I have to add that it is possible that a large part of the advantage from using heavy playouts in valkyria comes from using the same code to bias the the exploration part of MCTS.

I could probably test it by simply relying completely on AMAF with the proximity heuristic as the only bias.

A second experiment would be to rewrite the playouts and make them superfast.

-Magnus

Quoting Mark Boon <[EMAIL PROTECTED]>:


On 17-nov-08, at 02:42, George Dahl wrote:

So you say that: "...I'm observing that most of the increase in level
comes from the selection during exploration and only in small part
from the selection during simulation.", could you elaborate at all?
This is very interesting.  That almost suggests it might be fruitful
to use the patterns in the tree, but keep lighter playouts.

That's exactly what it's suggesting. But as I said, I need to do some
more testing to make a hard case for that.

Mark

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Magnus Persson
Berlin, Germany
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