Re: [computer-go] Playout acceleration
Yes, I tried heavy playouts for N plys, then switching to light.?It didn't really speed things up all that much but it weakened my bot quite a bit, on a per playout basis, resulting in a clear net loss. ? I tried ladder reading for the first N plys, then no ladder reading. The results were muddled. Currently, I use slightly more stochastic playout rules for the first 7 plys of the playouts, than for the remainder. It gives me a small, but statistically significant, strength increase against Gnugo. - Dave Hillis -Original Message- From: Michael Williams <[EMAIL PROTECTED]> To: computer-go Sent: Fri, 5 Sep 2008 1:43 pm Subject: [computer-go] Playout acceleration Has anyone tried heavy, slow playouts near the tree and light, fast playouts near the end of the game? I'm calling this "playout acceleration" because it starts slow and speeds up. You could have many different playout weights/speeds in a single playout. It seems like a reasonable idea to me since the moves near the tree should be the most important. Thoughts?? ? ___? computer-go mailing list? [EMAIL PROTECTED] http://www.computer-go.org/mailman/listinfo/computer-go/? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Playout acceleration
There might be no need for heavier playouts to be slower. Sometimes they are even faster. (maybe it was in case of Crazy Stone?) On Fri, Sep 5, 2008 at 18:43, Michael Williams <[EMAIL PROTECTED]> wrote: > Has anyone tried heavy, slow playouts near the tree and light, fast playouts > near the end of the game? I'm calling this "playout acceleration" because > it starts slow and speeds up. You could have many different playout > weights/speeds in a single playout. It seems like a reasonable idea to me > since the moves near the tree should be the most important. Thoughts? > > ___ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ > ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
Re: [computer-go] Playout acceleration
There is this: http://webdisk.lclark.edu/drake/publications/GAMEON-07-drake.pdf The idea of gradual acceleration is intriguing, although I shudder to think of setting the parameters for such a process. Peter Drake http://www.lclark.edu/~drake/ On Sep 5, 2008, at 10:43 AM, Michael Williams wrote: Has anyone tried heavy, slow playouts near the tree and light, fast playouts near the end of the game? I'm calling this "playout acceleration" because it starts slow and speeds up. You could have many different playout weights/speeds in a single playout. It seems like a reasonable idea to me since the moves near the tree should be the most important. Thoughts? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
[computer-go] Playout acceleration
Has anyone tried heavy, slow playouts near the tree and light, fast playouts near the end of the game? I'm calling this "playout acceleration" because it starts slow and speeds up. You could have many different playout weights/speeds in a single playout. It seems like a reasonable idea to me since the moves near the tree should be the most important. Thoughts? ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/