I think Dave Hillis coined this term "heavy playouts." In the first programs the play-outs were uniformly random. Any move would get played with equal likelihood with the exception of eye-filling moves which don't get played at all of course.
But it was found that the program improves if the play-outs are somewhat "managed". So Dave starting calling the original formula "light play-outs" and the slower but better method "heavy play-outs." And yes, it slows down the play-outs. Still, the play-outs seem to require a good bit of randomness - certainly they cannot be deterministic and it seems difficult to find the general principles that are important to the play-out policy. - Don Mark Boon wrote: > > On 5-jan-08, at 11:48, Gian-Carlo Pascutto wrote: >> > >>> Would you explain the details of the playout policy? >> >> (1) Captures of groups that could not save themselves last move. >> (2) Save groups in atari due to last move by capturing or extending. >> (3) Patterns next to last move. >> (4) Global moves. >> > > Is this what is meant by 'heavy playout'? > > I suppose it slows down the playout considerably. Just keeping track > of actual liberties instead of pseudo-liberties should probably be > three times slower by itself. But in itself I think the idea is > interesting. I've always felt programming Go would go towards several > layers of playing engines. Each one a bit more sophisiticated built on > top of a more primitive one. > > Mark > > _______________________________________________ > computer-go mailing list > [email protected] > http://www.computer-go.org/mailman/listinfo/computer-go/ > _______________________________________________ computer-go mailing list [email protected] http://www.computer-go.org/mailman/listinfo/computer-go/
