Crazy me.  I just remembered why my numbers are not matching.  I forgot
that what I call the lite play-out version is not random.  It's mostly
lite but it favors capture moves.

- Don




On Mon, 2007-03-19 at 15:57 -0400, [EMAIL PROTECTED] wrote:
>     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/
> 
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