On 7/11/07, Jacques Basaldúa <[EMAIL PROTECTED]> wrote:

I will try to explain it better: E.g. The game is in a position where black
is in danger. That position is the root node. All stones in the root node
are inherited in any node below, except when they are captured. Your trick
pretends to favor defense. Therefore, black has higher probabilities of
survival than with uniformly random playouts. Since all nodes in the tree
have been inherited from root, they are mostly in the same situation.
The simulation is a stochastical estimator of either the territorial value
of the game or the percentage of win (which is determined by comparing
the former with some threshold). Since you are favoring systematically
one of the players (the one who is in danger at root is always the
same player) you are biasing the estimation. Because the variance of a
random playout is so big compared with the difference in conditional
probability: P(win | a good move) - P(win | a bad move) is a very
small number -> the smallest bias is too much bias -> the program gets
weaker.

I'm still having trouble understanding this, but I will try to say
what I got out of it.  It seems that when black is in trouble, a bias
towards defensive moves on both sides means that black would be
playing well and white would be playing poorly, because the best move
for black is likely one of those moves, while the best move for white
is probably not a defensive move.  And this would mean that a position
where black is in trouble would look stronger than in a random playout
(due to black playing well only for this kind of situation) which
would make it harder to tell which positions are actually good.

Or in general, an improvement in play that only works for some
positions will tend to make those positions look good, and make it
hard to tell which positions actually are good.

- Brian
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