On Apr 1, 2013, at 11:10 AM, "Gabriel .Santos" <[email protected]> wrote:

> Hi!
> 
> I'm a new computer-go researcher and I'm not a Go player. In order to get 
> better knowledge of Go Game I would like to ask some questions about it (I 
> know the rules of the game, I'm just not a good player).
> 
> 1 - in order to evaluate simulations in MC. Is there any connections between 
> the type of moves made in the game ? For example, if i take two simulations, 
> victory in both simulations, in one of them I had just one nakade move and in 
> the other one I had 5 nakade moves. Could I say that simulation two is better 
> than simulation one ? By better i mean is it more worth that I take more time 
> simulating the states from the second simulation instead of the first one ?

I do not know of any engines that differentiate between the quality of 
simulations, only the result. The investment in a particular tree node is based 
on the win rate, the rave win rate, and bias with priors.


> 2 - So, in this way could I conclude that, for example, Nakade moves are 
> ALWAYS better than Atari Defense Moves ?

I think there are very few black and white rules about which heuristic is 
better than another. There are a few different approaches to use heuristics 
inside a playout. Most are statistical.


> 3 - As far as I know the alpha-beta approach has not succeeded due to the 
> inefficiency of the evaluation functions known. So,where do you guys think 
> that lies the future of Computer-GO ? MC methods ? The classic approach on 
> board games ? (Minimax, Neural Networks, etc).

MC is definitely the future. I think there are ways to blend classic methods 
with MC methods, but most are still experimental.
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