[computer-go] Congratulations to AyaMC, GNU, and MonteGNU!
Don Dailey
drdailey at cox.net
Mon Feb 4 08:11:54 PST 2008
Joel Veness wrote:
> 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! :)
>
Yes, I don't use the idea myself, I just do the simple test for 0.95.
However sometimes doing the "more correct" thing actually is just as
simple. I think this would be just a little piece of code that would
actually replace the conditional branching and perhaps even make the
code look cleaner.
If I ever get around to implementing it myself, I'll let you know.
- Don
> 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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