On Dec 13, 2007 2:17 PM, <[EMAIL PROTECTED]> wrote: > I'd like to start a more specific discussion about ways to combine > tactical information with MC-UCT. Here's the scenario. > > It's the bot's turn and, prior to starting any playouts, it runs a > tactical analyzer (for want of a better name) that labels each string as > unconditionally alive, unconditionally dead, conditionally alive, uncertain, > or too strong to bother testing. For each conditionally alive string, it > finds the move(s) to kill/rescue it. Each possible move, has a critical > score indicating the net number of stones whose life/death status would be > changed for the better if the bot moved there. Moves with a non-zero > critical score are "critical moves."
As worded, I don't know if I agree with that formalization of what information will be useful. It's in the right ballpark for the discussion, but will likely shift a bit with any final design. > * Connectivity. I confess to having no clue, but wise people on this list > doubtless will. Connectivity of stones and L&D for stones are intimately tied together. If I'm alive, I don't need a connection. If I connect to another living group, I don't need to live. I've been tempted to insert forced responses into my random playouts to preserve connections, but I didn't get that far since I don't have a tactical analyzer. One day I will... > * Collect information from all those local searches and somehow use it in > the global search. This is my long term goal. Maybe n-grams... What's an n-gram? > I think that there is a crossover point where, once the cpu time > needed to do a decent tactical analysis at the root becomes a small fraction > of the total available for a move, it becomes worthwhile to do so. My > program/hardware isn't there yet, but it's just a matter of time. Don't forget that local tactical analysis can be reused many moves later if the local area has remained unaffected. In a multi-core system, it may become increasingly valuable to dedicate a core to tactical analysis.
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