[computer-go] Hybrid theory
Michael Williams
michaelwilliams75 at gmail.com
Fri Feb 1 10:54:55 PST 2008
So do I. I just stated a simpler version here because I previously suggested a more integrated approach and got zero replies. I'll state it again:
Start with a UCT+MC engine. When a tree node reaches X number of playouts (1000?, 10000?), do a tactical analysis. When that analysis exists for a given node,
let it in some way bias the move selection at that node.
Don Dailey wrote:
> There is much to think about with Jason's and Michaels ideas. I favor
> a more integrated approach than Michael suggests because I think it
> would be very difficult to essentially have 2 different programs playing
> the same game (ever play non-consultation doubles in chess or go? It's
> fun but the level of play stinks. You take turns making a move with
> your partner and no consultation is allowed.)
>
> I also favor focusing more on the tree portion, but no doubt the
> play-out portion could improve. I say this because search is more
> sensitive to early mistakes and work near the root is cheap compared to
> work nearer leaf nodes. But by all means we should do research on
> what it takes in the play-outs.
>
> - Don
>
>
>
> Jason House wrote:
>> I wouldn't stop there. I'd like a static analyzer to add tactical
>> smarts to playouts. If there's a pre-existing nakade, seki, etc, the
>> playouts should get it right.
>>
>> On Feb 1, 2008 10:34 AM, Michael Williams <michaelwilliams75 at gmail.com
>> <mailto:michaelwilliams75 at gmail.com>> wrote:
>>
>> I think we would all agree that UCT+MC is quite good for strategy
>> but not so good with tactics. I'd like to see this hybrid engine:
>> One that starts with a
>> traditional full-board static analysis (with local tactical
>> searches), looking for urgent moves. If it finds an urgent move,
>> it makes it. If the position is
>> relatively quiet, it uses UCT+MC to find a good strategic play.
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