Before monte carlo I spent a couple of years writing and tuning an
alpha-beta searcher.  It's still in there and I ship it to provide the lower
playing levels.  Alpha-beta with limited time makes much prettier moves than
monte carlo.

Would there be interest in a paper that compares the same knowledge and
engine used in an alpha-beta and monte carlo framework?

David

> -----Original Message-----
> From: computer-go-boun...@computer-go.org [mailto:computer-go-
> boun...@computer-go.org] On Behalf Of Olivier Teytaud
> Sent: Thursday, September 24, 2009 4:45 AM
> To: computer-go
> Subject: [computer-go] IEEE T-CIAIG Special Issue on Monte Carlo
> Techniques and Computer Go
> 
> IEEE Transactions on Computational Intelligence and AI in Games
> 
> Special Issue on Monte Carlo Techniques and Computer Go
> 
> Special-issue editors: Chang-Shing Lee, Martin Müller, Olivier Teytaud
> 
> In the last few years Monte Carlo Tree Search (MCTS) has
> revolutionised Computer Go, with MCTS programs such as MoGo, Crazy
> Stone, Fuego, Many Faces of Go, and Zen achieving a level of play that
> seemed unthinkable only a decade ago.  These programs are now
> competitive at a professional level for 9x9 Go, and with an 8 stone
> handicap for 19x19 Go.
> 
> The purpose of this special issue is to publish high quality papers
> reporting the latest research covering the theory and practice of
> these and other methods applied to Go, and also in applying MCTS to
> other games.
> 
> MCTS can play very well even with little knowledge about the game as
> evidenced by its success in General Game Playing. However, it does not
> work well for all games, which poses some interesting questions. When
> and why does it succeed and fail?  How can it be extended to new
> applications where it does not work yet?  How best may it be combined
> with other approaches such as classical minimax search and
> knowledge-based methods?
> 
> Topics include but are not limited to:
> 
> l     Emergent Technologies for Computer Go
> 
> l     Variants of Go (phantom Go, Go Siege)
> 
> l     Knowledge Representation Models for Computer Go
> 
> l     MCTS and Reinforcement Learning
> 
> l     MCTS for Video Games
> 
> l     Approximation Methods for MCTS
> 
> l     MCTS for General Game Playing
> 
> l     Hybrid MCTS Approaches
> 
> l     Evolving MCTS Players
> 
> 
> 
> Authors should follow normal T-CIAIG guidelines for their submissions,
> but clearly identify their papers for this special issue during the
> submission process. See http://www.ieee-cis.org/pubs/tciaig/ for
> author information.  Extended versions of previously published
> conference papers are welcome providing the journal paper provides a
> significant extension of the conference paper, and is accompanied by a
> covering letter explaining the additional contribution.
> 
> Schedule
> 
> ·         Deadline for submissions: March 15, 2010
> 
> ·         Notification of Acceptance: June 15, 2010
> 
> ·         Final copy due: October 20, 2010
> 
> ·         Publication: December 2010 or March 2011
> _______________________________________________
> computer-go mailing list
> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/

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