Although I've never done a RAVE implementation (soon, very soon), this is
related in the sense that AMAF is related to RAVE:
I have recently (yesterday, actually) done some experiments on AMAF with 5-vertex patterns (normal AMAF can be considered 1-vertex patterns). I was not able to
observe a
I'll add some detail. I have 10 features which give me 1024 possible context
codes, not all of which are realizable. I keep a CAMAF table of approximate
size 1024*(number of spaces)*colors (1024*81*2 for a 9x9 board). This table
persists throughout the entire game, with suitable decays of the we
> -Original Message-
> From: terry mcintyre
> To: computer-go
> Sent: Fri, Aug 7, 2009 10:35 am
> Subject: Re: [computer-go] RAVE problems
>
> Perhaps the "context" attached to RAVE needs to be more subtle than a static
> 3x3 pattern - tactical and efficiency > considerations may app
The other alternative is to use domain knowledge as well as rave to bias
moves in the UCT search. I think Crazystone and Zen use learned patterns
for bias. Many Faces uses the MF knowledge engine combined with rave to
bias UCT search. I think this is stronger than trying to fix rave.
David
---
Perhaps the "context" attached to RAVE needs to be more subtle than a static
3x3 pattern - tactical and efficiency considerations may apply - a move may be
good when it defends or kills a group, but bad if it has no effect upon the
status - it may be wasted in such cases.
Terry McIntyre
I have traced many, many bad moves to RAVE failures. This post
is a "brain dump" on what I have learned.
SYMPTOMS
I classify two failure modes:
1) RAVE searches a bad move because it is good later.
2) RAVE won't search the best move because it is bad later.
The first failure mod
On Fri, Aug 7, 2009 at 5:51 AM, Folkert van Heusden
wrote:
> >> What is superko?
> >> My program keeps a list of all board-positions and then if it whants to
> >> do a move it checks if the new board-position is in the list. If so, it
> >> throws that move away. Are there other checks I need to do
>> What is superko?
>> My program keeps a list of all board-positions and then if it whants to
>> do a move it checks if the new board-position is in the list. If so, it
>> throws that move away. Are there other checks I need to do as well?
>
> Superko involves repeating a previous board position.
>> What is superko?
>> My program keeps a list of all board-positions and then if it whants to
>> do a move it checks if the new board-position is in the list. If so, it
>> throws that move away. Are there other checks I need to do as well?
>
> Superko involves repeating a previous board position.
In message <20090807092625.gj15...@vanheusden.com>, Folkert van Heusden
writes
What is superko?
My program keeps a list of all board-positions and then if it whants to
do a move it checks if the new board-position is in the list. If so, it
throws that move away. Are there other checks I need t
> I fixed allowing multiple suicide in playouts, but it didn't make the
> many wasted playouts go away on Sheppard's position.
> On further investivation, the problem has to do with the interaction
> between superko and the transposition table.
> Currently, Orego checks only simple ko most of t
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