[computer-go] A nearest-neighbor heuristic
Eduardo Sabbatella
eduardo_sabbatella at yahoo.com.ar
Thu Mar 8 00:58:02 PST 2007
I like the idea, only two thing:
- how do you compare 'similar' boards. This is the
tip of the iceberg.
- You should update the population based on
confidence.
Why do you want 1000 rules ? perhaps 200GB of rules is
better. ;-) (I couldn't get time to try my idea of a
big big big hash)
Yours Sincerely,
Eduardo
--- Peter Drake <drake at lclark.edu> escribió:
> First, a general hypothesis on heuristics: one
> should apply
> heuristics to the first few moves beyond the fringe
> of the UCT tree,
> and not later. It's important that these early moves
> be good, but not
> worth the time to make later moves good. Thoughts?
> Is anyone already
> using this idea?
>
> Now, a specific heuristic I'd like to try. If anyone
> can point out
> anything horribly wrong with it before I go to the
> trouble to
> implement it, that'd be nice. :-)
>
> Maintain a set of if-then rules, perhaps 1000 of
> them. Each rule
> consists of a board configuration and a suggested
> move. (Originally,
> they're all identically [<empty board> => E5] for
> 9x9.) As the game
> progresses, this population of rules will change.
>
> When it's time to heuristically choose a move,
> compare the current
> board configuration against the "if" part of each
> rule. Play the move
> from the closest match (nearest neighbor). There's
> room for
> creativity in the definition of nearness, but
> something like Hamming
> distance might suffice.
>
> The population of rules is updated during the game.
> We might do this,
> for example, whenever a move becomes the best move
> from its UCT node.
> (Note that I'm using "best" here to mean "most
> likely to win" and not
> "highest UCT value".) When this happens, ask the
> population what it
> would do given this board configuration. If the
> answer is the move in
> question, do nothing. Otherwise, overwrite the
> oldest rule with a new
> rule suggesting this move for this configuration.
>
> My hope is that this heuristic will suggest the move
> that has been
> most effective on similar boards.
>
> Peter Drake
> http://www.lclark.edu/~drake/
>
>
>
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>
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>
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