Here are some numbers from AntIgo. Alvaro's suggestion seems like a good one-we're almost there anyway. (I'm not in favor of permitting suicide, but that's a minor detail.) I lose a lot more time in UCT than Don does. I think his data structures are nicer than mine. I haven't tried the epsilon trick yet. It might help quite a lot. When I switched from lite to heavy playouts, my program got much stronger, most of my previous speed optimizations became irrelevant, and UCT became less of a time sink.
1.8 Ghz laptop max game length = 3 * 81 no mercy rule no suicide allowed at all komi = 7.5 Lite playouts white wins 57% of the time average game length 111 (including final 2 passes) not counting passes 107 games / sec = 22614 UCT games / sec = 10966 if only expand a new node after 100 visits 15058 games / sec heavy playouts average game length 109 not counting passes 101 games / sec = 4134 UCT games / sec = 3483 - Dave Hillis -----Original Message----- From: [EMAIL PROTECTED] To: computer-go@computer-go.org Sent: Mon, 19 Mar 2007 8:31 AM Subject: Re: [computer-go] average length of 9x9 MC playout On Mon, 2007-03-19 at 07:42 -0400, Álvaro Begué wrote: > Hi, everyone. This is my first post to the list. > > Beginning chess programmers have something called "perft" at their > disposal, which is just a count node of a search tree of fixed depth, > with no prunning whatsoever and no extensions. It's easy to detect > errors in your move generation or do/undo functions by comparing these > results with the results of other programs. > > The average length of a simulation could play a similar role in > MC-based go programming. We would have to agree on a simple setting > that people could try to reproduce. For example: > 1 - Completely random moves. > 2 - Multi-stone suicides allowed > 3 - Don't play in things that look like eyes (all four neighbors are > the same color or outside, and the enemy has occupied at most one of > the four corners if in the middle of the board or no corners at all if > on the border). > 4 - The game is played until neither player has a valid move. > > If people typically disallow multi-stone suicides (although this seems > expensive to me), change rule 2 to its opposite. We could also change > 4 to stop when any one player doesn't have a valid move. Any set of > rules which is specific enough to allow reproducibility is good > enough, and maybe we can agree on one in this thread. Unfortunately, each program is different and I suspect what works best may have to do with the data structure of your programs. But I agree, that's why I am interested to see what number others are getting, if they do it the same way I do. > Álvaro. > > > On 3/19/07, Eduardo Sabbatella <[EMAIL PROTECTED]> wrote: > > My thoughts about average moves is directly related to > > the move selection algoritm you use. > > > > Using totally random move generator, I'm sure > > everybody should get the same average of moves. > > > > But using diferent heuristics in order to get not 'so' > > random moves (i.e. ataries getting double possibility, > > patterns, etc).. Average moves should be different > > using different approachs, > > > > what do you think? > > > > My 2 cents, > > Eduardo > > > _______________________________________________ > 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/ ________________________________________________________________________ Check Out the new free AIM(R) Mail -- 2 GB of storage and industry-leading spam and email virus protection.
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