> -----Original Message-----
> From: Jason House <[EMAIL PROTECTED]>
> To: computer-go <computer-go@computer-go.org>
> Sent: Thu, 13 Dec 2007 6:30 pm
> Subject: Re: [computer-go] MC-UCT and tactical information




> ...

> "Change for the better" seems to imply only a one-sided analysis.? I would 
> imagine any analysis would > have to include both sides.? There's also 
> important concepts that can some into play like the number > of moves that 
> can be ignored (or must be ignored) before something happens.? This can be 
> critical?
 > info for ko fights and semeai. 

> I've done some dabbling (thought experiments) with? how I'd like to cache 
> search results and I'm not > yet happy with any of them.? Not taking into 
> account miai and such logic could lead to excessive?
 > storage bloat.? I'd love to enter a discussion talking just about how to 
 > store cached L&D search 
> results. 



> When I go down this road, I'd probably initially focus on maintaining 
> connections in playouts and then > extend it to maintaining life.? There's 
> some tricky parts about when severing a connection or giving 
> up a group is ok.? Deep in a random game, it may be ok to conservatively 
> protect stuff, giving a sort > of quiescence search. 



For purposes of discussion, let's say the bot takes a tactical snapshot once at 
the root node and then uses that information to help pick a move. It can apply 
it at the root, at internal nodes, at external nodes, or at the very end (maybe 
it decides this is an UCT-deceptive position and calls another algorithm). 

To keep a tight focus, I suggest ideas that involve calculating additional 
tactical information during the playouts themselves go into the ladder thread.

So, what tactical information should be calculated, how should it be used, and 
yes how should it be stored?

- Dave Hillis




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