My engine, Antigo, is not one of the strongest and only plays 9x9 games. It 
does not read ladders correctly unless they are short enough for the tree to 
handle it. But I could uncomment a few lines of code and then the playouts 
would know how to handle simple ladders for external nodes. The rules in the 
heavy playouts can be tuned so that both colors will play out any ladder. 
Or?each color?can read ahead, during the playout,?to decide whether or not to 
continue a ladder-like Valkyria does. In my experience, both ways produce a net 
decrease in playing strength for my particular bot.

Adjusting the heavy playout rules to deal with particular tactical issues leads 
to a lot of unintended consequences.

I've also tried doing a tactical analysis for each string (coincidentally also 
using MC/UCT) as a first pass at the root node and using information from that 
to inform the playouts. It almost helps... it ought to help... if I tried one 
more thing...

I'd be happy to accept that any sort of traditional go information *might* 
improve MC/UCT. But until it gets down to specifics, there's not much to argue 
about.

- Dave Hillis


________________________________________________________________________
More new features than ever.  Check out the new AIM(R) Mail ! - 
http://webmail.aim.com
_______________________________________________
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Reply via email to