Hi,

I am a newbie to this list and hope the following comments help.

Considering the opening and midgame, with MC evaluation the winrates using
either maximization method are similar because there are a lot of unsettle
variations thus the winrates in both cases should not have the cutoff
issue (term explained in the following).

Cutoff issue occurs in endgame when the many moves have winrate around 0
or 1 so that the engine cannot distinguish good yose moves from those with
less yose values with the winrate maximization method. In this case, human
feels that the engine plays badly and continues to play in the case that
the person should actually resign due to the large point difference. This
is concerning the user experience and the overall strength of engine. This
affects the strength of the engine due to the following reason.

Consider we have a winning game in the endgame but the engine keeps
playing bad moves (with winrate ~ 1) and losing points. Finally the
opponents find the optimal sequence that can turn loss to win (recall that
MCTS sometimes finds only suboptimal moves). The engine cannot distinguish
good moves from MANY bad moves since all these moves have winrate ~ 1.
This is bad and lowers the strength of MCTS at endgame. We should avoid
this problem by applying the point difference maximization scheme in this
case, and ONLY in this case. For other cases, like having only a few (<=
3) moves with winrate ~ 1 or losing (winrate < 0.5), MCTS can do its job
well that we do not need modification.

One other thing concerning user experience is that in the VERY LATE
endgame (say yose values of all moves < 5), when the engine is facing an
experienced (human dan) player and it is losing with a small point
difference (e.g. < 4). In this case, since the opponent is not a dum so it
is useless to play crazy moves like latest MCTS engines do. In the eyes of
experienced human players the winrate is exactly zero for the engine,
though the bot gives a non-zero value. In this case, in order to enhance
the user experience of these experience human players, we may apply the
point difference scheme as well, just to finish the yose "nicely" instead
of abrupt resignation. Of course, this lowers the winrate of the game,
especially to weak opponents like GNUGo, but I think the dan players are
happy to have this feature.

Regards,
C Chan

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