[computer-go] Some ideas how to make strong heavy playouts
Jonas Kahn
jonas.kahn at math.u-psud.fr
Wed Apr 2 12:48:00 PDT 2008
>
> So I believe a better approach is a heavy playout approach with NO
> tree. Instead, rules would evolve based on knowledge learned from each
> playout - rules that would eventually move uniformly random moves into
> highly directed ones. All-moves-as-first teaches us that in the
> general case a move that is good now is good later or visa versa. But
> it needs to go way farther than that. It needs to "act like a tree"
> when something specific needs to be handled and generalize when this is
> most appropriate. If something like this could be made to work, a
> tree could probably be built on top of it if desired. This would be a
> super-playout approach.
>
This looks very much like the way human players work (albeit with a
tree): read local sequences and outcomes that can be kept in reserve for
a long time, but called about any time depending on the situation. Big
chunks.
Jonas
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