In the last few weeks I have been investigating
Monte-Carlo (MC) game tree search on a rather abstract
level. Especially I was able to reproduce the
following behaviour of MC in a very clear model:
MC is playing most goal-directed (zielgerichtet
in German) when the position is balanced or when
Who is running the 13x13 anchor? It is hung and needs to be restarted.
- Don
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Especially I was able to reproduce the
following behaviour of MC in a very clear model:
MC is playing most goal-directed (zielgerichtet
in German) when the position is balanced or when
the side of MC is slightly behind. However, when
MC is clearly ahead or clearly behind it is playing
By my recent experiments, 8~9 * (threads - 1) ELO is lost. This
matches my earlier result well.
Do you have tricks for avoiding redundancies between simulations ?
I suggest simple tricks like do not go to node X if there is a thread
currently in node X
(simply by setting the score of the
On Mon, Sep 8, 2008 at 11:45 AM, Olivier Teytaud [EMAIL PROTECTED] wrote:
By my recent experiments, 8~9 * (threads - 1) ELO is lost. This
matches my earlier result well.
Do you have tricks for avoiding redundancies between simulations ?
I suggest simple tricks like do not go to node X if
I have some sense that it might be possible to slightly improve the
playing strength with some dynamic komi scheme. However, I have also
experimented quite a bit with various ways to do this and in each case I
have been able to detect at least a slight weakening of play.
That probably just
Olivier Teytaud: [EMAIL PROTECTED]:
By my recent experiments, 8~9 * (threads - 1) ELO is lost. This
matches my earlier result well.
Do you have tricks for avoiding redundancies between simulations ?
Yes. I use Sylvain's fpu and decrease it a little before starting a
simulation, say, fpu
Don Dailey: [EMAIL PROTECTED]:
Who is running the 13x13 anchor? It is hung and needs to be restarted.
It's me and restarted right now.
Hmmm, I cannot find any strange things in the log file. My guess is
that there are no players other than the anchor running for a while
and the match server
Don Dailey wrote:
That probably just means I have not stumbled on the right ideas or that
I was not able to properly tune it. I would be delighted if someone
was able to show us a workable scheme. I believe if something is found
it will result in a very minor improvement, but that it will
Hello Gian-Carlo,
Gian-Carlo Pascutto wrote:
There has been discussion here about dynamic komi to keep
the winning rate close to 50%. As far as I saw there was no
clear conclusion about whether that works. Some people argued
that it should not exist and measuring objective winning rates is
On Mon, 2008-09-08 at 20:01 +0200, Gian-Carlo Pascutto wrote:
Don Dailey wrote:
That probably just means I have not stumbled on the right ideas or that
I was not able to properly tune it. I would be delighted if someone
was able to show us a workable scheme. I believe if something is
Interesting analysis, Don.
Human players sometimes adhere to a simple policy: rich men don't pick fights.
When one is objectively far ahead, one picks up the easy profits, and otherwise
takes no risks. If moves A, B, and C are comparable risk-wise, one would prefer
the more profitable of the
Don Dailey wrote:
Would a discrepancy on the amount of ELO gained or lost per handicap
stone, when comparing MC bots to humans classical computers, be a good
measure of the maximum possible improvement?
Maybe. How could you accurately make such a measurement without
thousands of games?
Actually your summary of what people do sounds exactly like what MC
programs do, except for one point...
MC programs don't differentiate moves by point value. They only look
at winning rate. It's extremely tough to differentiate the one move
sequence with 99.1% win rate when all other
Greetings from a lurker,
Forgive me if I am talking out of my hat. It has been a long time
since I have done any real coding.
It seems most of the gains in MC/UCT come fairly quickly (or rather
you can get within 50% of a good move guess with a few iterations).
It would be interesting
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