Sorry for this rather late contribution. But I wanted to
sort my thoughts before writing.


Brian Sheppard wrote:
> Speaking of laziness, I have been intending to post a study
> concerning capturing races, but I haven't gotten around to it.
> So is it surprising that MC is lazy, given that MC programmers
> are lazy? :-)

That is completely common in human learning or human performance: 
we work much better when there are competitors of similar strength. 
Pupils in general do not learn well when they are severely 
"overtaxed" or "undertaxed", independently of the existence 
of competitors.


> Ingo's Double Step Race is a simplified model of capturing race.
> My model was more complex, and I solved it recursively rather
> than via simulations.
> ...
> Please consider "race" here in a general sense: you must reach
> your goal before the opponent reaches his goal, where the goals
> are incompatible. Semeai is a special case.

My group at Jena University is analysing different types of 
races (here described for the case of two players, with
alternating moves):

(1a) Each player has a lane with a target. Winner is the player
who first reaches his target.
(1b) Each player has a lane of infinite length. T rounds are played.
Winner is the player who is ahead after the T rounds. (T is a fixed
parameter, known to all players.)

(2) Each player has a lane of infinite length. Infinitely many
rounds are player. Winner is the player who first is k steps or
more ahead of the opponent. (k is a fixed parameter, known to 
all players.)

(1-mix-2): Each player has a lane of infinite length. There are
two parameters k, T, known to all players. At most T rounds are
played. The game is stopped when one player is ahead at least
k steps at some moment (he is winner immediately). If this does 
not happen within the T rounds, the game is stopped after T rounds, 
and the player in the lead is winner.


(1a) and (1b) both show the phenomenon of "classical laziness":
Monte Carlo players play best when "in their eyes" the players are
head to head. "in their eyes" depends on the heuristics they are
using in their Monte Carlo runs.

(2) is different. Here a player is most concentrated when he is
either almost k steps ahead or almost k steps behind. Laziness
occurs mainly when players are near to each other.

In (1-mix-2) the form of laziness depends on the pair (k,T).
When T is very large (much larger than k*k) players behave
like in (2). When T is small compared to k*k, behavior is
like in (1b). For intermediate values of T (like 0.25*k*k), 
the performance is described by a W-shape: strongest play, 
when either almost k steps behind or ahead or when very near 
to the opponent.

In general, Monte Carlo procedures are better in type-(1) games
than in type-(2) games.

******************************************************

Putting this in perspective to classical board games, it seems
that games of territory (go, amazons) and connection games 
(hex, conhex. havannah, twixt) are related to races of type
(1a) or (1b). (A game ends when the board is full. Go is a bit
atypical because sometimes occupied parts of the board may be cleared
again.) On the other hand games like chess, shogi, 9-men-morris are 
like races of type (2). Having done the abstract experiments with
Monte carlo races, it is no surprise for me that Monte Carlo (and
UCT) are (very) weak in chess and similar games.


> To this I would add that laziness is not just a problem in
> handicap games. 

Agreed.

> We need to elevate the discussion about laziness
> beyond the question of how to win when given 7 stones.

Agreed. But different people in this discussion (not only in this
mailing list) have different horizons. For some it is important 
to have a topic made as concrete as possible. Therefore I threw 
up the (high)-handicap problem, which really is one in Monte
Carlo go.

*******************************************************

By the way, Don Dailey wrote that he would prefer heuristics
with artificial (random) passes to the approach of dynamic komi.
I agree with him that "random passing" is a more general
tool because it is applicable not only to games of territory
but also to connection games (where MC bots exist for instance
for hex, conhex, havannah).

Ingo.

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