Don Dailey wrote:
After 842 games with 19x19 go the version with the 3-4-5 line rule is
scoring about 55%

I thought it might do better, I think the rule is reasonably sound - but
55% is pretty respectable for such an easy change and it hardly slows
down the search at all.

Rank Name Elo + - games score oppo. draws 1 d2p 2037 12 12 842 55% 2000 0% 2 base 2000 12 12 842 45% 2037 0%


You are using the rule for move selection during the playouts and the search, right?

I think such a change may make engine objectively stronger while making it more vulnerable against humans. Even if the human opponent isn't aware of the move pruning logic initially, it wouldn't take a lot of games to figure out that the computer never makes a move away from the last move to the center or to the sides. Once the player understands the reason (because the engine never _considers_ such moves) building traps should be very easy for a good go player. For example, start a losing ladder towards the center on one side, then start another losing ladder to the center from another side, such that a ladder breaker in the center can break both ladders. Now the engine would play thinking all of its stones in the ladder are safe, oblivious to the fact it will be able to rescue only one group of them, if a move to the center is made. Of course the same idea may be used by a programmer to specifically build an engine stronger against engines with 3-4-5 rule too.

The engine should at least allow _opponent_ to break the rule in the search tree. That is quite a bit harder to exploit. Now the player must find moves with refutations outside of the allowed search window. But there is now the problem of increased evaluation difference between odd and even depths (as one "player" is objectively stronger.)

Therefore I think you shouldn't let engine prune in the tree with *any* simple heuristic rule, no matter how often that rule is a useful guide. OTOH pruning in the playouts seems safe enough. Does that increase strength too?
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