Hi, I'm wondering about how to best make my Monte Carlo playouts within UCT heavier and which pieces of domain knowledge to better use to bias the tree and which ones to apply during the playouts, so I would like to ask about previous experiences.
Currently, I do three basic hints that I check the previous move and its immediate neighbors against when deciding on next move: (i) If the last move or any of its neighbors is in atari, play the last liberty (either captures or escapes; do not try to escape if it does not add any liberties). (ii) If the last move or any of its neighbors can be ataried, play one of the atari-ing moves (either makes atari or prevents it; again there is extra check so that the prevention isn't itself self-atari, it turns out that a bot that always fills one eye of surrounded two-eyed group is not very strong). (iii) If the last move creates cut shape, cut with 50% probability. (iv) There was also hint to make a random move in direct vincinity of the last move, but it seemed to just generate a lot of horrible shapes. My main question is about the rules (i) and (ii) (I'm not sure about (ii) actually), other bots seem to do that as well - I wonder, do you _always_ make the move hinted by these rules during the playout, or only with some probability? For example, the RR MoGo paper says that "it looks for the moves capturing stones on the Go board, plays one if there is any" - does it really _always_ capture a group in atari anywhere on the board before considering a random move? Also, do you use the (i), (ii) rules in the tree search in any way? What about the ladder checking - do you do it in the tree search, or during the playouts? Thanks a lot, -- Petr "Pasky" Baudis Whatever you can do, or dream you can, begin it. Boldness has genius, power, and magic in it. -- J. W. von Goethe _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/