On Dec 5, 2007 3:03 PM, Álvaro Begué <[EMAIL PROTECTED]> wrote:
> A long time ago I thought of how to organize what to prune The Right Way
> (tm). I initially thought about it in the context of computer chess, but I
> think it is even more relevant for computer go. Instead of doing global
> search where you say "a node will be considered a leaf if it is n moves away
> from the root", you can say "a node will be considered a leaf if the
> probability of the game actually going through it is less than p". Now you
> need a model for the probability distribution of moves at any given node
> (maybe in the style Remi did it, maybe using prior search results...). If
> you are 4 moves away from the root, you can multiply the probabilities of
> those moves to get the probability of the branch.
>
> If you want to recover an additive notion of "depth", so you start with a
> fixed quantity and you subtract something until you get to 0 and your code
> looks more like traditional alpha-beta, you can use
> -log2(probability_of_the_move), and then your depths are measured in bits
> (see http://en.wikipedia.org/wiki/Information_content ).
>
> I would prefer to not take logs and work with probabilities because then
> transposition can be dealt with correctly by adding the probabilities of the
> converging branches. This may or may not be important.
>
> Probably other people have thought of this, but I have never seen the idea
> expressed concisely before. I hope it gives people something to think about.


Look for Realization Probability Search.

Erik
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