It seems that there are at least three cases:
1: Choosing a random move from a uniform distribution
2: Choosing a random move from a nonuniform distribution (patterns etc.)
3: Choosing a move taking into account what has been chosen before

The concensus seems to be that numbers 1 and 2 are MC and 3 is QMC. 
Mogo uses QMC within the tree in memory and MC for the leaves, so which 
should it be called?

And about reducing variance: In games you only care about estimating the 
goodness of the best moves (in order to select the best one). You don't 
care how bad a move is, if you are fairly certain that it is not the best 
one. You should thus reduce the variance of the best moves, that is, study 
them more often. This is exactly what UCT is about, reducing the variance 
of variables of interest.

I could see a case where it is possible to reduce a variance of a single 
variable even in the 0-1 case. Let us say that black has about 5% chances 
of winning. If we could (exactly) double the chances of black winning by 
changing the nonuniform sampling somehow (say, enforce bad moves by 
white), we could sample from that and divide the estimated black's winning 
chance in the end by 2. This would of course be very difficult in 
practice. (A binary random variable gives more information when the 
chances are closer to 50-50.) This could be useful in practice in 
handicap games, by for instance enforcing a black pass with 1% chance 
every move. Sampling would be distorted towards white win, which is 
realistic since white is assumed to be a stronger player, anyway.

To summarise, I agree that there are links to other MC research, and they 
should be explored.

--
 Tapani Raiko, <[EMAIL PROTECTED]>, +358 50 5225750
 http://www.cis.hut.fi/praiko/

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