On Wed, 2007-02-28 at 10:12 +0100, Heikki Levanto wrote:
> On Wed, Feb 28, 2007 at 09:28:37AM +0100, Magnus Persson wrote:
> > >I have never really understood the idea in all-in-first. 
> > 
> > Actually early in the game the order of random moves does not matter. The
> > Sequence AbCdE... have same result if for example A and C switch order for
> > CbAdE... If the sequence is  a win then standard MC will attribute this to
> > playing A first, but actually the sequence with move C first would also have
> > been a victory. hence all moves in the sequence could in theory be 
> > reinforced.
> 
> I buy that for the first moves. But every game ends in filling points at
> the edge, and giving them equal value to the opening moves sounds
> counter-intuitive to me.

What I do in AnchorMan is that I don't go all the way.  I run a
simulation
and only go about half way (I think it's 5/8 but I haven't looked at the
code
in quite a while.)   I take 5/8 of the length of each simulation so some
simulations may count more moves than others.

I also only consider a move if the computers side was the FIRST to play
that move, which deals somewhat with captures changing things.   One can
imagine other conditions too.  

Another possibility I tried but rejected is to consider each 3x3 pattern
unique.   So for an empty point, I keep stats only if the surrounding 
pattern matches the initial position being searched.    This seemed like
a great idea because it dealt with interference of move ordering fairly
well, but it didn't test very well and it slowed things down a lot.

- Don



> Perhaps, if the weight given to a move would decrease in proportion to
> how far ahead the move is, or something similar.
> 
> Actually, I think my ownership map could be used to do a comparable job
> - it also records where the stones ended in the game, which is a good
> approximation of what moves have been played. Not quite sure how to use
> it, yet.
> 
> -H
> 

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