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 _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/