I think all principles I use in the time management for Valkyria came up in this thread more or less.
1) Valkyria selects move that has been searched the most.
2) It is given a base time for example 20 seconds early on on 9x9 CGOS
3) The base time is adjusted down if the program is winning big.
4) If the best winrate move and the most searched move is the same (moves that have been searched less than N times are ignored) the following can happen: 4a) If only one move has been searched more than N times it is played if it has been searched M times. 4b) If the best move have been searched 20% more than the second best then it plays the best move as soon as remaining time does not allow the second best move to catch up 5) If the move with the best winrate and the most searched move disagree the search will not until 3 times the basetime has elapsed. That on CGOS it will think for up to 1 minute on a single move.
I do not prune moves because they cannot catch up. Mainly because the  
code is so complicated as it is. Also perhaps it is not necessary. If  
a move suddnly jumps in winrate the program will give it 3 times more  
time to finish it. In losing positions it always spend the maximum  
time, since the winrate drops for most searched move most of the time.
I intentionally set the time managment to think a lot for the opening  
moves, because I noticed that Valkyria often lost games in the opening  
and not due to limitations in the playouts. It played on inferior  
hardware in the latest KGS tournament, and at least showed it can beat  
any program.
On my todo list is some opening book system so it can save time on the  
opening moves.
Quoting Christian Nentwich <christ...@modeltwozero.com>:

This is kind of interesting. Is anybody measuring their playout
performance in real-time at the moment and performing this sort of
computation, to check if overtaking the leading move is mathematically
impossible?
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