[computer-go] Monte-Carlo Go Misnomer?
Don Dailey
drd at mit.edu
Sat Feb 3 16:46:07 PST 2007
Your english is fine, it's my grammer that could use some help.
I made it more complicated than it needed to be.
You mentioned that you have a slow but flexible data structure
that supports lots of experimentation but makes the program
slower.
But it occured to me that a simple version that only does
uniformly random play-outs - can't make any use of this extra
sophistication - therefore it must suffer more of a speed
penalty.
I have the same situation with an older program that has a more
sophisticated data strucutre. If I was building a smarter
program I would rather use the older but slower code but I
cannot optimize it any further for simple randomly uniform
play-outs. If I compared the old code doing simple play-outs
to the old code doing the sophisticated evaluation, it might
not look so bad because the older program is doing uneeded
work that is of no benefit to a simple program.
- Don
On Sat, 2007-02-03 at 20:26 +0100, Sylvain Gelly wrote:
>
> I seriously doubt a highly optimized MoGo would be able to
> stay
> this close to uniform random in speed.
>
> We certainly could not achieve 0.6 the speed Lukasz can achieve with
> uniform random.
>
>
> is suffering more from the baggage of this infrastructure than
> the best simulation
> policy version that I would guess is benefitting more from
> this
> infrastructure.
> Sorry I don't understand :-(. Is the second "more" of the sentence a
> mistake, or my english too poor? If I remove the second "more", do you
> mean benefitting for the speed or the accuracy?
>
> Sylvain
>
>
>
>
> On Sat, 2007-02-03 at 10:31 -0800, David Doshay wrote:
> > On 3, Feb 2007, at 2:51 AM, Sylvain Gelly wrote:
> >
> > > the speed of the best simulation policy in MoGo is 0.6 *
> the speed
> > > of the uniform random one.
> >
> > I think that this is very good. You give up less than a
> factor of 2
> > from uniform random and you probably get better than a
> factor of 2 in
> > the % of relevant moves.
> >
> > This has been the biggest reason we have delayed adding MC
> to SlugGo:
> > how do you keep the "randomly" selected moves anywhere near
> the
> > relevant moves? With the high branching factor we face in
> Go, this
> > seems most important to me. And MoGo has made huge strides
> in that
> > direction.
> >
> >
> >
> > Cheers,
> > David
> >
> >
> >
> >
> >
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>
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