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From: [EMAIL PROTECTED]
... 
>> The earliest MC engines were extremely simple and easily described. > It 
>> seems inevitable that someone new to the field will seize >on > this 
>> description, and then combine it with the success of current > Monte-Carlo 
>> engines, leading to unnecessary confusion. 
 
>I am not sure what you mean by that. Do you mean that different people will 
>use the term MC in 
> different ways and cause confusion in the minds of third parties? In other 
> words, some people are
> using the simplest pure random playout (no consideration ^of distribution at 
> all) and calling that MC 
>while others are trying hard to keep the moves searched "Go-like." and thus 
>get different ^results. 
>Or do you mean that naive programmers will try pure random playout and wonder 
>why the MoGo 
>folks are doing so very much better, not realizing the importance of getting a 
>decent distribution
> for MC to be effective? 
 
     I mean both. But IMHO the most serious distinction is whether the MC is 
combined with tree search or not. I'm not embarking on a nomenclature crusade. 
Just remarking that when people say Monte-Carlo does this or that, it's often 
ambiguous what algorithm they are actually talking about.

>> On a tangential note: MC/UCT with light playouts and MC/UCT > with heavy 
>> playouts are different beasts.
>> If SlugGo's mixture of 
> >experts work expands to include MC/UCT, you might want to consider > adding 
> >one of each. 
 
>I am quite open minded about what kind of experts we add to SlugGo. We are 
>limited more by the time required to implement and 
>integrate than anything else. Integration is a problem that can be quite 
>severe for experts (or move suggesters) with completely 
>different evaluation functions. How does one arbitrate between suggestions 
>that come to you with evaluations of move quality that 
>are on scales that are not co-linear? This point has kept SlugGo as a pure GNU 
>Go dependent engine for longer than we had
>originally expected. 
 
     Well this is a common problem when combining heterogeneous experts and 
there is no shortage of approaches, just as you point out, a shortage of time 
and energy to experiment with them. One very simple approach that sometimes 
works in some domains is to gather a number of experts, have them rank the 
choices and combine at that level. In this case, it's usually good to have 
experts that are qualitatively different. 
 
>But I am not sure what the value is in what you are calling "light" playouts. 
>As per the above, it seems to me that >light playout is simply ignoring any 
>proper distribution, and thus is just a much more inefficient way to sample. 
 
     AntIgo with heavy playouts is about 300 ELO points stronger on CGOS than 
AntIgo with light playouts. If you're going to choose just one, I don't think 
it's a close call.
 
 - Dave Hillis 
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