[computer-go] Congratulations to AyaMC, GNU, and MonteGNU!
Joel Veness
jveness at gmail.com
Mon Feb 4 07:54:42 PST 2008
Hi Don,
That is an interesting idea, and I don't see anything wrong with it in
principle.
However, given how slow Goanna is these days, I think I would probably
gain more by spending 1/10 of the time needed for that idea on simple
optimization! :)
Joel
On Tue, Feb 5, 2008 at 2:44 AM, Don Dailey <drdailey at cox.net> wrote:
>
>
> Joel Veness wrote:
> > Hi Nick,
> >
> > Goanna (agog) timed out annoyingly in that game against GNU.
> >
> > I have since implemented a rule: "if after some number of samples you
> > have a winning probability that is very close to 1.0, just make the
> > best move right away". There is no need to spend so long thinking in
> > these ridiculous endgame positions. I made some other changes so that
> > passing is more highly favored in certain situations, so hopefully
> > this will be the last time Goanna forfeits a game due to time.
> >
> My rule is that if the score if over 0.95 or under -0.95 I allocate
> some fraction of the time I normally would to that move. I think my
> fraction is 1/10. I always play the move with the most samples, but
> for this I make sure than the highest scoring move (even with low
> samples) fit's this window.
>
> I think technically these kinds of algorithms should be applied
> gradually, so some function could be applied to the score to determine
> how soon to stop. The function should not be linear but should be
> such that very little reduction is applied unless the score is extremely
> high or low. For instance is the score is 80% you might benefit
> from a slight reduction, but not much.
>
> To find the right numbers, you would probably need to analyze a LOT of
> data and see how often you lose (and why) when the score is fairly
> high. Probably not worth the effort!
>
> This function should be fitted to your general time control algorithm
> too. If you have rules to shorten the search, you should definitely
> balance this by being more aggressive about time allocation earlier in
> the game. It would probably be very difficult to find a good
> balance but the right algorithms should cause you to lose some games and
> win some games but to win more than you lose. If your are too
> conservative it might seem ok, but that causes you to lose games too,
> you just don't notice it as much.
>
> - Don
>
>
>
>
>
>
>
> > I guess that is what I get from only testing on CGOS. The small time
> > increment CGOS gives makes a big difference with the high latency I
> > get due to being based in Sydney, and to the best of my knowledge, KGS
> > doesn't do the same.
> >
> > Joel
> >
> > On Tue, Feb 5, 2008 at 1:32 AM, Nick Wedd <nick at maproom.co.uk> wrote:
> >
> >> Congratulations to the three winners of yesterday's KGS bot tournament
> >> (there was a tie in the Formal division, so three winners). My report
> >> is at http://www.weddslist.com/kgs/past/35/index.html
> >>
> >> Nick
> >> --
> >> Nick Wedd nick at maproom.co.uk
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> >>
> >>
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