But there is another way to make it pay off more reasonably. After you
make a move, kill all the siblings and start thinking as if you were
the opponent. Then when it's your turn again, prune the tree again
to the relevant branches. Then you will get a modest improvement.
This is what my
On Thu, 2007-04-12 at 15:25 +0200, Ćukasz Lew wrote:
> > * In a real game, the tree (i.e. the uct_t object) is thrown away by
> > each call to genmove. Wouldn't it be better to make this a global,
> and
> > then when a move is chosen just delete the sub-trees for the moves
> that
> > weren't chosen
> * In uct_t::do_playout(), when two passes in a row then you break and
> score the game at that point. However I don't see anything to stop the
> two passes happening anywhere in the tree, which would upset accuracy.
They can happen anywhere in the tree, pass is just another move.
I do not see w