Mogo-big-4core has been running on the same hardware, Intel core2 quad 
Q6600 at 3 GHz, since the beginning. And yes, it's an old version; 
MoGo public release with 64 bit value, if I remember correctly.

Hideki

Magnus Persson: <20090610151527.f0nekww928k8g...@webmail.phmp.se>:
>Hi! Here comes a lengthy post about some thoughts on the "wall" problem.
>
>I hope my approach to these problems are the correct one, because if  
>it is then maybe my stubborn efforts in coding playout patterns by  
>hand might pay off in the future. Note that the ideas here is more my  
>hopes rather my knowledge about the subject matter.
>
>The playouts of Valkyria is really heavy and fix bias problems simply  
>by playing better in the playouts.
>
>But it is hard work. Basically for each position where it plays  
>tactically poorly there are some tactical improvements that can be  
>done. And as soon as the bad move are pruned or forced moves are  
>played correctly it plays much much better in that position.  
>Unfortunately, these improvements only have an impact on small number  
>of special positions. So there is a lot of hard work.
>
>Anyway Valkyria slowly gets stronger although it also gets slower and  
>slower. On the current hardware (P4 3Ghz) Valkyria3.3.7 does only 1000  
>playouts per second on 9x9, but it lately played really well against  
>the Mogo on CGOS9x9, although I guess that is an old version. I also  
>noticed that the rating of this Mogo as been going up the last day.  
>Has it been running on weaker hardware recently? If so it would nice  
>to know.
>
>But for the sake of discussion I can add that for some positions it is  
>true that search is extremely weak at solving the bias and the best  
>example is seki. If the playouts do not prune the suicidal moves in  
>the seki properly, the search would seek out ways of how to reduce the  
>probability of playing the suicidal moves before the opponent does.  
>This behavior can look really funny because in search both colors try  
>to avoid playing out the seki as long as possible.
>
>Maybe the future strong go programs require super-heavy playouts. That  
>actually incrementally updates the tactical strength of stones during  
>playouts and play correct tactical attacks and defense when the stones  
>are threatened.
>
>Or maybe moderately heavy playouts are sufficient, if one can exactly  
>identify what must be done. For example one such "must" thing in my  
>opinion is to prune violations of seki. Also in this category is  
>probably playing correctly in semeai, but semeai is such a huge and  
>complicated thing that one does not need to play perfectly in all  
>situations in the playouts. But I believe correct play with 3  
>liberties or less is really important. At least that is my goal with  
>Valkyria.
>
>Valkyria uses AMAF and it works well most of the time, but some times  
>a prior bias towards strong tactical moves has to be done in the tree  
>search part. Valkyria is a little odd because the tree bias comes from  
>the same code as is used in the playouts, so often I add code for  
>tactical patterns to help the tree search rather than the playouts.
>
>A final comment. I am not sure if Valkyria will become stronger as a  
>function of the work I put into it. But I am also sure that a program  
>using Valkyrias approach could be much more efficient and free from  
>bugs and thus much stronger.
>
>Best
>Magnus
>
>Quoting Olivier Teytaud <olivier.teyt...@lri.fr>:
>
>>>
>>> But, while that may be the case, perhaps we can say that they are
>>> hitting a wall in their observable playing strength against non-MCTS
>>> players (such as humans) at higher levels. In [2] I touched upon how the
>>> nature of the game changes at higher levels, and how scaling results
>>> obtained between weaker players may not apply at those higher levels. I
>>> was talking about pure random playouts in that article, but the
>>> systematic bias Olivier mentions can lead to the same problems as no
>>> bias at all...
>>
>>
>> I completly agree with this.
>> It's like a Monte-Carlo evaluation (in a non-MCTS framework).
>> Parallelization reduces the variance, but not the bias. You still get
>> improvements,
>> and you can believe that parallelization brings a lot, but in fact it does
>> not.
>> We spent a lot of energy trying to remove bias by various statistical tricks
>> (combining MCTS with tactical search or with reweighting according to
>> macroscopie informations on simulations such as the size of captures) but
>> nothing works yet
>> in the case of Go (for some other games we have positive results, but as I'm
>> not the main author I won't give too much informations on this - I hope
>> we'll find a similar
>> solution for Go, but for the moment in spite of many trials it does not work
>> and I'm not far of being tired of trying plenty of different implementations
>> of these ideas :-) ).
>>
>> Best regards,
>> Olivier
>>
--
g...@nue.ci.i.u-tokyo.ac.jp (Kato)
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