
 probability became high).
 
 
 That's certainly a nice solution !

 It's probably easy to implement, and relatively easy to tune.

 Now, the question is: did it seem stronger to our eyes because it played
 more human-like ?
   
   
 I experimented with this idea extensively a while back and never found
 an implementation that improved it's playing ability.In fact every
 version played weaker.I tried versions that dynamically adjusted
 komi during the course of a game when things looked close to hopeless
 (or certain) and I came to the eventual conclusion that whenever you
 didn't use the correct komi,  you were in fact decreasing it winning
 chances. If you tell it that is not winning when it really IS
 winning by 1/2 point,  then there will be games where it plays stupid
 desperate moves when it doesn't have to. 

 If it is almost losing and you tell it (by adjusting komi) that it has a
 good chance,  it will tend to lose with a higher score,  but you have
 essentially treated it as a spoiled child,  lowering your expectations
 for it and it is happy to play with the new goal of losing.  

 This whole concept is based on what appears to be a flawed idea,  
 deceive the program into believing something that isn't true in the
 hopes that it will somehow make it play better.   
 

 I don't agree. If the estimated score by playouts had no error, you 
 were correct.
   

It's not about the error - it's about the side-effects of trying to
second guess the cure.My grandmother used to think castor oil was
the solution to every illness.   

I don't think that's a universal solver.  You wrote the idea is 
flawed but in fact the idea is effective for, at least, my program.


It's naive to think some simplistic deception imposed upon the program
is going to correct the error when you don't even know if the program is
erring in the first place. How can you say,  the program thinks it
is losing, but it MUST be in error and I'm going to change the komi so
that it will 'play better'?You must have some basis for knowing the
program is in error before you can lower it's goal.  

I never say so.  Perhaps my explanation made you misunderstand my 
issue.  Please read my example below once more.

You have basically 2 cases when losing.   One case is that the program
really is busted and is in a dead lost position.The other case is
that the program THINKS it's lost but really is winning (or at least has
excellent chances.) In the first case,  we are simply playing for a
miracle,  hoping that if we lower our expectations the opponent will
falter. This is at best a speculative and extremely minor
enhancement if we can even make it work and I argue that it also imposes
risks of it's own.Unless the score is actually zero in every line, 
the program is going to play for any outside chance of a win,  no matter
how small.   Telling it that a big loss is good enough will cause it to
play safer, not more aggressively like you think.  (Yes, you can
hand pick specific positions where you can trick it into doing the
right thing, but that is cooking the books, it's not a real solution.) 
 
The other case is that the program really isn't losing even though it
thinks it is dead busted.How does the program know this is really
the case?If it knew that, your program would be better.So you
don't even know why it thinks it's busted.Even so,  I argue that
telling it to accept less than what is required to win is risky and will
lose more games than it will win  (which isn't very many since it almost
certainly losing anyway.)

So the bottom line is that you are trying to make it play better in
positions where it is probably dead lost.   That is a noble cause worth
a tiny gain in strength if you are fine tuning your program and if you
can even make it work,  but I would rather focus on other things.   

I honestly believe this whole concept is a big waste of time if you are
trying to do it to make your program stronger.It's slightly more
worthwhile as a cosmetic improvement if that's what you want and you are
willing to give up a little bit of strength.

It's a few days hack immediately before the largest computer go 
tournament in Japan.  So, I'd like to say thanks and don't worry.

 I've applied my formula (in my previous post) when estimated winning 
 probability beyonds 65% and beneth 45% or so and get better 
 results.  For example, withou this, my program sometime lost games 
 against weaker programs due to 

Re: [EMAIL PROTECTED]: Re: [computer-go] Should 9x9 komi be 8.0 ?]

2008-02-28 Thread jonas . kahn
 You have basically 2 cases when losing.   One case is that the program
 really is busted and is in a dead lost position.The other case is
 that the program THINKS it's lost but really is winning (or at least has
 excellent chances.) In the first case,  we are simply playing for a
 miracle,  hoping that if we lower our expectations the opponent will
 falter. This is at best a speculative and extremely minor
 enhancement if we can even make it work and I argue that it also imposes
 risks of it's own.Unless the score is actually zero in every line, 
 the program is going to play for any outside chance of a win,  no matter
 how small.   Telling it that a big loss is good enough will cause it to
 play safer, not more aggressively like you think.  (Yes, you can
 hand pick specific positions where you can trick it into doing the
 right thing, but that is cooking the books, it's not a real solution.) 

There's a subcase of the first case, and that's either handicap games,
or 9*9 with really strong and not the right komi. Then the program
really IS busted, but practically can win against its weaker opponent if
he plays for having best score in worst case. In fact, I first thought
of handicap games when I saw these komi adjustments.

One reason for it to be maybe more efficient in practice is the
following: the whole aim of the evaluation function is discriminating
between moves. If you really are in the tails of the outcomes of the MC,
all moves may look too similar.  Slightly moving your point 0 may make
more easy to distinguish one move from the other. 
Problem: the move that gets the highest boost must also be the one that
was the strongest originally (I do not take into account nakade and
such, where it's definitely worth having programs fight for points).
It's reasonable that the most heavy tail comes with the move whose last
peak is nearer zero, but that's certainy not always the case, and that I
cannot imagine how to tune.


