[computer-go] (no subject)
Peter Drake
drake at lclark.edu
Tue Jul 25 09:41:28 PDT 2006
Orego has moved three rungs up the 9x9 ladder, defeating
JacquelineGo, Godot, and Gogo.
Our program is very similar to Remi Coulom’s Crazy Stone, with the
following differences:
- Our move selection algorithm is to choose randomly with probability
p, otherwise choose the currently best move. p varies linearly from 1
down to 0 over the course of a turn.
- Our backup algorithm is to take the average of the children,
weighted by the number of runs through those children. A similar
formula appears in Chaslot et al’s “Monte-Carlo Strategies for
Computer Go” at the beginning of section 3.2. The idea is that, as
more and more runs occur, the vast majority of moves are through the
best branch. We also avoid giving much weight to a poorly-explored
branch.
- We keep the relevant part of the tree between turns. We can often
keep about half of our work after we move (and half of that after the
opponent’s move), especially during forcing sequences.
- We use the probability of winning rather than the estimated score.
Several people on the computer Go mailing list have reported this as
a big win.
- We copped out at put in one piece of domain-specific knowledge: the
program always opens in the center.
Future work:
- Rather than hand-build an opening book, we could do perhaps a
million runs on the empty board and save that tree.
- This algorithm is probably very amenable to parallelization.
- We would like to be able to break the board down into unrelated
areas. This is probably crucial for 19x19 play. Ideas include
partitioning the board by strongly-controlled points and looking at
correlations between points’ expected fates.
Peter Drake
Assistant Professor of Computer Science
Lewis & Clark College
http://www.lclark.edu/~drake/
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