I think I added a small capture bias, but it didn't make much difference.
Sorry, I forgot that it isn't quite pure random.  Before the uniform random,
if there is an enemy one liberty group on the board, with some small
probability, I capture it.  

A pattern includes don't cares and is matched in any orientation.  The 3x3
patterns are only matched adjacent to the last move (8 local places).

David

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:computer-go-
> [EMAIL PROTECTED] On Behalf Of Jason House
> Sent: Sunday, November 16, 2008 5:06 PM
> To: computer-go
> Subject: Re: [computer-go] FW: computer-go] Monte carlo play?
> 
> On Nov 16, 2008, at 11:18 AM, "David Fotland" <[EMAIL PROTECTED]
> games.com> wrote:
> 
> > I thought Valkyria does local search (ladders) during the playouts.
> >
> > Many Faces is lighter on the playouts.  I have 17 local 3x3
> > patterns, then
> > go to uniform random without filling eyes.
> 
> 
> No capture bias in the playouts? I thought that was a big strength
> boost.
> 
> Out of curiosity, how do you count your patterns. For example, is it
> still one pattern if it includes a don't care? How about rotations/
> reflections of the same basic pattern?
> 
> 
> >
> >
> > Against Gnugo 3.7.10 level 10 on 9x9, with 5000 playouts, I win 92%,
> > so our
> > performance is similar.  I'm doing 23K playouts per second on my 2.2
> > GHz
> > Core 2 Duo, so my performance might be a little better, depending on
> > the
> > specs of your old machine.
> >
> > David
> >
> >> -----Original Message-----
> >> From: [EMAIL PROTECTED] [mailto:computer-go-
> >> [EMAIL PROTECTED] On Behalf Of Magnus Persson
> >> Sent: Sunday, November 16, 2008 5:45 AM
> >> To: computer-go@computer-go.org
> >> Subject: Re: [computer-go] FW: computer-go] Monte carlo play?
> >>
> >> Quoting Hideki Kato <[EMAIL PROTECTED]>:
> >>
> >>> Heikki Levanto: <[EMAIL PROTECTED]>:
> >>>> The way I understand it, modern Monte Carlo programs do not even
> >>>> try to
> >>>> emulate a human player with a random player - obviously that
> >>>> would not
> >> work.
> >>>
> >>> I believe CrazyStone's use of patterns does so and it seems
> >>> successful.
> >>
> >> With Valkyria I try to follow two principles in heavy playouts.
> >>
> >>
> >> 1) In contact fights there are a lot of shapes that are played most
> >> of
> >> the time. Thus Valkyria checks each move played if there is an
> >> obvious
> >> local response to it. If so it plays it deterministcally. In many
> >> situations there are two or more such candidates and then it plays
> >> one
> >> of those moves.
> >>
> >> 2) In many positions the last move played does not trigger any
> >> obvious
> >> response, and then a random move is chosen uniformly
> >>
> >> 3) There are moves that are inferior 100% of the time both locally
> >> and
> >> globally. These moves are pruned if they are selected and a new
> >> random
> >> move is chosen as long as there are moves left to try.
> >>
> >> I got hundreds of handcoded patterns for both 1 and 3. It would be
> >> too
> >> time consuming to test these patterns, so I use my knowledge and
> >> intuition (European 2 Dan) to simply decide what patterns to include.
> >>
> >> So Valkyria has a lot of go knowledge, but mostly such knowledge that
> >> all go players have up to some strength such as perhaps 8-10 kyu. It
> >> has no knowledge about global matters. The beauty of MC-evaluation is
> >> that globally strong moves are most of the time evaluated better than
> >> globally weak moves. Heavy playouts removes noise from MC-evaluation
> >> and makes it more sensitive to the true value of moves. Still there
> >> are biases with all heavy playouts, but they are overcome with MC
> >> Tree
> >> Search (MCTS) that corrects mistakes in the evaluation recursively.
> >>
> >> Here are my latest scaling experiment on 9x9 for Valkyria.
> >>
> >> Valkyria plays 1150 random games per second on my 4 year old laptop.
> >>
> >> This test is against gnugo 3.7.10 assumed to be Elo 1800. Most
> >> datapoints are based on 500 games. "N sims" means Valkyria playes N
> >> heavy playouts per move played. Winrates are in %.
> >>
> >> N sims    WinRate    Elo (rel Gnu)
> >> 47    7.4    1361
> >> 94    22    1580
> >> 188    37    1708
> >> 375    53    1821
> >> 750    69.9    1946
> >> 1500    81.2    2054
> >> 3000    88    2146
> >> 6000    92.6    2239
> >> 12000    94    2278
> >> 24000    97.2    2416
> >> 48000    97.4    2429
> >>
> >> the heavy playouts of Valkyria needs just 375 random games per move
> >> to
> >> match gnugo using only 0.3 seconds per move. And even using only 47
> >> simulations per move it can still win.
> >>
> >> So obviously the heavy playout code of Valkyria is much weaker (< Elo
> >> 1361) than Gnugo and most human opponents, but compared to CGOS a lot
> >> of programs witho no knowledge are about the same level, although
> >> they
> >> uses 2000 simulations or more.
> >>
> >> Searching efficiently using MCTS with AMAF it apparently can be made
> >> arbitrarily strong.
> >>
> >> Hope this explains how both the nature of playouts and the MCTS
> >> contributes to the playing strength of a program.
> >>
> >> Should one go heavy or light? I do not know, I feel that Valkyria
> >> is a
> >> little bit too slow on equivalent hardware against most top programs.
> >> On the other hand I think it could be tweaked and improved upon.
> >> Perhaps it can even be made faster by removing code that does not
> >> improve playing strength. And there is probably still room for adding
> >> code that improves strength without a noticable slowdown.
> >>
> >> I just know that is a lot of hard work doing it the way I did it.
> >>
> >> Best
> >> Magnus
> >> _______________________________________________
> >> computer-go mailing list
> >> computer-go@computer-go.org
> >> http://www.computer-go.org/mailman/listinfo/computer-go/
> >
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