Re: [computer-go] Monte-Carlo Go simulation

2007-02-12 Thread David Doshay
On 9, Feb 2007, at 4:40 AM, Sylvain Gelly wrote: Alain's point, that knowledge can both help narrow the search to good moves and at the same time steer you away from the best move is absolutely true in SlugGo's case. I completely agree with that. However can we agree that we want a better

Re: [computer-go] Monte-Carlo Go simulation

2007-02-11 Thread Sylvain Gelly
Alain's point, that knowledge can both help narrow the search to good moves and at the same time steer you away from the best move is absolutely true in SlugGo's case. I completely agree with that. However can we agree that we want a better player in a whole, and not only better in some

Re: [computer-go] Monte-Carlo Go simulation

2007-02-09 Thread alain Baeckeroot
Le jeudi 8 février 2007 22:09, Sylvain Gelly a écrit : It seems i was ambiguous: I was speaking of the simulation player too. What i meant is a random simulation player is not biased, whereas a better simulation player is biased by its knowledge, and thus can give wrong evaluation of a

Re: [computer-go] Monte-Carlo Go simulation

2007-02-08 Thread Sylvain Gelly
One simple explaination could be that a random player shamelessly tries all moves (very bad ones but also very nice tesuji) whereas the stronger player is restricted by its knowledge and will always miss some kind of moves. Here we are not speeking about the pruning in the tree, but the

Re: [computer-go] Monte-Carlo Go simulation

2007-02-08 Thread Sylvain Gelly
It seems i was ambiguous: I was speaking of the simulation player too. What i meant is a random simulation player is not biased, whereas a better simulation player is biased by its knowledge, and thus can give wrong evaluation of a position. I think we have to start defining what the bias. For

Re: [computer-go] Monte-Carlo Go simulation

2007-02-08 Thread David Doshay
I think that the bias Alain meant is the choice of moves that control the branching factor. If I understand correctly, this can happen differently in two places in MoGo: once in the branching below a node in the UCT tree, and either the same or differently in the random playouts. In some ways