Jonas
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[EMAIL PROTECTED]: Re: [computer-go] Should 9x9 komi be 8.0 ?]

2008-02-27 Thread jonas . kahn
Hi there

I am new here, but have read the list for a few monthes.
I am a mathematician, finishing my PhD on quantum statistics (that is
statistics on quantum objects, quantum information, etc.).
So do not expect me to write any code, but I could have suggestions for
heuristics in the choice of moves and so on.

I'll speak more about one of them in the coming days.

I shall just begin with a short reflexion upon the evaluation function,
starting from the Don's fear that we might have to curb too powerful and
pessimistic programs.

 The funny thing about MC scoring is that if white DOES win,  then it
 doesn't matter what black plays, everything loses!

 That would mean that in a scalability study,   where colors are
 alternated,  really strong versions of Mogo would score poorly against
 the weaker programs.

 In a serious competition you would want to throttle down the playing
 strength (when playing black) so that it could win more and not just
 quit (resign) out of frustration!


There was the suggestion of
something like tanh(K*score), instead of 0-1 scoring.

A similar system would make some sense, without loss of strength, if we
scale K like 1/n, where n is the number of simulations. A consequence
would be that programs would choose among 100% victory or defeat moves
according to the score they expect.

Let us analyze all this more precisely.

First, I consider that the true evaluation function E of the node is
the
exact probability of winning by using the MC simulations. In other
words,
that's the value we would get with infinitely many runs and 1-0 scoring,
and that's what I want to approximate as precisely as possible with my
finite number of runs.

Second I evaluate here only at one node, without growth of the tree.
Given the conclusions, there should not be much difference. If the
conclusion had been: we can do much better than 0-1, that would have
been quite another matter.

The 1-0 evalutation function has convergence in 1/\sqrt{n}, impossible
to beat if there is sufficient irregularity in the expectation of each
result.

Now, let us write p_i for the probability that the score of the MC
simulation  is i. So that i=0.5, -3.5, or 7.5 for example.
We have \sum p_i = 1, and our evaluation function is
E = \sum_i p_i sign(i)
(Well that is rather counting -1 for a defeat, but that's the same and
is more symmetrical, so nicer for presentations of the following
calculations).

We observe
\hat{p}_i = n_i / n
where n_i is the number of our simulations that give result i, on the n
simulations we have carried out.
0-1 evaluation corresponds to estimate E by
\hat{E} = \sum_i \hat{p}_i sign(i).

Now the p_i are heavily correlated (**), so that I am convinced that I
could
get better results than 0-1 for low number of simulations. For high
number of simulations, certainly not (the autocorrelation would
dominate).

Now these methods (probably using low-band filters on the array of
\hat{p}_i) would probably be much slower than running a few more
simulations...

If we keep to something simple, we could use functions of the form
\hat{E}_{\lambda} = \sum_i \hat{p}_i sign(i) (1 - \lambda_i).

This includes the suggestion of using tan(K i)...
Notice that 0-1 corresponds to taking lambda_i = 0.

Let us compute the expected mean square error (MSE)  = Bias^2 + Variance:

Bias :
B = - E + \sum_i p_i sign(i) (1 - \lambda_i)
  = - \sum_i p_i sign(i) \lambda_i

This is zero with the 0-1 evaluation function.

Variance :
V = (1/n) (\sum_i p_i (1 - \lambda(i))^2  - (E + B)^2)

We are only interested in the difference with the 0-1 case, so I do not
develop further the variance. For 0-1, the variance would be 1/n (1 -
E^2).

MSE(\lambda) - MSE(0-1) =
B^2 (1 - 1/n) - 2 E*B / n + (1/n) [ \sum_i p_i (\lambda(i)^2 - 2 \lambda_i)]

So that if we want this value to be negative, showing better results
than 0-1, we first need the bias to be of order 1/n.
The only way to achieve this with pre-chosen p_i is to take (\lambda_i _
1) of order 1/n.
The change would then be only cosmetic: this means changing at most a
fixed number of outcomes when n goes to infinity !

Then the first order (that is 1/n^2) can be rewritten:
B^2 + (2/n) (\sum_i p_i \lambda(i) [E sgn(i) - 1] )

If we restrict to the cases where \lambda(i) = \lambda(-i), then we see
that the positive contributions imply (products of) terms or the form:
(p_i - p_{-i}) \lambda(i)
whereas the negative contribution implies
(p_i + p_{-i})  \lambda(i)

As we want to be as negative as possible, we could get a small
improvement if \lambda_i is bigger when p_i is near p_{-i}.
A priori, this should be the case for small i: if there are high chances
that final score is -.5, there are high chances that it is 1.5. No link
between 20.5 and -19.5 a priori, on the other hand...

We have to keep \sum \lambda_i very low, though, otherwise the squared bias 
gets dominant.


*** CONCLUSION ***

If we restrict our attention   to scheme where we add a value to the
node after the simulation, WE