Ivan Dubois mentioned the bent four in the corner shape as a scalability killer, a situation where more playouts doesn't help (much), because playouts systematically misevaluate it. As I understand it, it could be corrected in the tree, but this is very unlikely to happen until the very end of a game, by which time it may be too late (Mogo having worked the entire game for that solid 0.5 win, which turns out to be a solid loss instead because of the life-and-death misevaluation)
I recalled a KGS game of Mogo I'd looked at, where something very similar happened, and with a little digging I found it again: http://files.gokgs.com/games/2007/12/1/Ardalan-MoGoBot3.sgf It turns out it's not the "bent four" shape, but I suspect it's another such shape, where more playouts only confirm that "these moves aren't worth including into the tree", so that UCT catches them very late, if ever. If these situations can be reliably created by a human, then indeed they put an upper limit on the "real world" scalability of a program. If I should propose a hackish heuristic to deal with such situations, this is it: At one point, when the problematic shape appeared, the human must have done a move that to the computer seemed horribly bad. "Why did he do that? Doesn't he see that my shape is alive?". When such situations occur, there are two possibilities: 1. The bot is playing a weaker human player, and the move is indeed bad. 2. The bot is playing a stronger human, and the move is actually good. I think it may be a good idea to do something with the weighting in these situations, so that the relevant moves are added to the tree. In worst case, a lot of effort is wasted in proving a bad move bad - but this should not be so serious, as the bad move will likely mean the opponent has poor chances of winning anyway. In the best case, the program's blunder is revealed after the fact. This may still leave little chance of winning, (if the l&d error was severe) but at least the program's counting won't be off for the rest of the game. Since today's programs don't care for winning margins, counting errors by even a single point will spell disaster. I believe this heurtistic would be cheap in terms of computational cost, but hard to evaluate/tune. Self-play would not be very effective... _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/